OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
/// <summary>
/// Change prim in response to a velocity taint.
/// </summary>
Change prim in response to a velocity taint.
Change prim in response to a velocity taint .
private void changevelocity()
        {
            if (!m_isSelected)
            {
                Thread.Sleep(20);
                if (IsPhysical)
                {
                    if (Body != IntPtr.Zero)
                    {
                        d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
                    }
                }
            }
            m_taintVelocity = Vector3.Zero;
        }
private void changevelocity ( ) { if ( ! m_isSelected ) { Thread . Sleep ( 20 ) ; if ( IsPhysical ) { if ( Body != IntPtr . Zero ) { d . BodySetLinearVel ( Body , m_taintVelocity . X , m_taintVelocity . Y , m_taintVelocity . Z ) ; } } } m_taintVelocity = Vector3 . Zero ; }
Change prim in response to a velocity taint.
Change prim in response to a velocity taint .
// Not sure exactly why this sleep is here, but from experimentation it appears to stop an avatar // walking through a default rez size prim if it keeps kicking it around - justincc. //resetCollisionAccounting();