rename ODECharacter.AvatarGeomAndBodyCreation() -> CreateOdeStructures() to match existing DestroyOdeStructures()
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9c4597a00f
commit
f48431345b
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@ -548,16 +548,18 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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/// <summary>
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/// <summary>
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/// This creates the Avatar's physical Surrogate at the position supplied
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/// This creates the Avatar's physical Surrogate in ODE at the position supplied
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/// </summary>
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/// </summary>
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/// <remarks>
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/// WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
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/// to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
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/// place that is safe to call this routine AvatarGeomAndBodyCreation.
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/// </remarks>
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/// <param name="npositionX"></param>
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/// <param name="npositionX"></param>
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/// <param name="npositionY"></param>
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/// <param name="npositionY"></param>
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/// <param name="npositionZ"></param>
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/// <param name="npositionZ"></param>
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/// <param name="tensor"></param>
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// WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
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private void CreateOdeStructures(float npositionX, float npositionY, float npositionZ, float tensor)
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// to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
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// place that is safe to call this routine AvatarGeomAndBodyCreation.
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private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
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{
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{
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int dAMotorEuler = 1;
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int dAMotorEuler = 1;
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// _parent_scene.waitForSpaceUnlock(_parent_scene.space);
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// _parent_scene.waitForSpaceUnlock(_parent_scene.space);
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@ -1274,7 +1276,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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+ (Amotor!=IntPtr.Zero ? "Amotor ":""));
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+ (Amotor!=IntPtr.Zero ? "Amotor ":""));
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}
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}
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AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
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CreateOdeStructures(_position.X, _position.Y, _position.Z, m_tensor);
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_parent_scene.AddCharacter(this);
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_parent_scene.AddCharacter(this);
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}
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}
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else
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else
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@ -1302,7 +1304,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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float prevCapsule = CAPSULE_LENGTH;
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float prevCapsule = CAPSULE_LENGTH;
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CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
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CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
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AvatarGeomAndBodyCreation(
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CreateOdeStructures(
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_position.X,
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_position.X,
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_position.Y,
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_position.Y,
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_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
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_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
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