Remove the LandGeom checks in OdeScene - these are pointless since LandGeom is always IntPtr.Zero and contacts returned always have a valid geometry.
Possibly this was for a feature that was never implemented or was otherwise removed. Thanks to SignpostMarv for the spot of the warning that shows this parameter was never changed.0.7.3-extended
parent
aac4d9d682
commit
627cfe6678
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@ -290,7 +290,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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private readonly IntPtr contactgroup;
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private readonly IntPtr contactgroup;
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internal IntPtr LandGeom;
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internal IntPtr WaterGeom;
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internal IntPtr WaterGeom;
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private float nmTerrainContactFriction = 255.0f;
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private float nmTerrainContactFriction = 255.0f;
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@ -1508,8 +1507,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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{
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if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f)
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if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f)
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&& (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f)
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&& (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f)
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&& (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f))
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&& (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)))
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&& contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
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{
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{
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if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
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if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
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{
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{
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@ -1538,7 +1536,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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//d.GeomGetAABB(contactGeom.g2, out aabb2);
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//d.GeomGetAABB(contactGeom.g2, out aabb2);
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//d.GeomGetAABB(contactGeom.g1, out aabb1);
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//d.GeomGetAABB(contactGeom.g1, out aabb1);
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//aabb1.
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//aabb1.
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if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
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if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)))
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{
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{
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if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
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if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
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{
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{
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