Merge commit 'b63ec987b0a1692da4c5e84facf0ea149d4cfe90' into bigmerge
commit
e35835602f
|
@ -883,15 +883,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
/// Called from Simulate
|
/// Called from Simulate
|
||||||
/// This is the avatar's movement control + PID Controller
|
/// This is the avatar's movement control + PID Controller
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="timeStep"></param>
|
|
||||||
/// <param name="defects">
|
/// <param name="defects">
|
||||||
/// If there is something wrong with the character (e.g. its position is non-finite)
|
/// 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.
|
/// then it is added to this list. The ODE structures associated with it are also destroyed.
|
||||||
/// </param>
|
/// </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()
|
// no lock; for now it's only called from within Simulate()
|
||||||
|
|
||||||
// If the PID Controller isn't active then we set our force
|
// If the PID Controller isn't active then we set our force
|
||||||
// calculating base velocity to the current position
|
// calculating base velocity to the current position
|
||||||
|
|
||||||
|
|
|
@ -1473,8 +1473,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// This is our collision testing routine in ODE
|
/// This is our collision testing routine in ODE
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="timeStep"></param>
|
private void collision_optimized()
|
||||||
private void collision_optimized(float timeStep)
|
|
||||||
{
|
{
|
||||||
_perloopContact.Clear();
|
_perloopContact.Clear();
|
||||||
|
|
||||||
|
@ -2692,12 +2691,6 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
|
||||||
|
|
||||||
while (step_time > 0.0f)
|
while (step_time > 0.0f)
|
||||||
{
|
{
|
||||||
//lock (ode)
|
|
||||||
//{
|
|
||||||
//if (!ode.lockquery())
|
|
||||||
//{
|
|
||||||
// ode.dlock(world);
|
|
||||||
|
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
// Insert, remove Characters
|
// Insert, remove Characters
|
||||||
|
@ -2766,7 +2759,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
|
||||||
foreach (OdeCharacter actor in _characters)
|
foreach (OdeCharacter actor in _characters)
|
||||||
{
|
{
|
||||||
if (actor != null)
|
if (actor != null)
|
||||||
actor.Move(timeStep, defects);
|
actor.Move(defects);
|
||||||
}
|
}
|
||||||
if (0 != defects.Count)
|
if (0 != defects.Count)
|
||||||
{
|
{
|
||||||
|
@ -2793,7 +2786,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
|
||||||
//int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
|
//int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
|
||||||
m_rayCastManager.ProcessQueuedRequests();
|
m_rayCastManager.ProcessQueuedRequests();
|
||||||
|
|
||||||
collision_optimized(timeStep);
|
collision_optimized();
|
||||||
|
|
||||||
lock (_collisionEventPrim)
|
lock (_collisionEventPrim)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue