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authorJohn Hurliman2009-10-29 01:46:58 -0700
committerJohn Hurliman2009-10-29 01:46:58 -0700
commit713287707595061d7ce343db73edf3462d2d29fc (patch)
treea70f73db1603cf233893645293ca0a0ca715c4cb /OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
parentSmall performance tweaks to code called by the heartbeat loop (diff)
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* Log progress messages when loading OAR files with a lot of assets
* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs127
1 files changed, 67 insertions, 60 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index 7caaa14..a8e006b 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -807,7 +807,7 @@ namespace OpenSim.Region.Physics.OdePlugin
807 p2 = PANull; 807 p2 = PANull;
808 } 808 }
809 809
810 float max_collision_depth = 0f; 810 ContactPoint maxDepthContact = new ContactPoint();
811 if (p1.CollisionScore + count >= float.MaxValue) 811 if (p1.CollisionScore + count >= float.MaxValue)
812 p1.CollisionScore = 0; 812 p1.CollisionScore = 0;
813 p1.CollisionScore += count; 813 p1.CollisionScore += count;
@@ -818,9 +818,17 @@ namespace OpenSim.Region.Physics.OdePlugin
818 818
819 for (int i = 0; i < count; i++) 819 for (int i = 0; i < count; i++)
820 { 820 {
821 d.ContactGeom curContact = contacts[i];
821 822
823 if (curContact.depth > maxDepthContact.PenetrationDepth)
824 {
825 maxDepthContact = new ContactPoint(
826 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
827 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
828 curContact.depth
829 );
830 }
822 831
823 max_collision_depth = (contacts[i].depth > max_collision_depth) ? contacts[i].depth : max_collision_depth;
824 //m_log.Warn("[CCOUNT]: " + count); 832 //m_log.Warn("[CCOUNT]: " + count);
825 IntPtr joint; 833 IntPtr joint;
826 // If we're colliding with terrain, use 'TerrainContact' instead of contact. 834 // If we're colliding with terrain, use 'TerrainContact' instead of contact.
@@ -853,14 +861,14 @@ namespace OpenSim.Region.Physics.OdePlugin
853 #region InterPenetration Handling - Unintended physics explosions 861 #region InterPenetration Handling - Unintended physics explosions
854# region disabled code1 862# region disabled code1
855 863
856 if (contacts[i].depth >= 0.08f) 864 if (curContact.depth >= 0.08f)
857 { 865 {
858 //This is disabled at the moment only because it needs more tweaking 866 //This is disabled at the moment only because it needs more tweaking
859 //It will eventually be uncommented 867 //It will eventually be uncommented
860 /* 868 /*
861 if (contacts[i].depth >= 1.00f) 869 if (contact.depth >= 1.00f)
862 { 870 {
863 //m_log.Debug("[PHYSICS]: " + contacts[i].depth.ToString()); 871 //m_log.Debug("[PHYSICS]: " + contact.depth.ToString());
864 } 872 }
865 873
866 //If you interpenetrate a prim with an agent 874 //If you interpenetrate a prim with an agent
@@ -870,37 +878,37 @@ namespace OpenSim.Region.Physics.OdePlugin
870 p2.PhysicsActorType == (int) ActorTypes.Prim)) 878 p2.PhysicsActorType == (int) ActorTypes.Prim))
871 { 879 {
872 880
873 //contacts[i].depth = contacts[i].depth * 4.15f; 881 //contact.depth = contact.depth * 4.15f;
874 /* 882 /*
875 if (p2.PhysicsActorType == (int) ActorTypes.Agent) 883 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
876 { 884 {
877 p2.CollidingObj = true; 885 p2.CollidingObj = true;
878 contacts[i].depth = 0.003f; 886 contact.depth = 0.003f;
879 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); 887 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
880 OdeCharacter character = (OdeCharacter) p2; 888 OdeCharacter character = (OdeCharacter) p2;
