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author | Justin Clark-Casey (justincc) | 2011-11-21 19:58:37 +0000 |
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committer | Justin Clark-Casey (justincc) | 2011-11-21 19:58:37 +0000 |
commit | 063f0f5d97d8b8d38a57c7a0601e9133d0054a26 (patch) | |
tree | fcd4028ea59f7725f9814087d2289a77aa21ff68 /OpenSim/Region/Physics | |
parent | Comment out calls to OdeScene.waitForSpaceUnlock() since that method does not... (diff) | |
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refactor: Eliminate one line ODECharacter.doForce() method for code clarity
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 18 |
1 files changed, 3 insertions, 15 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index af67407..afa8de5 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | |||
@@ -70,7 +70,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
70 | 70 | ||
71 | private Vector3 _position; | 71 | private Vector3 _position; |
72 | private d.Vector3 _zeroPosition; | 72 | private d.Vector3 _zeroPosition; |
73 | // private d.Matrix3 m_StandUpRotation; | ||
74 | private bool _zeroFlag = false; | 73 | private bool _zeroFlag = false; |
75 | private bool m_lastUpdateSent = false; | 74 | private bool m_lastUpdateSent = false; |
76 | private Vector3 _velocity; | 75 | private Vector3 _velocity; |
@@ -554,8 +553,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
554 | // place that is safe to call this routine AvatarGeomAndBodyCreation. | 553 | // place that is safe to call this routine AvatarGeomAndBodyCreation. |
555 | private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor) | 554 | private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor) |
556 | { | 555 | { |
557 | //CAPSULE_LENGTH = -5; | ||
558 | //CAPSULE_RADIUS = -5; | ||
559 | int dAMotorEuler = 1; | 556 | int dAMotorEuler = 1; |
560 | // _parent_scene.waitForSpaceUnlock(_parent_scene.space); | 557 | // _parent_scene.waitForSpaceUnlock(_parent_scene.space); |
561 | if (CAPSULE_LENGTH <= 0) | 558 | if (CAPSULE_LENGTH <= 0) |
@@ -831,7 +828,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
831 | m_taintForce += force; | 828 | m_taintForce += force; |
832 | _parent_scene.AddPhysicsActorTaint(this); | 829 | _parent_scene.AddPhysicsActorTaint(this); |
833 | 830 | ||
834 | //doForce(force); | ||
835 | // If uncommented, things get pushed off world | 831 | // If uncommented, things get pushed off world |
836 | // | 832 | // |
837 | // m_log.Debug("Push!"); | 833 | // m_log.Debug("Push!"); |
@@ -856,15 +852,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
856 | { | 852 | { |
857 | } | 853 | } |
858 | 854 | ||
859 | /// <summary> | ||
860 | /// After all of the forces add up with 'add force' we apply them with doForce | ||
861 | /// </summary> | ||
862 | /// <param name="force"></param> | ||
863 | public void doForce(Vector3 force) | ||
864 | { | ||
865 | d.BodyAddForce(Body, force.X, force.Y, force.Z); | ||
866 | } | ||
867 | |||
868 | public override void SetMomentum(Vector3 momentum) | 855 | public override void SetMomentum(Vector3 momentum) |
869 | { | 856 | { |
870 | } | 857 | } |
@@ -1030,7 +1017,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1030 | 1017 | ||
1031 | if (vec.IsFinite()) | 1018 | if (vec.IsFinite()) |
1032 | { | 1019 | { |
1033 | doForce(vec); | 1020 | // Apply the total force acting on this avatar |
1021 | d.BodyAddForce(Body, vec.X, vec.Y, vec.Z); | ||
1034 | 1022 | ||
1035 | if (!_zeroFlag) | 1023 | if (!_zeroFlag) |
1036 | AlignAvatarTiltWithCurrentDirectionOfMovement(vec); | 1024 | AlignAvatarTiltWithCurrentDirectionOfMovement(vec); |
@@ -1258,7 +1246,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1258 | // FIXME: This is not a good solution since it's subject to a race condition if a force is another | 1246 | // FIXME: This is not a good solution since it's subject to a race condition if a force is another |
1259 | // thread sets a new force while we're in this loop (since it could be obliterated by | 1247 | // thread sets a new force while we're in this loop (since it could be obliterated by |
1260 | // m_taintForce = Vector3.Zero. Need to lock ProcessTaints() when we set a new tainted force. | 1248 | // m_taintForce = Vector3.Zero. Need to lock ProcessTaints() when we set a new tainted force. |
1261 | doForce(m_taintForce); | 1249 | d.BodyAddForce(Body, m_taintForce.X, m_taintForce.Y, m_taintForce.Z); |
1262 | } | 1250 | } |
1263 | 1251 | ||
1264 | m_taintForce = Vector3.Zero; | 1252 | m_taintForce = Vector3.Zero; |