minor changes.. a few physicsactor -> pa and a use a constant with |'ed bit fields in place of 6 individual checks ||'ed

avinationmerge
UbitUmarov 2012-04-04 18:24:56 +01:00
parent 867d50d14c
commit 016079ef27
1 changed files with 31 additions and 35 deletions

View File

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