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BulletSim: fix line endings.

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commit d3adf9b2b3bd8e0e76168cd6eb6414f3123c5f02 1 parent 7c14057
@radams1 radams1 authored
Showing with 22 additions and 22 deletions.
  1. +22 −22 OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
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44 OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -102,7 +102,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
public uint WorldID { get; private set; }
public BulletSim World { get; private set; }
- // All the constraints that have been allocated in this instance.
+ // All the constraints that have been allocated in this instance.
public BSConstraintCollection Constraints { get; private set; }
// Simulation parameters
@@ -117,7 +117,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
public float LastSimulatedTimestep { get; private set; }
// A value of the time now so all the collision and update routines do not have to get their own
- // Set to 'now' just before all the prims and actors are called for collisions and updates
+ // Set to 'now' just before all the prims and actors are called for collisions and updates
public int SimulationNowTime { get; private set; }
// True if initialized and ready to do simulation steps
@@ -140,8 +140,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero
public const uint GROUNDPLANE_ID = 1;
- public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here
-
+ public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here
+
private float m_waterLevel;
public BSTerrainManager TerrainManager { get; private set; }
@@ -189,8 +189,8 @@ public TaintCallbackEntry(string i, TaintCallback c)
private bool m_physicsLoggingEnabled;
private string m_physicsLoggingDir;
private string m_physicsLoggingPrefix;
- private int m_physicsLoggingFileMinutes;
- // 'true' of the vehicle code is to log lots of details
+ private int m_physicsLoggingFileMinutes;
+ // 'true' of the vehicle code is to log lots of details
public bool VehicleLoggingEnabled { get; private set; }
#region Construction and Initialization
@@ -266,7 +266,7 @@ public override void Initialise(IMesher meshmerizer, IConfigSource config)
Constraints = new BSConstraintCollection(World);
// Note: choose one of the two following lines
- // BulletSimAPI.CreateInitialGroundPlaneAndTerrain(WorldID);
+ // BulletSimAPI.CreateInitialGroundPlaneAndTerrain(WorldID);
TerrainManager = new BSTerrainManager(this);
TerrainManager.CreateInitialGroundPlaneAndTerrain();
@@ -471,7 +471,7 @@ public override float Simulate(float timeStep)
int simulateStartTime = Util.EnvironmentTickCount();
- // update the prim states while we know the physics engine is not busy
+ // update the prim states while we know the physics engine is not busy
int numTaints = _taintedObjects.Count;
ProcessTaints();
@@ -611,7 +611,7 @@ private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoin
#region Terrain
- public override void SetTerrain(float[] heightMap) {
+ public override void SetTerrain(float[] heightMap) {
TerrainManager.SetTerrain(heightMap);
}
@@ -628,25 +628,25 @@ public float GetWaterLevel()
public override void DeleteTerrain()
{
// m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
- }
-
- // Although no one seems to check this, I do support combining.
- public override bool SupportsCombining()
- {
- return TerrainManager.SupportsCombining();
+ }
+
+ // Although no one seems to check this, I do support combining.
+ public override bool SupportsCombining()
+ {
+ return TerrainManager.SupportsCombining();
}
// This call says I am a child to region zero in a mega-region. 'pScene' is that
// of region zero, 'offset' is my offset from regions zero's origin, and
// 'extents' is the largest XY that is handled in my region.
public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
- {
+ {
TerrainManager.Combine(pScene, offset, extents);
- }
-
- // Unhook all the combining that I know about.
- public override void UnCombine(PhysicsScene pScene)
- {
- TerrainManager.UnCombine(pScene);
+ }
+
+ // Unhook all the combining that I know about.
+ public override void UnCombine(PhysicsScene pScene)
+ {
+ TerrainManager.UnCombine(pScene);
}
#endregion // Terrain
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