From 585fc5e79d4b87a5375fa3c2986b5f91d0de1f4e Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Sat, 3 Dec 2011 02:51:17 +0000 Subject: [PATCH] Update SP.PhysicsCollisionUpdate() doc. It might be inefficient, but there are collisions every frame if the avatar is walking/standing on the ground or a prim surface --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 1fe8048a8f..5b9438b9e6 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3283,8 +3283,11 @@ namespace OpenSim.Region.Framework.Scenes /// Event called by the physics plugin to tell the avatar about a collision. /// /// - /// This function is called continuously, even when there are no collisions which might be very inefficient. - /// However, we can't avoid this yet since some of this method might currently rely on being called every frame. + /// This function is called continuously, even when there are no collisions. If the avatar is walking on the + /// ground or a prim then there will be collision information between the avatar and the surface. + /// + /// FIXME: However, we can't safely avoid calling this yet where there are no collisions without analyzing whether + /// any part of this method is relying on an every-frame call. /// /// public void PhysicsCollisionUpdate(EventArgs e)