aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework
diff options
context:
space:
mode:
authorJustin Clark-Casey (justincc)2011-09-01 02:09:41 +0100
committerJustin Clark-Casey (justincc)2011-09-01 02:11:00 +0100
commit7eca929686bd2db1cb42f5c9740fd1d186cdc8b1 (patch)
tree775f07f365acb56bc6043831d5832c2dac468ade /OpenSim/Region/Framework
parentrefactor: use ParentGroup.UUID directly instead of SOP.GetRootPartUUID() (diff)
downloadopensim-SC_OLD-7eca929686bd2db1cb42f5c9740fd1d186cdc8b1.zip
opensim-SC_OLD-7eca929686bd2db1cb42f5c9740fd1d186cdc8b1.tar.gz
opensim-SC_OLD-7eca929686bd2db1cb42f5c9740fd1d186cdc8b1.tar.bz2
opensim-SC_OLD-7eca929686bd2db1cb42f5c9740fd1d186cdc8b1.tar.xz
Eliminate pointless checks of SOG.RootPart != null
It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs14
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs194
4 files changed, 75 insertions, 139 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 44472b2..29d01d6 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -191,10 +191,6 @@ namespace OpenSim.Region.Framework.Scenes
191 if (part == null) 191 if (part == null)
192 return; 192 return;
193 193
194 // The prim is in the process of being deleted.
195 if (null == part.ParentGroup.RootPart)
196 return;
197
198 // A deselect packet contains all the local prims being deselected. However, since selection is still 194 // A deselect packet contains all the local prims being deselected. However, since selection is still
199 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 195 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
200 // we end up sending many duplicate ObjectUpdates 196 // we end up sending many duplicate ObjectUpdates
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 7f5aea7..9794a34 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1743,14 +1743,6 @@ namespace OpenSim.Region.Framework.Scenes
1743 foreach (SceneObjectGroup group in PrimsFromDB) 1743 foreach (SceneObjectGroup group in PrimsFromDB)
1744 { 1744 {
1745 EventManager.TriggerOnSceneObjectLoaded(group); 1745 EventManager.TriggerOnSceneObjectLoaded(group);
1746
1747 if (group.RootPart == null)
1748 {
1749 m_log.ErrorFormat(
1750 "[SCENE]: Found a SceneObjectGroup with m_rootPart == null and {0} children",
1751 group.Parts == null ? 0 : group.PrimCount);
1752 }
1753
1754 AddRestoredSceneObject(group, true, true); 1746 AddRestoredSceneObject(group, true, true);
1755 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 1747 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
1756 rootPart.Flags &= ~PrimFlags.Scripted; 1748 rootPart.Flags &= ~PrimFlags.Scripted;
@@ -4215,7 +4207,7 @@ namespace OpenSim.Region.Framework.Scenes
4215 // their scripts will actually run. 4207 // their scripts will actually run.
4216 // -- Leaf, Tue Aug 12 14:17:05 EDT 2008 4208 // -- Leaf, Tue Aug 12 14:17:05 EDT 2008
4217 SceneObjectPart parent = part.ParentGroup.RootPart; 4209 SceneObjectPart parent = part.ParentGroup.RootPart;
4218 if (parent != null && part.ParentGroup.IsAttachment) 4210 if (part.ParentGroup.IsAttachment)
4219 return ScriptDanger(parent, parent.GetWorldPosition()); 4211 return ScriptDanger(parent, parent.GetWorldPosition());
4220 else 4212 else
4221 return ScriptDanger(part, part.GetWorldPosition()); 4213 return ScriptDanger(part, part.GetWorldPosition());
@@ -5015,7 +5007,9 @@ namespace OpenSim.Region.Framework.Scenes
5015 if (rootPart.GroupPosition.Z < 0.0 || rootPart.GroupPosition.Z > 10000.0) 5007 if (rootPart.GroupPosition.Z < 0.0 || rootPart.GroupPosition.Z > 10000.0)
5016 { 5008 {
5017 delete = true; 5009 delete = true;
5018 } else { 5010 }
5011 else
5012 {
5019 ILandObject parcel = LandChannel.GetLandObject(rootPart.GroupPosition.X, rootPart.GroupPosition.Y); 5013 ILandObject parcel = LandChannel.GetLandObject(rootPart.GroupPosition.X, rootPart.GroupPosition.Y);
5020 5014
5021 if (parcel == null || parcel.LandData.Name == "NO LAND") 5015 if (parcel == null || parcel.LandData.Name == "NO LAND")
