BulletSim: remove trailing white space to make git happier. No functional changes.

This commit is contained in:
Robert Adams
2013-04-29 07:54:50 -07:00
parent ad1787770e
commit 92ee288d66
20 changed files with 152 additions and 152 deletions

View File

@@ -38,7 +38,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
* Class to wrap all objects.
* The rest of BulletSim doesn't need to keep checking for avatars or prims
* unless the difference is significant.
*
*
* Variables in the physicsl objects are in three forms:
* VariableName: used by the simulator and performs taint operations, etc
* RawVariableName: direct reference to the BulletSim storage for the variable value
@@ -52,7 +52,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
* SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce
* SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse
* PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v
* BS.ApplyCentralForce BS.ApplyTorque
* BS.ApplyCentralForce BS.ApplyTorque
*/
// Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc.
@@ -353,7 +353,7 @@ public abstract class BSPhysObject : PhysicsActor
}
public override bool CollidingObj {
get { return (CollidingObjectStep == PhysScene.SimulationStep); }
set {
set {
if (value)
CollidingObjectStep = PhysScene.SimulationStep;
else
@@ -447,7 +447,7 @@ public abstract class BSPhysObject : PhysicsActor
// The CollisionCollection instance is passed around in the simulator.
// Make sure we don't have a handle to that one and that a new one is used for next time.
// This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here,
// This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here,
// a race condition is created for the other users of this instance.
CollisionCollection = new CollisionEventUpdate();
}