refactor: Eliminate one line ODECharacter.doForce() method for code clarity

iar_mods
Justin Clark-Casey (justincc) 2011-11-21 19:58:37 +00:00
parent 225b925f4e
commit 063f0f5d97
1 changed files with 3 additions and 15 deletions

View File

@ -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
{
}
/// <summary>
/// After all of the forces add up with 'add force' we apply them with doForce
/// </summary>
/// <param name="force"></param>
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;