881 character.SetPidStatus(true); 889 character.SetPidStatus(true);
882 contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); 890 contact.pos = new d.Vector3(contact.pos.X + (p1.Size.X / 2), contact.pos.Y + (p1.Size.Y / 2), contact.pos.Z + (p1.Size.Z / 2));
883 891
884 } 892 }
885 else 893 else
886 { 894 {
887 895
888 //contacts[i].depth = 0.0000000f; 896 //contact.depth = 0.0000000f;
889 } 897 }
890 if (p1.PhysicsActorType == (int) ActorTypes.Agent) 898 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
891 { 899 {
892 900
893 p1.CollidingObj = true; 901 p1.CollidingObj = true;
894 contacts[i].depth = 0.003f; 902 contact.depth = 0.003f;
895 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); 903 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
896 contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); 904 contact.pos = new d.Vector3(contact.pos.X + (p2.Size.X / 2), contact.pos.Y + (p2.Size.Y / 2), contact.pos.Z + (p2.Size.Z / 2));
897 OdeCharacter character = (OdeCharacter)p1; 905 OdeCharacter character = (OdeCharacter)p1;
898 character.SetPidStatus(true); 906 character.SetPidStatus(true);
899 } 907 }
900 else 908 else
901 { 909 {
902 910
903 //contacts[i].depth = 0.0000000f; 911 //contact.depth = 0.0000000f;
904 } 912 }
905 913
906 914
@@ -925,7 +933,7 @@ namespace OpenSim.Region.Physics.OdePlugin
925 //AddPhysicsActorTaint(p2); 933 //AddPhysicsActorTaint(p2);
926 //} 934 //}
927 935
928 //if (contacts[i].depth >= 0.25f) 936 //if (contact.depth >= 0.25f)
929 //{ 937 //{
930 // Don't collide, one or both prim will expld. 938 // Don't collide, one or both prim will expld.
931 939
@@ -943,21 +951,21 @@ namespace OpenSim.Region.Physics.OdePlugin
943 //AddPhysicsActorTaint(p2); 951 //AddPhysicsActorTaint(p2);
944 //} 952 //}
945 953
946 //contacts[i].depth = contacts[i].depth / 8f; 954 //contact.depth = contact.depth / 8f;
947 //contacts[i].normal = new d.Vector3(0, 0, 1); 955 //contact.normal = new d.Vector3(0, 0, 1);
948 //} 956 //}
949 //if (op1.m_disabled || op2.m_disabled) 957 //if (op1.m_disabled || op2.m_disabled)
950 //{ 958 //{
951 //Manually disabled objects stay disabled 959 //Manually disabled objects stay disabled
952 //contacts[i].depth = 0f; 960 //contact.depth = 0f;
953 //} 961 //}
954 #endregion 962 #endregion
955 } 963 }
956 */ 964 */
957#endregion 965#endregion
958 if (contacts[i].depth >= 1.00f) 966 if (curContact.depth >= 1.00f)
959 { 967 {
960 //m_log.Info("[P]: " + contacts[i].depth.ToString()); 968 //m_log.Info("[P]: " + contact.depth.ToString());
961 if ((p2.PhysicsActorType == (int) ActorTypes.Agent && 969 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
962 p1.PhysicsActorType == (int) ActorTypes.Unknown) || 970 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
963 (p1.PhysicsActorType == (int) ActorTypes.Agent && 971 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
@@ -970,12 +978,12 @@ namespace OpenSim.Region.Physics.OdePlugin
970 OdeCharacter character = (OdeCharacter) p2; 978 OdeCharacter character = (OdeCharacter) p2;
971 979
972 //p2.CollidingObj = true; 980 //p2.CollidingObj = true;
973 contacts[i].depth = 0.00000003f; 981 curContact.depth = 0.00000003f;
974 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f); 982 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
975 contacts[i].pos = 983 curContact.pos =
976 new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), 984 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
977 contacts[i].pos.Y + (p1.Size.Y/2), 985 curContact.pos.Y + (p1.Size.Y/2),
978 contacts[i].pos.Z + (p1.Size.Z/2)); 986 curContact.pos.Z + (p1.Size.Z/2));
979 character.SetPidStatus(true); 987 character.SetPidStatus(true);
