فهرست منبع

whitespace updates

Thomas "elfprince13" Dickerson 8 سال پیش
والد
کامیت
ce51070fc4

+ 1 - 1
Engine/source/T3D/camera.cpp

@@ -1351,7 +1351,7 @@ void Camera::consoleInit()
    // ExtendedMove support
    // ExtendedMove support
    Con::addVariable("$camera::extendedMovePosRotIndex", TypeS32, &smExtendedMovePosRotIndex, 
    Con::addVariable("$camera::extendedMovePosRotIndex", TypeS32, &smExtendedMovePosRotIndex, 
       "@brief The ExtendedMove position/rotation index used for camera movements.\n\n"
       "@brief The ExtendedMove position/rotation index used for camera movements.\n\n"
-	   "@ingroup BaseCamera\n");
+      "@ingroup BaseCamera\n");
 }
 }
 
 
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------

+ 21 - 21
Engine/source/T3D/decal/decalManager.cpp

@@ -546,7 +546,7 @@ void DecalManager::removeDecal( DecalInstance *inst )
 
 
    // Remove the decal from the instance vector.
    // Remove the decal from the instance vector.
    
    
-	if( inst->mId != -1 && inst->mId < mDecalInstanceVec.size() )
+   if( inst->mId != -1 && inst->mId < mDecalInstanceVec.size() )
       mDecalInstanceVec[ inst->mId ] = NULL;
       mDecalInstanceVec[ inst->mId ] = NULL;
    
    
    // Release its geometry (if it has any).
    // Release its geometry (if it has any).
@@ -674,23 +674,23 @@ DecalInstance* DecalManager::raycast( const Point3F &start, const Point3F &end,
 
 
          if ( !worldSphere.intersectsRay( start, end ) )
          if ( !worldSphere.intersectsRay( start, end ) )
             continue;
             continue;
-			
-			RayInfo ri;
-			bool containsPoint = false;
-			if ( gServerContainer.castRayRendered( start, end, STATIC_COLLISION_TYPEMASK, &ri ) )
-			{        
-				Point2F poly[4];
-				poly[0].set( inst->mPosition.x - (inst->mSize / 2), inst->mPosition.y + (inst->mSize / 2));
-				poly[1].set( inst->mPosition.x - (inst->mSize / 2), inst->mPosition.y - (inst->mSize / 2));
-				poly[2].set( inst->mPosition.x + (inst->mSize / 2), inst->mPosition.y - (inst->mSize / 2));
-				poly[3].set( inst->mPosition.x + (inst->mSize / 2), inst->mPosition.y + (inst->mSize / 2));
-				
-				if ( MathUtils::pointInPolygon( poly, 4, Point2F(ri.point.x, ri.point.y) ) )
-					containsPoint = true;
-			}
-
-			if( !containsPoint )
-				continue;
+         
+         RayInfo ri;
+         bool containsPoint = false;
+         if ( gServerContainer.castRayRendered( start, end, STATIC_COLLISION_TYPEMASK, &ri ) )
+         {        
+            Point2F poly[4];
+            poly[0].set( inst->mPosition.x - (inst->mSize / 2), inst->mPosition.y + (inst->mSize / 2));
+            poly[1].set( inst->mPosition.x - (inst->mSize / 2), inst->mPosition.y - (inst->mSize / 2));
+            poly[2].set( inst->mPosition.x + (inst->mSize / 2), inst->mPosition.y - (inst->mSize / 2));
+            poly[3].set( inst->mPosition.x + (inst->mSize / 2), inst->mPosition.y + (inst->mSize / 2));
+            
+            if ( MathUtils::pointInPolygon( poly, 4, Point2F(ri.point.x, ri.point.y) ) )
+               containsPoint = true;
+         }
+
+         if( !containsPoint )
+            continue;
 
 
          hitDecals.push_back( inst );
          hitDecals.push_back( inst );
       }
       }
@@ -1406,7 +1406,7 @@ void DecalManager::prepRenderImage( SceneRenderState* state )
          query.init( rootFrustum.getPosition(),
          query.init( rootFrustum.getPosition(),
                      rootFrustum.getTransform().getForwardVector(),
                      rootFrustum.getTransform().getForwardVector(),
                      rootFrustum.getFarDist() );
                      rootFrustum.getFarDist() );
-		   query.getLights( baseRenderInst.lights, 8 );
+         query.getLights( baseRenderInst.lights, 8 );
       }
       }
 
 
       // Submit render inst...
       // Submit render inst...
@@ -1575,7 +1575,7 @@ void DecalManager::clearData()
    }
    }
    
    
    mData = NULL;
    mData = NULL;
-	mDecalInstanceVec.clear();
+   mDecalInstanceVec.clear();
 
 
    _freePools();   
    _freePools();   
 }
 }
@@ -1758,7 +1758,7 @@ DefineEngineFunction( decalManagerEditDecal, bool, ( S32 decalID, Point3F pos, P
 {
 {
    DecalInstance *decalInstance = gDecalManager->getDecal( decalID );
    DecalInstance *decalInstance = gDecalManager->getDecal( decalID );
    if( !decalInstance )
    if( !decalInstance )
-		return false;
+      return false;
 
 
    //Internally we need Point3F tangent instead of the user friendly F32 rotAroundNormal
    //Internally we need Point3F tangent instead of the user friendly F32 rotAroundNormal
    MatrixF mat( true );
    MatrixF mat( true );

+ 9 - 9
Engine/source/T3D/physics/bullet/btBody.cpp

@@ -76,7 +76,7 @@ bool BtBody::init(   PhysicsCollision *shape,
    AssertFatal( shape, "BtBody::init - Got a null collision shape!" );
    AssertFatal( shape, "BtBody::init - Got a null collision shape!" );
    AssertFatal( dynamic_cast<BtCollision*>( shape ), "BtBody::init - The collision shape is the wrong type!" );
    AssertFatal( dynamic_cast<BtCollision*>( shape ), "BtBody::init - The collision shape is the wrong type!" );
    AssertFatal( ((BtCollision*)shape)->getShape(), "BtBody::init - Got empty collision shape!" );
    AssertFatal( ((BtCollision*)shape)->getShape(), "BtBody::init - Got empty collision shape!" );
-	 
+    
    // Cleanup any previous actor.
    // Cleanup any previous actor.
    _releaseActor();
    _releaseActor();
 
 
@@ -97,20 +97,20 @@ bool BtBody::init(   PhysicsCollision *shape,
 
 
          btScalar *masses = new btScalar[ btCompound->getNumChildShapes() ];
          btScalar *masses = new btScalar[ btCompound->getNumChildShapes() ];
          for ( U32 j=0; j < btCompound->getNumChildShapes(); j++ )
          for ( U32 j=0; j < btCompound->getNumChildShapes(); j++ )
-	         masses[j] = mass / btCompound->getNumChildShapes();
+            masses[j] = mass / btCompound->getNumChildShapes();
 
 
          btVector3 principalInertia;
          btVector3 principalInertia;
          btTransform principal;
          btTransform principal;
          btCompound->calculatePrincipalAxisTransform( masses, principal, principalInertia );
          btCompound->calculatePrincipalAxisTransform( masses, principal, principalInertia );
          delete [] masses;
          delete [] masses;
 
 
-	      // Create a new compound with the shifted children.
-	      btColShape = mCompound = new btCompoundShape();
-	      for ( U32 i=0; i < btCompound->getNumChildShapes(); i++ )
-	      {
-		      btTransform newChildTransform = principal.inverse() * btCompound->getChildTransform(i);
-		      mCompound->addChildShape( newChildTransform, btCompound->getChildShape(i) );
-	      }
+         // Create a new compound with the shifted children.
+         btColShape = mCompound = new btCompoundShape();
+         for ( U32 i=0; i < btCompound->getNumChildShapes(); i++ )
+         {
+            btTransform newChildTransform = principal.inverse() * btCompound->getChildTransform(i);
+            mCompound->addChildShape( newChildTransform, btCompound->getChildShape(i) );
+         }
 
 
          localXfm = btCast<MatrixF>( principal );
          localXfm = btCast<MatrixF>( principal );
       }
       }

+ 1 - 1
Engine/source/T3D/physics/bullet/btWorld.cpp

@@ -53,7 +53,7 @@ bool BtWorld::initWorld( bool isServer, ProcessList *processList )
 {
 {
    // Collision configuration contains default setup for memory, collision setup.
    // Collision configuration contains default setup for memory, collision setup.
    mCollisionConfiguration = new btDefaultCollisionConfiguration();
    mCollisionConfiguration = new btDefaultCollisionConfiguration();
-   mDispatcher = new	btCollisionDispatcher( mCollisionConfiguration );
+   mDispatcher = new btCollisionDispatcher( mCollisionConfiguration );
   
   
    btVector3 worldMin( -2000, -2000, -1000 );
    btVector3 worldMin( -2000, -2000, -1000 );
    btVector3 worldMax( 2000, 2000, 1000 );
    btVector3 worldMax( 2000, 2000, 1000 );

+ 4 - 4
Engine/source/T3D/physics/physicsShape.cpp

@@ -242,7 +242,7 @@ void PhysicsShapeData::onRemove()
 
 
 void PhysicsShapeData::_onResourceChanged( const Torque::Path &path )
 void PhysicsShapeData::_onResourceChanged( const Torque::Path &path )
 {
 {
-	if ( path != Path( shapeName ) )
+   if ( path != Path( shapeName ) )
       return;
       return;
 
 
    // Reload the changed shape.
    // Reload the changed shape.
@@ -360,8 +360,8 @@ bool PhysicsShapeData::preload( bool server, String &errorBuffer )
       Vector<FConvexResult*> mHulls;
       Vector<FConvexResult*> mHulls;
    };
    };
 
 
- 	DecompDesc d;
-   d.mVcount       =	polyList.mVertexList.size();
+   DecompDesc d;
+   d.mVcount       = polyList.mVertexList.size();
    d.mVertices     = doubleVerts.address();
    d.mVertices     = doubleVerts.address();
    d.mTcount       = polyList.mIndexList.size() / 3;
    d.mTcount       = polyList.mIndexList.size() / 3;
    d.mIndices      = polyList.mIndexList.address();
    d.mIndices      = polyList.mIndexList.address();
@@ -659,7 +659,7 @@ void PhysicsShape::onRemove()
       PhysicsPlugin::getPhysicsResetSignal().remove( this, &PhysicsShape::_onPhysicsReset );
       PhysicsPlugin::getPhysicsResetSignal().remove( this, &PhysicsShape::_onPhysicsReset );
 
 
       if ( mDestroyedShape )
       if ( mDestroyedShape )
-		  mDestroyedShape->deleteObject();
+        mDestroyedShape->deleteObject();
    }
    }
 
 
    // Remove the resource change signal.
    // Remove the resource change signal.

