minor changes.. a few physicsactor -> pa and a use a constant with |'ed bit fields in place of 6 individual checks ||'ed
parent
867d50d14c
commit
016079ef27
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@ -2153,26 +2153,26 @@ namespace OpenSim.Region.Framework.Scenes
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if (ParentGroup.RootPart == this)
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AngularVelocity = new Vector3(0, 0, 0);
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if (PhysActor.Phantom)
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if (pa.Phantom)
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{
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RemoveFromPhysics();
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return;
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}
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PhysActor.IsPhysical = UsePhysics;
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PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
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PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
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PhysActor.delink();
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pa.IsPhysical = UsePhysics;
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pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
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pa.OnOutOfBounds -= PhysicsOutOfBounds;
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pa.delink();
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if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
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{
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// destroy all joints connected to this now deactivated body
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ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor);
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ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
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}
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}
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}
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if (PhysActor.IsPhysical != UsePhysics)
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PhysActor.IsPhysical = UsePhysics;
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if (pa.IsPhysical != UsePhysics)
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pa.IsPhysical = UsePhysics;
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if (UsePhysics)
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{
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@ -2197,8 +2197,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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bool phan = ((Flags & PrimFlags.Phantom) != 0);
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if (PhysActor.Phantom != phan)
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PhysActor.Phantom = phan;
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if (pa.Phantom != phan)
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pa.Phantom = phan;
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// If this part is a sculpt then delay the physics update until we've asynchronously loaded the
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@ -2320,7 +2320,10 @@ namespace OpenSim.Region.Framework.Scenes
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PhysicsActor pa = PhysActor;
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if (pa != null)
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return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z);
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{
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Vector3 vtmp = pa.CenterOfMass;
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return vtmp;
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}
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else
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return new Vector3(0, 0, 0);
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}
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@ -3524,18 +3527,12 @@ namespace OpenSim.Region.Framework.Scenes
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PhysicsActor pa = PhysActor;
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if (pa != null)
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pa.FloatOnWater = floatYN == 1;
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pa.FloatOnWater = (floatYN == 1);
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}
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public void SetForce(Vector3 force)
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{
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Force = force;
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/*
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if (PhysActor != null)
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{
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PhysActor.Force = force;
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}
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*/
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}
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public SOPVehicle sopVehicle
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@ -5066,33 +5063,32 @@ namespace OpenSim.Region.Framework.Scenes
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}
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PhysicsActor pa = PhysActor;
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if (pa != null)
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{
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const scriptEvents NeededSubsEvents = (
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scriptEvents.collision | scriptEvents.collision_start| scriptEvents.collision_end |
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scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
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);
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if (
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((AggregateScriptEvents & scriptEvents.collision) != 0) ||
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((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
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((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
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((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
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((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
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((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
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(CollisionSound != UUID.Zero)
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// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
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// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
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// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
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// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
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// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
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// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
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((AggregateScriptEvents & NeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
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)
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{
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// subscribe to physics updates.
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if (pa != null)
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{
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pa.OnCollisionUpdate += PhysicsCollision;
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pa.SubscribeEvents(1000);
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}
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}
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else
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{
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if (pa != null)
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{
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pa.UnSubscribeEvents();
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pa.OnCollisionUpdate -= PhysicsCollision;
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}
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}
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//if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
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//{
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// ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
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