rename ODECharacter.AvatarGeomAndBodyCreation() -> CreateOdeStructures() to match existing DestroyOdeStructures()

0.7.2-post-fixes
Justin Clark-Casey (justincc) 2011-11-21 20:01:34 +00:00
parent 9c4597a00f
commit f48431345b
1 changed files with 10 additions and 8 deletions

View File

@ -548,16 +548,18 @@ namespace OpenSim.Region.Physics.OdePlugin
}
/// <summary>
/// This creates the Avatar's physical Surrogate at the position supplied
/// This creates the Avatar's physical Surrogate in ODE at the position supplied
/// </summary>
/// <remarks>
/// WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
/// to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
/// place that is safe to call this routine AvatarGeomAndBodyCreation.
/// </remarks>
/// <param name="npositionX"></param>
/// <param name="npositionY"></param>
/// <param name="npositionZ"></param>
// WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
// to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
// place that is safe to call this routine AvatarGeomAndBodyCreation.
private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
/// <param name="tensor"></param>
private void CreateOdeStructures(float npositionX, float npositionY, float npositionZ, float tensor)
{
int dAMotorEuler = 1;
// _parent_scene.waitForSpaceUnlock(_parent_scene.space);
@ -1274,7 +1276,7 @@ namespace OpenSim.Region.Physics.OdePlugin
+ (Amotor!=IntPtr.Zero ? "Amotor ":""));
}
AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
CreateOdeStructures(_position.X, _position.Y, _position.Z, m_tensor);
_parent_scene.AddCharacter(this);
}
else
@ -1302,7 +1304,7 @@ namespace OpenSim.Region.Physics.OdePlugin
float prevCapsule = CAPSULE_LENGTH;
CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
AvatarGeomAndBodyCreation(
CreateOdeStructures(
_position.X,
_position.Y,
_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);