move ugly convertion of axis locks 3 bit flags to a wasted vector3 down to PhysicsActor. Let engines use LockAngularMotion with either Vector3 argument or byte

avinationmerge
UbitUmarov 2015-10-20 19:00:26 +01:00
parent d8528a7ba0
commit 0045398324
2 changed files with 16 additions and 21 deletions

View File

@ -3861,16 +3861,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
if (pa != null)
{
// physics should also get a byte and not a Vector3 TODO
Vector3 lrRotationAxis = Vector3.One;
if((RotationAxisLocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) != 0 )
lrRotationAxis.X = 0f;
if((RotationAxisLocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) != 0 )
lrRotationAxis.Y = 0f;
if((RotationAxisLocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) != 0 )
lrRotationAxis.Z = 0f;
pa.LockAngularMotion(lrRotationAxis);
pa.LockAngularMotion(RotationAxisLocks);
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
@ -4882,16 +4873,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
if(LocalId == ParentGroup.RootPart.LocalId)
{
// ugly code: physics should also get a byte and not a Vector3 TODO
Vector3 lrRotationAxis = Vector3.One;
if((RotationAxisLocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) != 0 )
lrRotationAxis.X = 0f;
if((RotationAxisLocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) != 0 )
lrRotationAxis.Y = 0f;
if((RotationAxisLocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) != 0 )
lrRotationAxis.Z = 0f;
pa.LockAngularMotion(lrRotationAxis);
pa.LockAngularMotion(RotationAxisLocks);
}
if (VolumeDetectActive) // change if not the default only

View File

@ -230,7 +230,20 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
public abstract void delink();
public abstract void LockAngularMotion(Vector3 axis);
public virtual void LockAngularMotion(Vector3 axis) { }
public virtual void LockAngularMotion(byte axislocks)
{
Vector3 lrRotationAxis = Vector3.One;
if((axislocks & 0x02) != 0 )
lrRotationAxis.X = 0f;
if((axislocks & 0x04) != 0 )
lrRotationAxis.Y = 0f;
if((axislocks & 0x08) != 0 )
lrRotationAxis.Z = 0f;
LockAngularMotion(lrRotationAxis);
}
public virtual void RequestPhysicsterseUpdate()
{