Massive tab and trailing space cleanup

This commit is contained in:
Melanie Thielker
2017-01-05 19:07:37 +00:00
parent e88e2945e9
commit b16abc8166
959 changed files with 23646 additions and 23646 deletions

View File

@@ -36,16 +36,16 @@ namespace OpenSim.Region.PhysicsModule.BulletS {
// Constraint type values as defined by Bullet
public enum ConstraintType : int
{
POINT2POINT_CONSTRAINT_TYPE = 3,
HINGE_CONSTRAINT_TYPE,
CONETWIST_CONSTRAINT_TYPE,
D6_CONSTRAINT_TYPE,
SLIDER_CONSTRAINT_TYPE,
CONTACT_CONSTRAINT_TYPE,
D6_SPRING_CONSTRAINT_TYPE,
GEAR_CONSTRAINT_TYPE, // added in Bullet 2.82
FIXED_CONSTRAINT_TYPE, // added in Bullet 2.82
MAX_CONSTRAINT_TYPE, // last type defined by Bullet
POINT2POINT_CONSTRAINT_TYPE = 3,
HINGE_CONSTRAINT_TYPE,
CONETWIST_CONSTRAINT_TYPE,
D6_CONSTRAINT_TYPE,
SLIDER_CONSTRAINT_TYPE,
CONTACT_CONSTRAINT_TYPE,
D6_SPRING_CONSTRAINT_TYPE,
GEAR_CONSTRAINT_TYPE, // added in Bullet 2.82
FIXED_CONSTRAINT_TYPE, // added in Bullet 2.82
MAX_CONSTRAINT_TYPE, // last type defined by Bullet
//
BS_FIXED_CONSTRAINT_TYPE = 1234 // BulletSim constraint that is fixed and unmoving
}
@@ -54,25 +54,25 @@ public enum ConstraintType : int
[StructLayout(LayoutKind.Sequential)]
public struct ConvexHull
{
Vector3 Offset;
int VertexCount;
Vector3[] Vertices;
Vector3 Offset;
int VertexCount;
Vector3[] Vertices;
}
public enum BSPhysicsShapeType
{
SHAPE_UNKNOWN = 0,
SHAPE_CAPSULE = 1,
SHAPE_BOX = 2,
SHAPE_CONE = 3,
SHAPE_CYLINDER = 4,
SHAPE_SPHERE = 5,
SHAPE_MESH = 6,
SHAPE_HULL = 7,
SHAPE_UNKNOWN = 0,
SHAPE_CAPSULE = 1,
SHAPE_BOX = 2,
SHAPE_CONE = 3,
SHAPE_CYLINDER = 4,
SHAPE_SPHERE = 5,
SHAPE_MESH = 6,
SHAPE_HULL = 7,
// following defined by BulletSim
SHAPE_GROUNDPLANE = 20,
SHAPE_TERRAIN = 21,
SHAPE_COMPOUND = 22,
SHAPE_HEIGHTMAP = 23,
SHAPE_GROUNDPLANE = 20,
SHAPE_TERRAIN = 21,
SHAPE_COMPOUND = 22,
SHAPE_HEIGHTMAP = 23,
SHAPE_AVATAR = 24,
SHAPE_CONVEXHULL= 25,
SHAPE_GIMPACT = 26,
@@ -180,16 +180,16 @@ public struct ConfigurationParameters
public float collisionMargin;
public float gravity;
public float maxPersistantManifoldPoolSize;
public float maxCollisionAlgorithmPoolSize;
public float shouldDisableContactPoolDynamicAllocation;
public float shouldForceUpdateAllAabbs;
public float shouldRandomizeSolverOrder;
public float shouldSplitSimulationIslands;
public float shouldEnableFrictionCaching;
public float numberOfSolverIterations;
public float maxPersistantManifoldPoolSize;
public float maxCollisionAlgorithmPoolSize;
public float shouldDisableContactPoolDynamicAllocation;
public float shouldForceUpdateAllAabbs;
public float shouldRandomizeSolverOrder;
public float shouldSplitSimulationIslands;
public float shouldEnableFrictionCaching;
public float numberOfSolverIterations;
public float useSingleSidedMeshes;
public float globalContactBreakingThreshold;
public float globalContactBreakingThreshold;
public float physicsLoggingFrames;
@@ -202,30 +202,30 @@ public struct ConfigurationParameters
public struct HACDParams
{
// usual default values
public float maxVerticesPerHull; // 100
public float minClusters; // 2
public float compacityWeight; // 0.1
public float volumeWeight; // 0.0
public float concavity; // 100
public float addExtraDistPoints; // false
public float addNeighboursDistPoints; // false
public float addFacesPoints; // false
public float shouldAdjustCollisionMargin; // false
