minor: code tidy up - remove a couple of Console.WriteLine() accidentally added in the last commit
							parent
							
								
									36df9ae79a
								
							
						
					
					
						commit
						29034bc0e0
					
				| 
						 | 
				
			
			@ -54,7 +54,6 @@ namespace OpenSim.Region.Physics.OdePlugin
 | 
			
		|||
    /// <summary>
 | 
			
		||||
    /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
 | 
			
		||||
    /// </summary>
 | 
			
		||||
 | 
			
		||||
    public class OdePrim : PhysicsActor
 | 
			
		||||
    {
 | 
			
		||||
        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
 | 
			
		||||
| 
						 | 
				
			
			@ -279,14 +278,14 @@ namespace OpenSim.Region.Physics.OdePlugin
 | 
			
		|||
 | 
			
		||||
        public override bool Selected
 | 
			
		||||
        {
 | 
			
		||||
            set {
 | 
			
		||||
        
 | 
			
		||||
            
 | 
			
		||||
            set
 | 
			
		||||
            {
 | 
			
		||||
                // This only makes the object not collidable if the object
 | 
			
		||||
                // is physical or the object is modified somehow *IN THE FUTURE*
 | 
			
		||||
                // without this, if an avatar selects prim, they can walk right
 | 
			
		||||
                // through it while it's selected
 | 
			
		||||
                m_collisionscore = 0;
 | 
			
		||||
 | 
			
		||||
                if ((m_isphysical && !_zeroFlag) || !value)
 | 
			
		||||
                {
 | 
			
		||||
                    m_taintselected = value;
 | 
			
		||||
| 
						 | 
				
			
			@ -297,7 +296,9 @@ namespace OpenSim.Region.Physics.OdePlugin
 | 
			
		|||
                    m_taintselected = value;
 | 
			
		||||
                    m_isSelected = value;
 | 
			
		||||
                }
 | 
			
		||||
                if (m_isSelected) disableBodySoft();
 | 
			
		||||
 | 
			
		||||
                if (m_isSelected)
 | 
			
		||||
                    disableBodySoft();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -324,8 +325,6 @@ namespace OpenSim.Region.Physics.OdePlugin
 | 
			
		|||
            //m_log.Warn("Setting Geom to: " + prim_geom);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        
 | 
			
		||||
 | 
			
		||||
        public void enableBodySoft()
 | 
			
		||||
        {
 | 
			
		||||
            if (!childPrim)
 | 
			
		||||
| 
						 | 
				
			
			@ -626,8 +625,6 @@ namespace OpenSim.Region.Physics.OdePlugin
 | 
			
		|||
                    break;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
            float taperX1;
 | 
			
		||||
            float taperY1;
 | 
			
		||||
            float taperX;
 | 
			
		||||
| 
						 | 
				
			
			@ -682,9 +679,6 @@ namespace OpenSim.Region.Physics.OdePlugin
 | 
			
		|||
//            else if (returnMass > _parent_scene.maximumMassObject)
 | 
			
		||||
//                returnMass = _parent_scene.maximumMassObject;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
            // Recursively calculate mass
 | 
			
		||||
            bool HasChildPrim = false;
 | 
			
		||||
            lock (childrenPrim)
 | 
			
		||||
| 
						 | 
				
			
			@ -693,8 +687,8 @@ namespace OpenSim.Region.Physics.OdePlugin
 | 
			
		|||
                {
 | 
			
		||||
                    HasChildPrim = true;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (HasChildPrim)
 | 
			
		||||
            {
 | 
			
		||||
                OdePrim[] childPrimArr = new OdePrim[0];
 | 
			
		||||
| 
						 | 
				
			
			@ -711,10 +705,12 @@ namespace OpenSim.Region.Physics.OdePlugin
 | 
			
		|||
                        break;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (returnMass > _parent_scene.maximumMassObject)
 | 
			
		||||
                returnMass = _parent_scene.maximumMassObject;
 | 
			
		||||
 | 
			
		||||
            return returnMass;
 | 
			
		||||
        }// end CalculateMass
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        #endregion
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -937,7 +933,6 @@ namespace OpenSim.Region.Physics.OdePlugin
 | 
			
		|||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        private void changeAngularLock(float timestep)
 | 
			
		||||
        {
 | 
			
		||||
            // do we have a Physical object?
 | 
			
		||||
| 
						 | 
				
			
			@ -965,7 +960,6 @@ namespace OpenSim.Region.Physics.OdePlugin
 | 
			
		|||
            }
 | 
			
		||||
            // Store this for later in case we get turned into a separate body
 | 
			
		||||
            m_angularlock = m_taintAngularLock;
 | 
			
		||||
            
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private void changelink(float timestep)
 | 
			
		||||
| 
						 | 
				
			
			@ -1104,7 +1098,6 @@ namespace OpenSim.Region.Physics.OdePlugin
 | 
			
		|||
                                    m_log.DebugFormat("[PHYSICS]: {0} ain't got no boooooooooddy, no body", Name);
 | 
			
		||||
                                }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
                                prm.m_interpenetrationcount = 0;
 | 
			
