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

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@@ -48,7 +48,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
// Values for level of detail to be passed to the mesher.
// Values origionally chosen for the LOD of sculpties (the sqrt(width*heigth) of sculpt texture)
// Lower level of detail reduces the number of vertices used to represent the meshed shape.
public enum LevelOfDetail
public enum LevelOfDetail
{
High = 32,
Medium = 16,

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@@ -37,7 +37,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
class NullPhysicsScene : PhysicsScene
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static int m_workIndicator;
public override PhysicsActor AddAvatar(

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@@ -134,8 +134,8 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
m_objCollisionList.Add(localID, contact);
}
else
{
float lastVel = m_objCollisionList[localID].RelativeSpeed;
{
float lastVel = m_objCollisionList[localID].RelativeSpeed;
if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth)
{
if(Math.Abs(lastVel) > Math.Abs(contact.RelativeSpeed))
@@ -201,7 +201,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
{
get { return new NullPhysicsActor(); }
}
public virtual bool Building { get; set; }
public virtual void getContactData(ref ContactData cdata)
@@ -263,7 +263,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
public abstract void delink();
public abstract void LockAngularMotion(byte axislocks);
public virtual void RequestPhysicsterseUpdate()
{
// Make a temporary copy of the event to avoid possibility of
@@ -326,7 +326,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
public abstract void VehicleFlags(int param, bool remove);
// This is an overridable version of SetVehicle() that works for all physics engines.
// This is VERY inefficient. It behoves any physics engine to override this and
// This is VERY inefficient. It behoves any physics engine to override this and
// implement a more efficient setting of all the vehicle parameters.
public virtual void SetVehicle(object pvdata)
{
@@ -453,7 +453,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
public abstract bool APIDActive { set;}
public abstract float APIDStrength { set;}
public abstract float APIDDamping { set;}
public abstract void AddForce(Vector3 force, bool pushforce);
public abstract void AddAngularForce(Vector3 force, bool pushforce);
public abstract void SetMomentum(Vector3 momentum);
@@ -465,7 +465,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
// Warning in a parent part it returns itself, not null
public virtual PhysicsActor ParentActor { get { return this; } }
// Extendable interface for new, physics engine specific operations
public virtual object Extension(string pFunct, params object[] pParams)
@@ -629,7 +629,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
public override int PhysicsActorType
{
get { return (int)m_actorType; }
set {
set {
ActorTypes type = (ActorTypes)value;
switch (type)
{
@@ -664,10 +664,10 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
public override Vector3 PIDTarget { set { return; } }
public override bool PIDActive
public override bool PIDActive
{
get { return false; }
set { return; }
set { return; }
}
public override float PIDTau { set { return; } }
@@ -676,12 +676,12 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
public override bool PIDHoverActive {get {return false;} set { return; } }
public override PIDHoverType PIDHoverType { set { return; } }
public override float PIDHoverTau { set { return; } }
public override Quaternion APIDTarget { set { return; } }
public override bool APIDActive { set { return; } }
public override float APIDStrength { set { return; } }
public override float APIDDamping { set { return; } }
public override void SetMomentum(Vector3 momentum) { }
public override void SubscribeEvents(int ms) { }

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@@ -179,7 +179,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
public virtual PhysicsActor AddAvatar(
uint localID, string avName, Vector3 position, Vector3 size, bool isFlying)
{
PhysicsActor ret = AddAvatar(localID, avName, position, Vector3.Zero, size, isFlying);
PhysicsActor ret = AddAvatar(localID, avName, position, Vector3.Zero, size, isFlying);
return ret;
}
@@ -217,7 +217,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
}
public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
{
@@ -335,16 +335,16 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
/// <summary>
/// Queue a raycast against the physics scene.
/// The provided callback method will be called when the raycast is complete
///
/// Many physics engines don't support collision testing at the same time as
/// manipulating the physics scene, so we queue the request up and callback
///
/// Many physics engines don't support collision testing at the same time as
/// manipulating the physics scene, so we queue the request up and callback
/// a custom method when the raycast is complete.
/// This allows physics engines that give an immediate result to callback immediately
/// and ones that don't, to callback when it gets a result back.
///
///
/// ODE for example will not allow you to change the scene while collision testing or
/// it asserts, 'opteration not valid for locked space'. This includes adding a ray to the scene.
///
///
/// This is named RayCastWorld to not conflict with modrex's Raycast method.
/// </summary>
/// <param name="position">Origin of the ray</param>

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@@ -49,7 +49,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
public Vector3(Vector3 pv) : this(pv.X, pv.Y, pv.Z)
{
}
public void setValues(float x, float y, float z)
{
X = x;

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@@ -38,7 +38,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
TYPE_NONE = 0,
/// <summary>
/// No Angular motor, High Left right friction, No Hover, Linear Deflection 1, no angular deflection
/// No Angular motor, High Left right friction, No Hover, Linear Deflection 1, no angular deflection
/// no vertical attractor, No banking, Identity rotation frame
/// </summary>
TYPE_SLED = 1,