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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
@@ -31,73 +31,70 @@ using OpenMetaverse;
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namespace OpenSim.Region.PhysicsModule.BulletS
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{
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public sealed class BSConstraintSpring : BSConstraint6Dof
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{
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public override ConstraintType Type { get { return ConstraintType.D6_SPRING_CONSTRAINT_TYPE; } }
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public BSConstraintSpring(BulletWorld world, BulletBody obj1, BulletBody obj2,
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Vector3 frame1Loc, Quaternion frame1Rot,
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Vector3 frame2Loc, Quaternion frame2Rot,
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bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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:base(world, obj1, obj2)
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public sealed class BSConstraintSpring : BSConstraint6Dof
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{
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m_constraint = PhysicsScene.PE.Create6DofSpringConstraint(world, obj1, obj2,
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frame1Loc, frame1Rot, frame2Loc, frame2Rot,
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useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
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m_enabled = true;
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public override ConstraintType Type { get { return ConstraintType.D6_SPRING_CONSTRAINT_TYPE; } }
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PhysicsScene.DetailLog("{0},BSConstraintSpring,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
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obj1.ID, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
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PhysicsScene.DetailLog("{0},BSConstraintSpring,create, f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}",
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m_body1.ID, frame1Loc, frame1Rot, frame2Loc, frame2Rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
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public BSConstraintSpring(BulletWorld world, BulletBody obj1, BulletBody obj2,
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Vector3 frame1Loc, Quaternion frame1Rot,
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Vector3 frame2Loc, Quaternion frame2Rot,
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bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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:base(world, obj1, obj2)
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{
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m_constraint = PhysicsScene.PE.Create6DofSpringConstraint(world, obj1, obj2,
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frame1Loc, frame1Rot, frame2Loc, frame2Rot,
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useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
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m_enabled = true;
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PhysicsScene.DetailLog("{0},BSConstraintSpring,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
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obj1.ID, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
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PhysicsScene.DetailLog("{0},BSConstraintSpring,create, f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}",
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m_body1.ID, frame1Loc, frame1Rot, frame2Loc, frame2Rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
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}
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public bool SetAxisEnable(int pIndex, bool pAxisEnable)
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{
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PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEnable,obj1ID={1},obj2ID={2},indx={3},enable={4}",
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m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pAxisEnable);
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PhysicsScene.PE.SpringEnable(m_constraint, pIndex, BSParam.NumericBool(pAxisEnable));
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return true;
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}
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public bool SetStiffness(int pIndex, float pStiffness)
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{
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PhysicsScene.DetailLog("{0},BSConstraintSpring.SetStiffness,obj1ID={1},obj2ID={2},indx={3},stiff={4}",
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m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pStiffness);
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PhysicsScene.PE.SpringSetStiffness(m_constraint, pIndex, pStiffness);
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return true;
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}
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public bool SetDamping(int pIndex, float pDamping)
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{
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PhysicsScene.DetailLog("{0},BSConstraintSpring.SetDamping,obj1ID={1},obj2ID={2},indx={3},damp={4}",
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m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pDamping);
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PhysicsScene.PE.SpringSetDamping(m_constraint, pIndex, pDamping);
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return true;
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}
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public bool SetEquilibriumPoint(int pIndex, float pEqPoint)
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{
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PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},indx={3},eqPoint={4}",
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m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pEqPoint);
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PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, pIndex, pEqPoint);
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return true;
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}
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public bool SetEquilibriumPoint(Vector3 linearEq, Vector3 angularEq)
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{
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PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},linearEq={3},angularEq={4}",
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m_body1.ID, m_body1.ID, m_body2.ID, linearEq, angularEq);
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PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 0, linearEq.X);
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PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 1, linearEq.Y);
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PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 2, linearEq.Z);
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PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 3, angularEq.X);
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PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 4, angularEq.Y);
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PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 5, angularEq.Z);
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return true;
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}
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}
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public bool SetAxisEnable(int pIndex, bool pAxisEnable)
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{
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PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEnable,obj1ID={1},obj2ID={2},indx={3},enable={4}",
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m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pAxisEnable);
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PhysicsScene.PE.SpringEnable(m_constraint, pIndex, BSParam.NumericBool(pAxisEnable));
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return true;
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}
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public bool SetStiffness(int pIndex, float pStiffness)
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{
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PhysicsScene.DetailLog("{0},BSConstraintSpring.SetStiffness,obj1ID={1},obj2ID={2},indx={3},stiff={4}",
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m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pStiffness);
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PhysicsScene.PE.SpringSetStiffness(m_constraint, pIndex, pStiffness);
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return true;
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}
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public bool SetDamping(int pIndex, float pDamping)
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{
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PhysicsScene.DetailLog("{0},BSConstraintSpring.SetDamping,obj1ID={1},obj2ID={2},indx={3},damp={4}",
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m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pDamping);
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PhysicsScene.PE.SpringSetDamping(m_constraint, pIndex, pDamping);
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return true;
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}
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public bool SetEquilibriumPoint(int pIndex, float pEqPoint)
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{
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PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},indx={3},eqPoint={4}",
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m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pEqPoint);
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PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, pIndex, pEqPoint);
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return true;
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}
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public bool SetEquilibriumPoint(Vector3 linearEq, Vector3 angularEq)
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{
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PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},linearEq={3},angularEq={4}",
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m_body1.ID, m_body1.ID, m_body2.ID, linearEq, angularEq);
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PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 0, linearEq.X);
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PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 1, linearEq.Y);
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PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 2, linearEq.Z);
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PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 3, angularEq.X);
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PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 4, angularEq.Y);
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PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 5, angularEq.Z);
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return true;
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}
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}
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}
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