980 } 988 }
981 } 989 }
@@ -988,12 +996,12 @@ namespace OpenSim.Region.Physics.OdePlugin
988 OdeCharacter character = (OdeCharacter) p1; 996 OdeCharacter character = (OdeCharacter) p1;
989 997
990 //p2.CollidingObj = true; 998 //p2.CollidingObj = true;
991 contacts[i].depth = 0.00000003f; 999 curContact.depth = 0.00000003f;
992 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f); 1000 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
993 contacts[i].pos = 1001 curContact.pos =
994 new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), 1002 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
995 contacts[i].pos.Y + (p1.Size.Y/2), 1003 curContact.pos.Y + (p1.Size.Y/2),
996 contacts[i].pos.Z + (p1.Size.Z/2)); 1004 curContact.pos.Z + (p1.Size.Z/2));
997 character.SetPidStatus(true); 1005 character.SetPidStatus(true);
998 } 1006 }
999 } 1007 }
@@ -1015,16 +1023,15 @@ namespace OpenSim.Region.Physics.OdePlugin
1015 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect)) 1023 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1016 skipThisContact = true; // No collision on volume detect prims 1024 skipThisContact = true; // No collision on volume detect prims
1017 1025
1018 if (!skipThisContact && contacts[i].depth < 0f) 1026 if (!skipThisContact && curContact.depth < 0f)
1019 skipThisContact = true; 1027 skipThisContact = true;
1020 1028
1021 if (!skipThisContact && checkDupe(contacts[i], p2.PhysicsActorType)) 1029 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1022 skipThisContact = true; 1030 skipThisContact = true;
1023 1031
1024 const int maxContactsbeforedeath = 4000; 1032 const int maxContactsbeforedeath = 4000;
1025 joint = IntPtr.Zero; 1033 joint = IntPtr.Zero;
1026 1034
1027
1028 if (!skipThisContact) 1035 if (!skipThisContact)
1029 { 1036 {
1030 // If we're colliding against terrain 1037 // If we're colliding against terrain
@@ -1035,8 +1042,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1035 (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) 1042 (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1036 { 1043 {
1037 // Use the movement terrain contact 1044 // Use the movement terrain contact
1038 AvatarMovementTerrainContact.geom = contacts[i]; 1045 AvatarMovementTerrainContact.geom = curContact;
1039 _perloopContact.Add(contacts[i]); 1046 _perloopContact.Add(curContact);
1040 if (m_global_contactcount < maxContactsbeforedeath) 1047 if (m_global_contactcount < maxContactsbeforedeath)
1041 { 1048 {
1042 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); 1049 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
@@ -1048,8 +1055,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1048 if (p2.PhysicsActorType == (int)ActorTypes.Agent) 1055 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1049 { 1056 {
1050 // Use the non moving terrain contact 1057 // Use the non moving terrain contact
1051 TerrainContact.geom = contacts[i]; 1058 TerrainContact.geom = curContact;
1052 _perloopContact.Add(contacts[i]); 1059 _perloopContact.Add(curContact);
1053 if (m_global_contactcount < maxContactsbeforedeath) 1060 if (m_global_contactcount < maxContactsbeforedeath)
1054 { 1061 {
1055 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); 1062 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
@@ -1074,8 +1081,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1074 material = ((OdePrim)p2).m_material; 1081 material = ((OdePrim)p2).m_material;
1075 1082
1076 //m_log.DebugFormat("Material: {0}", material); 1083 //m_log.DebugFormat("Material: {0}", material);
1077 m_materialContacts[material, movintYN].geom = contacts[i]; 1084 m_materialContacts[material, movintYN].geom = curContact;
