From 585fc5e79d4b87a5375fa3c2986b5f91d0de1f4e Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Sat, 3 Dec 2011 02:51:17 +0000
Subject: Update SP.PhysicsCollisionUpdate() doc.
It might be inefficient, but there are collisions every frame if the avatar is walking/standing on the ground or a prim surface
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 7 +++++--
1 file changed, 5 insertions(+), 2 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 1fe8048..5b9438b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3283,8 +3283,11 @@ namespace OpenSim.Region.Framework.Scenes
/// Event called by the physics plugin to tell the avatar about a collision.
///
///
- /// This function is called continuously, even when there are no collisions which might be very inefficient.
- /// However, we can't avoid this yet since some of this method might currently rely on being called every frame.
+ /// This function is called continuously, even when there are no collisions. If the avatar is walking on the
+ /// ground or a prim then there will be collision information between the avatar and the surface.
+ ///
+ /// FIXME: However, we can't safely avoid calling this yet where there are no collisions without analyzing whether
+ /// any part of this method is relying on an every-frame call.
///
///
public void PhysicsCollisionUpdate(EventArgs e)
--
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