+ 41 - 41
Engine/source/T3D/physics/physx3/px3Body.cpp

@@ -80,7 +80,7 @@ bool Px3Body::init(   PhysicsCollision *shape,
    AssertFatal( shape, "Px3Body::init - Got a null collision shape!" );
    AssertFatal( shape, "Px3Body::init - Got a null collision shape!" );
    AssertFatal( dynamic_cast<Px3Collision*>( shape ), "Px3Body::init - The collision shape is the wrong type!" );
    AssertFatal( dynamic_cast<Px3Collision*>( shape ), "Px3Body::init - The collision shape is the wrong type!" );
    AssertFatal( !((Px3Collision*)shape)->getShapes().empty(), "Px3Body::init - Got empty collision shape!" );
    AssertFatal( !((Px3Collision*)shape)->getShapes().empty(), "Px3Body::init - Got empty collision shape!" );
-	 
+    
    // Cleanup any previous actor.
    // Cleanup any previous actor.
    _releaseActor();
    _releaseActor();
 
 
@@ -94,10 +94,10 @@ bool Px3Body::init(   PhysicsCollision *shape,
 
 
    if ( isKinematic )
    if ( isKinematic )
    {
    {
-		mActor = gPhysics3SDK->createRigidDynamic(physx::PxTransform(physx::PxIDENTITY()));
-		physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
-		actor->setRigidDynamicFlag(physx::PxRigidDynamicFlag::eKINEMATIC, true);
-		actor->setMass(getMax( mass, 1.0f ));
+      mActor = gPhysics3SDK->createRigidDynamic(physx::PxTransform(physx::PxIDENTITY()));
+      physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
+      actor->setRigidDynamicFlag(physx::PxRigidDynamicFlag::eKINEMATIC, true);
+      actor->setMass(getMax( mass, 1.0f ));
    }
    }
    else if ( mass > 0.0f )
    else if ( mass > 0.0f )
    {
    {
@@ -107,7 +107,7 @@ bool Px3Body::init(   PhysicsCollision *shape,
    {
    {
       mActor = gPhysics3SDK->createRigidStatic(physx::PxTransform(physx::PxIDENTITY()));
       mActor = gPhysics3SDK->createRigidStatic(physx::PxTransform(physx::PxIDENTITY()));
       mIsStatic = true;
       mIsStatic = true;
-	}
+   }
 
 
    mMaterial = gPhysics3SDK->createMaterial(0.6f,0.4f,0.1f);
    mMaterial = gPhysics3SDK->createMaterial(0.6f,0.4f,0.1f);
   
   
@@ -115,22 +115,22 @@ bool Px3Body::init(   PhysicsCollision *shape,
    const Vector<Px3CollisionDesc*> &shapes = mColShape->getShapes();
    const Vector<Px3CollisionDesc*> &shapes = mColShape->getShapes();
    for ( U32 i=0; i < shapes.size(); i++ )
    for ( U32 i=0; i < shapes.size(); i++ )
    {
    {
-	   Px3CollisionDesc* desc = shapes[i];
-	   if( mass > 0.0f )
-	   {
-			if(desc->pGeometry->getType() == physx::PxGeometryType::eTRIANGLEMESH)
-			{
-				Con::errorf("PhysX3 Dynamic Triangle Mesh is not supported.");
-			}
-	   }
-	   physx::PxShape * pShape = mActor->createShape(*desc->pGeometry,*mMaterial);
-	   physx::PxFilterData colData;
-	   if(isDebris)
-			colData.word0 = PX3_DEBRIS;
-	   else if(isTrigger)
+      Px3CollisionDesc* desc = shapes[i];
+      if( mass > 0.0f )
+      {
+         if(desc->pGeometry->getType() == physx::PxGeometryType::eTRIANGLEMESH)
+         {
+            Con::errorf("PhysX3 Dynamic Triangle Mesh is not supported.");
+         }
+      }
+      physx::PxShape * pShape = mActor->createShape(*desc->pGeometry,*mMaterial);
+      physx::PxFilterData colData;
+      if(isDebris)
+         colData.word0 = PX3_DEBRIS;
+      else if(isTrigger)
         colData.word0 = PX3_TRIGGER;
         colData.word0 = PX3_TRIGGER;
-	   else
-		   colData.word0 = PX3_DEFAULT;
+      else
+         colData.word0 = PX3_DEFAULT;
 
 
       //set local pose - actor->createShape with a local pose is deprecated in physx 3.3
       //set local pose - actor->createShape with a local pose is deprecated in physx 3.3
       pShape->setLocalPose(desc->pose);
       pShape->setLocalPose(desc->pose);
@@ -145,8 +145,8 @@ bool Px3Body::init(   PhysicsCollision *shape,
    //mass & intertia has to be set after creating the shape
    //mass & intertia has to be set after creating the shape
    if ( mass > 0.0f )
    if ( mass > 0.0f )
    {
    {
-		physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
-		physx::PxRigidBodyExt::setMassAndUpdateInertia(*actor,mass);
+      physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
+      physx::PxRigidBodyExt::setMassAndUpdateInertia(*actor,mass);
    }
    }
 
 
     // This sucks, but it has to happen if we want
     // This sucks, but it has to happen if we want
@@ -178,9 +178,9 @@ void Px3Body::setMaterial(  F32 restitution,
       actor->wakeUp();
       actor->wakeUp();
    }
    }
 
 
-	 mMaterial->setRestitution(restitution);
-	 mMaterial->setStaticFriction(staticFriction);
-	 mMaterial->setDynamicFriction(friction);
+    mMaterial->setRestitution(restitution);
+    mMaterial->setStaticFriction(staticFriction);
+    mMaterial->setDynamicFriction(friction);
 
 
 }
 }
 
 
@@ -189,7 +189,7 @@ void Px3Body::setSleepThreshold( F32 linear, F32 angular )
    AssertFatal( mActor, "Px3Body::setSleepThreshold - The actor is null!" );
    AssertFatal( mActor, "Px3Body::setSleepThreshold - The actor is null!" );
 
 
    if(mIsStatic)
    if(mIsStatic)
-	   return;
+      return;
 
 
    physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
    physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
    physx::PxF32 massNormalized= (linear*linear+angular*angular)/2.0f;
    physx::PxF32 massNormalized= (linear*linear+angular*angular)/2.0f;
@@ -200,7 +200,7 @@ void Px3Body::setDamping( F32 linear, F32 angular )
 {
 {
    AssertFatal( mActor, "Px3Body::setDamping - The actor is null!" );
    AssertFatal( mActor, "Px3Body::setDamping - The actor is null!" );
    if(mIsStatic)
    if(mIsStatic)
-	   return;
+      return;
 
 
    physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
    physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
    actor->setLinearDamping( linear );
    actor->setLinearDamping( linear );
@@ -227,7 +227,7 @@ F32 Px3Body::getMass() const
 {
 {
    AssertFatal( mActor, "PxBody::getCMassPosition - The actor is null!" );
    AssertFatal( mActor, "PxBody::getCMassPosition - The actor is null!" );
    if(mIsStatic)
    if(mIsStatic)
-	   return 0;
+      return 0;
 
 
    const physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
    const physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
    return actor->getMass();
    return actor->getMass();
@@ -237,7 +237,7 @@ Point3F Px3Body::getCMassPosition() const
 {
 {
    AssertFatal( mActor, "Px3Body::getCMassPosition - The actor is null!" );
    AssertFatal( mActor, "Px3Body::getCMassPosition - The actor is null!" );
    if(mIsStatic)
    if(mIsStatic)
-	   return px3Cast<Point3F>(mActor->getGlobalPose().p);
+      return px3Cast<Point3F>(mActor->getGlobalPose().p);
 
 
    physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
    physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
    physx::PxTransform pose = actor->getGlobalPose() * actor->getCMassLocalPose();
    physx::PxTransform pose = actor->getGlobalPose() * actor->getCMassLocalPose();
@@ -326,11 +326,11 @@ Box3F Px3Body::getWorldBounds()
  
  
   
   
    U32 shapeCount = mActor->getNbShapes();
    U32 shapeCount = mActor->getNbShapes();
-	physx::PxShape **shapes = new physx::PxShape*[shapeCount];
-	mActor->getShapes(shapes, shapeCount);
+   physx::PxShape **shapes = new physx::PxShape*[shapeCount];
+   mActor->getShapes(shapes, shapeCount);
    for ( U32 i = 0; i < shapeCount; i++ )
    for ( U32 i = 0; i < shapeCount; i++ )
    {
    {
-      // Get the shape's bounds.	   
+      // Get the shape's bounds.    
       shapeBounds = physx::PxShapeExt::getWorldBounds(*shapes[i],*mActor);
       shapeBounds = physx::PxShapeExt::getWorldBounds(*shapes[i],*mActor);
       // Combine them into the total bounds.
       // Combine them into the total bounds.
       bounds.include( shapeBounds ); 
       bounds.include( shapeBounds ); 
@@ -355,11 +355,11 @@ void Px3Body::setSimulationEnabled( bool enabled )
    mWorld->releaseWriteLock();
    mWorld->releaseWriteLock();
 
 
    U32 shapeCount = mActor->getNbShapes();
    U32 shapeCount = mActor->getNbShapes();
-	physx::PxShape **shapes = new physx::PxShape*[shapeCount];
-	mActor->getShapes(shapes, shapeCount);
+   physx::PxShape **shapes = new physx::PxShape*[shapeCount];
+   mActor->getShapes(shapes, shapeCount);
    for ( S32 i = 0; i < mActor->getNbShapes(); i++ )
    for ( S32 i = 0; i < mActor->getNbShapes(); i++ )
    {
    {
-	   shapes[i]->setFlag(physx::PxShapeFlag::eSIMULATION_SHAPE,!mIsEnabled);//?????
+      shapes[i]->setFlag(physx::PxShapeFlag::eSIMULATION_SHAPE,!mIsEnabled);//?????
    }
    }
 
 
    delete [] shapes;
    delete [] shapes;
@@ -377,10 +377,10 @@ void Px3Body::setTransform( const MatrixF &transform )
    mActor->setGlobalPose(px3Cast<physx::PxTransform>(transform),false);
    mActor->setGlobalPose(px3Cast<physx::PxTransform>(transform),false);
 
 
    if(mIsStatic)
    if(mIsStatic)
-	   return;
+      return;
 
 
-	physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
-	bool kinematic = actor->getRigidDynamicFlags() & physx::PxRigidDynamicFlag::eKINEMATIC;
+   physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
+   bool kinematic = actor->getRigidDynamicFlags() & physx::PxRigidDynamicFlag::eKINEMATIC;
    // If its dynamic we have more to do.
    // If its dynamic we have more to do.
    if ( isDynamic() && !kinematic )
    if ( isDynamic() && !kinematic )
    {
    {
@@ -412,8 +412,8 @@ void Px3Body::applyImpulse( const Point3F &origin, const Point3F &force )
    physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
    physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
    if ( mIsEnabled && isDynamic() )
    if ( mIsEnabled && isDynamic() )
    physx::PxRigidBodyExt::addForceAtPos(*actor,px3Cast<physx::PxVec3>(force),
    physx::PxRigidBodyExt::addForceAtPos(*actor,px3Cast<physx::PxVec3>(force),
-												px3Cast<physx::PxVec3>(origin),
-												physx::PxForceMode::eIMPULSE);
+                                    px3Cast<physx::PxVec3>(origin),
+                                    physx::PxForceMode::eIMPULSE);
 
 
 }
 }
 
 