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 17a1bcc..6f963ac 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -362,7 +362,7 @@ namespace OpenSim.Region.Framework.Scenes
362 /// </returns> 362 /// </returns>
363 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 363 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
364 { 364 {
365 if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero) 365 if (sceneObject == null || sceneObject.RootPart.UUID == UUID.Zero)
366 return false; 366 return false;
367 367
368 if (Entities.ContainsKey(sceneObject.UUID)) 368 if (Entities.ContainsKey(sceneObject.UUID))
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 74e8783..fca42c8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -254,14 +254,7 @@ namespace OpenSim.Region.Framework.Scenes
254 /// </summary> 254 /// </summary>
255 public override string Name 255 public override string Name
256 { 256 {
257 get 257 get { return RootPart.Name; }
258 {
259 if (RootPart == null)
260 return String.Empty;
261 else
262 return RootPart.Name;
263 }
264
265 set { RootPart.Name = value; } 258 set { RootPart.Name = value; }
266 } 259 }
267 260
@@ -1054,7 +1047,7 @@ namespace OpenSim.Region.Framework.Scenes
1054 { 1047 {
1055 part.SetParent(this); 1048 part.SetParent(this);
1056 part.LinkNum = m_parts.Add(part.UUID, part); 1049 part.LinkNum = m_parts.Add(part.UUID, part);
1057 if (part.LinkNum == 2 && RootPart != null) 1050 if (part.LinkNum == 2)
1058 RootPart.LinkNum = 1; 1051 RootPart.LinkNum = 1;
1059 } 1052 }
1060 1053
@@ -1537,137 +1530,93 @@ namespace OpenSim.Region.Framework.Scenes
1537 1530
1538 public void applyImpulse(Vector3 impulse) 1531 public void applyImpulse(Vector3 impulse)
1539 { 1532 {
1540 // We check if rootpart is null here because scripts don't delete if you delete the host. 1533 if (IsAttachment)
1541 // This means that unfortunately, we can pass a null physics actor to Simulate!
1542 // Make sure we don't do that!
1543 SceneObjectPart rootpart = m_rootPart;
1544 if (rootpart != null)
1545 { 1534 {
1546 if (IsAttachment) 1535 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1536 if (avatar != null)
1547 { 1537 {
1548 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); 1538 avatar.PushForce(impulse);
1549 if (avatar != null)
1550 {
1551 avatar.PushForce(impulse);
1552 }
1553 } 1539 }
1554 else 1540 }
1541 else
1542 {
1543 if (RootPart.PhysActor != null)
1555 { 1544 {
1556 if (rootpart.PhysActor != null) 1545 RootPart.PhysActor.AddForce(impulse, true);
1557 { 1546 m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
1558 rootpart.PhysActor.AddForce(impulse, true);
1559 m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor);
1560 }
1561 } 1547 }
1562 } 1548 }
1563 } 1549 }
1564 1550
1565 public void applyAngularImpulse(Vector3 impulse) 1551 public void applyAngularImpulse(Vector3 impulse)
1566 { 1552 {
1567 // We check if rootpart is null here because scripts don't delete if you delete the host. 1553 if (RootPart.PhysActor != null)
1568 // This means that unfortunately, we can pass a null physics actor to Simulate!
1569 // Make sure we don't do that!
1570 SceneObjectPart rootpart = m_rootPart;
1571 if (rootpart != null)
1572 { 1554 {
1573 if (rootpart.PhysActor != null) 1555 if (!IsAttachment)
1574 { 1556 {
1575 if (!IsAttachment) 1557 RootPart.PhysActor.AddAngularForce(impulse, true);
1576 { 1558 m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
1577 rootpart.PhysActor.AddAngularForce(impulse, true);
1578 m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor);
1579 }
1580 } 1559 }
1581 } 1560 }
1582 } 1561 }
1583 1562
1584 public void setAngularImpulse(Vector3 impulse) 1563 public void setAngularImpulse(Vector3 impulse)
1585 { 1564 {
1586 // We check if rootpart is null here because scripts don't delete if you delete the host. 1565 if (RootPart.PhysActor != null)
1587 // This means that unfortunately, we can pass a null physics actor to Simulate!
1588 // Make sure we don't do that!