1078 _perloopContact.Add(contacts[i]); 1085 _perloopContact.Add(curContact);
1079 1086
1080 if (m_global_contactcount < maxContactsbeforedeath) 1087 if (m_global_contactcount < maxContactsbeforedeath)
1081 { 1088 {
@@ -1100,8 +1107,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1100 if (p2 is OdePrim) 1107 if (p2 is OdePrim)
1101 material = ((OdePrim)p2).m_material; 1108 material = ((OdePrim)p2).m_material;
1102 //m_log.DebugFormat("Material: {0}", material); 1109 //m_log.DebugFormat("Material: {0}", material);
1103 m_materialContacts[material, movintYN].geom = contacts[i]; 1110 m_materialContacts[material, movintYN].geom = curContact;
1104 _perloopContact.Add(contacts[i]); 1111 _perloopContact.Add(curContact);
1105 1112
1106 if (m_global_contactcount < maxContactsbeforedeath) 1113 if (m_global_contactcount < maxContactsbeforedeath)
1107 { 1114 {
@@ -1129,20 +1136,20 @@ namespace OpenSim.Region.Physics.OdePlugin
1129 */ 1136 */
1130 //WaterContact.surface.soft_cfm = 0.0000f; 1137 //WaterContact.surface.soft_cfm = 0.0000f;
1131 //WaterContact.surface.soft_erp = 0.00000f; 1138 //WaterContact.surface.soft_erp = 0.00000f;
1132 if (contacts[i].depth > 0.1f) 1139 if (curContact.depth > 0.1f)
1133 { 1140 {
1134 contacts[i].depth *= 52; 1141 curContact.depth *= 52;
1135 //contacts[i].normal = new d.Vector3(0, 0, 1); 1142 //contact.normal = new d.Vector3(0, 0, 1);
1136 //contacts[i].pos = new d.Vector3(0, 0, contacts[i].pos.Z - 5f); 1143 //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1137 } 1144 }
1138 WaterContact.geom = contacts[i]; 1145 WaterContact.geom = curContact;
1139 _perloopContact.Add(contacts[i]); 1146 _perloopContact.Add(curContact);
1140 if (m_global_contactcount < maxContactsbeforedeath) 1147 if (m_global_contactcount < maxContactsbeforedeath)
1141 { 1148 {
1142 joint = d.JointCreateContact(world, contactgroup, ref WaterContact); 1149 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1143 m_global_contactcount++; 1150 m_global_contactcount++;
1144 } 1151 }
1145 //m_log.Info("[PHYSICS]: Prim Water Contact" + contacts[i].depth); 1152 //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth);
1146 } 1153 }
1147 else 1154 else
1148 { 1155 {
@@ -1153,8 +1160,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1153 if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) 1160 if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1154 { 1161 {
1155 // Use the Movement prim contact 1162 // Use the Movement prim contact
1156 AvatarMovementprimContact.geom = contacts[i]; 1163 AvatarMovementprimContact.geom = curContact;
1157 _perloopContact.Add(contacts[i]); 1164 _perloopContact.Add(curContact);
1158 if (m_global_contactcount < maxContactsbeforedeath) 1165 if (m_global_contactcount < maxContactsbeforedeath)
1159 { 1166 {
1160 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); 1167 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
@@ -1164,8 +1171,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1164 else 1171 else
1165 { 1172 {
1166 // Use the non movement contact 1173 // Use the non movement contact
1167 contact.geom = contacts[i]; 1174 contact.geom = curContact;
1168 _perloopContact.Add(contacts[i]); 1175 _perloopContact.Add(curContact);
1169 1176
1170 if (m_global_contactcount < maxContactsbeforedeath) 1177 if (m_global_contactcount < maxContactsbeforedeath)
1171 { 1178 {
@@ -1183,8 +1190,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1183 material = ((OdePrim)p2).m_material; 1190 material = ((OdePrim)p2).m_material;
1184 1191
1185 //m_log.DebugFormat("Material: {0}", material); 1192 //m_log.DebugFormat("Material: {0}", material);
