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Massive tab and trailing space cleanup
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@@ -48,7 +48,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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// Values for level of detail to be passed to the mesher.
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// Values origionally chosen for the LOD of sculpties (the sqrt(width*heigth) of sculpt texture)
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// Lower level of detail reduces the number of vertices used to represent the meshed shape.
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public enum LevelOfDetail
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public enum LevelOfDetail
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{
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High = 32,
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Medium = 16,
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@@ -37,7 +37,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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class NullPhysicsScene : PhysicsScene
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static int m_workIndicator;
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public override PhysicsActor AddAvatar(
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@@ -134,8 +134,8 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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m_objCollisionList.Add(localID, contact);
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}
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else
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{
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float lastVel = m_objCollisionList[localID].RelativeSpeed;
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{
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float lastVel = m_objCollisionList[localID].RelativeSpeed;
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if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth)
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{
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if(Math.Abs(lastVel) > Math.Abs(contact.RelativeSpeed))
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@@ -201,7 +201,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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{
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get { return new NullPhysicsActor(); }
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}
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public virtual bool Building { get; set; }
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public virtual void getContactData(ref ContactData cdata)
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@@ -263,7 +263,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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public abstract void delink();
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public abstract void LockAngularMotion(byte axislocks);
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public virtual void RequestPhysicsterseUpdate()
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{
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// Make a temporary copy of the event to avoid possibility of
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@@ -326,7 +326,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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public abstract void VehicleFlags(int param, bool remove);
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// This is an overridable version of SetVehicle() that works for all physics engines.
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// This is VERY inefficient. It behoves any physics engine to override this and
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// This is VERY inefficient. It behoves any physics engine to override this and
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// implement a more efficient setting of all the vehicle parameters.
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public virtual void SetVehicle(object pvdata)
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{
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@@ -453,7 +453,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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public abstract bool APIDActive { set;}
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public abstract float APIDStrength { set;}
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public abstract float APIDDamping { set;}
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public abstract void AddForce(Vector3 force, bool pushforce);
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public abstract void AddAngularForce(Vector3 force, bool pushforce);
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public abstract void SetMomentum(Vector3 momentum);
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@@ -465,7 +465,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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// Warning in a parent part it returns itself, not null
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public virtual PhysicsActor ParentActor { get { return this; } }
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// Extendable interface for new, physics engine specific operations
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public virtual object Extension(string pFunct, params object[] pParams)
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@@ -629,7 +629,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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public override int PhysicsActorType
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{
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get { return (int)m_actorType; }
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set {
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set {
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ActorTypes type = (ActorTypes)value;
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switch (type)
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{
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@@ -664,10 +664,10 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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public override Vector3 PIDTarget { set { return; } }
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public override bool PIDActive
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public override bool PIDActive
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{
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get { return false; }
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set { return; }
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set { return; }
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}
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public override float PIDTau { set { return; } }
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@@ -676,12 +676,12 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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public override bool PIDHoverActive {get {return false;} set { return; } }
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public override PIDHoverType PIDHoverType { set { return; } }
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public override float PIDHoverTau { set { return; } }
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public override Quaternion APIDTarget { set { return; } }
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public override bool APIDActive { set { return; } }
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public override float APIDStrength { set { return; } }
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public override float APIDDamping { set { return; } }
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public override void SetMomentum(Vector3 momentum) { }
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public override void SubscribeEvents(int ms) { }
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@@ -179,7 +179,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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public virtual PhysicsActor AddAvatar(
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uint localID, string avName, Vector3 position, Vector3 size, bool isFlying)
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{
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PhysicsActor ret = AddAvatar(localID, avName, position, Vector3.Zero, size, isFlying);
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PhysicsActor ret = AddAvatar(localID, avName, position, Vector3.Zero, size, isFlying);
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return ret;
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}
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@@ -217,7 +217,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
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}
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public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
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{
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@@ -335,16 +335,16 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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/// <summary>
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/// Queue a raycast against the physics scene.
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/// The provided callback method will be called when the raycast is complete
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///
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/// Many physics engines don't support collision testing at the same time as
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/// manipulating the physics scene, so we queue the request up and callback
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///
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/// Many physics engines don't support collision testing at the same time as
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/// manipulating the physics scene, so we queue the request up and callback
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/// a custom method when the raycast is complete.
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/// This allows physics engines that give an immediate result to callback immediately
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/// and ones that don't, to callback when it gets a result back.
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///
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///
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/// ODE for example will not allow you to change the scene while collision testing or
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/// it asserts, 'opteration not valid for locked space'. This includes adding a ray to the scene.
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///
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///
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/// This is named RayCastWorld to not conflict with modrex's Raycast method.
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/// </summary>
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/// <param name="position">Origin of the ray</param>
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@@ -49,7 +49,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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public Vector3(Vector3 pv) : this(pv.X, pv.Y, pv.Z)
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{
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}
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public void setValues(float x, float y, float z)
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{
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X = x;
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@@ -38,7 +38,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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TYPE_NONE = 0,
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/// <summary>
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/// No Angular motor, High Left right friction, No Hover, Linear Deflection 1, no angular deflection
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/// No Angular motor, High Left right friction, No Hover, Linear Deflection 1, no angular deflection
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/// no vertical attractor, No banking, Identity rotation frame
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/// </summary>
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TYPE_SLED = 1,
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