Fixing race conditions in the SceneObjectPart properties
parent
67ac9881fa
commit
0e8b5c7ffa
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@ -507,20 +507,17 @@ namespace OpenSim.Region.Framework.Scenes
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get
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{
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// If this is a linkset, we don't want the physics engine mucking up our group position here.
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if (PhysActor != null && _parentID == 0)
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PhysicsActor actor = PhysActor;
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if (actor != null && _parentID == 0)
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{
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m_groupPosition.X = PhysActor.Position.X;
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m_groupPosition.Y = PhysActor.Position.Y;
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m_groupPosition.Z = PhysActor.Position.Z;
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m_groupPosition = actor.Position;
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}
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if (IsAttachment)
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{
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ScenePresence sp = m_parentGroup.Scene.GetScenePresence(AttachedAvatar);
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if (sp != null)
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{
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return sp.AbsolutePosition;
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}
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}
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return m_groupPosition;
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@ -531,26 +528,25 @@ namespace OpenSim.Region.Framework.Scenes
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m_groupPosition = value;
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if (PhysActor != null)
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PhysicsActor actor = PhysActor;
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if (actor != null)
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{
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try
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{
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// Root prim actually goes at Position
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if (_parentID == 0)
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{
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PhysActor.Position = value;
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actor.Position = value;
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}
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else
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{
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// To move the child prim in respect to the group position and rotation we have to calculate
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Vector3 resultingposition = GetWorldPosition();
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PhysActor.Position = resultingposition;
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Quaternion resultingrot = GetWorldRotation();
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PhysActor.Orientation = resultingrot;
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actor.Position = GetWorldPosition();
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actor.Orientation = GetWorldRotation();
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}
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// Tell the physics engines that this prim changed.
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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}
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catch (Exception e)
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{
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@ -583,15 +579,14 @@ namespace OpenSim.Region.Framework.Scenes
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if (ParentGroup != null && !ParentGroup.IsDeleted)
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{
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if (_parentID != 0 && PhysActor != null)
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PhysicsActor actor = PhysActor;
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if (_parentID != 0 && actor != null)
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{
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Vector3 resultingposition = GetWorldPosition();
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PhysActor.Position = resultingposition;
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Quaternion resultingrot = GetWorldRotation();
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PhysActor.Orientation = resultingrot;
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actor.Position = GetWorldPosition();
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actor.Orientation = GetWorldRotation();
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// Tell the physics engines that this prim changed.
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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}
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}
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}
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@ -602,12 +597,13 @@ namespace OpenSim.Region.Framework.Scenes
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get
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{
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// We don't want the physics engine mucking up the rotations in a linkset
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if ((_parentID == 0) && (Shape.PCode != 9 || Shape.State == 0) && (PhysActor != null))
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PhysicsActor actor = PhysActor;
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if (_parentID == 0 && (Shape.PCode != 9 || Shape.State == 0) && actor != null)
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{
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if (PhysActor.Orientation.X != 0 || PhysActor.Orientation.Y != 0
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|| PhysActor.Orientation.Z != 0 || PhysActor.Orientation.W != 0)
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if (actor.Orientation.X != 0f || actor.Orientation.Y != 0f
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|| actor.Orientation.Z != 0f || actor.Orientation.W != 0f)
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{
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m_rotationOffset = PhysActor.Orientation;
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m_rotationOffset = actor.Orientation;
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}
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}
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@ -619,24 +615,25 @@ namespace OpenSim.Region.Framework.Scenes
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StoreUndoState();
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m_rotationOffset = value;
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if (PhysActor != null)
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PhysicsActor actor = PhysActor;
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if (actor != null)
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{
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try
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{
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// Root prim gets value directly
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if (_parentID == 0)
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{
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PhysActor.Orientation = value;
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//m_log.Info("[PART]: RO1:" + PhysActor.Orientation.ToString());
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actor.Orientation = value;
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//m_log.Info("[PART]: RO1:" + actor.Orientation.ToString());
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}
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else
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{
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// Child prim we have to calculate it's world rotationwel
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Quaternion resultingrotation = GetWorldRotation();
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PhysActor.Orientation = resultingrotation;
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//m_log.Info("[PART]: RO2:" + PhysActor.Orientation.ToString());
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actor.Orientation = resultingrotation;
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//m_log.Info("[PART]: RO2:" + actor.Orientation.ToString());
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}
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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//}
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}
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catch (Exception ex)
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@ -653,16 +650,12 @@ namespace OpenSim.Region.Framework.Scenes
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{
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get
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{
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//if (PhysActor.Velocity.X != 0 || PhysActor.Velocity.Y != 0
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//|| PhysActor.Velocity.Z != 0)
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//{
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if (PhysActor != null)
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PhysicsActor actor = PhysActor;
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if (actor != null)
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{
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if (PhysActor.IsPhysical)
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if (actor.IsPhysical)
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{
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m_velocity.X = PhysActor.Velocity.X;
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m_velocity.Y = PhysActor.Velocity.Y;
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m_velocity.Z = PhysActor.Velocity.Z;
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m_velocity = actor.Velocity;
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}
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}
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@ -672,12 +665,14 @@ namespace OpenSim.Region.Framework.Scenes
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set
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{
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m_velocity = value;
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if (PhysActor != null)
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PhysicsActor actor = PhysActor;
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if (actor != null)
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{
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if (PhysActor.IsPhysical)
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if (actor.IsPhysical)
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{
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PhysActor.Velocity = value;
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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actor.Velocity = value;
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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}
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}
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}
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@ -688,9 +683,10 @@ namespace OpenSim.Region.Framework.Scenes
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{
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get
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{
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if ((PhysActor != null) && PhysActor.IsPhysical)
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PhysicsActor actor = PhysActor;
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if ((actor != null) && actor.IsPhysical)
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{
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m_angularVelocity.FromBytes(PhysActor.RotationalVelocity.GetBytes(), 0);
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m_angularVelocity = actor.RotationalVelocity;
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}
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return m_angularVelocity;
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}
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@ -710,9 +706,10 @@ namespace OpenSim.Region.Framework.Scenes
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set
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{
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m_description = value;
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if (PhysActor != null)
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PhysicsActor actor = PhysActor;
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if (actor != null)
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{
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PhysActor.SOPDescription = value;
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actor.SOPDescription = value;
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}
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}
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}
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@ -803,21 +800,23 @@ namespace OpenSim.Region.Framework.Scenes
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set
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{
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StoreUndoState();
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if (m_shape != null) {
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m_shape.Scale = value;
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if (PhysActor != null && m_parentGroup != null)
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if (m_shape != null)
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{
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if (m_parentGroup.Scene != null)
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m_shape.Scale = value;
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PhysicsActor actor = PhysActor;
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if (actor != null && m_parentGroup != null)
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{
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if (m_parentGroup.Scene.PhysicsScene != null)
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if (m_parentGroup.Scene != null)
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{
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PhysActor.Size = m_shape.Scale;
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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if (m_parentGroup.Scene.PhysicsScene != null)
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{
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actor.Size = m_shape.Scale;
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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}
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}
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}
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}
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}
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TriggerScriptChangedEvent(Changed.SCALE);
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}
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}
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@ -1051,8 +1050,6 @@ if (m_shape != null) {
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#endregion Public Properties with only Get
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#region Private Methods
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private uint ApplyMask(uint val, bool set, uint mask)
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