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authorHomer Horwitz2008-12-31 20:09:17 +0000
committerHomer Horwitz2008-12-31 20:09:17 +0000
commita72d3522ff1c96ab4630fd23a4095eead4936033 (patch)
treec39f6d2efd7c07cc70ab5a8be9a8cf42e57a4e79 /OpenSim
parent- Added the fixed Ode.NET.dll (diff)
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Slight optimisation: Don't check for duplication if we won't use the result anyway.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs14
1 files changed, 7 insertions, 7 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index a250a6a..f735f60 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -817,18 +817,18 @@ namespace OpenSim.Region.Physics.OdePlugin
817 // appears to be phantom for the world 817 // appears to be phantom for the world
818 Boolean skipThisContact = false; 818 Boolean skipThisContact = false;
819 819
820 if (contacts[i].depth < 0f)
821 skipThisContact = true;
822
823 if (checkDupe(contacts[i], p2.PhysicsActorType))
824 skipThisContact = true;
825
826 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect)) 820 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
827 skipThisContact = true; // No collision on volume detect prims 821 skipThisContact = true; // No collision on volume detect prims
828 822
829 if ((p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect)) 823 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
830 skipThisContact = true; // No collision on volume detect prims 824 skipThisContact = true; // No collision on volume detect prims
831 825
826 if (!skipThisContact && contacts[i].depth < 0f)
827 skipThisContact = true;
828
829 if (!skipThisContact && checkDupe(contacts[i], p2.PhysicsActorType))
830 skipThisContact = true;
831
832 if (!skipThisContact) 832 if (!skipThisContact)
833 { 833 {
834 // If we're colliding against terrain 834 // If we're colliding against terrain