diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/PhysicsModules/Ode/ODERayCastRequestManager.cs | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/OpenSim/Region/PhysicsModules/Ode/ODERayCastRequestManager.cs b/OpenSim/Region/PhysicsModules/Ode/ODERayCastRequestManager.cs index a21ec2b..78dd7de 100644 --- a/OpenSim/Region/PhysicsModules/Ode/ODERayCastRequestManager.cs +++ b/OpenSim/Region/PhysicsModules/Ode/ODERayCastRequestManager.cs | |||
@@ -75,7 +75,7 @@ namespace OpenSim.Region.PhysicsModule.ODE | |||
75 | { | 75 | { |
76 | m_scene = pScene; | 76 | m_scene = pScene; |
77 | nearCallback = near; | 77 | nearCallback = near; |
78 | 78 | ||
79 | } | 79 | } |
80 | 80 | ||
81 | /// <summary> | 81 | /// <summary> |
@@ -136,7 +136,7 @@ namespace OpenSim.Region.PhysicsModule.ODE | |||
136 | ODERayCastRequest[] reqs = m_PendingRequests.ToArray(); | 136 | ODERayCastRequest[] reqs = m_PendingRequests.ToArray(); |
137 | for (int i = 0; i < reqs.Length; i++) | 137 | for (int i = 0; i < reqs.Length; i++) |
138 | { | 138 | { |
139 | if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast | 139 | if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast |
140 | RayCast(reqs[i]); // if there isn't anyone to send results | 140 | RayCast(reqs[i]); // if there isn't anyone to send results |
141 | } | 141 | } |
142 | 142 | ||
@@ -151,7 +151,7 @@ namespace OpenSim.Region.PhysicsModule.ODE | |||
151 | ODERayRequest[] reqs = m_PendingRayRequests.ToArray(); | 151 | ODERayRequest[] reqs = m_PendingRayRequests.ToArray(); |
152 | for (int i = 0; i < reqs.Length; i++) | 152 | for (int i = 0; i < reqs.Length; i++) |
153 | { | 153 | { |
154 | if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast | 154 | if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast |
155 | RayCast(reqs[i]); // if there isn't anyone to send results | 155 | RayCast(reqs[i]); // if there isn't anyone to send results |
156 | } | 156 | } |
157 | 157 | ||
@@ -247,7 +247,7 @@ namespace OpenSim.Region.PhysicsModule.ODE | |||
247 | req.callbackMethod(m_contactResults); | 247 | req.callbackMethod(m_contactResults); |
248 | } | 248 | } |
249 | } | 249 | } |
250 | 250 | ||
251 | // This is the standard Near. Uses space AABBs to speed up detection. | 251 | // This is the standard Near. Uses space AABBs to speed up detection. |
252 | private void near(IntPtr space, IntPtr g1, IntPtr g2) | 252 | private void near(IntPtr space, IntPtr g1, IntPtr g2) |
253 | { | 253 | { |
@@ -262,7 +262,7 @@ namespace OpenSim.Region.PhysicsModule.ODE | |||
262 | { | 262 | { |
263 | if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) | 263 | if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) |
264 | return; | 264 | return; |
265 | 265 | ||
266 | // Separating static prim geometry spaces. | 266 | // Separating static prim geometry spaces. |
267 | // We'll be calling near recursivly if one | 267 | // We'll be calling near recursivly if one |
268 | // of them is a space to find all of the | 268 | // of them is a space to find all of the |
@@ -290,7 +290,7 @@ namespace OpenSim.Region.PhysicsModule.ODE | |||
290 | int count = 0; | 290 | int count = 0; |
291 | try | 291 | try |
292 | { | 292 | { |
293 | 293 | ||
294 | if (g1 == g2) | 294 | if (g1 == g2) |
295 | return; // Can't collide with yourself | 295 | return; // Can't collide with yourself |
296 | 296 | ||
@@ -326,7 +326,7 @@ namespace OpenSim.Region.PhysicsModule.ODE | |||
326 | if (p1 is OdePrim) | 326 | if (p1 is OdePrim) |
327 | { | 327 | { |
328 | ContactResult collisionresult = new ContactResult(); | 328 | ContactResult collisionresult = new ContactResult(); |
329 | 329 | ||
330 | collisionresult.ConsumerID = p1.LocalID; | 330 | collisionresult.ConsumerID = p1.LocalID; |
331 | collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z); | 331 | collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z); |
332 | collisionresult.Depth = contacts[i].depth; | 332 | collisionresult.Depth = contacts[i].depth; |