refactor: Remove redundant code in SOP.UpdatePrimFlags()
parent
50c340ef35
commit
63a6bc93e4
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@ -4415,9 +4415,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (ParentGroup.Scene == null)
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if (ParentGroup.Scene == null)
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return;
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return;
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PhysicsActor pa = PhysActor;
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if (PhysActor == null)
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if (pa == null)
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{
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{
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// It's not phantom anymore. So make sure the physics engine get's knowledge of it
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// It's not phantom anymore. So make sure the physics engine get's knowledge of it
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PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
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PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
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@ -4429,38 +4427,34 @@ namespace OpenSim.Region.Framework.Scenes
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UsePhysics,
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UsePhysics,
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m_localId);
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m_localId);
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pa = PhysActor;
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PhysActor.SetMaterial(Material);
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if (pa != null)
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DoPhysicsPropertyUpdate(UsePhysics, true);
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if (!m_parentGroup.IsDeleted)
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{
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{
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PhysActor.SetMaterial(Material);
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if (LocalId == m_parentGroup.RootPart.LocalId)
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DoPhysicsPropertyUpdate(UsePhysics, true);
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if (!m_parentGroup.IsDeleted)
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{
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{
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if (LocalId == m_parentGroup.RootPart.LocalId)
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m_parentGroup.CheckSculptAndLoad();
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{
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m_parentGroup.CheckSculptAndLoad();
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}
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}
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}
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}
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if (
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if (
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((AggregateScriptEvents & scriptEvents.collision) != 0) ||
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((AggregateScriptEvents & scriptEvents.collision) != 0) ||
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((AggregateScriptEvents & scriptEvents.collision_end) != 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.collision_start) != 0) ||
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((AggregateScriptEvents & scriptEvents.land_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) != 0) ||
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((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
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((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
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(CollisionSound != UUID.Zero)
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(CollisionSound != UUID.Zero)
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)
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)
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{
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{
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PhysActor.OnCollisionUpdate += PhysicsCollision;
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PhysActor.OnCollisionUpdate += PhysicsCollision;
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PhysActor.SubscribeEvents(1000);
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PhysActor.SubscribeEvents(1000);
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}
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}
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}
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}
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}
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else // it already has a physical representation
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else // it already has a physical representation
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{
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{
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pa.IsPhysical = UsePhysics;
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PhysActor.IsPhysical = UsePhysics;
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DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
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DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
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