refactor: split out ninja joint part of SOP.DoPhysicsPropertyUpdate() so that we don't have to look at it if it's not relevant
parent
450bdb3657
commit
aea7007533
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@ -1751,95 +1751,110 @@ namespace OpenSim.Region.Framework.Scenes
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return part;
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}
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/// <summary>
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/// Do a physics property update for a NINJA joint.
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/// </summary>
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/// <param name="UsePhysics"></param>
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/// <param name="isNew"></param>
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protected void DoPhysicsPropertyUpdateForNinjaJoint(bool UsePhysics, bool isNew)
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{
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if (UsePhysics)
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{
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// by turning a joint proxy object physical, we cause creation of a joint in the ODE scene.
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// note that, as a special case, joints have no bodies or geoms in the physics scene, even though they are physical.
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PhysicsJointType jointType;
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if (IsHingeJoint())
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{
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jointType = PhysicsJointType.Hinge;
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}
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else if (IsBallJoint())
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{
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jointType = PhysicsJointType.Ball;
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}
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else
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{
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jointType = PhysicsJointType.Ball;
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}
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List<string> bodyNames = new List<string>();
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string RawParams = Description;
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string[] jointParams = RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries);
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string trackedBodyName = null;
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if (jointParams.Length >= 2)
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{
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for (int iBodyName = 0; iBodyName < 2; iBodyName++)
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{
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string bodyName = jointParams[iBodyName];
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bodyNames.Add(bodyName);
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if (bodyName != "NULL")
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{
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if (trackedBodyName == null)
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{
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trackedBodyName = bodyName;
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}
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}
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}
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}
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SceneObjectPart trackedBody = m_parentGroup.Scene.GetSceneObjectPart(trackedBodyName); // FIXME: causes a sequential lookup
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Quaternion localRotation = Quaternion.Identity;
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if (trackedBody != null)
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{
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localRotation = Quaternion.Inverse(trackedBody.RotationOffset) * this.RotationOffset;
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}
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else
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{
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// error, output it below
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}
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PhysicsJoint joint;
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joint = m_parentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType,
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AbsolutePosition,
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this.RotationOffset,
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Description,
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bodyNames,
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trackedBodyName,
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localRotation);
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if (trackedBody == null)
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{
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ParentGroup.Scene.jointErrorMessage(joint, "warning: tracked body name not found! joint location will not be updated properly. joint: " + Name);
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}
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}
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else
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{
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if (isNew)
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{
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// if the joint proxy is new, and it is not physical, do nothing. There is no joint in ODE to
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// delete, and if we try to delete it, due to asynchronous processing, the deletion request
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// will get processed later at an indeterminate time, which could cancel a later-arriving
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// joint creation request.
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}
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else
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{
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// here we turn off the joint object, so remove the joint from the physics scene
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m_parentGroup.Scene.PhysicsScene.RequestJointDeletion(Name); // FIXME: what if the name changed?
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// make sure client isn't interpolating the joint proxy object
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Velocity = Vector3.Zero;
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AngularVelocity = Vector3.Zero;
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Acceleration = Vector3.Zero;
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}
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}
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}
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/// <summary>
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/// Do a physics propery update for this part.
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/// </summary>
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/// <param name="UsePhysics"></param>
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/// <param name="isNew"></param>
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public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew)
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{
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if (IsJoint())
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{
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if (UsePhysics)
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{
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// by turning a joint proxy object physical, we cause creation of a joint in the ODE scene.
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// note that, as a special case, joints have no bodies or geoms in the physics scene, even though they are physical.
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PhysicsJointType jointType;
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if (IsHingeJoint())
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{
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jointType = PhysicsJointType.Hinge;
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}
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else if (IsBallJoint())
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{
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jointType = PhysicsJointType.Ball;
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}
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else
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{
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jointType = PhysicsJointType.Ball;
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}
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List<string> bodyNames = new List<string>();
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string RawParams = Description;
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string[] jointParams = RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries);
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string trackedBodyName = null;
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if (jointParams.Length >= 2)
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{
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for (int iBodyName = 0; iBodyName < 2; iBodyName++)
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{
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string bodyName = jointParams[iBodyName];
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bodyNames.Add(bodyName);
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if (bodyName != "NULL")
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{
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if (trackedBodyName == null)
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{
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trackedBodyName = bodyName;
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}
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}
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}
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}
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SceneObjectPart trackedBody = m_parentGroup.Scene.GetSceneObjectPart(trackedBodyName); // FIXME: causes a sequential lookup
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Quaternion localRotation = Quaternion.Identity;
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if (trackedBody != null)
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{
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localRotation = Quaternion.Inverse(trackedBody.RotationOffset) * this.RotationOffset;
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}
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else
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{
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// error, output it below
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}
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PhysicsJoint joint;
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joint = m_parentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType,
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AbsolutePosition,
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this.RotationOffset,
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Description,
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bodyNames,
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trackedBodyName,
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localRotation);
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if (trackedBody == null)
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{
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ParentGroup.Scene.jointErrorMessage(joint, "warning: tracked body name not found! joint location will not be updated properly. joint: " + Name);
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}
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}
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else
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{
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if (isNew)
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{
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// if the joint proxy is new, and it is not physical, do nothing. There is no joint in ODE to
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// delete, and if we try to delete it, due to asynchronous processing, the deletion request
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// will get processed later at an indeterminate time, which could cancel a later-arriving
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// joint creation request.
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}
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else
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{
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// here we turn off the joint object, so remove the joint from the physics scene
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m_parentGroup.Scene.PhysicsScene.RequestJointDeletion(Name); // FIXME: what if the name changed?
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// make sure client isn't interpolating the joint proxy object
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Velocity = Vector3.Zero;
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AngularVelocity = Vector3.Zero;
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Acceleration = Vector3.Zero;
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}
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}
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DoPhysicsPropertyUpdateForNinjaJoint(UsePhysics, isNew);
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}
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else
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{
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@ -4699,7 +4714,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </remarks>
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public void CheckSculptAndLoad()
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{
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// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
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m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
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if (ParentGroup.IsDeleted)
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return;
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