+ 3 - 3
Engine/source/T3D/physics/physx3/px3Body.h

@@ -41,9 +41,9 @@ class Px3Collision;
 struct Px3CollisionDesc;
 struct Px3CollisionDesc;
 
 
 namespace physx{
 namespace physx{
-	class PxRigidActor;
-	class PxMaterial;
-	class PxShape;
+   class PxRigidActor;
+   class PxMaterial;
+   class PxShape;
 }
 }
 
 
 
 

+ 137 - 137
Engine/source/T3D/physics/physx3/px3World.cpp

@@ -71,113 +71,113 @@ Px3World::~Px3World()
 
 
 physx::PxCooking *Px3World::getCooking()
 physx::PxCooking *Px3World::getCooking()
 {
 {
-	return smCooking;
+   return smCooking;
 }
 }
 
 
 bool Px3World::restartSDK( bool destroyOnly, Px3World *clientWorld, Px3World *serverWorld)
 bool Px3World::restartSDK( bool destroyOnly, Px3World *clientWorld, Px3World *serverWorld)
 {
 {
-	// If either the client or the server still exist
-	// then we cannot reset the SDK.
-	if ( clientWorld || serverWorld )
-		return false;
+   // If either the client or the server still exist
+   // then we cannot reset the SDK.
+   if ( clientWorld || serverWorld )
+      return false;
 
 
-	if(smPvdConnection)
-		smPvdConnection->release();
+   if(smPvdConnection)
+      smPvdConnection->release();
 
 
-	if(smCooking)
-		smCooking->release();
+   if(smCooking)
+      smCooking->release();
 
 
-	if(smCpuDispatcher)
-		smCpuDispatcher->release();
+   if(smCpuDispatcher)
+      smCpuDispatcher->release();
 
 
    // Destroy the existing SDK.
    // Destroy the existing SDK.
-	if ( gPhysics3SDK )
-	{
-		PxCloseExtensions();
-		gPhysics3SDK->release();
-	}
+   if ( gPhysics3SDK )
+   {
+      PxCloseExtensions();
+      gPhysics3SDK->release();
+   }
 
 
    if(smErrorCallback)
    if(smErrorCallback)
    {
    {
       SAFE_DELETE(smErrorCallback);
       SAFE_DELETE(smErrorCallback);
    }
    }
 
 
-	if(smFoundation)
-	{
-		smFoundation->release();
-		SAFE_DELETE(smErrorCallback);
-	}
+   if(smFoundation)
+   {
+      smFoundation->release();
+      SAFE_DELETE(smErrorCallback);
+   }
 
 
-	// If we're not supposed to restart... return.
-	if ( destroyOnly )
+   // If we're not supposed to restart... return.
+   if ( destroyOnly )
       return true;
       return true;
 
 
-	bool memTrack = false;
+   bool memTrack = false;
  #ifdef TORQUE_DEBUG
  #ifdef TORQUE_DEBUG
-	memTrack = true;
+   memTrack = true;
  #endif
  #endif
 
 
-	smErrorCallback  = new Px3ConsoleStream;
-	smFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, smMemoryAlloc, *smErrorCallback);
-	smProfileZoneManager = &physx::PxProfileZoneManager::createProfileZoneManager(smFoundation);
-	gPhysics3SDK = PxCreatePhysics(PX_PHYSICS_VERSION, *smFoundation, physx::PxTolerancesScale(),memTrack,smProfileZoneManager);
+   smErrorCallback  = new Px3ConsoleStream;
+   smFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, smMemoryAlloc, *smErrorCallback);
+   smProfileZoneManager = &physx::PxProfileZoneManager::createProfileZoneManager(smFoundation);
+   gPhysics3SDK = PxCreatePhysics(PX_PHYSICS_VERSION, *smFoundation, physx::PxTolerancesScale(),memTrack,smProfileZoneManager);
 
 
-	if ( !gPhysics3SDK )
-	{
-		Con::errorf( "PhysX3 failed to initialize!" );
-		Platform::messageBox(   Con::getVariable( "$appName" ),
+   if ( !gPhysics3SDK )
+   {
+      Con::errorf( "PhysX3 failed to initialize!" );
+      Platform::messageBox(   Con::getVariable( "$appName" ),
                               avar("PhysX3 could not be started!\r\n"),
                               avar("PhysX3 could not be started!\r\n"),
                               MBOk, MIStop );
                               MBOk, MIStop );
-		Platform::forceShutdown( -1 );
+      Platform::forceShutdown( -1 );
       
       
-		// We shouldn't get here, but this shuts up
-		// source diagnostic tools.
-		return false;
-	}
-
-	if(!PxInitExtensions(*gPhysics3SDK))
-	{
-		Con::errorf( "PhysX3 failed to initialize extensions!" );
-		Platform::messageBox(   Con::getVariable( "$appName" ),
+      // We shouldn't get here, but this shuts up
+      // source diagnostic tools.
+      return false;
+   }
+
+   if(!PxInitExtensions(*gPhysics3SDK))
+   {
+      Con::errorf( "PhysX3 failed to initialize extensions!" );
+      Platform::messageBox(   Con::getVariable( "$appName" ),
                               avar("PhysX3 could not be started!\r\n"),
                               avar("PhysX3 could not be started!\r\n"),
                               MBOk, MIStop );
                               MBOk, MIStop );
-		Platform::forceShutdown( -1 );
-		return false;
-	}
-
-	smCooking = PxCreateCooking(PX_PHYSICS_VERSION, *smFoundation, physx::PxCookingParams(physx::PxTolerancesScale()));
-	if(!smCooking)
-	{
-		Con::errorf( "PhysX3 failed to initialize cooking!" );
-		Platform::messageBox(   Con::getVariable( "$appName" ),
+      Platform::forceShutdown( -1 );
+      return false;
+   }
+
+   smCooking = PxCreateCooking(PX_PHYSICS_VERSION, *smFoundation, physx::PxCookingParams(physx::PxTolerancesScale()));
+   if(!smCooking)
+   {
+      Con::errorf( "PhysX3 failed to initialize cooking!" );
+      Platform::messageBox(   Con::getVariable( "$appName" ),
                               avar("PhysX3 could not be started!\r\n"),
                               avar("PhysX3 could not be started!\r\n"),
                               MBOk, MIStop );
                               MBOk, MIStop );
-		Platform::forceShutdown( -1 );      
-		return false;
-	}
+      Platform::forceShutdown( -1 );      
+      return false;
+   }
 
 
 #ifdef TORQUE_DEBUG
 #ifdef TORQUE_DEBUG
-	physx::PxVisualDebuggerConnectionFlags connectionFlags(physx::PxVisualDebuggerExt::getAllConnectionFlags());
-	smPvdConnection = physx::PxVisualDebuggerExt::createConnection(gPhysics3SDK->getPvdConnectionManager(), 
-				"localhost", 5425, 100, connectionFlags);	
+   physx::PxVisualDebuggerConnectionFlags connectionFlags(physx::PxVisualDebuggerExt::getAllConnectionFlags());
+   smPvdConnection = physx::PxVisualDebuggerExt::createConnection(gPhysics3SDK->getPvdConnectionManager(), 
+            "localhost", 5425, 100, connectionFlags); 
 #endif
 #endif
 
 
-	return true;
+   return true;
 }
 }
 
 
 void Px3World::destroyWorld()
 void Px3World::destroyWorld()
 {
 {
-	getPhysicsResults();
+   getPhysicsResults();
 
 
    mRenderBuffer = NULL;
    mRenderBuffer = NULL;
 
 
-	// Release the tick processing signals.
-	if ( mProcessList )
-	{
-		mProcessList->preTickSignal().remove( this, &Px3World::getPhysicsResults );
-		mProcessList->postTickSignal().remove( this, &Px3World::tickPhysics );
-		mProcessList = NULL;
-	}
+   // Release the tick processing signals.
+   if ( mProcessList )
+   {
+      mProcessList->preTickSignal().remove( this, &Px3World::getPhysicsResults );
+      mProcessList->postTickSignal().remove( this, &Px3World::tickPhysics );
+      mProcessList = NULL;
+   }
 
 
    if(mControllerManager)
    if(mControllerManager)
    {
    {
@@ -185,13 +185,13 @@ void Px3World::destroyWorld()
       mControllerManager = NULL;
       mControllerManager = NULL;
    }
    }
    
    
-	// Destroy the scene.
-	if ( mScene )
-	{
-		// Release the scene.
-		mScene->release();
-		mScene = NULL;
-	}
+   // Destroy the scene.
+   if ( mScene )
+   {
+      // Release the scene.
+      mScene->release();
+      mScene = NULL;
+   }
 }
 }
 
 
 bool Px3World::initWorld( bool isServer, ProcessList *processList )
 bool Px3World::initWorld( bool isServer, ProcessList *processList )
@@ -203,7 +203,7 @@ bool Px3World::initWorld( bool isServer, ProcessList *processList )
    }
    }
 
 
    mIsServer = isServer;
    mIsServer = isServer;
-	
+   
    physx::PxSceneDesc sceneDesc(gPhysics3SDK->getTolerancesScale());
    physx::PxSceneDesc sceneDesc(gPhysics3SDK->getTolerancesScale());
 
 
    sceneDesc.gravity = px3Cast<physx::PxVec3>(mGravity);
    sceneDesc.gravity = px3Cast<physx::PxVec3>(mGravity);
@@ -217,26 +217,26 @@ bool Px3World::initWorld( bool isServer, ProcessList *processList )
       sceneDesc.cpuDispatcher = smCpuDispatcher;
       sceneDesc.cpuDispatcher = smCpuDispatcher;
       Con::printf("PhysX3 using Cpu: %d workers", smCpuDispatcher->getWorkerCount());
       Con::printf("PhysX3 using Cpu: %d workers", smCpuDispatcher->getWorkerCount());
    }
    }
- 	
+   
    sceneDesc.flags |= physx::PxSceneFlag::eENABLE_CCD;
    sceneDesc.flags |= physx::PxSceneFlag::eENABLE_CCD;
    sceneDesc.flags |= physx::PxSceneFlag::eENABLE_ACTIVETRANSFORMS;
    sceneDesc.flags |= physx::PxSceneFlag::eENABLE_ACTIVETRANSFORMS;
    sceneDesc.filterShader  = physx::PxDefaultSimulationFilterShader;
    sceneDesc.filterShader  = physx::PxDefaultSimulationFilterShader;
 
 
-	mScene = gPhysics3SDK->createScene(sceneDesc);
+   mScene = gPhysics3SDK->createScene(sceneDesc);
    //cache renderbuffer for use with debug drawing
    //cache renderbuffer for use with debug drawing
    mRenderBuffer = const_cast<physx::PxRenderBuffer*>(&mScene->getRenderBuffer());
    mRenderBuffer = const_cast<physx::PxRenderBuffer*>(&mScene->getRenderBuffer());
 
 
-	physx::PxDominanceGroupPair debrisDominance( 0.0f, 1.0f );
-	mScene->setDominanceGroupPair(0,31,debrisDominance);
+   physx::PxDominanceGroupPair debrisDominance( 0.0f, 1.0f );
+   mScene->setDominanceGroupPair(0,31,debrisDominance);
 
 
    mControllerManager = PxCreateControllerManager(*mScene);
    mControllerManager = PxCreateControllerManager(*mScene);
 
