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-rw-r--r--OpenSim/Region/PhysicsModules/Ode/ODERayCastRequestManager.cs14
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;