From ee0f7e10c83a38b455fe5729113c6ea7576f4963 Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Wed, 28 Oct 2009 12:20:34 -0700 Subject: Fixed a bad check on velocity in the ODE near() callback (it was only checking for velocity in certain directions, and was calling the get_Velocity() function three times) --- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/Physics/OdePlugin') diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 9e36020..8382233 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -772,7 +772,7 @@ namespace OpenSim.Region.Physics.OdePlugin lock (contacts) { - count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf); + count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf); } } catch (SEHException) @@ -830,7 +830,7 @@ namespace OpenSim.Region.Physics.OdePlugin p2.CollidingObj = true; break; case (int)ActorTypes.Prim: - if (p2.Velocity.X > 0 || p2.Velocity.Y > 0 || p2.Velocity.Z > 0) + if (p2.Velocity.LengthSquared() > 0.0f) p2.CollidingObj = true; break; case (int)ActorTypes.Unknown: @@ -1014,7 +1014,7 @@ namespace OpenSim.Region.Physics.OdePlugin if (!skipThisContact && checkDupe(contacts[i], p2.PhysicsActorType)) skipThisContact = true; - int maxContactsbeforedeath = 4000; + const int maxContactsbeforedeath = 4000; joint = IntPtr.Zero; -- cgit v1.1