Clean up a few comments.

0.6.1-post-fixes
Charles Krinke 2008-11-09 18:43:46 +00:00
parent 8ed4821c47
commit c6ed72b4fa
1 changed files with 3 additions and 11 deletions

View File

@ -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;