1589 SceneObjectPart rootpart = m_rootPart;
1590 if (rootpart != null)
1591 { 1566 {
1592 if (rootpart.PhysActor != null) 1567 if (!IsAttachment)
1593 { 1568 {
1594 if (!IsAttachment) 1569 RootPart.PhysActor.Torque = impulse;
1595 { 1570 m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
1596 rootpart.PhysActor.Torque = impulse;
1597 m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor);
1598 }
1599 } 1571 }
1600 } 1572 }
1601 } 1573 }
1602 1574
1603 public Vector3 GetTorque() 1575 public Vector3 GetTorque()
1604 { 1576 {
1605 // We check if rootpart is null here because scripts don't delete if you delete the host. 1577 if (RootPart.PhysActor != null)
1606 // This means that unfortunately, we can pass a null physics actor to Simulate!
1607 // Make sure we don't do that!
1608 SceneObjectPart rootpart = m_rootPart;
1609 if (rootpart != null)
1610 { 1578 {
1611 if (rootpart.PhysActor != null) 1579 if (!IsAttachment)
1612 { 1580 {
1613 if (!IsAttachment) 1581 Vector3 torque = RootPart.PhysActor.Torque;
1614 { 1582 return torque;
1615 Vector3 torque = rootpart.PhysActor.Torque;
1616 return torque;
1617 }
1618 } 1583 }
1619 } 1584 }
1585
1620 return Vector3.Zero; 1586 return Vector3.Zero;
1621 } 1587 }
1622 1588
1623 public void moveToTarget(Vector3 target, float tau) 1589 public void moveToTarget(Vector3 target, float tau)
1624 { 1590 {
1625 SceneObjectPart rootpart = m_rootPart; 1591 if (IsAttachment)
1626 if (rootpart != null)
1627 { 1592 {
1628 if (IsAttachment) 1593 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1594 if (avatar != null)
1629 { 1595 {
1630 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); 1596 avatar.MoveToTarget(target, false);
1631 if (avatar != null)
1632 {
1633 avatar.MoveToTarget(target, false);
1634 }
1635 } 1597 }
1636 else 1598 }
1599 else
1600 {
1601 if (RootPart.PhysActor != null)
1637 { 1602 {
1638 if (rootpart.PhysActor != null) 1603 RootPart.PhysActor.PIDTarget = target;
1639 { 1604 RootPart.PhysActor.PIDTau = tau;
1640 rootpart.PhysActor.PIDTarget = target; 1605 RootPart.PhysActor.PIDActive = true;
1641 rootpart.PhysActor.PIDTau = tau;
1642 rootpart.PhysActor.PIDActive = true;
1643 }
1644 } 1606 }
1645 } 1607 }
1646 } 1608 }
1647 1609
1648 public void stopMoveToTarget() 1610 public void stopMoveToTarget()
1649 { 1611 {
1650 SceneObjectPart rootpart = m_rootPart; 1612 if (RootPart.PhysActor != null)
1651 if (rootpart != null) 1613 RootPart.PhysActor.PIDActive = false;
1652 {
1653 if (rootpart.PhysActor != null)
1654 {
1655 rootpart.PhysActor.PIDActive = false;
1656 }
1657 }
1658 } 1614 }
1659 1615
1660 public void stopLookAt() 1616 public void stopLookAt()
1661 { 1617 {
1662 SceneObjectPart rootpart = m_rootPart; 1618 if (RootPart.PhysActor != null)
1663 if (rootpart != null) 1619 RootPart.PhysActor.APIDActive = false;
1664 {
1665 if (rootpart.PhysActor != null)
1666 {
1667 rootpart.PhysActor.APIDActive = false;
1668 }
1669 }
1670
1671 } 1620 }
1672 1621
1673 /// <summary> 1622 /// <summary>
@@ -1678,22 +1627,18 @@ namespace OpenSim.Region.Framework.Scenes
1678 /// <param name="tau">Number of seconds over which to reach target</param> 1627 /// <param name="tau">Number of seconds over which to reach target</param>
1679 public void SetHoverHeight(float height, PIDHoverType hoverType, float tau) 1628 public void SetHoverHeight(float height, PIDHoverType hoverType, float tau)
