diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index af67407629..afa8de5870 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -70,7 +70,6 @@ namespace OpenSim.Region.Physics.OdePlugin private Vector3 _position; private d.Vector3 _zeroPosition; - // private d.Matrix3 m_StandUpRotation; private bool _zeroFlag = false; private bool m_lastUpdateSent = false; private Vector3 _velocity; @@ -554,8 +553,6 @@ namespace OpenSim.Region.Physics.OdePlugin // place that is safe to call this routine AvatarGeomAndBodyCreation. private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor) { - //CAPSULE_LENGTH = -5; - //CAPSULE_RADIUS = -5; int dAMotorEuler = 1; // _parent_scene.waitForSpaceUnlock(_parent_scene.space); if (CAPSULE_LENGTH <= 0) @@ -831,7 +828,6 @@ namespace OpenSim.Region.Physics.OdePlugin m_taintForce += force; _parent_scene.AddPhysicsActorTaint(this); - //doForce(force); // If uncommented, things get pushed off world // // m_log.Debug("Push!"); @@ -856,15 +852,6 @@ namespace OpenSim.Region.Physics.OdePlugin { } - /// - /// After all of the forces add up with 'add force' we apply them with doForce - /// - /// - public void doForce(Vector3 force) - { - d.BodyAddForce(Body, force.X, force.Y, force.Z); - } - public override void SetMomentum(Vector3 momentum) { } @@ -1030,7 +1017,8 @@ namespace OpenSim.Region.Physics.OdePlugin if (vec.IsFinite()) { - doForce(vec); + // Apply the total force acting on this avatar + d.BodyAddForce(Body, vec.X, vec.Y, vec.Z); if (!_zeroFlag) AlignAvatarTiltWithCurrentDirectionOfMovement(vec); @@ -1258,7 +1246,7 @@ namespace OpenSim.Region.Physics.OdePlugin // FIXME: This is not a good solution since it's subject to a race condition if a force is another // thread sets a new force while we're in this loop (since it could be obliterated by // m_taintForce = Vector3.Zero. Need to lock ProcessTaints() when we set a new tainted force. - doForce(m_taintForce); + d.BodyAddForce(Body, m_taintForce.X, m_taintForce.Y, m_taintForce.Z); } m_taintForce = Vector3.Zero;