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Massive tab and trailing space cleanup
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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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