From 7eca929686bd2db1cb42f5c9740fd1d186cdc8b1 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 1 Sep 2011 02:09:41 +0100 Subject: 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 --- .../Framework/Scenes/Scene.PacketHandlers.cs | 4 - OpenSim/Region/Framework/Scenes/Scene.cs | 14 +- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 2 +- .../Region/Framework/Scenes/SceneObjectGroup.cs | 194 ++++++++------------- 4 files changed, 75 insertions(+), 139 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') 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 if (part == null) return; - // The prim is in the process of being deleted. - if (null == part.ParentGroup.RootPart) - return; - // A deselect packet contains all the local prims being deselected. However, since selection is still // group based we only want the root prim to trigger a full update - otherwise on objects with many prims // 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 foreach (SceneObjectGroup group in PrimsFromDB) { EventManager.TriggerOnSceneObjectLoaded(group); - - if (group.RootPart == null) - { - m_log.ErrorFormat( - "[SCENE]: Found a SceneObjectGroup with m_rootPart == null and {0} children", - group.Parts == null ? 0 : group.PrimCount); - } - AddRestoredSceneObject(group, true, true); SceneObjectPart rootPart = group.GetChildPart(group.UUID); rootPart.Flags &= ~PrimFlags.Scripted; @@ -4215,7 +4207,7 @@ namespace OpenSim.Region.Framework.Scenes // their scripts will actually run. // -- Leaf, Tue Aug 12 14:17:05 EDT 2008 SceneObjectPart parent = part.ParentGroup.RootPart; - if (parent != null && part.ParentGroup.IsAttachment) + if (part.ParentGroup.IsAttachment) return ScriptDanger(parent, parent.GetWorldPosition()); else return ScriptDanger(part, part.GetWorldPosition()); @@ -5015,7 +5007,9 @@ namespace OpenSim.Region.Framework.Scenes if (rootPart.GroupPosition.Z < 0.0 || rootPart.GroupPosition.Z > 10000.0) { delete = true; - } else { + } + else + { ILandObject parcel = LandChannel.GetLandObject(rootPart.GroupPosition.X, rootPart.GroupPosition.Y); 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 /// protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) { - if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero) + if (sceneObject == null || sceneObject.RootPart.UUID == UUID.Zero) return false; 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 /// public override string Name { - get - { - if (RootPart == null) - return String.Empty; - else - return RootPart.Name; - } - + get { return RootPart.Name; } set { RootPart.Name = value; } } @@ -1054,7 +1047,7 @@ namespace OpenSim.Region.Framework.Scenes { part.SetParent(this); part.LinkNum = m_parts.Add(part.UUID, part); - if (part.LinkNum == 2 && RootPart != null) + if (part.LinkNum == 2) RootPart.LinkNum = 1; } @@ -1537,137 +1530,93 @@ namespace OpenSim.Region.Framework.Scenes public void applyImpulse(Vector3 impulse) { - // We check if rootpart is null here because scripts don't delete if you delete the host. - // This means that unfortunately, we can pass a null physics actor to Simulate! - // Make sure we don't do that! - SceneObjectPart rootpart = m_rootPart; - if (rootpart != null) + if (IsAttachment) { - if (IsAttachment) + ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); + if (avatar != null) { - ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); - if (avatar != null) - { - avatar.PushForce(impulse); - } + avatar.PushForce(impulse); } - else + } + else + { + if (RootPart.PhysActor != null) { - if (rootpart.PhysActor != null) - { - rootpart.PhysActor.AddForce(impulse, true); - m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor); - } + RootPart.PhysActor.AddForce(impulse, true); + m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor); } } } public void applyAngularImpulse(Vector3 impulse) { - // We check if rootpart is null here because scripts don't delete if you delete the host. - // This means that unfortunately, we can pass a null physics actor to Simulate! - // Make sure we don't do that! - SceneObjectPart rootpart = m_rootPart; - if (rootpart != null) + if (RootPart.PhysActor != null) { - if (rootpart.PhysActor != null) + if (!IsAttachment) { - if (!IsAttachment) - { - rootpart.PhysActor.AddAngularForce(impulse, true); - m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor); - } + RootPart.PhysActor.AddAngularForce(impulse, true); + m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor); } } } public void setAngularImpulse(Vector3 impulse) { - // We check if rootpart is null here because scripts don't delete if you delete the host. - // This means that