public float maxVerticesPerHull; // 100
public float minClusters; // 2
public float compacityWeight; // 0.1
public float volumeWeight; // 0.0
public float concavity; // 100
public float addExtraDistPoints; // false
public float addNeighboursDistPoints; // false
public float addFacesPoints; // false
public float shouldAdjustCollisionMargin; // false
// VHACD
public float whichHACD; // zero if Bullet HACD, non-zero says VHACD
// http://kmamou.blogspot.ca/2014/12/v-hacd-20-parameters-description.html
public float vHACDresolution; // 100,000 max number of voxels generated during voxelization stage
public float vHACDdepth; // 20 max number of clipping stages
public float vHACDconcavity; // 0.0025 maximum concavity
public float vHACDplaneDownsampling; // 4 granularity of search for best clipping plane
public float vHACDconvexHullDownsampling; // 4 precision of hull gen process
public float vHACDalpha; // 0.05 bias toward clipping along symmetry planes
public float vHACDbeta; // 0.05 bias toward clipping along revolution axis
public float vHACDgamma; // 0.00125 max concavity when merging
public float vHACDpca; // 0 on/off normalizing mesh before decomp
public float vHACDmode; // 0 0:voxel based, 1: tetrahedron based
public float vHACDmaxNumVerticesPerCH; // 64 max triangles per convex hull
public float vHACDminVolumePerCH; // 0.0001 sampling of generated convex hulls
public float whichHACD; // zero if Bullet HACD, non-zero says VHACD
// http://kmamou.blogspot.ca/2014/12/v-hacd-20-parameters-description.html
public float vHACDresolution; // 100,000 max number of voxels generated during voxelization stage
public float vHACDdepth; // 20 max number of clipping stages
public float vHACDconcavity; // 0.0025 maximum concavity
public float vHACDplaneDownsampling; // 4 granularity of search for best clipping plane
public float vHACDconvexHullDownsampling; // 4 precision of hull gen process
public float vHACDalpha; // 0.05 bias toward clipping along symmetry planes
public float vHACDbeta; // 0.05 bias toward clipping along revolution axis
public float vHACDgamma; // 0.00125 max concavity when merging
public float vHACDpca; // 0 on/off normalizing mesh before decomp
public float vHACDmode; // 0 0:voxel based, 1: tetrahedron based
public float vHACDmaxNumVerticesPerCH; // 64 max triangles per convex hull
public float vHACDminVolumePerCH; // 0.0001 sampling of generated convex hulls
}
// The states a bullet collision object can have
@@ -322,8 +322,8 @@ public abstract string BulletEngineVersion { get; protected set;}
// Initialization and simulation
public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms,
int maxCollisions, ref CollisionDesc[] collisionArray,
int maxUpdates, ref EntityProperties[] updateArray
int maxCollisions, ref CollisionDesc[] collisionArray,
int maxUpdates, ref EntityProperties[] updateArray
);
public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep,
@@ -398,7 +398,7 @@ public abstract void DestroyObject(BulletWorld sim, BulletBody obj);
public abstract BulletShape CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin);
public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
float scaleFactor, float collisionMargin);
float scaleFactor, float collisionMargin);
// =====================================================================================
// Constraint creation and helper routines