1680 { 1629 {
1681 SceneObjectPart rootpart = m_rootPart; 1630 if (RootPart.PhysActor != null)
1682 if (rootpart != null)
1683 { 1631 {
1684 if (rootpart.PhysActor != null) 1632 if (height != 0f)
1685 { 1633 {
1686 if (height != 0f) 1634 RootPart.PhysActor.PIDHoverHeight = height;
1687 { 1635 RootPart.PhysActor.PIDHoverType = hoverType;
1688 rootpart.PhysActor.PIDHoverHeight = height; 1636 RootPart.PhysActor.PIDTau = tau;
1689 rootpart.PhysActor.PIDHoverType = hoverType; 1637 RootPart.PhysActor.PIDHoverActive = true;
1690 rootpart.PhysActor.PIDTau = tau; 1638 }
1691 rootpart.PhysActor.PIDHoverActive = true; 1639 else
1692 } 1640 {
1693 else 1641 RootPart.PhysActor.PIDHoverActive = false;
1694 {
1695 rootpart.PhysActor.PIDHoverActive = false;
1696 }
1697 } 1642 }
1698 } 1643 }
1699 } 1644 }
@@ -3056,28 +3001,23 @@ namespace OpenSim.Region.Framework.Scenes
3056 int yaxis = 4; 3001 int yaxis = 4;
3057 int zaxis = 8; 3002 int zaxis = 8;
3058 3003
3059 if (m_rootPart != null) 3004 setX = ((axis & xaxis) != 0) ? true : false;
3060 { 3005 setY = ((axis & yaxis) != 0) ? true : false;
3061 setX = ((axis & xaxis) != 0) ? true : false; 3006 setZ = ((axis & zaxis) != 0) ? true : false;
3062 setY = ((axis & yaxis) != 0) ? true : false;
3063 setZ = ((axis & zaxis) != 0) ? true : false;
3064
3065 float setval = (rotate10 > 0) ? 1f : 0f;
3066 3007
3067 if (setX) 3008 float setval = (rotate10 > 0) ? 1f : 0f;
3068 m_rootPart.RotationAxis.X = setval;
3069 if (setY)
3070 m_rootPart.RotationAxis.Y = setval;
3071 if (setZ)
3072 m_rootPart.RotationAxis.Z = setval;
3073 3009
3074 if (setX || setY || setZ) 3010 if (setX)
3075 { 3011 RootPart.RotationAxis.X = setval;
3076 m_rootPart.SetPhysicsAxisRotation(); 3012 if (setY)
3077 } 3013 RootPart.RotationAxis.Y = setval;
3014 if (setZ)
3015 RootPart.RotationAxis.Z = setval;
3078 3016
3079 } 3017 if (setX || setY || setZ)
3018 RootPart.SetPhysicsAxisRotation();
3080 } 3019 }
3020
3081 public int registerRotTargetWaypoint(Quaternion target, float tolerance) 3021 public int registerRotTargetWaypoint(Quaternion target, float tolerance)
3082 { 3022 {
3083 scriptRotTarget waypoint = new scriptRotTarget(); 3023 scriptRotTarget waypoint = new scriptRotTarget();
@@ -3205,7 +3145,13 @@ namespace OpenSim.Region.Framework.Scenes
3205 foreach (uint idx in m_rotTargets.Keys) 3145 foreach (uint idx in m_rotTargets.Keys)
3206 { 3146 {
3207 scriptRotTarget target = m_rotTargets[idx]; 3147 scriptRotTarget target = m_rotTargets[idx];
3208 double angle = Math.Acos(target.targetRot.X * m_rootPart.RotationOffset.X + target.targetRot.Y * m_rootPart.RotationOffset.Y + target.targetRot.Z * m_rootPart.RotationOffset.Z + target.targetRot.W * m_rootPart.RotationOffset.W) * 2; 3148 double angle
3149 = Math.Acos(
3150 target.targetRot.X * m_rootPart.RotationOffset.X
3151 + target.targetRot.Y * m_rootPart.RotationOffset.Y
3152 + target.targetRot.Z * m_rootPart.RotationOffset.Z
3153 + target.targetRot.W * m_rootPart.RotationOffset.W)
3154 * 2;
3209 if (angle < 0) angle = -angle; 3155 if (angle < 0) angle = -angle;
3210 if (angle > Math.PI) angle = (Math.PI * 2 - angle); 3156 if (angle > Math.PI) angle = (Math.PI * 2 - angle);
3211 if (angle <= target.tolerance) 3157 if (angle <= target.tolerance)