For now, stop passing timeStep into methods where it's not actually used.

remove-scene-viewer
Justin Clark-Casey (justincc) 2011-10-20 17:54:32 +01:00
parent f16d125027
commit b63ec987b0
2 changed files with 5 additions and 13 deletions

View File

@ -883,15 +883,14 @@ namespace OpenSim.Region.Physics.OdePlugin
/// Called from Simulate
/// This is the avatar's movement control + PID Controller
/// </summary>
/// <param name="timeStep"></param>
/// <param name="defects">
/// If there is something wrong with the character (e.g. its position is non-finite)
/// then it is added to this list. The ODE structures associated with it are also destroyed.
/// </param>
public void Move(float timeStep, List<OdeCharacter> defects)
internal void Move(List<OdeCharacter> defects)
{
// no lock; for now it's only called from within Simulate()
// If the PID Controller isn't active then we set our force
// calculating base velocity to the current position

View File

@ -1473,8 +1473,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// <summary>
/// This is our collision testing routine in ODE
/// </summary>
/// <param name="timeStep"></param>
private void collision_optimized(float timeStep)
private void collision_optimized()
{
_perloopContact.Clear();
@ -2692,12 +2691,6 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
while (step_time > 0.0f)
{
//lock (ode)
//{
//if (!ode.lockquery())
//{
// ode.dlock(world);
try
{
// Insert, remove Characters
@ -2766,7 +2759,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
foreach (OdeCharacter actor in _characters)
{
if (actor != null)
actor.Move(timeStep, defects);
actor.Move(defects);
}
if (0 != defects.Count)
{
@ -2793,7 +2786,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
//int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
m_rayCastManager.ProcessQueuedRequests();
collision_optimized(timeStep);
collision_optimized();
lock (_collisionEventPrim)
{