From f60959459574b1473dbe35d780aa0fbe4d688580 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 21 Apr 2012 03:23:51 +0100 Subject: refactor: Simplify ODEPrim.AddChildPrim() by returning early where appropriate. --- OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 232 ++++++++++++++-------------- 1 file changed, 117 insertions(+), 115 deletions(-) diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 0a8cf75..cbb49ac 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -1042,142 +1042,144 @@ Console.WriteLine("ZProcessTaints for " + Name); /// Child prim private void AddChildPrim(OdePrim prim) { -//Console.WriteLine("AddChildPrim " + Name); - if (LocalID != prim.LocalID) + if (LocalID == prim.LocalID) + return; + + if (Body == IntPtr.Zero) { - if (Body == IntPtr.Zero) + Body = d.BodyCreate(_parent_scene.world); + setMass(); + } + + lock (childrenPrim) + { + if (childrenPrim.Contains(prim)) + return; + +//Console.WriteLine("childrenPrim.Add " + prim); + childrenPrim.Add(prim); + + foreach (OdePrim prm in childrenPrim) { - Body = d.BodyCreate(_parent_scene.world); - setMass(); + d.Mass m2; + d.MassSetZero(out m2); + d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z); + + d.Quaternion quat = new d.Quaternion(); + quat.W = prm._orientation.W; + quat.X = prm._orientation.X; + quat.Y = prm._orientation.Y; + quat.Z = prm._orientation.Z; + + d.Matrix3 mat = new d.Matrix3(); + d.RfromQ(out mat, ref quat); + d.MassRotate(ref m2, ref mat); + d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z); + d.MassAdd(ref pMass, ref m2); } - if (Body != IntPtr.Zero) + + foreach (OdePrim prm in childrenPrim) { - lock (childrenPrim) - { - if (!childrenPrim.Contains(prim)) - { -//Console.WriteLine("childrenPrim.Add " + prim); - childrenPrim.Add(prim); - - foreach (OdePrim prm in childrenPrim) - { - d.Mass m2; - d.MassSetZero(out m2); - d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z); - - d.Quaternion quat = new d.Quaternion(); - quat.W = prm._orientation.W; - quat.X = prm._orientation.X; - quat.Y = prm._orientation.Y; - quat.Z = prm._orientation.Z; - - d.Matrix3 mat = new d.Matrix3(); - d.RfromQ(out mat, ref quat); - d.MassRotate(ref m2, ref mat); - d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z); - d.MassAdd(ref pMass, ref m2); - } - - foreach (OdePrim prm in childrenPrim) - { - prm.m_collisionCategories |= CollisionCategories.Body; - prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); + prm.m_collisionCategories |= CollisionCategories.Body; + prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); //Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + Name); - d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); - d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); - - d.Quaternion quat = new d.Quaternion(); - quat.W = prm._orientation.W; - quat.X = prm._orientation.X; - quat.Y = prm._orientation.Y; - quat.Z = prm._orientation.Z; - - d.Matrix3 mat = new d.Matrix3(); - d.RfromQ(out mat, ref quat); - if (Body != IntPtr.Zero) - { - d.GeomSetBody(prm.prim_geom, Body); - prm.childPrim = true; - d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z); - //d.GeomSetOffsetPosition(prim.prim_geom, - // (Position.X - prm.Position.X) - pMass.c.X, - // (Position.Y - prm.Position.Y) - pMass.c.Y, - // (Position.Z - prm.Position.Z) - pMass.c.Z); - d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); - //d.GeomSetOffsetRotation(prm.prim_geom, ref mat); - d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); - d.BodySetMass(Body, ref pMass); - } - else - { - m_log.DebugFormat("[PHYSICS]: {0} ain't got no boooooooooddy, no body", Name); - } + d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); + d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); - prm.m_interpenetrationcount = 0; - prm.m_collisionscore = 0; - prm.m_disabled = false; + d.Quaternion quat = new d.Quaternion(); + quat.W = prm._orientation.W; + quat.X = prm._orientation.X; + quat.Y = prm._orientation.Y; + quat.Z = prm._orientation.Z; - // The body doesn't already have a finite rotation mode set here - if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) - { - prm.createAMotor(m_angularlock); - } - prm.Body = Body; - _parent_scene.ActivatePrim(prm); - } + d.Matrix3 