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more source indentation fix
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@@ -24,32 +24,26 @@
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenMetaverse;
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namespace OpenSim.Region.PhysicsModule.BulletS
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{
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public sealed class BSConstraintHinge : BSConstraint
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{
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public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } }
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public BSConstraintHinge(BulletWorld world, BulletBody obj1, BulletBody obj2,
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Vector3 pivotInA, Vector3 pivotInB,
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Vector3 axisInA, Vector3 axisInB,
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bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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: base(world)
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public sealed class BSConstraintHinge : 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.CreateHingeConstraint(world, obj1, obj2,
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pivotInA, pivotInB, axisInA, axisInB,
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useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
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m_enabled = true;
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public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } }
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public BSConstraintHinge(BulletWorld world, BulletBody obj1, BulletBody obj2,
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Vector3 pivotInA, Vector3 pivotInB,
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Vector3 axisInA, Vector3 axisInB,
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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.CreateHingeConstraint(world, obj1, obj2,
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pivotInA, pivotInB, axisInA, axisInB,
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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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