1186 m_materialContacts[material, 0].geom = contacts[i]; 1193 m_materialContacts[material, 0].geom = curContact;
1187 _perloopContact.Add(contacts[i]); 1194 _perloopContact.Add(curContact);
1188 1195
1189 if (m_global_contactcount < maxContactsbeforedeath) 1196 if (m_global_contactcount < maxContactsbeforedeath)
1190 { 1197 {
@@ -1202,7 +1209,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1202 } 1209 }
1203 1210
1204 } 1211 }
1205 collision_accounting_events(p1, p2, max_collision_depth); 1212 collision_accounting_events(p1, p2, maxDepthContact);
1206 if (count > geomContactPointsStartthrottle) 1213 if (count > geomContactPointsStartthrottle)
1207 { 1214 {
1208 // If there are more then 3 contact points, it's likely 1215 // If there are more then 3 contact points, it's likely
@@ -1286,7 +1293,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1286 return result; 1293 return result;
1287 } 1294 }
1288 1295
1289 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, float collisiondepth) 1296 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1290 { 1297 {
1291 // obj1LocalID = 0; 1298 // obj1LocalID = 0;
1292 //returncollisions = false; 1299 //returncollisions = false;
@@ -1307,7 +1314,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1307 case ActorTypes.Agent: 1314 case ActorTypes.Agent:
1308 cc1 = (OdeCharacter)p1; 1315 cc1 = (OdeCharacter)p1;
1309 obj2LocalID = cc1.m_localID; 1316 obj2LocalID = cc1.m_localID;
1310 cc1.AddCollisionEvent(cc2.m_localID, collisiondepth); 1317 cc1.AddCollisionEvent(cc2.m_localID, contact);
1311 //ctype = (int)CollisionCategories.Character; 1318 //ctype = (int)CollisionCategories.Character;
1312 1319
1313 //if (cc1.CollidingObj) 1320 //if (cc1.CollidingObj)
@@ -1322,7 +1329,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1322 { 1329 {
1323 cp1 = (OdePrim) p1; 1330 cp1 = (OdePrim) p1;
1324 obj2LocalID = cp1.m_localID; 1331 obj2LocalID = cp1.m_localID;
1325 cp1.AddCollisionEvent(cc2.m_localID, collisiondepth); 1332 cp1.AddCollisionEvent(cc2.m_localID, contact);
1326 } 1333 }
1327 //ctype = (int)CollisionCategories.Geom; 1334 //ctype = (int)CollisionCategories.Geom;
1328 1335
@@ -1342,7 +1349,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1342 break; 1349 break;
1343 } 1350 }
1344 1351
1345 cc2.AddCollisionEvent(obj2LocalID, collisiondepth); 1352 cc2.AddCollisionEvent(obj2LocalID, contact);
1346 break; 1353 break;
1347 case ActorTypes.Prim: 1354 case ActorTypes.Prim:
1348 1355
@@ -1358,7 +1365,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1358 { 1365 {
1359 cc1 = (OdeCharacter) p1; 1366 cc1 = (OdeCharacter) p1;
1360 obj2LocalID = cc1.m_localID; 1367 obj2LocalID = cc1.m_localID;
1361 cc1.AddCollisionEvent(cp2.m_localID, collisiondepth); 1368 cc1.AddCollisionEvent(cp2.m_localID, contact);
1362 //ctype = (int)CollisionCategories.Character; 1369 //ctype = (int)CollisionCategories.Character;
1363 1370
1364 //if (cc1.CollidingObj) 1371 //if (cc1.CollidingObj)
@@ -1374,7 +1381,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1374 { 1381 {
1375 cp1 = (OdePrim) p1; 1382 cp1 = (OdePrim) p1;
1376 obj2LocalID = cp1.m_localID; 1383 obj2LocalID = cp1.m_localID;
1377 cp1.AddCollisionEvent(cp2.m_localID, collisiondepth); 1384 cp1.AddCollisionEvent(cp2.m_localID, contact);
1378 //ctype = (int)CollisionCategories.Geom; 1385 //ctype = (int)CollisionCategories.Geom;
1379 1386
1380 //if (cp1.CollidingObj) 1387 //if (cp1.CollidingObj)
@@ -1395,7 +1402,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1395 break; 1402 break;
1396 } 1403 }
1397 1404
1398 cp2.AddCollisionEvent(obj2LocalID, collisiondepth); 1405 cp2.AddCollisionEvent(obj2LocalID, contact);
1399 } 1406 }
1400 break; 1407 break;
1401 } 1408 }