 
-	AssertFatal( processList, "Px3World::init() - We need a process list to create the world!" );
-	mProcessList = processList;
-	mProcessList->preTickSignal().notify( this, &Px3World::getPhysicsResults );
-	mProcessList->postTickSignal().notify( this, &Px3World::tickPhysics, 1000.0f );
+   AssertFatal( processList, "Px3World::init() - We need a process list to create the world!" );
+   mProcessList = processList;
+   mProcessList->preTickSignal().notify( this, &Px3World::getPhysicsResults );
+   mProcessList->postTickSignal().notify( this, &Px3World::tickPhysics, 1000.0f );
 
 
-	return true;
+   return true;
 }
 }
 // Most of this borrowed from bullet physics library, see btDiscreteDynamicsWorld.cpp
 // Most of this borrowed from bullet physics library, see btDiscreteDynamicsWorld.cpp
 bool Px3World::_simulate(const F32 dt)
 bool Px3World::_simulate(const F32 dt)
@@ -249,21 +249,21 @@ bool Px3World::_simulate(const F32 dt)
       numSimulationSubSteps = S32(mAccumulator / smPhysicsStepTime);
       numSimulationSubSteps = S32(mAccumulator / smPhysicsStepTime);
       mAccumulator -= numSimulationSubSteps * smPhysicsStepTime;
       mAccumulator -= numSimulationSubSteps * smPhysicsStepTime;
    }
    }
-	if (numSimulationSubSteps)
-	{
-		//clamp the number of substeps, to prevent simulation grinding spiralling down to a halt
-		S32 clampedSimulationSteps = (numSimulationSubSteps > smPhysicsMaxSubSteps)? smPhysicsMaxSubSteps : numSimulationSubSteps;
-		
-		for (S32 i=0;i<clampedSimulationSteps;i++)
-		{
-			mScene->fetchResults(true);
-			mScene->simulate(smPhysicsStepTime);
-		}
-	}
-	
-	mIsSimulating = true;
-
-	return true;
+   if (numSimulationSubSteps)
+   {
+      //clamp the number of substeps, to prevent simulation grinding spiralling down to a halt
+      S32 clampedSimulationSteps = (numSimulationSubSteps > smPhysicsMaxSubSteps)? smPhysicsMaxSubSteps : numSimulationSubSteps;
+      
+      for (S32 i=0;i<clampedSimulationSteps;i++)
+      {
+         mScene->fetchResults(true);
+         mScene->simulate(smPhysicsStepTime);
+      }
+   }
+   
+   mIsSimulating = true;
+
+   return true;
 }
 }
 
 
 void Px3World::tickPhysics( U32 elapsedMs )
 void Px3World::tickPhysics( U32 elapsedMs )
@@ -290,45 +290,45 @@ void Px3World::tickPhysics( U32 elapsedMs )
 
 
 void Px3World::getPhysicsResults()
 void Px3World::getPhysicsResults()
 {
 {
-	if ( !mScene || !mIsSimulating ) 
-		return;
+   if ( !mScene || !mIsSimulating ) 
+      return;
 
 
-	PROFILE_SCOPE(Px3World_GetPhysicsResults);
+   PROFILE_SCOPE(Px3World_GetPhysicsResults);
 
 
-	// Get results from scene.
-	mScene->fetchResults(true);
-	mIsSimulating = false;
-	mTickCount++;
+   // Get results from scene.
+   mScene->fetchResults(true);
+   mIsSimulating = false;
+   mTickCount++;
 
 
   // Con::printf( "%s PhysXWorld::getPhysicsResults!", this == smClientWorld ? "Client" : "Server" );
   // Con::printf( "%s PhysXWorld::getPhysicsResults!", this == smClientWorld ? "Client" : "Server" );
 }
 }
 
 
 void Px3World::releaseWriteLocks()
 void Px3World::releaseWriteLocks()
 {
 {
-	Px3World *world = dynamic_cast<Px3World*>( PHYSICSMGR->getWorld( "server" ) );
+   Px3World *world = dynamic_cast<Px3World*>( PHYSICSMGR->getWorld( "server" ) );
 
 
-	if ( world )
-		world->releaseWriteLock();
+   if ( world )
+      world->releaseWriteLock();
 
 
-	world = dynamic_cast<Px3World*>( PHYSICSMGR->getWorld( "client" ) );
+   world = dynamic_cast<Px3World*>( PHYSICSMGR->getWorld( "client" ) );
 
 
-	if ( world )
-		world->releaseWriteLock();
+   if ( world )
+      world->releaseWriteLock();
 }
 }
 
 
 void Px3World::releaseWriteLock()
 void Px3World::releaseWriteLock()
 {
 {
-	if ( !mScene || !mIsSimulating ) 
-		return;
+   if ( !mScene || !mIsSimulating ) 
+      return;
 
 
-	PROFILE_SCOPE(PxWorld_ReleaseWriteLock);
+   PROFILE_SCOPE(PxWorld_ReleaseWriteLock);
 
 
-	// We use checkResults here to release the write lock
-	// but we do not change the simulation flag or increment
-	// the tick count... we may have gotten results, but the
-	// simulation hasn't really ticked!
-	mScene->checkResults( true );
-	//AssertFatal( mScene->isWritable(), "PhysX3World::releaseWriteLock() - We should have been writable now!" );
+   // We use checkResults here to release the write lock
+   // but we do not change the simulation flag or increment
+   // the tick count... we may have gotten results, but the
+   // simulation hasn't really ticked!
+   mScene->checkResults( true );
+   //AssertFatal( mScene->isWritable(), "PhysX3World::releaseWriteLock() - We should have been writable now!" );
 }
 }
 
 
 void Px3World::lockScenes()
 void Px3World::lockScenes()
@@ -390,7 +390,7 @@ void Px3World::unlockScene()
 bool Px3World::castRay( const Point3F &startPnt, const Point3F &endPnt, RayInfo *ri, const Point3F &impulse )
 bool Px3World::castRay( const Point3F &startPnt, const Point3F &endPnt, RayInfo *ri, const Point3F &impulse )
 {
 {
     
     
-	physx::PxVec3 orig = px3Cast<physx::PxVec3>( startPnt );
+   physx::PxVec3 orig = px3Cast<physx::PxVec3>( startPnt );
    physx::PxVec3 dir = px3Cast<physx::PxVec3>( endPnt - startPnt );
    physx::PxVec3 dir = px3Cast<physx::PxVec3>( endPnt - startPnt );
    physx::PxF32 maxDist = dir.magnitude();
    physx::PxF32 maxDist = dir.magnitude();
    dir.normalize();
    dir.normalize();
@@ -404,11 +404,11 @@ bool Px3World::castRay( const Point3F &startPnt, const Point3F &endPnt, RayInfo
    physx::PxRaycastBuffer buf;
    physx::PxRaycastBuffer buf;
 
 
    if(!mScene->raycast(orig,dir,maxDist,buf,outFlags,filterData))
    if(!mScene->raycast(orig,dir,maxDist,buf,outFlags,filterData))
-	  return false;
+     return false;
    if(!buf.hasBlock)
    if(!buf.hasBlock)
-	 return false;
+    return false;
 
 
-	const physx::PxRaycastHit hit = buf.block;
+   const physx::PxRaycastHit hit = buf.block;
    physx::PxRigidActor *actor = hit.actor;
    physx::PxRigidActor *actor = hit.actor;
    PhysicsUserData *userData = PhysicsUserData::cast( actor->userData );
    PhysicsUserData *userData = PhysicsUserData::cast( actor->userData );
 
 
@@ -456,15 +456,15 @@ PhysicsBody* Px3World::castRay( const Point3F &start, const Point3F &end, U32 bo
    physx::PxHitFlags outFlags(physx::PxHitFlag::eDISTANCE | physx::PxHitFlag::eIMPACT | physx::PxHitFlag::eNORMAL);
    physx::PxHitFlags outFlags(physx::PxHitFlag::eDISTANCE | physx::PxHitFlag::eIMPACT | physx::PxHitFlag::eNORMAL);
    physx::PxQueryFilterData filterData;
    physx::PxQueryFilterData filterData;
    if(bodyTypes & BT_Static)
    if(bodyTypes & BT_Static)
-	   filterData.flags |= physx::PxQueryFlag::eSTATIC;
+      filterData.flags |= physx::PxQueryFlag::eSTATIC;
    if(bodyTypes & BT_Dynamic)
    if(bodyTypes & BT_Dynamic)
-	   filterData.flags |= physx::PxQueryFlag::eDYNAMIC;
+      filterData.flags |= physx::PxQueryFlag::eDYNAMIC;
 
 
    filterData.data.word0 = groups;
    filterData.data.word0 = groups;
    physx::PxRaycastBuffer buf;  
    physx::PxRaycastBuffer buf;  
 
 
    if( !mScene->raycast(orig,dir,maxDist,buf,outFlags,filterData) )
    if( !mScene->raycast(orig,dir,maxDist,buf,outFlags,filterData) )
-	   return NULL;
+      return NULL;
    if(!buf.hasBlock)
    if(!buf.hasBlock)
       return NULL;
       return NULL;
 
 
@@ -478,7 +478,7 @@ PhysicsBody* Px3World::castRay( const Point3F &start, const Point3F &end, U32 bo
 
 
 void Px3World::explosion( const Point3F &pos, F32 radius, F32 forceMagnitude )
 void Px3World::explosion( const Point3F &pos, F32 radius, F32 forceMagnitude )
 {
 {
-	physx::PxVec3 nxPos = px3Cast<physx::PxVec3>( pos );
+   physx::PxVec3 nxPos = px3Cast<physx::PxVec3>( pos );
    const physx::PxU32 bufferSize = 10;
    const physx::PxU32 bufferSize = 10;
    physx::PxSphereGeometry worldSphere(radius);
    physx::PxSphereGeometry worldSphere(radius);
    physx::PxTransform pose(nxPos);
    physx::PxTransform pose(nxPos);
@@ -520,14 +520,14 @@ void Px3World::setEnabled( bool enabled )
 
 
 physx::PxController* Px3World::createController( physx::PxControllerDesc &desc )
 physx::PxController* Px3World::createController( physx::PxControllerDesc &desc )
 {
 {
-	if ( !mScene )
-		return NULL;
-
-	// We need the writelock!
-	releaseWriteLock();
-	physx::PxController* pController = mControllerManager->createController(desc);
-	AssertFatal( pController, "Px3World::createController - Got a null!" );
-	return pController;
+   if ( !mScene )
+      return NULL;
+
+   // We need the writelock!
+   releaseWriteLock();
+   physx::PxController* pController = mControllerManager->createController(desc);
+   AssertFatal( pController, "Px3World::createController - Got a null!" );
+   return pController;
 }
 }
 
 
 static ColorI getDebugColor( physx::PxU32 packed )
 static ColorI getDebugColor( physx::PxU32 packed )

+ 45 - 45
Engine/source/T3D/physics/physx3/px3World.h

@@ -42,66 +42,66 @@ class FixedStepper;
 
 
 enum Px3CollisionGroup
 enum Px3CollisionGroup
 {
 {
-	PX3_DEFAULT = BIT(0),
-	PX3_PLAYER = BIT(1),
-	PX3_DEBRIS = BIT(2),
-	PX3_TRIGGER = BIT(3),
+   PX3_DEFAULT = BIT(0),
+   PX3_PLAYER = BIT(1),
+   PX3_DEBRIS = BIT(2),
+   PX3_TRIGGER = BIT(3),
 };
 };
 
 
 class Px3World : public PhysicsWorld
 class Px3World : public PhysicsWorld
 {
 {
 protected:
 protected:
 
