From 9ba4511d3e6b63d51f951519151aaae1c59250d6 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 24 Aug 2011 21:53:12 +0100 Subject: add SOG helper properties IsPhantom, IsTemporary, etc. to improve code readability use these in some sog methods --- .../Region/Framework/Scenes/SceneObjectGroup.cs | 66 +++++++++++++++------- 1 file changed, 46 insertions(+), 20 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index fe96152..079148f 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -167,6 +167,44 @@ namespace OpenSim.Region.Framework.Scenes } } + /// + /// Is this scene object phantom? + /// + /// + /// Updating must currently take place through UpdatePrimFlags() + /// + public bool IsPhantom + { + get { return (RootPart.Flags & PrimFlags.Phantom) != 0; } + } + + /// + /// Does this scene object use physics? + /// + /// + /// Updating must currently take place through UpdatePrimFlags() + /// + public bool UsesPhysics + { + get { return (RootPart.Flags & PrimFlags.TemporaryOnRez) != 0; } + } + + /// + /// Is this scene object temporary? + /// + /// + /// Updating must currently take place through UpdatePrimFlags() + /// + public bool IsTemporary + { + get { return (RootPart.Flags & PrimFlags.TemporaryOnRez) != 0; } + } + + public bool IsVolumeDetect + { + get { return RootPart.VolumeDetectActive; } + } + public float scriptScore; private Vector3 lastPhysGroupPos; @@ -1510,36 +1548,24 @@ namespace OpenSim.Region.Framework.Scenes SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); } - public void ScriptSetPhysicsStatus(bool UsePhysics) + public void ScriptSetPhysicsStatus(bool usePhysics) { - bool IsTemporary = ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0); - bool IsPhantom = ((RootPart.Flags & PrimFlags.Phantom) != 0); - bool IsVolumeDetect = RootPart.VolumeDetectActive; - UpdatePrimFlags(RootPart.LocalId, UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); + UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); } - public void ScriptSetTemporaryStatus(bool TemporaryStatus) + public void ScriptSetTemporaryStatus(bool makeTemporary) { - bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); - bool IsPhantom = ((RootPart.Flags & PrimFlags.Phantom) != 0); - bool IsVolumeDetect = RootPart.VolumeDetectActive; - UpdatePrimFlags(RootPart.LocalId, UsePhysics, TemporaryStatus, IsPhantom, IsVolumeDetect); + UpdatePrimFlags(RootPart.LocalId, UsesPhysics, makeTemporary, IsPhantom, IsVolumeDetect); } - public void ScriptSetPhantomStatus(bool PhantomStatus) + public void ScriptSetPhantomStatus(bool makePhantom) { - bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); - bool IsTemporary = ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0); - bool IsVolumeDetect = RootPart.VolumeDetectActive; - UpdatePrimFlags(RootPart.LocalId, UsePhysics, IsTemporary, PhantomStatus, IsVolumeDetect); + UpdatePrimFlags(RootPart.LocalId, UsesPhysics, IsTemporary, makePhantom, IsVolumeDetect); } - public void ScriptSetVolumeDetect(bool VDStatus) + public void ScriptSetVolumeDetect(bool makeVolumeDetect) { - bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); - bool IsTemporary = ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0); - bool IsPhantom = ((RootPart.Flags & PrimFlags.Phantom) != 0); - UpdatePrimFlags(RootPart.LocalId, UsePhysics, IsTemporary, IsPhantom, VDStatus); + UpdatePrimFlags(RootPart.LocalId, UsesPhysics, IsTemporary, IsPhantom, makeVolumeDetect); /* ScriptSetPhantomStatus(false); // What ever it was before, now it's not phantom anymore -- cgit v1.1 From 6d4432f44009d7f7f3e52c56e8ccc994494ec529 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 24 Aug 2011 22:34:26 +0100 Subject: refactor: simplify EntityBase.IsDeleted property --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 079148f..8f0fa55 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1832,7 +1832,7 @@ namespace OpenSim.Region.Framework.Scenes // an object has been deleted from a scene before update was processed. // A more fundamental overhaul of the update mechanism is required to eliminate all // the race conditions. - if (m_isDeleted) + if (IsDeleted) return; // Even temporary objects take part in physics (e.g. temp-on-rez bullets) @@ -2142,7 +2142,7 @@ namespace OpenSim.Region.Framework.Scenes } m_scene.UnlinkSceneObject(objectGroup, true); - objectGroup.m_isDeleted = true; + objectGroup.IsDeleted = true; objectGroup.m_parts.Clear(); @@ -3385,7 +3385,7 @@ namespace OpenSim.Region.Framework.Scenes public virtual ISceneObject CloneForNewScene() { SceneObjectGroup sog = Copy(false); - sog.m_isDeleted = false; + sog.IsDeleted = false; return sog; } -- cgit v1.1 From 002313bf132e7eca3d33fdd0c695152146d469b4 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 26 Aug 2011 22:02:23 +0100 Subject: refactor: move sog.DetachToInventoryPrep() into AttachmentsModule.DetachSingleAttachmentToInv() --- .../Region/Framework/Scenes/SceneObjectGroup.cs | 32 +++------------------- 1 file changed, 4 insertions(+), 28 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 