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 IsPhysical
bulletsim
Justin Clark-Casey (justincc) 2011-07-30 23:44:47 +01:00
parent 4f4d080461
commit e08be91c84
1 changed files with 40 additions and 33 deletions

View File

@ -61,6 +61,22 @@ namespace OpenSim.Region.Physics.OdePlugin
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private bool m_isphysical;
/// <summary>
/// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
/// </summary>
public override bool IsPhysical
{
get { return m_isphysical; }
set
{
m_isphysical = value;
if (!m_isphysical) // Zero the remembered last velocity
m_lastVelocity = Vector3.Zero;
}
}
private Vector3 _position;
private Vector3 _velocity;
private Vector3 _torque;
@ -153,7 +169,6 @@ namespace OpenSim.Region.Physics.OdePlugin
private List<OdePrim> childrenPrim = new List<OdePrim>();
private bool iscolliding;
private bool m_isphysical;
private bool m_isSelected;
internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
@ -240,13 +255,15 @@ namespace OpenSim.Region.Physics.OdePlugin
m_targetSpace = (IntPtr)0;
if (pos.Z < 0)
m_isphysical = false;
{
IsPhysical = false;
}
else
{
m_isphysical = pisPhysical;
IsPhysical = pisPhysical;
// If we're physical, we need to be in the master space for now.
// linksets *should* be in a space together.. but are not currently
if (m_isphysical)
if (IsPhysical)
m_targetSpace = _parent_scene.space;
}
@ -289,7 +306,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// through it while it's selected
m_collisionscore = 0;
if ((m_isphysical && !_zeroFlag) || !value)
if ((IsPhysical && !_zeroFlag) || !value)
{
m_taintselected = value;
_parent_scene.AddPhysicsActorTaint(this);
@ -332,7 +349,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
if (!childPrim)
{
if (m_isphysical && Body != IntPtr.Zero)
if (IsPhysical && Body != IntPtr.Zero)
{
d.BodyEnable(Body);
if (m_vehicle.Type != Vehicle.TYPE_NONE)
@ -347,7 +364,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
m_disabled = true;
if (m_isphysical && Body != IntPtr.Zero)
if (IsPhysical && Body != IntPtr.Zero)
{
d.BodyDisable(Body);
}
@ -887,7 +904,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
}
}
if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
if (m_taintPhysics != IsPhysical && !(m_taintparent != _parent))
changePhysicsStatus(timestep);
if (!_size.ApproxEquals(m_taintsize, 0f))
@ -1006,7 +1023,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
}
_parent = m_taintparent;
m_taintPhysics = m_isphysical;
m_taintPhysics = IsPhysical;
}
/// <summary>
@ -1159,7 +1176,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
private void ChildSetGeom(OdePrim odePrim)
{
//if (m_isphysical && Body != IntPtr.Zero)
//if (IsPhysical && Body != IntPtr.Zero)
lock (childrenPrim)
{
foreach (OdePrim prm in childrenPrim)
@ -1260,7 +1277,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
// first 50 again. then the last 50 are disabled. then the first 50, which were just woken
// up, start simulating again, which in turn wakes up the last 50.
if (m_isphysical)
if (IsPhysical)
{
disableBodySoft();
}
@ -1271,7 +1288,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
if (m_isphysical)
if (IsPhysical)
{
disableBodySoft();
}
@ -1280,7 +1297,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
{
m_collisionCategories = CollisionCategories.Geom;
if (m_isphysical)
if (IsPhysical)
m_collisionCategories |= CollisionCategories.Body;
m_collisionFlags = m_default_collisionFlags;
@ -1295,7 +1312,8 @@ Console.WriteLine("ZProcessTaints for " + Name);
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
if (m_isphysical)
if (IsPhysical)
{
if (Body != IntPtr.Zero)
{
@ -1314,7 +1332,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
{
m_taintposition = _position;
m_taintrot = _orientation;
m_taintPhysics = m_isphysical;
m_taintPhysics = IsPhysical;
m_taintselected = m_isSelected;
m_taintsize = _size;
m_taintshape = false;
@ -1442,7 +1460,7 @@ Console.WriteLine("changeadd 1");
d.GeomSetQuaternion(prim_geom, ref myrot);
}
if (m_isphysical && Body == IntPtr.Zero)
if (IsPhysical && Body == IntPtr.Zero)
{
enableBody();
}
@ -1458,7 +1476,7 @@ Console.WriteLine("changeadd 1");
public void changemove(float timestep)
{
if (m_isphysical)
if (IsPhysical)
{
if (!m_disabled && !m_taintremove && !childPrim)
{
@ -1791,7 +1809,7 @@ Console.WriteLine(" JointCreateFixed");
{
// KF: If this is a root prim do BodySet
d.BodySetQuaternion(Body, ref myrot);
if (m_isphysical)
if (IsPhysical)
{
if (!m_angularlock.ApproxEquals(Vector3.One, 0f))
createAMotor(m_angularlock);
@ -1828,7 +1846,7 @@ Console.WriteLine(" JointCreateFixed");
public void changePhysicsStatus(float timestep)
{
if (m_isphysical == true)
if (IsPhysical)
{
if (Body == IntPtr.Zero)
{
@ -1848,8 +1866,6 @@ Console.WriteLine(" JointCreateFixed");
{
if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
{
if (prim_geom != IntPtr.Zero)
{
try
@ -1867,6 +1883,7 @@ Console.WriteLine(" JointCreateFixed");
//Console.WriteLine("changePhysicsStatus for " + Name);
changeadd(2f);
}
if (childPrim)
{
if (_parent != null)
@ -1885,7 +1902,7 @@ Console.WriteLine(" JointCreateFixed");
changeSelectedStatus(timestep);
resetCollisionAccounting();
m_taintPhysics = m_isphysical;
m_taintPhysics = IsPhysical;
}
public void changesize(float timestamp)
@ -2218,16 +2235,6 @@ Console.WriteLine("changeshape not need meshing");
m_taintVelocity = Vector3.Zero;
}
public override bool IsPhysical
{
get { return m_isphysical; }
set {
m_isphysical = value;
if (!m_isphysical) // Zero the remembered last velocity
m_lastVelocity = Vector3.Zero;
}
}
public void setPrimForRemoval()
{
m_taintremove = true;
@ -2406,7 +2413,7 @@ Console.WriteLine("changeshape not need meshing");
{
get
{
if (!m_isphysical || Body == IntPtr.Zero)
if (!IsPhysical || Body == IntPtr.Zero)
return Vector3.Zero;
return _torque;