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BulletSim: remove trailing white space to make git happier. No functional changes.
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@@ -38,7 +38,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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* Class to wrap all objects.
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* The rest of BulletSim doesn't need to keep checking for avatars or prims
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* unless the difference is significant.
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*
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*
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* Variables in the physicsl objects are in three forms:
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* VariableName: used by the simulator and performs taint operations, etc
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* RawVariableName: direct reference to the BulletSim storage for the variable value
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@@ -52,7 +52,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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* SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce
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* SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse
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* PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v
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* BS.ApplyCentralForce BS.ApplyTorque
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* BS.ApplyCentralForce BS.ApplyTorque
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*/
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// Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc.
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@@ -353,7 +353,7 @@ public abstract class BSPhysObject : PhysicsActor
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}
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public override bool CollidingObj {
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get { return (CollidingObjectStep == PhysScene.SimulationStep); }
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set {
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set {
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if (value)
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CollidingObjectStep = PhysScene.SimulationStep;
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else
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@@ -447,7 +447,7 @@ public abstract class BSPhysObject : PhysicsActor
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// The CollisionCollection instance is passed around in the simulator.
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// Make sure we don't have a handle to that one and that a new one is used for next time.
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// This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here,
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// This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here,
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// a race condition is created for the other users of this instance.
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CollisionCollection = new CollisionEventUpdate();
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}
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