		||||
                                prm.m_collisionscore = 0;
 | 
			
		||||
                                prm.m_disabled = false;
 | 
			
		||||
| 
						 | 
				
			
			@ -1164,7 +1157,6 @@ namespace OpenSim.Region.Physics.OdePlugin
 | 
			
		|||
                    }
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private void ChildSetGeom(OdePrim odePrim)
 | 
			
		||||
| 
						 | 
				
			
			@ -1225,17 +1217,12 @@ namespace OpenSim.Region.Physics.OdePlugin
 | 
			
		|||
 //Console.WriteLine("childrenPrim.Remove " + odePrim);
 | 
			
		||||
                childrenPrim.Remove(odePrim);
 | 
			
		||||
            }
 | 
			
		||||
            
 | 
			
		||||
            
 | 
			
		||||
            
 | 
			
		||||
 | 
			
		||||
            if (Body != IntPtr.Zero)
 | 
			
		||||
            {
 | 
			
		||||
                _parent_scene.remActivePrim(this);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            
 | 
			
		||||
 | 
			
		||||
            lock (childrenPrim)
 | 
			
		||||
            {
 | 
			
		||||
                foreach (OdePrim prm in childrenPrim)
 | 
			
		||||
| 
						 | 
				
			
			@ -1244,8 +1231,6 @@ namespace OpenSim.Region.Physics.OdePlugin
 | 
			
		|||
                    ParentPrim(prm);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
           
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private void changeSelectedStatus(float timestep)
 | 
			
		||||
| 
						 | 
				
			
			@ -1685,13 +1670,11 @@ Console.WriteLine(" JointCreateFixed");
 | 
			
		|||
                        {
 | 
			
		||||
                            PID_G = m_PIDTau + 1;
 | 
			
		||||
                        }
 | 
			
		||||
                    
 | 
			
		||||
 | 
			
		||||
                        // Where are we, and where are we headed?
 | 
			
		||||
                        d.Vector3 pos = d.BodyGetPosition(Body);
 | 
			
		||||
                        d.Vector3 vel = d.BodyGetLinearVel(Body);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
                        //    Non-Vehicles have a limited set of Hover options.
 | 
			
		||||
                        // determine what our target height really is based on HoverType
 | 
			
		||||
                        switch (m_PIDHoverType)
 | 
			
		||||
| 
						 | 
				
			
			@ -1797,8 +1780,6 @@ Console.WriteLine(" JointCreateFixed");
 | 
			
		|||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        public void rotate(float timestep)
 | 
			
		||||
        {
 | 
			
		||||
            d.Quaternion myrot = new d.Quaternion();
 | 
			
		||||
| 
						 | 
				
			
			@ -1909,7 +1890,6 @@ Console.WriteLine(" JointCreateFixed");
 | 
			
		|||
 | 
			
		||||
        public void changesize(float timestamp)
 | 
			
		||||
        {
 | 
			
		||||
            
 | 
			
		||||
            string oldname = _parent_scene.geom_name_map[prim_geom];
 | 
			
		||||
 | 
			
		||||
            if (_size.X <= 0) _size.X = 0.01f;
 | 
			
		||||
| 
						 | 
				
			
			@ -1961,15 +1941,13 @@ Console.WriteLine(" JointCreateFixed");
 | 
			
		|||
                    mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
 | 
			
		||||
 | 
			
		||||
                //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
 | 
			
		||||
Console.WriteLine("changesize 1");
 | 
			
		||||
//Console.WriteLine("changesize 1");
 | 
			
		||||
                CreateGeom(m_targetSpace, mesh);
 | 
			
		||||
 | 
			
		||||
               
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                _mesh = null;
 | 
			
		||||
Console.WriteLine("changesize 2");
 | 
			
		||||
//Console.WriteLine("changesize 2");
 | 
			
		||||
                CreateGeom(m_targetSpace, _mesh);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -2005,8 +1983,6 @@ Console.WriteLine("changesize 2");
 | 
			
		|||
            m_taintsize = _size;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
       
 | 
			
		||||
 | 
			
		||||
        public void changefloatonwater(float timestep)
 | 
			
		||||
        {
 | 
			
		||||
            m_collidesWater = m_taintCollidesWater;
 | 
			
		||||
| 
						 | 
				
			
			@ -2071,13 +2047,13 @@ Console.WriteLine("changesize 2");
 | 
			
		|||
 | 
			
		||||
                IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
 | 
			
		||||
                // createmesh returns null when it doesn't mesh.
 | 
			
		||||
Console.WriteLine("changeshape needed meshing");
 | 
			
		||||
//Console.WriteLine("changeshape needed meshing");
 | 
			
		||||
                CreateGeom(m_targetSpace, mesh);
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                _mesh = null;
 | 
			
		||||
Console.WriteLine("changeshape not need meshing");
 | 
			
		||||
//Console.WriteLine("changeshape not need meshing");
 | 
			
		||||
                CreateGeom(m_targetSpace, null);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -2162,11 +2138,8 @@ Console.WriteLine("changeshape not need meshing");
 | 
			
