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authorJeff Ames2009-08-26 12:58:37 +0900
committerJeff Ames2009-08-26 14:02:01 +0900
commit256624566f4708fc6e3280c240393d0abdb7beb6 (patch)
tree2b0005a270e4dad39f888f8c760ad0ada3635798 /OpenSim/Region/Physics/POSPlugin
parentA slightly modified version of (diff)
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Formatting cleanup, minor refactoring.
Diffstat (limited to 'OpenSim/Region/Physics/POSPlugin')
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSCharacter.cs6
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSScene.cs14
2 files changed, 8 insertions, 12 deletions
diff --git a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs b/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs
index 1973adf..35fc616 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs
@@ -43,7 +43,7 @@ namespace OpenSim.Region.Physics.POSPlugin
43 private PhysicsVector _acceleration; 43 private PhysicsVector _acceleration;
44 private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; 44 private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
45 private bool flying; 45 private bool flying;
46 private bool iscolliding; 46 private bool isColliding;
47 47
48 public POSCharacter() 48 public POSCharacter()
49 { 49 {
@@ -116,8 +116,8 @@ namespace OpenSim.Region.Physics.POSPlugin
116 116
117 public override bool IsColliding 117 public override bool IsColliding
118 { 118 {
119 get { return iscolliding; } 119 get { return isColliding; }
120 set { iscolliding = value; } 120 set { isColliding = value; }
121 } 121 }
122 122
123 public override bool CollidingGround 123 public override bool CollidingGround
diff --git a/OpenSim/Region/Physics/POSPlugin/POSScene.cs b/OpenSim/Region/Physics/POSPlugin/POSScene.cs
index 5361be0..fa8cc70 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSScene.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSScene.cs
@@ -113,20 +113,16 @@ namespace OpenSim.Region.Physics.POSPlugin
113 c.Position.Z - p.Position.Z) * Quaternion.Inverse(p.Orientation); 113 c.Position.Z - p.Position.Z) * Quaternion.Inverse(p.Orientation);
114 Vector3 avatarSize = new Vector3(c.Size.X, c.Size.Y, c.Size.Z) * Quaternion.Inverse(p.Orientation); 114 Vector3 avatarSize = new Vector3(c.Size.X, c.Size.Y, c.Size.Z) * Quaternion.Inverse(p.Orientation);
115 115
116 if (Math.Abs(rotatedPos.X) >= (p.Size.X*0.5 + Math.Abs(avatarSize.X)) || 116 return (Math.Abs(rotatedPos.X) < (p.Size.X*0.5 + Math.Abs(avatarSize.X)) &&
117 Math.Abs(rotatedPos.Y) >= (p.Size.Y*0.5 + Math.Abs(avatarSize.Y)) || 117 Math.Abs(rotatedPos.Y) < (p.Size.Y*0.5 + Math.Abs(avatarSize.Y)) &&
118 Math.Abs(rotatedPos.Z) >= (p.Size.Z*0.5 + Math.Abs(avatarSize.Z))) 118 Math.Abs(rotatedPos.Z) < (p.Size.Z*0.5 + Math.Abs(avatarSize.Z)));
119 {
120 return false;
121 }
122 return true;
123 } 119 }
124 120
125 private bool isCollidingWithPrim(POSCharacter c) 121 private bool isCollidingWithPrim(POSCharacter c)
126 { 122 {
127 for (int i = 0; i < _prims.Count; ++i) 123 foreach (POSPrim p in _prims)
128 { 124 {
129 if (isColliding(c, _prims[i])) 125 if (isColliding(c, p))
130 { 126 {
131 return true; 127 return true;
132 } 128 }