Refactor: Replace instances of m_isphysical with IsPhysical rather than have some code reference the private var and other the public var without any functionality difference.
Add some method doc to IsPhysicalbulletsim
parent
4f4d080461
commit
e08be91c84
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@ -61,6 +61,22 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private bool m_isphysical;
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/// <summary>
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/// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
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/// </summary>
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public override bool IsPhysical
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{
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get { return m_isphysical; }
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set
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{
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m_isphysical = value;
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if (!m_isphysical) // Zero the remembered last velocity
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m_lastVelocity = Vector3.Zero;
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}
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}
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private Vector3 _position;
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private Vector3 _position;
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private Vector3 _velocity;
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private Vector3 _velocity;
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private Vector3 _torque;
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private Vector3 _torque;
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@ -153,7 +169,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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private List<OdePrim> childrenPrim = new List<OdePrim>();
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private List<OdePrim> childrenPrim = new List<OdePrim>();
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private bool iscolliding;
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private bool iscolliding;
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private bool m_isphysical;
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private bool m_isSelected;
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private bool m_isSelected;
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internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
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internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
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@ -240,13 +255,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_targetSpace = (IntPtr)0;
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m_targetSpace = (IntPtr)0;
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if (pos.Z < 0)
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if (pos.Z < 0)
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m_isphysical = false;
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{
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IsPhysical = false;
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}
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else
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else
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{
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{
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m_isphysical = pisPhysical;
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IsPhysical = pisPhysical;
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// If we're physical, we need to be in the master space for now.
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// If we're physical, we need to be in the master space for now.
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// linksets *should* be in a space together.. but are not currently
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// linksets *should* be in a space together.. but are not currently
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if (m_isphysical)
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if (IsPhysical)
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m_targetSpace = _parent_scene.space;
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m_targetSpace = _parent_scene.space;
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}
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}
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@ -289,7 +306,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// through it while it's selected
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// through it while it's selected
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m_collisionscore = 0;
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m_collisionscore = 0;
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if ((m_isphysical && !_zeroFlag) || !value)
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if ((IsPhysical && !_zeroFlag) || !value)
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{
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{
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m_taintselected = value;
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m_taintselected = value;
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_parent_scene.AddPhysicsActorTaint(this);
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_parent_scene.AddPhysicsActorTaint(this);
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@ -332,7 +349,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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{
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if (!childPrim)
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if (!childPrim)
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{
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{
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if (m_isphysical && Body != IntPtr.Zero)
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if (IsPhysical && Body != IntPtr.Zero)
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{
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{
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d.BodyEnable(Body);
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d.BodyEnable(Body);
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if (m_vehicle.Type != Vehicle.TYPE_NONE)
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if (m_vehicle.Type != Vehicle.TYPE_NONE)
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@ -347,7 +364,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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{
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m_disabled = true;
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m_disabled = true;
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if (m_isphysical && Body != IntPtr.Zero)
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if (IsPhysical && Body != IntPtr.Zero)
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{
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{
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d.BodyDisable(Body);
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d.BodyDisable(Body);
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}
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}
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@ -887,7 +904,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
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}
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}
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}
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}
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if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
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if (m_taintPhysics != IsPhysical && !(m_taintparent != _parent))
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changePhysicsStatus(timestep);
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changePhysicsStatus(timestep);
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if (!_size.ApproxEquals(m_taintsize, 0f))
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if (!_size.ApproxEquals(m_taintsize, 0f))
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@ -1006,7 +1023,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
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}
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}
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_parent = m_taintparent;
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_parent = m_taintparent;
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m_taintPhysics = m_isphysical;
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m_taintPhysics = IsPhysical;
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}
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}
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/// <summary>
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/// <summary>
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@ -1159,7 +1176,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
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private void ChildSetGeom(OdePrim odePrim)
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private void ChildSetGeom(OdePrim odePrim)
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{
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{
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//if (m_isphysical && Body != IntPtr.Zero)
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//if (IsPhysical && Body != IntPtr.Zero)
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lock (childrenPrim)
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lock (childrenPrim)
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{
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{
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foreach (OdePrim prm in childrenPrim)
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foreach (OdePrim prm in childrenPrim)
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@ -1260,7 +1277,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
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// first 50 again. then the last 50 are disabled. then the first 50, which were just woken
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// first 50 again. then the last 50 are disabled. then the first 50, which were just woken
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// up, start simulating again, which in turn wakes up the last 50.
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// up, start simulating again, which in turn wakes up the last 50.
