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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
@@ -31,25 +31,22 @@ using OpenMetaverse;
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namespace OpenSim.Region.PhysicsModule.BulletS
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{
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public sealed class BSConstraintSlider : BSConstraint
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{
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public override ConstraintType Type { get { return ConstraintType.SLIDER_CONSTRAINT_TYPE; } }
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public BSConstraintSlider(BulletWorld world, BulletBody obj1, BulletBody obj2,
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Vector3 frameInAloc, Quaternion frameInArot,
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Vector3 frameInBloc, Quaternion frameInBrot,
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bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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: base(world)
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public sealed class BSConstraintSlider : BSConstraint
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{
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m_body1 = obj1;
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m_body2 = obj2;
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m_constraint = PhysicsScene.PE.CreateSliderConstraint(world, obj1, obj2,
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frameInAloc, frameInArot, frameInBloc, frameInBrot,
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useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
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m_enabled = true;
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public override ConstraintType Type { get { return ConstraintType.SLIDER_CONSTRAINT_TYPE; } }
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public BSConstraintSlider(BulletWorld world, BulletBody obj1, BulletBody obj2,
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Vector3 frameInAloc, Quaternion frameInArot,
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Vector3 frameInBloc, Quaternion frameInBrot,
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bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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: base(world)
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{
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m_body1 = obj1;
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m_body2 = obj2;
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m_constraint = PhysicsScene.PE.CreateSliderConstraint(world, obj1, obj2,
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frameInAloc, frameInArot, frameInBloc, frameInBrot,
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useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
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m_enabled = true;
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}
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}
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}
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}
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