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author | Jeff Ames | 2008-05-16 01:22:11 +0000 |
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committer | Jeff Ames | 2008-05-16 01:22:11 +0000 |
commit | 65c5efe43b68700bad94076d4cd421160203c5de (patch) | |
tree | 589b56649ed02f4942671fd6e51c6dc43f682e0d /OpenSim/Region/Physics/BulletXPlugin | |
parent | Thank you very much, mjm for : (diff) | |
download | opensim-SC_OLD-65c5efe43b68700bad94076d4cd421160203c5de.zip opensim-SC_OLD-65c5efe43b68700bad94076d4cd421160203c5de.tar.gz opensim-SC_OLD-65c5efe43b68700bad94076d4cd421160203c5de.tar.bz2 opensim-SC_OLD-65c5efe43b68700bad94076d4cd421160203c5de.tar.xz |
Formatting cleanup.
Diffstat (limited to 'OpenSim/Region/Physics/BulletXPlugin')
-rw-r--r-- | OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs | 20 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs | 4 |
2 files changed, 12 insertions, 12 deletions
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs index 9415fff..5ced2d1 100644 --- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs +++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs | |||
@@ -282,9 +282,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
282 | bool needsCollision;// = base.NeedsCollision(bodyA, bodyB); | 282 | bool needsCollision;// = base.NeedsCollision(bodyA, bodyB); |
283 | int c1 = 3; | 283 | int c1 = 3; |
284 | int c2 = 3; | 284 | int c2 = 3; |
285 | 285 | ||
286 | //////////////////////////////////////////////////////// | 286 | //////////////////////////////////////////////////////// |
287 | //BulletX Mesh Collisions | 287 | //BulletX Mesh Collisions |
288 | //added by Jed zhu | 288 | //added by Jed zhu |
289 | //data: May 07,2005 | 289 | //data: May 07,2005 |
290 | //////////////////////////////////////////////////////// | 290 | //////////////////////////////////////////////////////// |
@@ -302,9 +302,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
302 | else | 302 | else |
303 | needsCollision = base.NeedsCollision(bodyA, bodyB); | 303 | needsCollision = base.NeedsCollision(bodyA, bodyB); |
304 | 304 | ||
305 | 305 | ||
306 | #endregion | 306 | #endregion |
307 | 307 | ||
308 | 308 | ||
309 | //m_log.DebugFormat("[BulletX]: A collision was detected between {0} and {1} --> {2}", nameA, nameB, | 309 | //m_log.DebugFormat("[BulletX]: A collision was detected between {0} and {1} --> {2}", nameA, nameB, |
310 | //needsCollision); | 310 | //needsCollision); |
@@ -705,7 +705,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
705 | } | 705 | } |
706 | foreach (BulletXPrim prim in _prims.Values) | 706 | foreach (BulletXPrim prim in _prims.Values) |
707 | { | 707 | { |
708 | //_height = HeightValue(prim.RigidBodyPosition); | 708 | //_height = HeightValue(prim.RigidBodyPosition); |
709 | _height = _simFlatPlanet.HeightValue(prim.RigidBodyPosition); | 709 | _height = _simFlatPlanet.HeightValue(prim.RigidBodyPosition); |
710 | prim.ValidateHeight(_height); | 710 | prim.ValidateHeight(_height); |
711 | //if (_simFlatPlanet.heightIsNotValid(prim.RigidBodyPosition, out _height)) prim.ValidateHeight(_height); | 711 | //if (_simFlatPlanet.heightIsNotValid(prim.RigidBodyPosition, out _height)) prim.ValidateHeight(_height); |
@@ -741,8 +741,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
741 | 741 | ||
742 | public override bool IsThreaded | 742 | public override bool IsThreaded |
743 | { | 743 | { |
744 | get | 744 | get |
745 | { | 745 | { |
746 | return (false); // for now we won't be multithreaded | 746 | return (false); // for now we won't be multithreaded |
747 | } | 747 | } |
748 | } | 748 | } |
@@ -1380,17 +1380,17 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
1380 | /// </summary> | 1380 | /// </summary> |
1381 | public class BulletXPrim : BulletXActor | 1381 | public class BulletXPrim : BulletXActor |
1382 | { | 1382 | { |
1383 | //Density it will depends of material. | 1383 | //Density it will depends of material. |
1384 | //For now all prims have the same density, all prims are made of water. Be water my friend! :D | 1384 | //For now all prims have the same density, all prims are made of water. Be water my friend! :D |
1385 | private const float _density = 1000.0f; | 1385 | private const float _density = 1000.0f; |
1386 | private BulletXScene _parent_scene; | 1386 | private BulletXScene _parent_scene; |
1387 | private PhysicsVector m_prev_position = new PhysicsVector(0, 0, 0); | 1387 | private PhysicsVector m_prev_position = new PhysicsVector(0, 0, 0); |
1388 | private bool m_lastUpdateSent = false; | 1388 | private bool m_lastUpdateSent = false; |
1389 | //added by jed zhu | 1389 | //added by jed zhu |
1390 | private IMesh _mesh; | 1390 | private IMesh _mesh; |
1391 | public IMesh GetMesh() { return _mesh; } | 1391 | public IMesh GetMesh() { return _mesh; } |
1392 | 1392 | ||
1393 | 1393 | ||
1394 | 1394 | ||
1395 | public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, | 1395 | public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, |
1396 | AxiomQuaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical) | 1396 | AxiomQuaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical) |
diff --git a/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs b/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs index 0902077..637cf6e 100644 --- a/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs +++ b/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs | |||
@@ -20,8 +20,8 @@ | |||
20 | */ | 20 | */ |
21 | 21 | ||
22 | /* | 22 | /* |
23 | This file contains a class TriangleIndexVertexArray. I tried using the class with the same name | 23 | This file contains a class TriangleIndexVertexArray. I tried using the class with the same name |
24 | from the BulletX implementation and found it unusable for the purpose of using triangle meshes | 24 | from the BulletX implementation and found it unusable for the purpose of using triangle meshes |
25 | within BulletX as the implementation was painfully incomplete. | 25 | within BulletX as the implementation was painfully incomplete. |
26 | The attempt to derive from the original class failed as viable members were hidden. | 26 | The attempt to derive from the original class failed as viable members were hidden. |
27 | Fiddling around with BulletX itself was not my intention. | 27 | Fiddling around with BulletX itself was not my intention. |