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-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs5
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdeScene.cs13
2 files changed, 5 insertions, 13 deletions
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
883 /// Called from Simulate 883 /// Called from Simulate
884 /// This is the avatar's movement control + PID Controller 884 /// This is the avatar's movement control + PID Controller
885 /// </summary> 885 /// </summary>
886 /// <param name="timeStep"></param>
887 /// <param name="defects"> 886 /// <param name="defects">
888 /// If there is something wrong with the character (e.g. its position is non-finite) 887 /// If there is something wrong with the character (e.g. its position is non-finite)
889 /// then it is added to this list. The ODE structures associated with it are also destroyed. 888 /// then it is added to this list. The ODE structures associated with it are also destroyed.
890 /// </param> 889 /// </param>
891 public void Move(float timeStep, List<OdeCharacter> defects) 890 internal void Move(List<OdeCharacter> defects)
892 { 891 {
893 // no lock; for now it's only called from within Simulate() 892 // no lock; for now it's only called from within Simulate()
894 893
895 // If the PID Controller isn't active then we set our force 894 // If the PID Controller isn't active then we set our force
896 // calculating base velocity to the current position 895 // calculating base velocity to the current position
897 896
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
1473 /// <summary> 1473 /// <summary>
1474 /// This is our collision testing routine in ODE 1474 /// This is our collision testing routine in ODE
1475 /// </summary> 1475 /// </summary>
1476 /// <param name="timeStep"></param> 1476 private void collision_optimized()
1477 private void collision_optimized(float timeStep)
1478 { 1477 {
1479 _perloopContact.Clear(); 1478 _perloopContact.Clear();
1480 1479
@@ -2692,12 +2691,6 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
2692 2691
2693 while (step_time > 0.0f) 2692 while (step_time > 0.0f)
2694 { 2693 {
2695 //lock (ode)
2696 //{
2697 //if (!ode.lockquery())
2698 //{
2699 // ode.dlock(world);
2700
2701 try 2694 try
2702 { 2695 {
2703 // Insert, remove Characters 2696 // Insert, remove Characters
@@ -2766,7 +2759,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
2766 foreach (OdeCharacter actor in _characters) 2759 foreach (OdeCharacter actor in _characters)
2767 { 2760 {
2768 if (actor != null) 2761 if (actor != null)
2769 actor.Move(timeStep, defects); 2762 actor.Move(defects);
2770 } 2763 }
2771 if (0 != defects.Count) 2764 if (0 != defects.Count)
2772 { 2765 {
@@ -2793,7 +2786,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
2793 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests(); 2786 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
2794 m_rayCastManager.ProcessQueuedRequests(); 2787 m_rayCastManager.ProcessQueuedRequests();
2795 2788
2796 collision_optimized(timeStep); 2789 collision_optimized();
2797 2790
2798 lock (_collisionEventPrim) 2791 lock (_collisionEventPrim)
2799 { 2792 {