refactor: make argument to SOP.UpdatePrimFlags() more readable

bulletsim
Justin Clark-Casey (justincc) 2011-07-11 02:09:11 +01:00
parent 457ba9d1a2
commit c964114f7e
1 changed files with 19 additions and 14 deletions

View File

@ -1068,7 +1068,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public bool CreateSelected
{
get { return m_createSelected; }
@ -1241,7 +1240,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Property flags. See OpenMetaverse.PrimFlags
/// </summary>
/// <remarks>
/// Example properties are PrimFlags.Phantom and PrimFlags.DieAtEdge
/// </remarks>
public PrimFlags Flags
{
get { return _flags; }
@ -4324,14 +4325,21 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public void UpdatePrimFlags(bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVD)
/// <summary>
/// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
/// </summary>
/// <param name="UsePhysics"></param>
/// <param name="SetTemporary"></param>
/// <param name="SetPhantom"></param>
/// <param name="SetVD"></param>
public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD)
{
bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
bool wasVD = VolumeDetectActive;
if ((UsePhysics == wasUsingPhysics) && (wasTemporary == IsTemporary) && (wasPhantom == IsPhantom) && (IsVD==wasVD))
if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD== wasVD))
{
return;
}
@ -4341,32 +4349,31 @@ namespace OpenSim.Region.Framework.Scenes
// that...
// ... if VD is changed, all others are not.
// ... if one of the others is changed, VD is not.
if (IsVD) // VD is active, special logic applies
if (SetVD) // VD is active, special logic applies
{
// State machine logic for VolumeDetect
// More logic below
bool phanReset = (IsPhantom != wasPhantom) && !IsPhantom;
bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
if (phanReset) // Phantom changes from on to off switch VD off too
{
IsVD = false; // Switch it of for the course of this routine
SetVD = false; // Switch it of for the course of this routine
VolumeDetectActive = false; // and also permanently
if (PhysActor != null)
PhysActor.SetVolumeDetect(0); // Let physics know about it too
}
else
{
IsPhantom = false;
// If volumedetect is active we don't want phantom to be applied.
// If this is a new call to VD out of the state "phantom"
// this will also cause the prim to be visible to physics
SetPhantom = false;
}
}
if (UsePhysics && IsJoint())
{
IsPhantom = true;
SetPhantom = true;
}
if (UsePhysics)
@ -4396,8 +4403,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
if (IsPhantom || IsAttachment || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
if (SetPhantom || IsAttachment || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
{
AddFlag(PrimFlags.Phantom);
if (PhysActor != null)
@ -4471,7 +4477,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
if (IsVD)
if (SetVD)
{
// If the above logic worked (this is urgent candidate to unit tests!)
// we now have a physicsactor.
@ -4496,8 +4502,7 @@ namespace OpenSim.Region.Framework.Scenes
this.VolumeDetectActive = false;
}
if (IsTemporary)
if (SetTemporary)
{
AddFlag(PrimFlags.TemporaryOnRez);
}