unfortunately, we can pass a null physics actor to Simulate! - // Make sure we don't do that! - SceneObjectPart rootpart = m_rootPart; - if (rootpart != null) + if (RootPart.PhysActor != null) { - if (rootpart.PhysActor != null) + if (!IsAttachment) { - if (!IsAttachment) - { - rootpart.PhysActor.Torque = impulse; - m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor); - } + RootPart.PhysActor.Torque = impulse; + m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor); } } } public Vector3 GetTorque() { - // We check if rootpart is null here because scripts don't delete if you delete the host. - // This means that unfortunately, we can pass a null physics actor to Simulate! - // Make sure we don't do that! - SceneObjectPart rootpart = m_rootPart; - if (rootpart != null) + if (RootPart.PhysActor != null) { - if (rootpart.PhysActor != null) + if (!IsAttachment) { - if (!IsAttachment) - { - Vector3 torque = rootpart.PhysActor.Torque; - return torque; - } + Vector3 torque = RootPart.PhysActor.Torque; + return torque; } } + return Vector3.Zero; } public void moveToTarget(Vector3 target, float tau) { - SceneObjectPart rootpart = m_rootPart; - if (rootpart != null) + if (IsAttachment) { - if (IsAttachment) + ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); + if (avatar != null) { - ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); - if (avatar != null) - { - avatar.MoveToTarget(target, false); - } + avatar.MoveToTarget(target, false); } - else + } + else + { + if (RootPart.PhysActor != null) { - if (rootpart.PhysActor != null) - { - rootpart.PhysActor.PIDTarget = target; - rootpart.PhysActor.PIDTau = tau; - rootpart.PhysActor.PIDActive = true; - } + RootPart.PhysActor.PIDTarget = target; + RootPart.PhysActor.PIDTau = tau; + RootPart.PhysActor.PIDActive = true; } } } public void stopMoveToTarget() { - SceneObjectPart rootpart = m_rootPart; - if (rootpart != null) - { - if (rootpart.PhysActor != null) - { - rootpart.PhysActor.PIDActive = false; - } - } + if (RootPart.PhysActor != null) + RootPart.PhysActor.PIDActive = false; } public void stopLookAt() { - SceneObjectPart rootpart = m_rootPart; - if (rootpart != null) - { - if (rootpart.PhysActor != null) - { - rootpart.PhysActor.APIDActive = false; - } - } - + if (RootPart.PhysActor != null) + RootPart.PhysActor.APIDActive = false; } /// @@ -1678,22 +1627,18 @@ namespace OpenSim.Region.Framework.Scenes /// Number of seconds over which to reach target public void SetHoverHeight(float height, PIDHoverType hoverType, float tau) { - SceneObjectPart rootpart = m_rootPart; - if (rootpart != null) + if (RootPart.PhysActor != null) { - if (rootpart.PhysActor != null) + if (height != 0f) { - if (height != 0f) - { - rootpart.PhysActor.PIDHoverHeight = height; - rootpart.PhysActor.PIDHoverType = hoverType; - rootpart.PhysActor.PIDTau = tau; - rootpart.PhysActor.PIDHoverActive = true; - } - else - { - rootpart.PhysActor.PIDHoverActive = false; - } + RootPart.PhysActor.PIDHoverHeight = height; + RootPart.PhysActor.PIDHoverType = hoverType; + RootPart.PhysActor.PIDTau = tau; + RootPart.PhysActor.PIDHoverActive = true; + } + else + { + RootPart.PhysActor.PIDHoverActive = false; } } } @@ -3056,28 +3001,23 @@ namespace OpenSim.Region.Framework.Scenes int yaxis = 4; int zaxis = 8; - if (m_rootPart != null) - { - setX = ((axis & xaxis) != 0) ? true : false; - setY = ((axis & yaxis) != 0) ? true : false; - setZ = ((axis & zaxis) != 0) ? true : false; - - float setval = (rotate10 > 0) ? 1f : 0f; + setX = ((axis & xaxis) != 0) ? true : false; + setY = ((axis & yaxis) != 0) ? true : false; + setZ = ((axis & zaxis) != 0) ? true : false; - if (setX) - m_rootPart.RotationAxis.X = setval; - if (setY) - m_rootPart.RotationAxis.Y = setval; - if (setZ) - m_rootPart.RotationAxis.Z = setval; + float setval = (rotate10 > 0) ? 1f : 0f; - if (setX || setY || setZ) - { - m_rootPart.SetPhysicsAxisRotation(); - } + if (setX) + RootPart.RotationAxis.X = setval; + if (setY) + RootPart.RotationAxis.Y = setval; + if (setZ) + RootPart.RotationAxis.Z = setval; - } + if (setX || setY || setZ) + RootPart.SetPhysicsAxisRotation(); } + public int registerRotTargetWaypoint(Quaternion target, float tolerance) { scriptRotTarget waypoint = new scriptRotTarget(); @@ -3205,7 +3145,13 @@ namespace OpenSim.Region.Framework.Scenes foreach (uint idx in m_rotTargets.Keys) { scriptRotTarget target = m_rotTargets[idx]; - 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; + 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; if (angle < 0) angle = -angle; if (angle > Math.PI) angle = (Math.PI * 2 - angle); if (angle <= target.tolerance) -- cgit v1.1