Clean up a few comments.
parent
8ed4821c47
commit
c6ed72b4fa
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@ -769,9 +769,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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// Use the movement terrain contact
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AvatarMovementTerrainContact.geom = contacts[i];
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_perloopContact.Add(contacts[i]);
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joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
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}
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else
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@ -800,17 +798,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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//contacts[i].pos = new d.Vector3(0, 0, contacts[i].pos.Z - 5f);
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}
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WaterContact.geom = contacts[i];
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_perloopContact.Add(contacts[i]);
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joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
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//m_log.Info("[PHYSICS]: Prim Water Contact" + contacts[i].depth);
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}
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else
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{
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// we're colliding with prim or avatar
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{ // we're colliding with prim or avatar
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// check if we're moving
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if ((p2.PhysicsActorType == (int)ActorTypes.Agent) &&
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(Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
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@ -821,8 +815,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
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}
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else
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{
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// Use the non movement contact
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{ // Use the non movement contact
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contact.geom = contacts[i];
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_perloopContact.Add(contacts[i]);
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joint = d.JointCreateContact(world, contactgroup, ref contact);
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@ -834,8 +827,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (count > geomContactPointsStartthrottle)
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{
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// If there are more then 3 contact points, it's likely
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// that we've got a pile of objects
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//
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// that we've got a pile of objects, so ...
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// We don't want to send out hundreds of terse updates over and over again
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// so lets throttle them and send them again after it's somewhat sorted out.
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p2.ThrottleUpdates = true;
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