		|||
            }
 | 
			
		||||
 | 
			
		||||
            m_taintforce = false;
 | 
			
		||||
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        public void changeSetTorque(float timestamp)
 | 
			
		||||
        {
 | 
			
		||||
            if (!m_isSelected)
 | 
			
		||||
| 
						 | 
				
			
			@ -2835,7 +2808,6 @@ Console.WriteLine("changeshape not need meshing");
 | 
			
		|||
 | 
			
		||||
        public override float APIDDamping{ set { return; } }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        private void createAMotor(Vector3 axis)
 | 
			
		||||
        {
 | 
			
		||||
            if (Body == IntPtr.Zero)
 | 
			
		||||
| 
						 | 
				
			
			@ -2955,7 +2927,6 @@ Console.WriteLine("changeshape not need meshing");
 | 
			
		|||
            //d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 9000f);
 | 
			
		||||
            d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
 | 
			
		||||
            d.JointSetAMotorParam(Amotor, (int)dParam.FMax, Mass * 50f);//
 | 
			
		||||
            
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public Matrix4 FromDMass(d.Mass pMass)
 | 
			
		||||
| 
						 | 
				
			
			@ -3040,8 +3011,6 @@ Console.WriteLine("changeshape not need meshing");
 | 
			
		|||
                return Matrix4.Identity; // should probably throw an error.  singluar matrix inverse not possible
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
            return (Adjoint(pMat) / determinant3x3(pMat));
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -3078,6 +3047,7 @@ Console.WriteLine("changeshape not need meshing");
 | 
			
		|||
                }
 | 
			
		||||
                m++;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return minor;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -3180,7 +3150,6 @@ Console.WriteLine("changeshape not need meshing");
 | 
			
		|||
 | 
			
		||||
            det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
 | 
			
		||||
            return det;
 | 
			
		||||
 | 
			
		||||
        }
 | 
			
		||||
        
 | 
			
		||||
        private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
 | 
			
		||||
| 
						 | 
				
			
			@ -3205,6 +3174,5 @@ Console.WriteLine("changeshape not need meshing");
 | 
			
		|||
        {
 | 
			
		||||
            m_material = pMaterial;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -26,6 +26,7 @@
 | 
			
		|||
 */
 | 
			
		||||
 | 
			
		||||
//#define USE_DRAWSTUFF
 | 
			
		||||
//#define DEBUG
 | 
			
		||||
 | 
			
		||||
using System;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
| 
						 | 
				
			
			@ -1716,7 +1717,9 @@ namespace OpenSim.Region.Physics.OdePlugin
 | 
			
		|||
        public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
 | 
			
		||||
                                                  Vector3 size, Quaternion rotation, bool isPhysical)
 | 
			
		||||
        {
 | 
			
		||||
//            m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
 | 
			
		||||
#if SPAM
 | 
			
		||||
            m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
            PhysicsActor result;
 | 
			
		||||
            IMesh mesh = null;
 | 
			
		||||
| 
						 | 
				
			
			@ -2460,7 +2463,7 @@ namespace OpenSim.Region.Physics.OdePlugin
 | 
			
		|||
 | 
			
		||||
            if (pbs.SculptEntry && !meshSculptedPrim)
 | 
			
		||||
            {
 | 
			
		||||
#if SPAM
 | 
			
		||||
#if DEBUG
 | 
			
		||||
                m_log.Warn("NonMesh");
 | 
			
		||||
#endif
 | 
			
		||||
                return false;
 | 
			
		||||
| 
						 | 
				
			
			@ -2482,7 +2485,7 @@ namespace OpenSim.Region.Physics.OdePlugin
 | 
			
		|||
                        && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
 | 
			
		||||
                        && pbs.PathShearX == 0 && pbs.PathShearY == 0)
 | 
			
		||||
                    {
 | 
			
		||||
#if SPAM
 | 
			
		||||
#if DEBUG
 | 
			
		||||
                    m_log.Warn("NonMesh");
 | 
			
		||||
#endif
 | 
			
		||||
                        return false;
 | 
			
		||||
| 
						 | 
				
			
			@ -2563,12 +2566,12 @@ namespace OpenSim.Region.Physics.OdePlugin
 | 
			
		|||
 | 
			
		||||
            if (iPropertiesNotSupportedDefault == 0)
 | 
			
		||||
            {
 | 
			
		||||
#if SPAM
 | 
			
		||||
#if DEBUG
 | 
			
		||||
                m_log.Warn("NonMesh");
 | 
			
		||||
#endif
 | 
			
		||||
                return false;
 | 
			
		||||
            }
 | 
			
		||||
#if SPAM
 | 
			
		||||
#if DEBUG
 | 
			
		||||
            m_log.Debug("Mesh");
 | 
			
		||||
#endif
 | 
			
		||||
            return true; 
 | 
			
		||||
| 
						 | 
				
			
			@ -3606,7 +3609,6 @@ namespace OpenSim.Region.Physics.OdePlugin
 | 
			
		|||
                    else
 | 
			
		||||
                    {
 | 
			
		||||
                        m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine.  Region has inconsistant data.");
 | 
			
		||||
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
		Loading…
	
		Reference in New Issue