refactor: unindent the OdeScene.Simulate() loop to ignore the long commented out ifs and locks

This is to make it more readable.
bulletsim
Justin Clark-Casey (justincc) 2011-07-29 00:23:42 +01:00
parent 8c3eb324c4
commit 9c6227da66
1 changed files with 284 additions and 280 deletions

View File

@ -2687,6 +2687,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
//if (!ode.lockquery()) //if (!ode.lockquery())
//{ //{
// ode.dlock(world); // ode.dlock(world);
try try
{ {
// Insert, remove Characters // Insert, remove Characters
@ -3091,8 +3092,10 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
fwriter.WriteLine(header); fwriter.WriteLine(header);
fwriter.Close(); fwriter.Close();
} }
d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
} }
latertickcount = Util.EnvironmentTickCount() - tickCountFrameRun; latertickcount = Util.EnvironmentTickCount() - tickCountFrameRun;
// OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics // OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics
@ -3694,6 +3697,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
//d.CloseODE(); //d.CloseODE();
} }
} }
public override Dictionary<uint, float> GetTopColliders() public override Dictionary<uint, float> GetTopColliders()
{ {
Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();