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authorJustin Clark-Casey (justincc)2011-12-03 02:51:17 +0000
committerJustin Clark-Casey (justincc)2011-12-03 02:51:17 +0000
commit585fc5e79d4b87a5375fa3c2986b5f91d0de1f4e (patch)
tree73cb8e531984768cd8d41d97236db0230b55e07b
parentchange misleading login = http://127.0.0.1:9000/ in GridInfoService in Robust... (diff)
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Update SP.PhysicsCollisionUpdate() doc.
It might be inefficient, but there are collisions every frame if the avatar is walking/standing on the ground or a prim surface
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs7
1 files changed, 5 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 1fe8048..5b9438b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3283,8 +3283,11 @@ namespace OpenSim.Region.Framework.Scenes
3283 /// Event called by the physics plugin to tell the avatar about a collision. 3283 /// Event called by the physics plugin to tell the avatar about a collision.
3284 /// </summary> 3284 /// </summary>
3285 /// <remarks> 3285 /// <remarks>
3286 /// This function is called continuously, even when there are no collisions which might be very inefficient. 3286 /// This function is called continuously, even when there are no collisions. If the avatar is walking on the
3287 /// However, we can't avoid this yet since some of this method might currently rely on being called every frame. 3287 /// ground or a prim then there will be collision information between the avatar and the surface.
3288 ///
3289 /// FIXME: However, we can't safely avoid calling this yet where there are no collisions without analyzing whether
3290 /// any part of this method is relying on an every-frame call.
3288 /// </remarks> 3291 /// </remarks>
3289 /// <param name="e"></param> 3292 /// <param name="e"></param>
3290 public void PhysicsCollisionUpdate(EventArgs e) 3293 public void PhysicsCollisionUpdate(EventArgs e)