From c6ed72b4fa634269672fd70a43026756f963d48f Mon Sep 17 00:00:00 2001 From: Charles Krinke Date: Sun, 9 Nov 2008 18:43:46 +0000 Subject: [PATCH] Clean up a few comments. --- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 14 +++----------- 1 file changed, 3 insertions(+), 11 deletions(-) diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index a782e2dc64..382b721af1 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -769,9 +769,7 @@ namespace OpenSim.Region.Physics.OdePlugin { // Use the movement terrain contact AvatarMovementTerrainContact.geom = contacts[i]; - _perloopContact.Add(contacts[i]); - joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); } else @@ -800,17 +798,13 @@ namespace OpenSim.Region.Physics.OdePlugin //contacts[i].pos = new d.Vector3(0, 0, contacts[i].pos.Z - 5f); } WaterContact.geom = contacts[i]; - _perloopContact.Add(contacts[i]); - joint = d.JointCreateContact(world, contactgroup, ref WaterContact); //m_log.Info("[PHYSICS]: Prim Water Contact" + contacts[i].depth); } else - { - // we're colliding with prim or avatar - + { // we're colliding with prim or avatar // check if we're moving if ((p2.PhysicsActorType == (int)ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) @@ -821,8 +815,7 @@ namespace OpenSim.Region.Physics.OdePlugin joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); } else - { - // Use the non movement contact + { // Use the non movement contact contact.geom = contacts[i]; _perloopContact.Add(contacts[i]); joint = d.JointCreateContact(world, contactgroup, ref contact); @@ -834,8 +827,7 @@ namespace OpenSim.Region.Physics.OdePlugin if (count > geomContactPointsStartthrottle) { // If there are more then 3 contact points, it's likely - // that we've got a pile of objects - // + // that we've got a pile of objects, so ... // We don't want to send out hundreds of terse updates over and over again // so lets throttle them and send them again after it's somewhat sorted out. p2.ThrottleUpdates = true;