remove obsolete add physics taint

This commit is contained in:
UbitUmarov
2024-01-02 20:56:49 +00:00
parent cc6a2d2e9e
commit ef1b5a8a61
8 changed files with 11 additions and 86 deletions

View File

@@ -155,10 +155,6 @@ namespace OpenSim.Region.PhysicsModule.BasicPhysics
_actors.Remove(act);
}
public override void AddPhysicsActorTaint(PhysicsActor prim)
{
}
public override float Simulate(float timeStep)
{
// Console.WriteLine("Simulating");

View File

@@ -623,11 +623,6 @@ namespace OpenSim.Region.PhysicsModule.BulletS
return prim;
}
// This is a call from the simulator saying that some physical property has been updated.
// The BulletSim driver senses the changing of relevant properties so this taint
// information call is not needed.
public override void AddPhysicsActorTaint(PhysicsActor prim) { }
#endregion // Prim and Avatar addition and removal
#region Simulation

View File

@@ -184,10 +184,6 @@ namespace OpenSim.Region.PhysicsModule.POS
return false;
}
public override void AddPhysicsActorTaint(PhysicsActor prim)
{
}
public override float Simulate(float timeStep)
{
float fps = 0;

View File

@@ -74,10 +74,6 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
return PhysicsActor.Null;
}
public override void AddPhysicsActorTaint(PhysicsActor prim)
{
}
public override float Simulate(float timeStep)
{
m_workIndicator = (m_workIndicator + 1) % 10;

View File

@@ -220,7 +220,8 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
get { return 1.0f; }
}
public abstract void AddPhysicsActorTaint(PhysicsActor prim);
//legacy for any modules that may still call it
public virtual void AddPhysicsActorTaint(PhysicsActor prim) { }
public virtual void ProcessPreSimulation() { }

View File

@@ -1549,16 +1549,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
ChangesQueue.Enqueue(item);
}
/// <summary>
/// Called after our prim properties are set Scale, position etc.
/// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
/// This assures us that we have no race conditions
/// </summary>
/// <param name="prim"></param>
public override void AddPhysicsActorTaint(PhysicsActor prim)
{
}
// does all pending changes generated during region load process
public override void ProcessPreSimulation()
{