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Remove tabs, indent code properly
Signed-off-by: UbitUmarov <ajlduarte@sapo.pt>
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UbitUmarov
parent
e1ce7408da
commit
13dbbc2683
@@ -36,104 +36,102 @@ using OMV = OpenMetaverse;
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namespace OpenSim.Region.PhysicsModule.BulletS
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{
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public class BSActorSetTorque : BSActor
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{
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BSFMotor m_torqueMotor;
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public BSActorSetTorque(BSScene physicsScene, BSPhysObject pObj, string actorName)
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: base(physicsScene, pObj, actorName)
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public class BSActorSetTorque : BSActor
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{
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m_torqueMotor = null;
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m_physicsScene.DetailLog("{0},BSActorSetTorque,constructor", m_controllingPrim.LocalID);
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}
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BSFMotor m_torqueMotor;
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// BSActor.isActive
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public override bool isActive
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{
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get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
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}
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// Release any connections and resources used by the actor.
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// BSActor.Dispose()
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public override void Dispose()
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{
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Enabled = false;
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DeactivateSetTorque();
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}
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// Called when physical parameters (properties set in Bullet) need to be re-applied.
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// Called at taint-time.
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// BSActor.Refresh()
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public override void Refresh()
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{
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m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,torque={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque);
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// If not active any more, get rid of me (shouldn't ever happen, but just to be safe)
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if (m_controllingPrim.RawTorque == OMV.Vector3.Zero)
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public BSActorSetTorque(BSScene physicsScene, BSPhysObject pObj, string actorName)
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: base(physicsScene, pObj, actorName)
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{
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m_torqueMotor = null;
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m_physicsScene.DetailLog("{0},BSActorSetTorque,constructor", m_controllingPrim.LocalID);
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}
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// BSActor.isActive
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public override bool isActive
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{
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get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
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}
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// Release any connections and resources used by the actor.
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// BSActor.Dispose()
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public override void Dispose()
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{
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m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,notSetTorque,disabling={1}", m_controllingPrim.LocalID, ActorName);
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Enabled = false;
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return;
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}
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// If the object is physically active, add the hoverer prestep action
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if (isActive)
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{
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ActivateSetTorque();
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}
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else
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{
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DeactivateSetTorque();
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}
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}
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// The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
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// Register a prestep action to restore physical requirements before the next simulation step.
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// Called at taint-time.
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// BSActor.RemoveDependencies()
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public override void RemoveDependencies()
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{
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// Nothing to do for the hoverer since it is all software at pre-step action time.
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}
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// If a hover motor has not been created, create one and start the hovering.
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private void ActivateSetTorque()
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{
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if (m_torqueMotor == null)
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// Called when physical parameters (properties set in Bullet) need to be re-applied.
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// Called at taint-time.
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// BSActor.Refresh()
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public override void Refresh()
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{
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// A fake motor that might be used someday
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m_torqueMotor = new BSFMotor("setTorque", 1f, 1f, 1f);
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m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,torque={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque);
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m_physicsScene.BeforeStep += Mover;
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}
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}
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// If not active any more, get rid of me (shouldn't ever happen, but just to be safe)
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if (m_controllingPrim.RawTorque == OMV.Vector3.Zero)
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{
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m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,notSetTorque,disabling={1}", m_controllingPrim.LocalID, ActorName);
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Enabled = false;
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return;
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}
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private void DeactivateSetTorque()
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{
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if (m_torqueMotor != null)
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{
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m_physicsScene.BeforeStep -= Mover;
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m_torqueMotor = null;
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}
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}
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// Called just before the simulation step. Update the vertical position for hoverness.
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private void Mover(float timeStep)
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{
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// Don't do force while the object is selected.
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if (!isActive)
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return;
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m_physicsScene.DetailLog("{0},BSActorSetTorque,preStep,force={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque);
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if (m_controllingPrim.PhysBody.HasPhysicalBody)
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{
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m_controllingPrim.AddAngularForce(true /* inTaintTime */, m_controllingPrim.RawTorque);
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m_controllingPrim.ActivateIfPhysical(false);
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// If the object is physically active, add the hoverer prestep action
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if (isActive)
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{
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ActivateSetTorque();
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}
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else
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{
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DeactivateSetTorque();
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}
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}
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// TODO:
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// The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
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// Register a prestep action to restore physical requirements before the next simulation step.
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// Called at taint-time.
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// BSActor.RemoveDependencies()
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public override void RemoveDependencies()
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{
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// Nothing to do for the hoverer since it is all software at pre-step action time.
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}
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// If a hover motor has not been created, create one and start the hovering.
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private void ActivateSetTorque()
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{
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if (m_torqueMotor == null)
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{
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// A fake motor that might be used someday
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m_torqueMotor = new BSFMotor("setTorque", 1f, 1f, 1f);
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m_physicsScene.BeforeStep += Mover;
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}
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}
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private void DeactivateSetTorque()
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{
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if (m_torqueMotor != null)
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{
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m_physicsScene.BeforeStep -= Mover;
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m_torqueMotor = null;
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}
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}
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// Called just before the simulation step. Update the vertical position for hoverness.
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private void Mover(float timeStep)
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{
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// Don't do force while the object is selected.
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if (!isActive)
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return;
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m_physicsScene.DetailLog("{0},BSActorSetTorque,preStep,force={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque);
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if (m_controllingPrim.PhysBody.HasPhysicalBody)
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{
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m_controllingPrim.AddAngularForce(true /* inTaintTime */, m_controllingPrim.RawTorque);
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m_controllingPrim.ActivateIfPhysical(false);
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}
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// TODO:
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}
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}
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}
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}
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