minor: Add comments which explain what's going on wrt avatar movements at various points in the main scene loop and associated methods
parent
fbe72e30eb
commit
dd803b4f0c
|
@ -1319,6 +1319,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (m_frame % m_update_presences == 0)
|
||||
m_sceneGraph.UpdatePresences();
|
||||
|
||||
// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
|
||||
if (m_frame % m_update_coarse_locations == 0)
|
||||
{
|
||||
List<Vector3> coarseLocations;
|
||||
|
@ -1336,9 +1337,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_sceneGraph.UpdatePreparePhysics();
|
||||
physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
|
||||
|
||||
// Apply any pending avatar force input to the avatar's velocity
|
||||
if (m_frame % m_update_entitymovement == 0)
|
||||
m_sceneGraph.UpdateScenePresenceMovement();
|
||||
|
||||
// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
|
||||
// velocity
|
||||
int tmpPhysicsMS = Util.EnvironmentTickCount();
|
||||
if (m_frame % m_update_physics == 0)
|
||||
{
|
||||
|
|
|
@ -1522,6 +1522,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
// If the agent update does move the avatar, then calculate the force ready for the velocity update,
|
||||
// which occurs later in the main scene loop
|
||||
if (update_movementflag || (update_rotation && DCFlagKeyPressed))
|
||||
{
|
||||
// m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed));
|
||||
|
|
Loading…
Reference in New Issue