mat = new d.Matrix3(); + d.RfromQ(out mat, ref quat); + if (Body != IntPtr.Zero) + { + d.GeomSetBody(prm.prim_geom, Body); + prm.childPrim = true; + d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z); + //d.GeomSetOffsetPosition(prim.prim_geom, + // (Position.X - prm.Position.X) - pMass.c.X, + // (Position.Y - prm.Position.Y) - pMass.c.Y, + // (Position.Z - prm.Position.Z) - pMass.c.Z); + d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); + //d.GeomSetOffsetRotation(prm.prim_geom, ref mat); + d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); + d.BodySetMass(Body, ref pMass); + } + else + { + m_log.DebugFormat("[PHYSICS]: {0} ain't got no boooooooooddy, no body", Name); + } + + prm.m_interpenetrationcount = 0; + prm.m_collisionscore = 0; + prm.m_disabled = false; + + // The body doesn't already have a finite rotation mode set here + if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) + { + prm.createAMotor(m_angularlock); + } + prm.Body = Body; + _parent_scene.ActivatePrim(prm); + } - m_collisionCategories |= CollisionCategories.Body; - m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); + m_collisionCategories |= CollisionCategories.Body; + m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); //Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + Name); - d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); + d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); //Console.WriteLine(" Post GeomSetCategoryBits 2"); - d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); - - d.Quaternion quat2 = new d.Quaternion(); - quat2.W = _orientation.W; - quat2.X = _orientation.X; - quat2.Y = _orientation.Y; - quat2.Z = _orientation.Z; - - d.Matrix3 mat2 = new d.Matrix3(); - d.RfromQ(out mat2, ref quat2); - d.GeomSetBody(prim_geom, Body); - d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z); - //d.GeomSetOffsetPosition(prim.prim_geom, - // (Position.X - prm.Position.X) - pMass.c.X, - // (Position.Y - prm.Position.Y) - pMass.c.Y, - // (Position.Z - prm.Position.Z) - pMass.c.Z); - //d.GeomSetOffsetRotation(prim_geom, ref mat2); - d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); - d.BodySetMass(Body, ref pMass); - - d.BodySetAutoDisableFlag(Body, true); - d.BodySetAutoDisableSteps(Body, body_autodisable_frames); + d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); - m_interpenetrationcount = 0; - m_collisionscore = 0; - m_disabled = false; + d.Quaternion quat2 = new d.Quaternion(); + quat2.W = _orientation.W; + quat2.X = _orientation.X; + quat2.Y = _orientation.Y; + quat2.Z = _orientation.Z; - // The body doesn't already have a finite rotation mode set here - if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) - { - createAMotor(m_angularlock); - } - d.BodySetPosition(Body, Position.X, Position.Y, Position.Z); - if (m_vehicle.Type != Vehicle.TYPE_NONE) - m_vehicle.Enable(Body, _parent_scene); + d.Matrix3 mat2 = new d.Matrix3(); + d.RfromQ(out mat2, ref quat2); + d.GeomSetBody(prim_geom, Body); + d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z); + //d.GeomSetOffsetPosition(prim.prim_geom, + // (Position.X - prm.Position.X) - pMass.c.X, + // (Position.Y - prm.Position.Y) - pMass.c.Y, + // (Position.Z - prm.Position.Z) - pMass.c.Z); + //d.GeomSetOffsetRotation(prim_geom, ref mat2); + d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); + d.BodySetMass(Body, ref pMass); - _parent_scene.ActivatePrim(this); - } - } + d.BodySetAutoDisableFlag(Body, true); + d.BodySetAutoDisableSteps(Body, body_autodisable_frames); + + m_interpenetrationcount = 0; + m_collisionscore = 0; + m_disabled = false; + + // The body doesn't already have a finite rotation mode set here + if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) + { + createAMotor(m_angularlock); } + + d.BodySetPosition(Body, Position.X, Position.Y, Position.Z); + + if (m_vehicle.Type != Vehicle.TYPE_NONE) + m_vehicle.Enable(Body, _parent_scene); + + _parent_scene.ActivatePrim(this); } } private void ChildSetGeom(OdePrim odePrim) { +// m_log.DebugFormat( +// "[ODE PRIM]: ChildSetGeom {0} {1} for {2} {3}", odePrim.Name, odePrim.LocalID, Name, LocalID); + //if (IsPhysical && Body != IntPtr.Zero) lock (childrenPrim) { -- cgit v1.1