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Massive tab and trailing space cleanup
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@@ -75,7 +75,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
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{
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m_scene = pScene;
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nearCallback = near;
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}
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/// <summary>
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@@ -136,7 +136,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
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ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
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for (int i = 0; i < reqs.Length; i++)
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{
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if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
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if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
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RayCast(reqs[i]); // if there isn't anyone to send results
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}
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@@ -151,7 +151,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
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ODERayRequest[] reqs = m_PendingRayRequests.ToArray();
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for (int i = 0; i < reqs.Length; i++)
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{
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if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
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if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
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RayCast(reqs[i]); // if there isn't anyone to send results
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}
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@@ -247,7 +247,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
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req.callbackMethod(m_contactResults);
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}
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}
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// This is the standard Near. Uses space AABBs to speed up detection.
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private void near(IntPtr space, IntPtr g1, IntPtr g2)
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{
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@@ -262,7 +262,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
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{
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if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
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return;
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// Separating static prim geometry spaces.
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// We'll be calling near recursivly if one
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// of them is a space to find all of the
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@@ -290,7 +290,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
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int count = 0;
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try
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{
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if (g1 == g2)
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return; // Can't collide with yourself
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@@ -326,7 +326,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
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if (p1 is OdePrim)
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{
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ContactResult collisionresult = new ContactResult();
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collisionresult.ConsumerID = p1.LocalID;
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collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
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collisionresult.Depth = contacts[i].depth;
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