From 65c5efe43b68700bad94076d4cd421160203c5de Mon Sep 17 00:00:00 2001 From: Jeff Ames Date: Fri, 16 May 2008 01:22:11 +0000 Subject: Formatting cleanup. --- .../Region/Physics/BulletXPlugin/BulletXPlugin.cs | 20 ++++++++++---------- .../BulletXPlugin/TriangleIndexVertexArray.cs | 4 ++-- 2 files changed, 12 insertions(+), 12 deletions(-) (limited to 'OpenSim/Region/Physics/BulletXPlugin') 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 bool needsCollision;// = base.NeedsCollision(bodyA, bodyB); int c1 = 3; int c2 = 3; - + //////////////////////////////////////////////////////// - //BulletX Mesh Collisions + //BulletX Mesh Collisions //added by Jed zhu //data: May 07,2005 //////////////////////////////////////////////////////// @@ -302,9 +302,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin else needsCollision = base.NeedsCollision(bodyA, bodyB); - + #endregion - + //m_log.DebugFormat("[BulletX]: A collision was detected between {0} and {1} --> {2}", nameA, nameB, //needsCollision); @@ -705,7 +705,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin } foreach (BulletXPrim prim in _prims.Values) { - //_height = HeightValue(prim.RigidBodyPosition); + //_height = HeightValue(prim.RigidBodyPosition); _height = _simFlatPlanet.HeightValue(prim.RigidBodyPosition); prim.ValidateHeight(_height); //if (_simFlatPlanet.heightIsNotValid(prim.RigidBodyPosition, out _height)) prim.ValidateHeight(_height); @@ -741,8 +741,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin public override bool IsThreaded { - get - { + get + { return (false); // for now we won't be multithreaded } } @@ -1380,17 +1380,17 @@ namespace OpenSim.Region.Physics.BulletXPlugin /// public class BulletXPrim : BulletXActor { - //Density it will depends of material. + //Density it will depends of material. //For now all prims have the same density, all prims are made of water. Be water my friend! :D private const float _density = 1000.0f; private BulletXScene _parent_scene; private PhysicsVector m_prev_position = new PhysicsVector(0, 0, 0); private bool m_lastUpdateSent = false; - //added by jed zhu + //added by jed zhu private IMesh _mesh; public IMesh GetMesh() { return _mesh; } - + public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, 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 @@ */ /* - This file contains a class TriangleIndexVertexArray. I tried using the class with the same name - from the BulletX implementation and found it unusable for the purpose of using triangle meshes + This file contains a class TriangleIndexVertexArray. I tried using the class with the same name + from the BulletX implementation and found it unusable for the purpose of using triangle meshes within BulletX as the implementation was painfully incomplete. The attempt to derive from the original class failed as viable members were hidden. Fiddling around with BulletX itself was not my intention. -- cgit v1.1