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if (m_isphysical)
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if (IsPhysical)
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{
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{
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disableBodySoft();
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disableBodySoft();
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}
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}
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@ -1271,7 +1288,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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}
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}
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if (m_isphysical)
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if (IsPhysical)
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{
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{
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disableBodySoft();
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disableBodySoft();
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}
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}
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@ -1280,7 +1297,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
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{
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{
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m_collisionCategories = CollisionCategories.Geom;
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m_collisionCategories = CollisionCategories.Geom;
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if (m_isphysical)
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if (IsPhysical)
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m_collisionCategories |= CollisionCategories.Body;
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m_collisionCategories |= CollisionCategories.Body;
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m_collisionFlags = m_default_collisionFlags;
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m_collisionFlags = m_default_collisionFlags;
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@ -1295,7 +1312,8 @@ Console.WriteLine("ZProcessTaints for " + Name);
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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}
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}
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if (m_isphysical)
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if (IsPhysical)
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{
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{
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if (Body != IntPtr.Zero)
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if (Body != IntPtr.Zero)
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{
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{
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@ -1314,7 +1332,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
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{
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{
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m_taintposition = _position;
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m_taintposition = _position;
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m_taintrot = _orientation;
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m_taintrot = _orientation;
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m_taintPhysics = m_isphysical;
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m_taintPhysics = IsPhysical;
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m_taintselected = m_isSelected;
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m_taintselected = m_isSelected;
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m_taintsize = _size;
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m_taintsize = _size;
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m_taintshape = false;
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m_taintshape = false;
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@ -1442,7 +1460,7 @@ Console.WriteLine("changeadd 1");
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d.GeomSetQuaternion(prim_geom, ref myrot);
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d.GeomSetQuaternion(prim_geom, ref myrot);
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}
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}
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if (m_isphysical && Body == IntPtr.Zero)
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if (IsPhysical && Body == IntPtr.Zero)
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{
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{
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enableBody();
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enableBody();
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}
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}
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@ -1458,7 +1476,7 @@ Console.WriteLine("changeadd 1");
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public void changemove(float timestep)
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public void changemove(float timestep)
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{
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{
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if (m_isphysical)
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if (IsPhysical)
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{
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{
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if (!m_disabled && !m_taintremove && !childPrim)
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if (!m_disabled && !m_taintremove && !childPrim)
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{
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{
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@ -1791,7 +1809,7 @@ Console.WriteLine(" JointCreateFixed");
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{
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{
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// KF: If this is a root prim do BodySet
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// KF: If this is a root prim do BodySet
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d.BodySetQuaternion(Body, ref myrot);
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d.BodySetQuaternion(Body, ref myrot);
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if (m_isphysical)
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if (IsPhysical)
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{
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{
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if (!m_angularlock.ApproxEquals(Vector3.One, 0f))
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if (!m_angularlock.ApproxEquals(Vector3.One, 0f))
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createAMotor(m_angularlock);
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createAMotor(m_angularlock);
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@ -1828,7 +1846,7 @@ Console.WriteLine(" JointCreateFixed");
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public void changePhysicsStatus(float timestep)
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public void changePhysicsStatus(float timestep)
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{
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{
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if (m_isphysical == true)
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if (IsPhysical)
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{
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{
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if (Body == IntPtr.Zero)
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if (Body == IntPtr.Zero)
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{
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{
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@ -1848,8 +1866,6 @@ Console.WriteLine(" JointCreateFixed");
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{
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{
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if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
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if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
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{
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{
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if (prim_geom != IntPtr.Zero)
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if (prim_geom != IntPtr.Zero)
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{
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{
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try
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try
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@ -1867,6 +1883,7 @@ Console.WriteLine(" JointCreateFixed");
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//Console.WriteLine("changePhysicsStatus for " + Name);
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//Console.WriteLine("changePhysicsStatus for " + Name);
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changeadd(2f);
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changeadd(2f);
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}
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}
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if (childPrim)
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if (childPrim)
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{
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{
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if (_parent != null)
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if (_parent != null)
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@ -1885,7 +1902,7 @@ Console.WriteLine(" JointCreateFixed");
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changeSelectedStatus(timestep);
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changeSelectedStatus(timestep);
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resetCollisionAccounting();
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resetCollisionAccounting();
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m_taintPhysics = m_isphysical;
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m_taintPhysics = IsPhysical;
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}
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}
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public void changesize(float timestamp)
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public void changesize(float timestamp)
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@ -2218,16 +2235,6 @@ Console.WriteLine("changeshape not need meshing");
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m_taintVelocity = Vector3.Zero;
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m_taintVelocity = Vector3.Zero;
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}
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}
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public override bool IsPhysical
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{
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get { return m_isphysical; }
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set {
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m_isphysical = value;
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if (!m_isphysical) // Zero the remembered last velocity
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m_lastVelocity = Vector3.Zero;
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}
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}
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public void setPrimForRemoval()
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public void setPrimForRemoval()
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{
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{
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m_taintremove = true;
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m_taintremove = true;
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@ -2406,7 +2413,7 @@ Console.WriteLine("changeshape not need meshing");
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{
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{
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get
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get
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{
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{
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if (!m_isphysical || Body == IntPtr.Zero)
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if (!IsPhysical || Body == IntPtr.Zero)
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return Vector3.Zero;
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return Vector3.Zero;
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return _torque;
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return _torque;
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