For now, stop passing timeStep into methods where it's not actually used.
							parent
							
								
									f16d125027
								
							
						
					
					
						commit
						b63ec987b0
					
				| 
						 | 
				
			
			@ -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
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -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)
 | 
			
		||||
                        {
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
		Loading…
	
		Reference in New Issue