refactor: unindent the OdeScene.Simulate() loop to ignore the long commented out ifs and locks
This is to make it more readable.bulletsim
parent
8c3eb324c4
commit
9c6227da66
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@ -2687,6 +2687,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
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//if (!ode.lockquery())
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//if (!ode.lockquery())
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//{
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//{
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// ode.dlock(world);
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// ode.dlock(world);
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try
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try
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{
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{
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// Insert, remove Characters
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// Insert, remove Characters
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@ -3091,8 +3092,10 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
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fwriter.WriteLine(header);
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fwriter.WriteLine(header);
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fwriter.Close();
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fwriter.Close();
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}
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}
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d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
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d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
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}
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}
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latertickcount = Util.EnvironmentTickCount() - tickCountFrameRun;
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latertickcount = Util.EnvironmentTickCount() - tickCountFrameRun;
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// OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics
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// OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics
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@ -3694,6 +3697,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
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//d.CloseODE();
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//d.CloseODE();
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}
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}
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}
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}
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public override Dictionary<uint, float> GetTopColliders()
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public override Dictionary<uint, float> GetTopColliders()
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{
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{
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Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
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Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
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