 
-	physx::PxScene* mScene;
-	bool mIsEnabled;
-	bool mIsSimulating;
-	bool mIsServer;
+   physx::PxScene* mScene;
+   bool mIsEnabled;
+   bool mIsSimulating;
+   bool mIsServer;
    bool mIsSceneLocked;
    bool mIsSceneLocked;
-	U32 mTickCount;
-	ProcessList *mProcessList;
-	F32 mEditorTimeScale;
-	bool mErrorReport;
+   U32 mTickCount;
+   ProcessList *mProcessList;
+   F32 mEditorTimeScale;
+   bool mErrorReport;
    physx::PxRenderBuffer *mRenderBuffer;
    physx::PxRenderBuffer *mRenderBuffer;
-	physx::PxControllerManager* mControllerManager;
-	static Px3ConsoleStream *smErrorCallback;
-	static physx::PxDefaultAllocator smMemoryAlloc;
-	static physx::PxFoundation* smFoundation;
-	static physx::PxCooking *smCooking;
-	static physx::PxProfileZoneManager* smProfileZoneManager;
-	static physx::PxDefaultCpuDispatcher* smCpuDispatcher;
-	static physx::PxVisualDebuggerConnection* smPvdConnection;
-	F32 mAccumulator;
-	bool _simulate(const F32 dt);
+   physx::PxControllerManager* mControllerManager;
+   static Px3ConsoleStream *smErrorCallback;
+   static physx::PxDefaultAllocator smMemoryAlloc;
+   static physx::PxFoundation* smFoundation;
+   static physx::PxCooking *smCooking;
+   static physx::PxProfileZoneManager* smProfileZoneManager;
+   static physx::PxDefaultCpuDispatcher* smCpuDispatcher;
+   static physx::PxVisualDebuggerConnection* smPvdConnection;
+   F32 mAccumulator;
+   bool _simulate(const F32 dt);
 
 
 public:
 public:
 
 
-	Px3World();
-	virtual ~Px3World();
+   Px3World();
+   virtual ~Px3World();
 
 
-	virtual bool initWorld( bool isServer, ProcessList *processList );
-	virtual void destroyWorld();
-	virtual void onDebugDraw( const SceneRenderState *state );
-	virtual void reset() {}
-	virtual bool castRay( const Point3F &startPnt, const Point3F &endPnt, RayInfo *ri, const Point3F &impulse );
-	virtual PhysicsBody* castRay( const Point3F &start, const Point3F &end, U32 bodyTypes = BT_All );
-	virtual void explosion( const Point3F &pos, F32 radius, F32 forceMagnitude ); 
-	virtual bool isEnabled() const { return mIsEnabled; }
-	physx::PxScene* getScene(){ return mScene;}
-	void setEnabled( bool enabled );
-	U32 getTick() { return mTickCount; }
+   virtual bool initWorld( bool isServer, ProcessList *processList );
+   virtual void destroyWorld();
+   virtual void onDebugDraw( const SceneRenderState *state );
+   virtual void reset() {}
+   virtual bool castRay( const Point3F &startPnt, const Point3F &endPnt, RayInfo *ri, const Point3F &impulse );
+   virtual PhysicsBody* castRay( const Point3F &start, const Point3F &end, U32 bodyTypes = BT_All );
+   virtual void explosion( const Point3F &pos, F32 radius, F32 forceMagnitude ); 
+   virtual bool isEnabled() const { return mIsEnabled; }
+   physx::PxScene* getScene(){ return mScene;}
+   void setEnabled( bool enabled );
+   U32 getTick() { return mTickCount; }
    void tickPhysics( U32 elapsedMs );
    void tickPhysics( U32 elapsedMs );
-	void getPhysicsResults();
-	void setEditorTimeScale( F32 timeScale ) { mEditorTimeScale = timeScale; }
-	const F32 getEditorTimeScale() const { return mEditorTimeScale; }
-	void releaseWriteLock();
-	bool isServer(){return mIsServer;}
-	physx::PxController* createController( physx::PxControllerDesc &desc );
+   void getPhysicsResults();
+   void setEditorTimeScale( F32 timeScale ) { mEditorTimeScale = timeScale; }
+   const F32 getEditorTimeScale() const { return mEditorTimeScale; }
+   void releaseWriteLock();
+   bool isServer(){return mIsServer;}
+   physx::PxController* createController( physx::PxControllerDesc &desc );
    void lockScene();
    void lockScene();
    void unlockScene();
    void unlockScene();
-	//static
-	static bool restartSDK( bool destroyOnly = false, Px3World *clientWorld = NULL, Px3World *serverWorld = NULL );
-	static void releaseWriteLocks();
-	static physx::PxCooking *getCooking();
+   //static
+   static bool restartSDK( bool destroyOnly = false, Px3World *clientWorld = NULL, Px3World *serverWorld = NULL );
+   static void releaseWriteLocks();
+   static physx::PxCooking *getCooking();
    static void lockScenes();
    static void lockScenes();
    static void unlockScenes();
    static void unlockScenes();
 };
 };

+ 19 - 19
Engine/source/T3D/player.cpp

@@ -6652,7 +6652,7 @@ DefineEngineMethod( Player, setActionThread, bool, ( const char* name, bool hold
    "@tsexample\n"
    "@tsexample\n"
       "// Place the player in a sitting position after being mounted\n"
       "// Place the player in a sitting position after being mounted\n"
       "%player.setActionThread( \"sitting\", true, true );\n"
       "%player.setActionThread( \"sitting\", true, true );\n"
-	"@endtsexample\n")
+   "@endtsexample\n")
 {
 {
    return object->setActionThread( name, hold, true, fsp);
    return object->setActionThread( name, hold, true, fsp);
 }
 }
@@ -6700,11 +6700,11 @@ DefineEngineMethod( Player, clearControlObject, void, (),,
    "Returns control to the player. This internally calls "
    "Returns control to the player. This internally calls "
    "Player::setControlObject(0).\n"
    "Player::setControlObject(0).\n"
    "@tsexample\n"
    "@tsexample\n"
-		"%player.clearControlObject();\n"
+      "%player.clearControlObject();\n"
       "echo(%player.getControlObject()); //<-- Returns 0, player assumes control\n"
       "echo(%player.getControlObject()); //<-- Returns 0, player assumes control\n"
       "%player.setControlObject(%vehicle);\n"
       "%player.setControlObject(%vehicle);\n"
       "echo(%player.getControlObject()); //<-- Returns %vehicle, player controls the vehicle now.\n"
       "echo(%player.getControlObject()); //<-- Returns %vehicle, player controls the vehicle now.\n"
-	"@endtsexample\n"
+   "@endtsexample\n"
    "@note If the player does not have a control object, the player will receive all moves "
    "@note If the player does not have a control object, the player will receive all moves "
    "from its GameConnection.  If you're looking to remove control from the player itself "
    "from its GameConnection.  If you're looking to remove control from the player itself "
    "(i.e. stop sending moves to the player) use GameConnection::setControlObject() to transfer "
    "(i.e. stop sending moves to the player) use GameConnection::setControlObject() to transfer "
@@ -6762,63 +6762,63 @@ void Player::consoleInit()
       "@brief Determines if the player is rendered or not.\n\n"
       "@brief Determines if the player is rendered or not.\n\n"
       "Used on the client side to disable the rendering of all Player objects.  This is "
       "Used on the client side to disable the rendering of all Player objects.  This is "
       "mainly for the tools or debugging.\n"
       "mainly for the tools or debugging.\n"
-	   "@ingroup GameObjects\n");
+      "@ingroup GameObjects\n");
    Con::addVariable("$player::renderMyItems",TypeBool, &sRenderMyItems,
    Con::addVariable("$player::renderMyItems",TypeBool, &sRenderMyItems,
       "@brief Determines if mounted shapes are rendered or not.\n\n"
       "@brief Determines if mounted shapes are rendered or not.\n\n"
       "Used on the client side to disable the rendering of all Player mounted objects.  This is "
       "Used on the client side to disable the rendering of all Player mounted objects.  This is "
       "mainly used for the tools or debugging.\n"
       "mainly used for the tools or debugging.\n"
-	   "@ingroup GameObjects\n");
+      "@ingroup GameObjects\n");
    Con::addVariable("$player::renderCollision", TypeBool, &sRenderPlayerCollision, 
    Con::addVariable("$player::renderCollision", TypeBool, &sRenderPlayerCollision, 
       "@brief Determines if the player's collision mesh should be rendered.\n\n"
       "@brief Determines if the player's collision mesh should be rendered.\n\n"
       "This is mainly used for the tools and debugging.\n"
       "This is mainly used for the tools and debugging.\n"
-	   "@ingroup GameObjects\n");
+      "@ingroup GameObjects\n");
 
 
    Con::addVariable("$player::minWarpTicks",TypeF32,&sMinWarpTicks, 
    Con::addVariable("$player::minWarpTicks",TypeF32,&sMinWarpTicks, 
       "@brief Fraction of tick at which instant warp occures on the client.\n\n"
       "@brief Fraction of tick at which instant warp occures on the client.\n\n"
-	   "@ingroup GameObjects\n");
+      "@ingroup GameObjects\n");
    Con::addVariable("$player::maxWarpTicks",TypeS32,&sMaxWarpTicks, 
    Con::addVariable("$player::maxWarpTicks",TypeS32,&sMaxWarpTicks, 
       "@brief When a warp needs to occur due to the client being too far off from the server, this is the "
       "@brief When a warp needs to occur due to the client being too far off from the server, this is the "
       "maximum number of ticks we'll allow the client to warp to catch up.\n\n"
       "maximum number of ticks we'll allow the client to warp to catch up.\n\n"
-	   "@ingroup GameObjects\n");
+      "@ingroup GameObjects\n");
    Con::addVariable("$player::maxPredictionTicks",TypeS32,&sMaxPredictionTicks, 
    Con::addVariable("$player::maxPredictionTicks",TypeS32,&sMaxPredictionTicks, 
       "@brief Maximum number of ticks to predict on the client from the last known move obtained from the server.\n\n"
       "@brief Maximum number of ticks to predict on the client from the last known move obtained from the server.\n\n"
-	   "@ingroup GameObjects\n");
+      "@ingroup GameObjects\n");
 
 
    Con::addVariable("$player::maxImpulseVelocity", TypeF32, &sMaxImpulseVelocity, 
    Con::addVariable("$player::maxImpulseVelocity", TypeF32, &sMaxImpulseVelocity, 
       "@brief The maximum velocity allowed due to a single impulse.\n\n"
       "@brief The maximum velocity allowed due to a single impulse.\n\n"
-	   "@ingroup GameObjects\n");
+      "@ingroup GameObjects\n");
 
