diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdeScene.cs | 13 |
1 files changed, 4 insertions, 9 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index ace0ba5..55c7e5a 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs | |||
@@ -1229,14 +1229,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1229 | { | 1229 | { |
1230 | _perloopContact.Add(curContact); | 1230 | _perloopContact.Add(curContact); |
1231 | 1231 | ||
1232 | // If we're colliding against terrain | ||
1233 | if (name1 == "Terrain" || name2 == "Terrain") | 1232 | if (name1 == "Terrain" || name2 == "Terrain") |
1234 | { | 1233 | { |
1235 | // If we're moving | ||
1236 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && | 1234 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && |
1237 | (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) | 1235 | (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) |
1238 | { | 1236 | { |
1239 | // Use the movement terrain contact | 1237 | // Avatar is moving on terrain, use the movement terrain contact |
1240 | AvatarMovementTerrainContact.geom = curContact; | 1238 | AvatarMovementTerrainContact.geom = curContact; |
1241 | 1239 | ||
1242 | if (m_global_contactcount < maxContactsbeforedeath) | 1240 | if (m_global_contactcount < maxContactsbeforedeath) |
@@ -1249,7 +1247,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1249 | { | 1247 | { |
1250 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) | 1248 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) |
1251 | { | 1249 | { |
1252 | // Use the non moving terrain contact | 1250 | // Avatar is standing on terrain, use the non moving terrain contact |
1253 | TerrainContact.geom = curContact; | 1251 | TerrainContact.geom = curContact; |
1254 | 1252 | ||
1255 | if (m_global_contactcount < maxContactsbeforedeath) | 1253 | if (m_global_contactcount < maxContactsbeforedeath) |
@@ -1344,13 +1342,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1344 | } | 1342 | } |
1345 | else | 1343 | else |
1346 | { | 1344 | { |
1347 | // we're colliding with prim or avatar | ||
1348 | // check if we're moving | ||
1349 | if ((p2.PhysicsActorType == (int)ActorTypes.Agent)) | 1345 | if ((p2.PhysicsActorType == (int)ActorTypes.Agent)) |
1350 | { | 1346 | { |
1351 | if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) | 1347 | if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) |
1352 | { | 1348 | { |
1353 | // Use the Movement prim contact | 1349 | // Avatar is moving on a prim, use the Movement prim contact |
1354 | AvatarMovementprimContact.geom = curContact; | 1350 | AvatarMovementprimContact.geom = curContact; |
1355 | 1351 | ||
1356 | if (m_global_contactcount < maxContactsbeforedeath) | 1352 | if (m_global_contactcount < maxContactsbeforedeath) |
@@ -1361,9 +1357,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1361 | } | 1357 | } |
1362 | else | 1358 | else |
1363 | { | 1359 | { |
1364 | // Use the non movement contact | 1360 | // Avatar is standing still on a prim, use the non movement contact |
1365 | contact.geom = curContact; | 1361 | contact.geom = curContact; |
1366 | _perloopContact.Add(curContact); | ||
1367 | 1362 | ||
1368 | if (m_global_contactcount < maxContactsbeforedeath) | 1363 | if (m_global_contactcount < maxContactsbeforedeath) |
1369 | { | 1364 | { |