diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index 0462866293..e9bab66320 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -883,15 +883,14 @@ namespace OpenSim.Region.Physics.OdePlugin /// Called from Simulate /// This is the avatar's movement control + PID Controller /// - /// /// /// 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. /// - public void Move(float timeStep, List defects) + internal void Move(List 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 diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index 32d6481b46..a56a292645 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs @@ -1473,8 +1473,7 @@ namespace OpenSim.Region.Physics.OdePlugin /// /// This is our collision testing routine in ODE /// - /// - 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) {