 
    // Move triggers
    // Move triggers
    Con::addVariable("$player::jumpTrigger", TypeS32, &sJumpTrigger, 
    Con::addVariable("$player::jumpTrigger", TypeS32, &sJumpTrigger, 
       "@brief The move trigger index used for player jumping.\n\n"
       "@brief The move trigger index used for player jumping.\n\n"
-	   "@ingroup GameObjects\n");
+      "@ingroup GameObjects\n");
    Con::addVariable("$player::crouchTrigger", TypeS32, &sCrouchTrigger, 
    Con::addVariable("$player::crouchTrigger", TypeS32, &sCrouchTrigger, 
       "@brief The move trigger index used for player crouching.\n\n"
       "@brief The move trigger index used for player crouching.\n\n"
-	   "@ingroup GameObjects\n");
+      "@ingroup GameObjects\n");
    Con::addVariable("$player::proneTrigger", TypeS32, &sProneTrigger, 
    Con::addVariable("$player::proneTrigger", TypeS32, &sProneTrigger, 
       "@brief The move trigger index used for player prone pose.\n\n"
       "@brief The move trigger index used for player prone pose.\n\n"
-	   "@ingroup GameObjects\n");
+      "@ingroup GameObjects\n");
    Con::addVariable("$player::sprintTrigger", TypeS32, &sSprintTrigger, 
    Con::addVariable("$player::sprintTrigger", TypeS32, &sSprintTrigger, 
       "@brief The move trigger index used for player sprinting.\n\n"
       "@brief The move trigger index used for player sprinting.\n\n"
-	   "@ingroup GameObjects\n");
+      "@ingroup GameObjects\n");
    Con::addVariable("$player::imageTrigger0", TypeS32, &sImageTrigger0, 
    Con::addVariable("$player::imageTrigger0", TypeS32, &sImageTrigger0, 
       "@brief The move trigger index used to trigger mounted image 0.\n\n"
       "@brief The move trigger index used to trigger mounted image 0.\n\n"
-	   "@ingroup GameObjects\n");
+      "@ingroup GameObjects\n");
    Con::addVariable("$player::imageTrigger1", TypeS32, &sImageTrigger1, 
    Con::addVariable("$player::imageTrigger1", TypeS32, &sImageTrigger1, 
       "@brief The move trigger index used to trigger mounted image 1 or alternate fire "
       "@brief The move trigger index used to trigger mounted image 1 or alternate fire "
       "on mounted image 0.\n\n"
       "on mounted image 0.\n\n"
-	   "@ingroup GameObjects\n");
+      "@ingroup GameObjects\n");
    Con::addVariable("$player::jumpJetTrigger", TypeS32, &sJumpJetTrigger, 
    Con::addVariable("$player::jumpJetTrigger", TypeS32, &sJumpJetTrigger, 
       "@brief The move trigger index used for player jump jetting.\n\n"
       "@brief The move trigger index used for player jump jetting.\n\n"
-	   "@ingroup GameObjects\n");
+      "@ingroup GameObjects\n");
    Con::addVariable("$player::vehicleDismountTrigger", TypeS32, &sVehicleDismountTrigger, 
    Con::addVariable("$player::vehicleDismountTrigger", TypeS32, &sVehicleDismountTrigger, 
       "@brief The move trigger index used to dismount player.\n\n"
       "@brief The move trigger index used to dismount player.\n\n"
-	   "@ingroup GameObjects\n");
+      "@ingroup GameObjects\n");
 
 
    // ExtendedMove support
    // ExtendedMove support
    Con::addVariable("$player::extendedMoveHeadPosRotIndex", TypeS32, &smExtendedMoveHeadPosRotIndex, 
    Con::addVariable("$player::extendedMoveHeadPosRotIndex", TypeS32, &smExtendedMoveHeadPosRotIndex, 
       "@brief The ExtendedMove position/rotation index used for head movements.\n\n"
       "@brief The ExtendedMove position/rotation index used for head movements.\n\n"
-	   "@ingroup GameObjects\n");
+      "@ingroup GameObjects\n");
 }
 }
 
 
 //--------------------------------------------------------------------------
 //--------------------------------------------------------------------------

+ 3 - 3
Engine/source/T3D/shapeImage.cpp

@@ -80,7 +80,7 @@ EndImplementEnumType;
 ImplementEnumType( ShapeBaseImageLightType,
 ImplementEnumType( ShapeBaseImageLightType,
    "@brief The type of light to attach to this ShapeBaseImage.\n\n"
    "@brief The type of light to attach to this ShapeBaseImage.\n\n"
    "@ingroup gameObjects\n\n")
    "@ingroup gameObjects\n\n")
-	{ ShapeBaseImageData::NoLight,           "NoLight", "No light is attached.\n" },
+   { ShapeBaseImageData::NoLight,           "NoLight", "No light is attached.\n" },
    { ShapeBaseImageData::ConstantLight,     "ConstantLight", "A constant emitting light is attached.\n" },
    { ShapeBaseImageData::ConstantLight,     "ConstantLight", "A constant emitting light is attached.\n" },
    { ShapeBaseImageData::SpotLight,         "SpotLight", "A spotlight is attached.\n" },
    { ShapeBaseImageData::SpotLight,         "SpotLight", "A spotlight is attached.\n" },
    { ShapeBaseImageData::PulsingLight,      "PulsingLight", "A pusling light is attached.\n" },
    { ShapeBaseImageData::PulsingLight,      "PulsingLight", "A pusling light is attached.\n" },
@@ -1532,7 +1532,7 @@ bool ShapeBase::unmountImage(U32 imageSlot)
 {
 {
    AssertFatal(imageSlot<MaxMountedImages,"Out of range image slot");
    AssertFatal(imageSlot<MaxMountedImages,"Out of range image slot");
 
 
-	bool returnValue = false;
+   bool returnValue = false;
    MountedImage& image = mMountedImageList[imageSlot];
    MountedImage& image = mMountedImageList[imageSlot];
    if (image.dataBlock)
    if (image.dataBlock)
    {
    {
@@ -2772,7 +2772,7 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
    if( stateData.sound && isGhost() )
    if( stateData.sound && isGhost() )
    {
    {
       const Point3F& velocity         = getVelocity();
       const Point3F& velocity         = getVelocity();
-	   image.addSoundSource(SFX->createSource( stateData.sound, &getRenderTransform(), &velocity )); 
+      image.addSoundSource(SFX->createSource( stateData.sound, &getRenderTransform(), &velocity )); 
    }
    }
 
 
    // Play animation
    // Play animation

+ 114 - 114
Engine/source/environment/river.cpp

@@ -77,12 +77,12 @@ ConsoleDocClass( River,
 #define NODE_RADIUS 15.0f
 #define NODE_RADIUS 15.0f
 
 
 static U32 gIdxArray[6][2][3] = {
 static U32 gIdxArray[6][2][3] = {
-	{ { 0, 4, 5 }, { 0, 5, 1 }, },   // Top Face
-	{ { 2, 6, 4 }, { 2, 4, 0 }, },   // Left Face
-	{ { 1, 5, 7 }, { 1, 7, 3 }, },   // Right Face
-	{ { 2, 3, 7 }, { 2, 7, 6 }, },   // Bottom Face
-	{ { 0, 1, 3 }, { 0, 3, 2 }, },   // Front Face
-	{ { 4, 6, 7 }, { 4, 7, 5 }, },   // Back Face
+   { { 0, 4, 5 }, { 0, 5, 1 }, },   // Top Face
+   { { 2, 6, 4 }, { 2, 4, 0 }, },   // Left Face
+   { { 1, 5, 7 }, { 1, 7, 3 }, },   // Right Face
+   { { 2, 3, 7 }, { 2, 7, 6 }, },   // Bottom Face
+   { { 0, 1, 3 }, { 0, 3, 2 }, },   // Front Face
+   { { 4, 6, 7 }, { 4, 7, 5 }, },   // Back Face
 };
 };
 
 
 struct RiverHitSegment
 struct RiverHitSegment
@@ -93,10 +93,10 @@ struct RiverHitSegment
 
 
 static S32 QSORT_CALLBACK compareHitSegments(const void* a,const void* b)
 static S32 QSORT_CALLBACK compareHitSegments(const void* a,const void* b)
 {
 {
-	const RiverHitSegment *fa = (RiverHitSegment*)a;
-	const RiverHitSegment *fb = (RiverHitSegment*)b;
+   const RiverHitSegment *fa = (RiverHitSegment*)a;
+   const RiverHitSegment *fb = (RiverHitSegment*)b;
 
 
-	return mSign(fb->t - fa->t);
+   return mSign(fb->t - fa->t);
 }
 }
 
 
 static Point3F sSegmentPointComparePoints[4];
 static Point3F sSegmentPointComparePoints[4];
@@ -655,17 +655,17 @@ void River::consoleInit()
    Parent::consoleInit();
    Parent::consoleInit();
 
 
    Con::addVariable( "$River::EditorOpen", TypeBool, &River::smEditorOpen, "For editor use.\n"
    Con::addVariable( "$River::EditorOpen", TypeBool, &River::smEditorOpen, "For editor use.\n"
-	   "@ingroup Editors\n" );
+      "@ingroup Editors\n" );
    Con::addVariable( "$River::showWalls", TypeBool, &River::smShowWalls, "For editor use.\n"
    Con::addVariable( "$River::showWalls", TypeBool, &River::smShowWalls, "For editor use.\n"
-	   "@ingroup Editors\n" );
+      "@ingroup Editors\n" );
    Con::addVariable( "$River::showNodes", TypeBool, &River::smShowNodes, "For editor use.\n"
    Con::addVariable( "$River::showNodes", TypeBool, &River::smShowNodes, "For editor use.\n"
-	   "@ingroup Editors\n");
+      "@ingroup Editors\n");
    Con::addVariable( "$River::showSpline", TypeBool, &River::smShowSpline, "For editor use.\n"
    Con::addVariable( "$River::showSpline", TypeBool, &River::smShowSpline, "For editor use.\n"
-	   "@ingroup Editors\n" );
+      "@ingroup Editors\n" );
    Con::addVariable( "$River::showRiver", TypeBool, &River::smShowRiver, "For editor use.\n"
    Con::addVariable( "$River::showRiver", TypeBool, &River::smShowRiver, "For editor use.\n"
-	   "@ingroup Editors\n" );
-	Con::addVariable( "$River::showWireframe", TypeBool, &River::smWireframe, "For editor use.\n"
-	   "@ingroup Editors\n");
+      "@ingroup Editors\n" );
+   Con::addVariable( "$River::showWireframe", TypeBool, &River::smWireframe, "For editor use.\n"
+      "@ingroup Editors\n");
 }
 }
 
 
 bool River::addNodeFromField( void *object, const char *index, const char *data )
 bool River::addNodeFromField( void *object, const char *index, const char *data )
@@ -816,7 +816,7 @@ void River::innerRender( SceneRenderState *state )
 
 
    _makeRenderBatches( camPosition );
    _makeRenderBatches( camPosition );
 
 
-	if ( !River::smShowRiver )      
+   if ( !River::smShowRiver )      
       return;
       return;
 
