For now, stop passing timeStep into methods where it's not actually used.
parent
1b32d5c6a4
commit
4ecd3fbff1
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@ -897,15 +897,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// Called from Simulate
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/// This is the avatar's movement control + PID Controller
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/// </summary>
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/// <param name="timeStep"></param>
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/// <param name="defects">
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/// If there is something wrong with the character (e.g. its position is non-finite)
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/// then it is added to this list. The ODE structures associated with it are also destroyed.
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/// </param>
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public void Move(float timeStep, List<OdeCharacter> defects)
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internal void Move(List<OdeCharacter> defects)
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{
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// no lock; for now it's only called from within Simulate()
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// If the PID Controller isn't active then we set our force
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// calculating base velocity to the current position
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@ -1451,8 +1451,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// <summary>
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/// This is our collision testing routine in ODE
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/// </summary>
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/// <param name="timeStep"></param>
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private void collision_optimized(float timeStep)
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private void collision_optimized()
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{
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_perloopContact.Clear();
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@ -2664,12 +2663,6 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
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while (step_time > 0.0f)
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{
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//lock (ode)
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//{
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//if (!ode.lockquery())
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//{
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// ode.dlock(world);
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try
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{
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// Insert, remove Characters
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@ -2738,7 +2731,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
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foreach (OdeCharacter actor in _characters)
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{
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if (actor != null)
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actor.Move(timeStep, defects);
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actor.Move(defects);
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}
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if (0 != defects.Count)
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{
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@ -2765,7 +2758,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
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//int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
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m_rayCastManager.ProcessQueuedRequests();
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collision_optimized(timeStep);
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collision_optimized();
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lock (_collisionEventPrim)
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{
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