From 0662d109c2954c7be5f5e9400b1f4afdeab2c298 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 1 Jan 2013 09:32:21 -0800 Subject: BulletSim: fix line endings. --- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 40 +++++++++++++------------- 1 file changed, 20 insertions(+), 20 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index cb8108d..d4e2e87 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -894,26 +894,26 @@ public sealed class BSPrim : BSPhysObject // Object MUST NOT already be in the world. // This routine exists because some assorted properties get mangled by adding to the world. internal void AddObjectToPhysicalWorld() - { - if (PhysBody.HasPhysicalBody) - { - PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); - - // TODO: Fix this. Total kludge because adding object to world resets its gravity to default. - // Replace this when the new AddObjectToWorld function is complete. - PhysicsScene.PE.SetGravity(PhysBody, ComputeGravity()); - - // Collision filter can be set only when the object is in the world - if (!PhysBody.ApplyCollisionMask(PhysicsScene)) - { - m_log.ErrorFormat("{0} Failed setting object collision mask: id={1}", LogHeader, LocalID); - DetailLog("{0},BSPrim.UpdatePhysicalParameters,failedSetMaskGroup,cType={1}", LocalID, PhysBody.collisionType); - } - } - else - { - m_log.ErrorFormat("{0} Attempt to add physical object without body. id={1}", LogHeader, LocalID); - DetailLog("{0},BSPrim.UpdatePhysicalParameters,addObjectWithoutBody,cType={1}", LocalID, PhysBody.collisionType); + { + if (PhysBody.HasPhysicalBody) + { + PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); + + // TODO: Fix this. Total kludge because adding object to world resets its gravity to default. + // Replace this when the new AddObjectToWorld function is complete. + PhysicsScene.PE.SetGravity(PhysBody, ComputeGravity()); + + // Collision filter can be set only when the object is in the world + if (!PhysBody.ApplyCollisionMask(PhysicsScene)) + { + m_log.ErrorFormat("{0} Failed setting object collision mask: id={1}", LogHeader, LocalID); + DetailLog("{0},BSPrim.UpdatePhysicalParameters,failedSetMaskGroup,cType={1}", LocalID, PhysBody.collisionType); + } + } + else + { + m_log.ErrorFormat("{0} Attempt to add physical object without body. id={1}", LogHeader, LocalID); + DetailLog("{0},BSPrim.UpdatePhysicalParameters,addObjectWithoutBody,cType={1}", LocalID, PhysBody.collisionType); } } -- cgit v1.1