 
    // If no material... we're done.
    // If no material... we're done.
@@ -851,7 +851,7 @@ void River::innerRender( SceneRenderState *state )
          U32 vertCount = ( endVert - startVert ) + 1;
          U32 vertCount = ( endVert - startVert ) + 1;
          U32 idxCount = ( endIdx - startIdx ) + 1;
          U32 idxCount = ( endIdx - startIdx ) + 1;
          U32 triangleCount = idxCount / 3;
          U32 triangleCount = idxCount / 3;
-         				
+                     
          AssertFatal( startVert < mLowVertCount, "River, bad draw call!" );
          AssertFatal( startVert < mLowVertCount, "River, bad draw call!" );
          AssertFatal( startVert + vertCount <= mLowVertCount, "River, bad draw call!" );
          AssertFatal( startVert + vertCount <= mLowVertCount, "River, bad draw call!" );
          AssertFatal( triangleCount <= mLowTriangleCount, "River, bad draw call!" );
          AssertFatal( triangleCount <= mLowTriangleCount, "River, bad draw call!" );
@@ -962,7 +962,7 @@ U32 River::packUpdate(NetConnection * con, U32 mask, BitStream * stream)
       stream->write( mSegmentsPerBatch );
       stream->write( mSegmentsPerBatch );
       stream->write( mDepthScale );
       stream->write( mDepthScale );
       stream->write( mMaxDivisionSize );
       stream->write( mMaxDivisionSize );
-		stream->write( mColumnCount );
+      stream->write( mColumnCount );
 
 
       stream->write( mFlowMagnitude );
       stream->write( mFlowMagnitude );
       stream->write( mLodDistance );
       stream->write( mLodDistance );
@@ -1045,7 +1045,7 @@ void River::unpackUpdate(NetConnection * con, BitStream * stream)
    // RiverMask
    // RiverMask
    if(stream->readFlag())
    if(stream->readFlag())
    {
    {
-      MatrixF		ObjectMatrix;
+      MatrixF     ObjectMatrix;
       stream->readAffineTransform(&ObjectMatrix);
       stream->readAffineTransform(&ObjectMatrix);
       Parent::setTransform(ObjectMatrix);
       Parent::setTransform(ObjectMatrix);
      
      
@@ -1053,7 +1053,7 @@ void River::unpackUpdate(NetConnection * con, BitStream * stream)
       stream->read( &mSegmentsPerBatch );
       stream->read( &mSegmentsPerBatch );
       stream->read( &mDepthScale );
       stream->read( &mDepthScale );
       stream->read( &mMaxDivisionSize );
       stream->read( &mMaxDivisionSize );
-		stream->read( &mColumnCount );
+      stream->read( &mColumnCount );
 
 
       stream->read( &mFlowMagnitude );
       stream->read( &mFlowMagnitude );
       stream->read( &mLodDistance );
       stream->read( &mLodDistance );
@@ -1198,56 +1198,56 @@ void River::setScale( const VectorF &scale )
 
 
 bool River::castRay(const Point3F &s, const Point3F &e, RayInfo* info)
 bool River::castRay(const Point3F &s, const Point3F &e, RayInfo* info)
 {
 {
-	Point3F start = s;
-	Point3F end = e;
-	mObjToWorld.mulP(start);
-	mObjToWorld.mulP(end);
+   Point3F start = s;
+   Point3F end = e;
+   mObjToWorld.mulP(start);
+   mObjToWorld.mulP(end);
 
 
-	F32 out = 1.0f;   // The output fraction/percentage along the line defined by s and e
-	VectorF norm(0.0f, 0.0f, 0.0f);     // The normal of the face intersected
+   F32 out = 1.0f;   // The output fraction/percentage along the line defined by s and e
+   VectorF norm(0.0f, 0.0f, 0.0f);     // The normal of the face intersected
 
 
-	Vector<RiverHitSegment> hitSegments;
+   Vector<RiverHitSegment> hitSegments;
 
 
-	for ( U32 i = 0; i < mSegments.size(); i++ )
-	{
-		const RiverSegment &segment = mSegments[i];
+   for ( U32 i = 0; i < mSegments.size(); i++ )
+   {
+      const RiverSegment &segment = mSegments[i];
 
 
-		F32 t;
-		VectorF n;
+      F32 t;
+      VectorF n;
 
 
-		if ( segment.worldbounds.collideLine( start, end, &t, &n ) )
-		{
-			hitSegments.increment();
-			hitSegments.last().t = t;
-			hitSegments.last().idx = i;         
-		}
-	}
+      if ( segment.worldbounds.collideLine( start, end, &t, &n ) )
+      {
+         hitSegments.increment();
+         hitSegments.last().t = t;
+         hitSegments.last().idx = i;         
+      }
+   }
 
 
-	dQsort( hitSegments.address(), hitSegments.size(), sizeof(RiverHitSegment), compareHitSegments );
+   dQsort( hitSegments.address(), hitSegments.size(), sizeof(RiverHitSegment), compareHitSegments );
 
 
    U32 idx0, idx1, idx2;
    U32 idx0, idx1, idx2;
    F32 t;
    F32 t;
 
 
-	for ( U32 i = 0; i < hitSegments.size(); i++ )
-	{
-		U32 segIdx = hitSegments[i].idx;
-		const RiverSegment &segment = mSegments[segIdx];
+   for ( U32 i = 0; i < hitSegments.size(); i++ )
+   {
+      U32 segIdx = hitSegments[i].idx;
+      const RiverSegment &segment = mSegments[segIdx];
 
 
-		// Each segment has 6 faces
-		for ( U32 j = 0; j < 6; j++ )
-		{
-			if ( j == 4 && segIdx != 0 )
-				continue;
+      // Each segment has 6 faces
+      for ( U32 j = 0; j < 6; j++ )
+      {
+         if ( j == 4 && segIdx != 0 )
+            continue;
 
 
-			if ( j == 5 && segIdx != mSegments.size() - 1 )
-				continue;
+         if ( j == 5 && segIdx != mSegments.size() - 1 )
+            continue;
 
 
-			// Each face has 2 triangles
-			for ( U32 k = 0; k < 2; k++ )
-			{
-				idx0 = gIdxArray[j][k][0];
-				idx1 = gIdxArray[j][k][1];
-				idx2 = gIdxArray[j][k][2];
+         // Each face has 2 triangles
+         for ( U32 k = 0; k < 2; k++ )
+         {
+            idx0 = gIdxArray[j][k][0];
+            idx1 = gIdxArray[j][k][1];
+            idx2 = gIdxArray[j][k][2];
 
 
             const Point3F &v0 = segment[idx0];
             const Point3F &v0 = segment[idx0];
             const Point3F &v1 = segment[idx1];
             const Point3F &v1 = segment[idx1];
@@ -1257,40 +1257,40 @@ bool River::castRay(const Point3F &s, const Point3F &e, RayInfo* info)
                                                    v2, v1, v0,
                                                    v2, v1, v0,
                                                    NULL,
                                                    NULL,
                                                    &t ) )
                                                    &t ) )
-					continue;
+               continue;
 
 
-				if ( t >= 0.0f && t < 1.0f && t < out )
-				{
-					out = t;
+            if ( t >= 0.0f && t < 1.0f && t < out )
+            {
+               out = t;
 
 
                // optimize this, can be calculated easily within 
                // optimize this, can be calculated easily within 
                // the collision test
                // the collision test
                norm = PlaneF( v0, v1, v2 );
                norm = PlaneF( v0, v1, v2 );
-				}
-			}
-		}
+            }
+         }
+      }
 
 
-		if (out >= 0.0f && out < 1.0f)
-			break;
-	}
+      if (out >= 0.0f && out < 1.0f)
+         break;
+   }
 
 
-	if (out >= 0.0f && out < 1.0f)
-	{
-		info->t = out;
-		info->normal = norm;
-		info->point.interpolate(start, end, out);
-		info->face = -1;
-		info->object = this;
+   if (out >= 0.0f && out < 1.0f)
+   {
+      info->t = out;
+      info->normal = norm;
+      info->point.interpolate(start, end, out);
+      info->face = -1;
+      info->object = this;
 
 
-		return true;
-	}
+      return true;
+   }
 
 
-	return false;
+   return false;
 }
 }
 
 
 bool River::collideBox(const Point3F &start, const Point3F &end, RayInfo* info)
 bool River::collideBox(const Point3F &start, const Point3F &end, RayInfo* info)
 {
 {
-	return false;
+   return false;
 }
 }
 
 
 bool River::buildPolyList( PolyListContext context, AbstractPolyList* polyList, const Box3F& box, const SphereF& sphere )
 bool River::buildPolyList( PolyListContext context, AbstractPolyList* polyList, const Box3F& box, const SphereF& sphere )
@@ -1656,8 +1656,8 @@ void River::_generateVerts()
    // These will depend on the level of subdivision per segment
    // These will depend on the level of subdivision per segment
    // calculated below.
    // calculated below.
    mHighVertCount = 0;
    mHighVertCount = 0;
-	mHighTriangleCount = 0;
-	
+   mHighTriangleCount = 0;
+   
    // Calculate the number of row/column subdivisions per each
    // Calculate the number of row/column subdivisions per each
    // RiverSegment.
    // RiverSegment.
 
 
@@ -1671,18 +1671,18 @@ void River::_generateVerts()
 
 
    mColumnCount = mCeil( greatestWidth / mMaxDivisionSize );
    mColumnCount = mCeil( greatestWidth / mMaxDivisionSize );
 
 
-	for ( U32 i = 0; i < mSegments.size(); i++ )
-	{
+   for ( U32 i = 0; i < mSegments.size(); i++ )
+   {
       RiverSegment &segment = mSegments[i];
       RiverSegment &segment = mSegments[i];
       const RiverSlice *slice = segment.slice0;
       const RiverSlice *slice = segment.slice0;
-		const RiverSlice *nextSlice = segment.slice1;
+      const RiverSlice *nextSlice = segment.slice1;
 
 
-		// Calculate the size of divisions in the forward direction ( p00 -> p01 )      		
-		F32 segLength = (nextSlice->p1 - slice->p1).len();		
+      // Calculate the size of divisions in the forward direction ( p00 -> p01 )          
+      F32 segLength = (nextSlice->p1 - slice->p1).len();    
 
 
-		// A division count of one is actually NO subdivision,
-		// the segment corners are the only verts in this segment.
-		U32 numRows = 1;
+      // A division count of one is actually NO subdivision,
+      // the segment corners are the only verts in this segment.
+      U32 numRows = 1;
 
 
       if ( segLength > 0.0f )
       if ( segLength > 0.0f )
          numRows = mCeil( segLength / mMaxDivisionSize );
          numRows = mCeil( segLength / mMaxDivisionSize );
@@ -1693,33 +1693,33 @@ void River::_generateVerts()
       // column data member we initialize all segments in the river to
       // column data member we initialize all segments in the river to
       // the same (River::mColumnCount)
       // the same (River::mColumnCount)
 
 
-		// Calculate the size of divisions in the right direction ( p00 -> p10 ) 
-		// F32 segWidth = ( ( p11 - p01 ).len() + ( p10 - p00 ).len() ) * 0.5f;
+      // Calculate the size of divisions in the right direction ( p00 -> p10 ) 
+      // F32 segWidth = ( ( p11 - p01 ).len() + ( p10 - p00 ).len() ) * 0.5f;
 
 
-		// U32 numColumns = 5;
-		//F32 columnSize = segWidth / numColumns;
+      // U32 numColumns = 5;
+      //F32 columnSize = segWidth / numColumns;
 
