From 65c131c4a362bed347a6240184ce40b9ddeaaae1 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 22 Oct 2012 08:23:21 -0700 Subject: BulletSim: remove trailing spaces to make git happy. --- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 10 +++++----- 1 file changed, 5 insertions(+), 5 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 aeeb4dd..7b211fa 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -295,7 +295,7 @@ public sealed class BSPrim : BSPhysObject private bool PositionSanityCheck() { bool ret = false; - + // If totally below the ground, move the prim up // TODO: figure out the right solution for this... only for dynamic objects? /* @@ -510,7 +510,7 @@ public sealed class BSPrim : BSPhysObject }); } } - // Go directly to Bullet to get/set the value. + // Go directly to Bullet to get/set the value. public override OMV.Quaternion ForceOrientation { get @@ -768,7 +768,7 @@ public sealed class BSPrim : BSPhysObject } } public override bool FloatOnWater { - set { + set { _floatOnWater = value; PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() { @@ -971,7 +971,7 @@ public sealed class BSPrim : BSPhysObject if (hollowAmount > 0.0) { hollowVolume *= hollowAmount; - + switch (BaseShape.HollowShape) { case HollowShape.Square: @@ -1251,7 +1251,7 @@ public sealed class BSPrim : BSPhysObject // Create the correct physical representation for this type of object. // Updates BSBody and BSShape with the new information. // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. - PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape, + PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape, null, delegate(BulletBody dBody) { // Called if the current prim body is about to be destroyed. -- cgit v1.1