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

@@ -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>