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Diffstat (limited to 'OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs')
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs18
1 files changed, 14 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
index ab084fd..86f9893 100644
--- a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -713,7 +713,7 @@ namespace OpenSim.Region.Physics.OdePlugin
713 713
714 // Test if we're colliding a geom with a space. 714 // Test if we're colliding a geom with a space.
715 // If so we have to drill down into the space recursively 715 // If so we have to drill down into the space recursively
716 716//Console.WriteLine("near -----------"); //##
717 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2)) 717 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
718 { 718 {
719 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) 719 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
@@ -844,11 +844,21 @@ namespace OpenSim.Region.Physics.OdePlugin
844 // Testing if the collision is at the feet of the avatar 844 // Testing if the collision is at the feet of the avatar
845 845
846 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f)); 846 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
847 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)) 847//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
848 p2.IsColliding = true; 848//#@ p2.IsColliding = true;
849 } 849 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
850//Console.WriteLine("AvColl 1 {0} - {1} - {2} - {3}", //##
851// curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f)); //##
852 p2.IsColliding = true; //##
853 }else{
854//Console.WriteLine("AvColl 2 {0} - {1} - {2} - {3}", //##
855// curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f)); //##
856
857 } //##
858 }
850 else 859 else
851 { 860 {
861//Console.WriteLine("AvColl 3 {0}", p2.PhysicsActorType); //##
852 p2.IsColliding = true; 862 p2.IsColliding = true;
853 } 863 }
854 864