8f0fa55..00e3363 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -147,15 +147,16 @@ namespace OpenSim.Region.Framework.Scenes return false; } - /// + /// /// Is this scene object acting as an attachment? - /// + /// + /// /// We return false if the group has already been deleted. /// /// TODO: At the moment set must be done on the part itself. There may be a case for doing it here since I /// presume either all or no parts in a linkset can be part of an attachment (in which /// case the value would get proprogated down into all the descendent parts). - /// + /// public bool IsAttachment { get @@ -1017,31 +1018,6 @@ namespace OpenSim.Region.Framework.Scenes m_rootPart.ClearUndoState(); } - public void DetachToInventoryPrep() - { - ScenePresence avatar = m_scene.GetScenePresence(m_rootPart.AttachedAvatar); - //Vector3 detachedpos = new Vector3(127f, 127f, 127f); - if (avatar != null) - { - //detachedpos = avatar.AbsolutePosition; - avatar.RemoveAttachment(this); - } - - m_rootPart.AttachedAvatar = UUID.Zero; - - SceneObjectPart[] parts = m_parts.GetArray(); - for (int i = 0; i < parts.Length; i++) - parts[i].AttachedAvatar = UUID.Zero; - - m_rootPart.SetParentLocalId(0); - //m_rootPart.SetAttachmentPoint((byte)0); - m_rootPart.IsAttachment = false; - AbsolutePosition = m_rootPart.AttachedPos; - //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim); - //AttachToBackup(); - //m_rootPart.ScheduleFullUpdate(); - } - /// /// /// -- cgit v1.1 From 5f3ffc195f60ac54492ccb389843f292b0be7511 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 26 Aug 2011 22:49:11 +0100 Subject: refactor: move SOG.DetachToGround() to AttachmentsModule.DetachSceneObjectToGround() and remove redundant code --- .../Region/Framework/Scenes/SceneObjectGroup.cs | 46 +++------------------- 1 file changed, 6 insertions(+), 40 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 00e3363..e3b8fc8 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -979,43 +979,16 @@ namespace OpenSim.Region.Framework.Scenes return m_rootPart.Shape.State; } - public void ClearPartAttachmentData() - { - SetAttachmentPoint((Byte)0); - } - - public void DetachToGround() + public void SetAttachmentPoint(byte point) { - ScenePresence avatar = m_scene.GetScenePresence(m_rootPart.AttachedAvatar); - if (avatar == null) - return; - - avatar.RemoveAttachment(this); - - Vector3 detachedpos = new Vector3(127f,127f,127f); - if (avatar == null) - return; - - detachedpos = avatar.AbsolutePosition; - RootPart.FromItemID = UUID.Zero; - - AbsolutePosition = detachedpos; - m_rootPart.AttachedAvatar = UUID.Zero; - SceneObjectPart[] parts = m_parts.GetArray(); for (int i = 0; i < parts.Length; i++) - parts[i].AttachedAvatar = UUID.Zero; + parts[i].SetAttachmentPoint(point); + } - m_rootPart.SetParentLocalId(0); - SetAttachmentPoint((byte)0); - m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_scene.m_physicalPrim); - HasGroupChanged = true; - RootPart.Rezzed = DateTime.Now; - RootPart.RemFlag(PrimFlags.TemporaryOnRez); - AttachToBackup(); - m_scene.EventManager.TriggerParcelPrimCountTainted(); - m_rootPart.ScheduleFullUpdate(); - m_rootPart.ClearUndoState(); + public void ClearPartAttachmentData() + { + SetAttachmentPoint((Byte)0); } /// @@ -3349,13 +3322,6 @@ namespace OpenSim.Region.Framework.Scenes return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition); } - public void SetAttachmentPoint(byte point) - { - SceneObjectPart[] parts = m_parts.GetArray(); - for (int i = 0; i < parts.Length; i++) - parts[i].SetAttachmentPoint(point); - } - #region ISceneObject public virtual ISceneObject CloneForNewScene() -- cgit v1.1 From 15a514fcbc8f7447fc3a5997b6bbc2fe35974c9a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 26 Aug 2011 23:06:41 +0100 Subject: refactor: simplify SOP.AttachedAvatar into SOG.AttachedAvatar This does a tiny bit to reduce code complexity, memory requirement and the cpu time of pointlessly setting this field to the same value in every SOP --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 12 ++++++++++-- 1 file changed, 10 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index e3b8fc8..fada688 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -169,6 +169,14 @@ namespace OpenSim.Region.Framework.Scenes } /// + /// The avatar to which this scene object is attached. + /// + /// + /// If we're not attached to an avatar then this is UUID.Zero + /// + public UUID AttachedAvatar { get; set; } + + /// /// Is this scene object phantom? /// /// @@ -1540,7 +1548,7 @@ namespace OpenSim.Region.Framework.Scenes { if (IsAttachment) { - ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); + ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); if (avatar != null) { avatar.PushForce(impulse); @@ -1622,7 +1630,7 @@ namespace OpenSim.Region.Framework.Scenes { if (IsAttachment) { - ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); + ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); if (avatar != null) { avatar.MoveToTarget(target, false); -- cgit v1.1