 
-		//while ( columnSize > mMaxDivisionSize )
-		//{
-		//	numColumns++;
-		//	columnSize = segWidth / numColumns;
-		//}
-		
+      //while ( columnSize > mMaxDivisionSize )
+      //{
+      // numColumns++;
+      // columnSize = segWidth / numColumns;
+      //}
+      
       // Save the calculated numb of columns / rows for this segment.
       // Save the calculated numb of columns / rows for this segment.
       segment.columns = mColumnCount;
       segment.columns = mColumnCount;
       segment.rows = numRows;
       segment.rows = numRows;
-		
+      
       // Save the corresponding number of verts/prims
       // Save the corresponding number of verts/prims
       segment.numVerts = ( 1 + mColumnCount ) * ( 1 + numRows );
       segment.numVerts = ( 1 + mColumnCount ) * ( 1 + numRows );
       segment.numTriangles = mColumnCount * numRows * 2;
       segment.numTriangles = mColumnCount * numRows * 2;
 
 
-		mHighVertCount += segment.numVerts;
-		mHighTriangleCount += segment.numTriangles;
-	}
+      mHighVertCount += segment.numVerts;
+      mHighTriangleCount += segment.numTriangles;
+   }
 
 
    // Number of low detail verts/prims.
    // Number of low detail verts/prims.
-   mLowVertCount = mSlices.size() * 2;	
-	mLowTriangleCount = mSegments.size() * 2;   
+   mLowVertCount = mSlices.size() * 2; 
+   mLowTriangleCount = mSegments.size() * 2;   
 
 
    // Allocate the low detail VertexBuffer, 
    // Allocate the low detail VertexBuffer, 
    // this will stay in memory and will never need to change.
    // this will stay in memory and will never need to change.
@@ -1728,8 +1728,8 @@ void River::_generateVerts()
    GFXWaterVertex *lowVertPtr = mVB_low.lock(); 
    GFXWaterVertex *lowVertPtr = mVB_low.lock(); 
    U32 vertCounter = 0;
    U32 vertCounter = 0;
 
 
-	// The texCoord.y value start/end for a segment
-	// as we loop through them.	
+   // The texCoord.y value start/end for a segment
+   // as we loop through them.   
    F32 textCoordV = 0;
    F32 textCoordV = 0;
 
 
    //
    //
@@ -1760,7 +1760,7 @@ void River::_generateVerts()
       {         
       {         
          // Increment the textCoordV for the next slice.
          // Increment the textCoordV for the next slice.
          F32 segLen = ( mSlices[i+1].p1 - slice.p1 ).len();
          F32 segLen = ( mSlices[i+1].p1 - slice.p1 ).len();
-		   textCoordV += segLen;         
+         textCoordV += segLen;         
       }
       }
    }
    }
 
 
@@ -1771,8 +1771,8 @@ void River::_generateVerts()
 
 
    //
    //
    // Create the low-detail prim buffer(s)
    // Create the low-detail prim buffer(s)
-   //	
-	mPB_low.set( GFX, mLowTriangleCount * 3, mLowTriangleCount, GFXBufferTypeStatic );
+   // 
+   mPB_low.set( GFX, mLowTriangleCount * 3, mLowTriangleCount, GFXBufferTypeStatic );
 
 
    U16 *lowIdxBuff;
    U16 *lowIdxBuff;
    mPB_low.lock(&lowIdxBuff);     
    mPB_low.lock(&lowIdxBuff);     
@@ -1784,13 +1784,13 @@ void River::_generateVerts()
    U32 offset = 0;
    U32 offset = 0;
 
 
    // Fill the low-detail PrimitiveBuffer   
    // Fill the low-detail PrimitiveBuffer   
-	for ( U32 i = 0; i < mSegments.size(); i++ )
-	{		
+   for ( U32 i = 0; i < mSegments.size(); i++ )
+   {     
       //const RiverSegment &segment = mSegments[i];
       //const RiverSegment &segment = mSegments[i];
-		
+      
       // Two triangles formed by the corner points of this segment
       // Two triangles formed by the corner points of this segment
       // into the the low detail primitive buffer.
       // into the the low detail primitive buffer.
-		p00 = offset;
+      p00 = offset;
       p01 = p00 + 2;
       p01 = p00 + 2;
       p11 = p01 + 1;
       p11 = p01 + 1;
       p10 = p00 + 1;
       p10 = p00 + 1;

+ 16 - 16
Engine/source/gfx/gl/gfxGLStateBlock.cpp

@@ -40,32 +40,32 @@ GFXGLStateBlock::GFXGLStateBlock(const GFXStateBlockDesc& desc) :
    mCachedHashValue(desc.getHashValue())
    mCachedHashValue(desc.getHashValue())
 {
 {
     if( !GFXGL->mCapabilities.samplerObjects )
     if( !GFXGL->mCapabilities.samplerObjects )
-	   return;
+      return;
 
 
    static Map<GFXSamplerStateDesc, U32> mSamplersMap;
    static Map<GFXSamplerStateDesc, U32> mSamplersMap;
 
 
-	for(int i = 0; i < TEXTURE_STAGE_COUNT; ++i)
-	{
-		GLuint &id = mSamplerObjects[i];
-		GFXSamplerStateDesc &ssd = mDesc.samplers[i];
+   for(int i = 0; i < TEXTURE_STAGE_COUNT; ++i)
+   {
+      GLuint &id = mSamplerObjects[i];
+      GFXSamplerStateDesc &ssd = mDesc.samplers[i];
       Map<GFXSamplerStateDesc, U32>::Iterator itr =  mSamplersMap.find(ssd);
       Map<GFXSamplerStateDesc, U32>::Iterator itr =  mSamplersMap.find(ssd);
       if(itr == mSamplersMap.end())
       if(itr == mSamplersMap.end())
       {
       {
-		   glGenSamplers(1, &id);
+         glGenSamplers(1, &id);
 
 
-		   glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 1) );
-		   glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
-		   glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
-		   glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
-		   glSamplerParameteri(id, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
-		   if(static_cast< GFXGLDevice* >( GFX )->supportsAnisotropic() )
-			   glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, ssd.maxAnisotropy);
+         glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 1) );
+         glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
+         glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
+         glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
+         glSamplerParameteri(id, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
+         if(static_cast< GFXGLDevice* >( GFX )->supportsAnisotropic() )
+            glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, ssd.maxAnisotropy);
 
 
          mSamplersMap[ssd] = id;
          mSamplersMap[ssd] = id;
       }
       }
       else
       else
          id = itr->value;
          id = itr->value;
-	}
+   }
 }
 }
 
 
 GFXGLStateBlock::~GFXGLStateBlock()
 GFXGLStateBlock::~GFXGLStateBlock()
@@ -171,9 +171,9 @@ void GFXGLStateBlock::activate(const GFXGLStateBlock* oldState)
       for (U32 i = 0; i < getMin(getOwningDevice()->getNumSamplers(), (U32) TEXTURE_STAGE_COUNT); i++)
       for (U32 i = 0; i < getMin(getOwningDevice()->getNumSamplers(), (U32) TEXTURE_STAGE_COUNT); i++)
       {
       {
          if(!oldState || oldState->mSamplerObjects[i] != mSamplerObjects[i])
          if(!oldState || oldState->mSamplerObjects[i] != mSamplerObjects[i])
-		      glBindSampler(i, mSamplerObjects[i] );
+            glBindSampler(i, mSamplerObjects[i] );
       }
       }
-   }	  
+   }    
 
 
    // TODO: states added for detail blend   
    // TODO: states added for detail blend   
 }
 }

+ 7 - 7
Engine/source/gui/containers/guiRolloutCtrl.cpp

@@ -462,9 +462,9 @@ void GuiRolloutCtrl::processTick()
          newHeight -= mAnimateStep;
          newHeight -= mAnimateStep;
 
 
       if( !mIsAnimating )
       if( !mIsAnimating )
-	  {
+     {
          mIsExpanded = false;
          mIsExpanded = false;
-	  }
+     }
    }
    }
    else // We're expanding ourself (Showing our contents)
    else // We're expanding ourself (Showing our contents)
    {
    {
@@ -559,13 +559,13 @@ void GuiRolloutCtrl::onRender( Point2I offset, const RectI &updateRect )
    if ( pChild )
    if ( pChild )
    {
    {
       if ( !mIsExpanded && !mIsAnimating && pChild->isVisible() )
       if ( !mIsExpanded && !mIsAnimating && pChild->isVisible() )
-	  {
+     {
          pChild->setVisible( false );
          pChild->setVisible( false );
-	  }
+     }
       else if ( (mIsExpanded || mIsAnimating) && !pChild->isVisible() )
       else if ( (mIsExpanded || mIsAnimating) && !pChild->isVisible() )
-	  {
+     {
          pChild->setVisible( true );
          pChild->setVisible( true );
-	  }
+     }
    }
    }
    renderChildControls( offset, updateRect );
    renderChildControls( offset, updateRect );
 
 
@@ -614,7 +614,7 @@ DefineEngineMethod( GuiRolloutCtrl, toggleCollapse, void, (),,
    if( object->isExpanded() )
    if( object->isExpanded() )
       object->collapse();
       object->collapse();
    else
    else
-	  object->expand();
+     object->expand();
 }
 }
 
 
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------

+ 4 - 4
Engine/source/navigation/navMesh.cpp

@@ -1143,10 +1143,10 @@ void NavMesh::buildLinks()
       // Iterate over links
       // Iterate over links
       for(U32 j = 0; j < mLinkIDs.size(); j++)
       for(U32 j = 0; j < mLinkIDs.size(); j++)
       {
       {
-			if (mLinksUnsynced[j])
-			{
+         if (mLinksUnsynced[j])
+         {
          if(tile.box.isContained(getLinkStart(j)) ||
          if(tile.box.isContained(getLinkStart(j)) ||
-					tile.box.isContained(getLinkEnd(j)))
+               tile.box.isContained(getLinkEnd(j)))
          {
          {
             // Mark tile for build.
             // Mark tile for build.
             mDirtyTiles.push_back_unique(i);
             mDirtyTiles.push_back_unique(i);
@@ -1161,7 +1161,7 @@ void NavMesh::buildLinks()
          }
          }
       }
       }
    }
    }
-	}
+   }
    if(mDirtyTiles.size())
    if(mDirtyTiles.size())
       ctx->startTimer(RC_TIMER_TOTAL);
       ctx->startTimer(RC_TIMER_TOTAL);
 }
 }

+ 1 - 1
Engine/source/renderInstance/renderPrePassMgr.cpp

@@ -843,7 +843,7 @@ void ProcessedPrePassMaterial::addStateBlockDesc(const GFXStateBlockDesc& desc)
    if ( isTranslucent )
    if ( isTranslucent )
    {
    {
       prePassStateBlock.setBlend( true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha );
       prePassStateBlock.setBlend( true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha );
-	   prePassStateBlock.setColorWrites(false, false, false, true);
+      prePassStateBlock.setColorWrites(false, false, false, true);
    }
    }
 
 
    // Enable z reads, but only enable zwrites if we're not translucent.
    // Enable z reads, but only enable zwrites if we're not translucent.