From b63ec987b0a1692da4c5e84facf0ea149d4cfe90 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 20 Oct 2011 17:54:32 +0100 Subject: For now, stop passing timeStep into methods where it's not actually used. --- OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 5 ++--- OpenSim/Region/Physics/OdePlugin/OdeScene.cs | 13 +++---------- 2 files changed, 5 insertions(+), 13 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index 0462866..e9bab66 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -883,15 +883,14 @@ namespace OpenSim.Region.Physics.OdePlugin /// Called from Simulate /// This is the avatar's movement control + PID Controller /// - /// /// /// 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. /// - public void Move(float timeStep, List defects) + internal void Move(List defects) { // no lock; for now it's only called from within Simulate() - + // If the PID Controller isn't active then we set our force // calculating base velocity to the current position diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index 32d6481..a56a292 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs @@ -1473,8 +1473,7 @@ namespace OpenSim.Region.Physics.OdePlugin /// /// This is our collision testing routine in ODE /// - /// - private void collision_optimized(float timeStep) + private void collision_optimized() { _perloopContact.Clear(); @@ -2692,12 +2691,6 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); while (step_time > 0.0f) { - //lock (ode) - //{ - //if (!ode.lockquery()) - //{ - // ode.dlock(world); - try { // Insert, remove Characters @@ -2766,7 +2759,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); foreach (OdeCharacter actor in _characters) { if (actor != null) - actor.Move(timeStep, defects); + actor.Move(defects); } if (0 != defects.Count) { @@ -2793,7 +2786,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests(); m_rayCastManager.ProcessQueuedRequests(); - collision_optimized(timeStep); + collision_optimized(); lock (_collisionEventPrim) { -- cgit v1.1