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https://github.com/opensim/opensim.git
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* Optimized usings
* shortened references * Removed redundant 'this' * Normalized EOF
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@@ -106,18 +106,19 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
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PhysicsVector size, Quaternion rotation)
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{
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return this.AddPrimShape(primName, pbs, position, size, rotation, false);
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return AddPrimShape(primName, pbs, position, size, rotation, false);
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
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PhysicsVector size, Quaternion rotation, bool isPhysical)
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{
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return null;
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}
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public override void AddPhysicsActorTaint(PhysicsActor prim)
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{
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}
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public override float Simulate(float timeStep)
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{
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float fps = 0;
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@@ -125,8 +126,8 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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{
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BasicActor actor = _actors[i];
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actor.Position.X += actor.Velocity.X * timeStep;
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actor.Position.Y += actor.Velocity.Y * timeStep;
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actor.Position.X += actor.Velocity.X*timeStep;
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actor.Position.Y += actor.Velocity.Y*timeStep;
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if (actor.Position.Y < 0)
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{
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@@ -146,18 +147,18 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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actor.Position.X = 255.9F;
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}
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float height = _heightMap[(int) actor.Position.Y * 256 + (int) actor.Position.X] + 1.0f;
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float height = _heightMap[(int) actor.Position.Y*256 + (int) actor.Position.X] + 1.0f;
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if (actor.Flying)
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{
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if (actor.Position.Z + (actor.Velocity.Z * timeStep) <
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_heightMap[(int) actor.Position.Y * 256 + (int) actor.Position.X] + 2)
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if (actor.Position.Z + (actor.Velocity.Z*timeStep) <
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_heightMap[(int) actor.Position.Y*256 + (int) actor.Position.X] + 2)
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{
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actor.Position.Z = height;
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actor.Velocity.Z = 0;
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}
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else
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{
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actor.Position.Z += actor.Velocity.Z * timeStep;
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actor.Position.Z += actor.Velocity.Z*timeStep;
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}
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}
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else
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@@ -204,31 +205,37 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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_position = new PhysicsVector();
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_acceleration = new PhysicsVector();
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}
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public override int PhysicsActorType
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{
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get { return (int)ActorTypes.Agent; }
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get { return (int) ActorTypes.Agent; }
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set { return; }
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}
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public override PhysicsVector RotationalVelocity
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{
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get { return m_rotationalVelocity; }
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set { m_rotationalVelocity = value; }
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}
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public override bool SetAlwaysRun
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{
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get { return false; }
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set { return; }
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}
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public override bool IsPhysical
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{
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get { return false; }
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set { return; }
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}
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public override bool ThrottleUpdates
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{
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get { return false; }
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set { return; }
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}
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public override bool Flying
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{
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get { return flying; }
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@@ -240,16 +247,19 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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get { return iscolliding; }
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set { iscolliding = value; }
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}
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public override bool CollidingGround
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{
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get { return false; }
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set { return; }
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}
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public override bool CollidingObj
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{
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get { return false; }
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set { return; }
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}
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public override PhysicsVector Position
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{
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get { return _position; }
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@@ -264,27 +274,29 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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public override PrimitiveBaseShape Shape
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{
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set
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{
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return;
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}
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set { return; }
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}
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public override float Mass
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{
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get { return 0f; }
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}
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public override PhysicsVector Force
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{
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get { return PhysicsVector.Zero; }
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}
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public override PhysicsVector CenterOfMass
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{
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get { return PhysicsVector.Zero; }
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}
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public override PhysicsVector GeometricCenter
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{
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get { return PhysicsVector.Zero; }
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}
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public override PhysicsVector Velocity
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{
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get { return _velocity; }
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@@ -321,4 +333,4 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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{
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}
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}
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}
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}
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