From d2b19f00dafe2c7c89c07b6a713fdd359cf9dcab Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 20 Oct 2012 02:49:16 +0100 Subject: Fix minor issues from commit 28483150 Fix spelling of collide, change to more self-documenting property BadMeshAssetCollideBits, add method doc, change to private to reduce code analysis complexity --- OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 29 +++++++++++++++++------------ 1 file changed, 17 insertions(+), 12 deletions(-) (limited to 'OpenSim/Region/Physics/OdePlugin/ODEPrim.cs') diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 5a1fdf9..d11dff1 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -67,6 +67,17 @@ namespace OpenSim.Region.Physics.OdePlugin private int m_expectedCollisionContacts = 0; /// + /// Gets collide bits so that we can still perform land collisions if a mesh fails to load. + /// + /// + /// The bad asset collide bits. + /// + private int BadMeshAssetCollideBits + { + get { return m_isphysical ? (int)CollisionCategories.Land : 0; } + } + + /// /// Is this prim subject to physics? Even if not, it's still solid for collision purposes. /// public override bool IsPhysical @@ -344,11 +355,10 @@ namespace OpenSim.Region.Physics.OdePlugin if (m_assetFailed) { d.GeomSetCategoryBits(prim_geom, 0); - d.GeomSetCollideBits(prim_geom, BadAssetColideBits()); + d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits); } else { - d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); } @@ -418,7 +428,7 @@ namespace OpenSim.Region.Physics.OdePlugin if (m_assetFailed) { d.GeomSetCategoryBits(prim_geom, 0); - d.GeomSetCollideBits(prim_geom, BadAssetColideBits()); + d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits); } else { @@ -851,11 +861,6 @@ namespace OpenSim.Region.Physics.OdePlugin private static Dictionary m_MeshToTriMeshMap = new Dictionary(); - public int BadAssetColideBits() - { - return (m_isphysical ? (int)CollisionCategories.Land : 0); - } - private void setMesh(OdeScene parent_scene, IMesh mesh) { // m_log.DebugFormat("[ODE PRIM]: Setting mesh on {0} to {1}", Name, mesh); @@ -1137,7 +1142,7 @@ Console.WriteLine("ZProcessTaints for " + Name); if (prm.m_assetFailed) { d.GeomSetCategoryBits(prm.prim_geom, 0); - d.GeomSetCollideBits(prm.prim_geom, prm.BadAssetColideBits()); + d.GeomSetCollideBits(prm.prim_geom, prm.BadMeshAssetCollideBits); } else { @@ -1191,7 +1196,7 @@ Console.WriteLine("ZProcessTaints for " + Name); if (m_assetFailed) { d.GeomSetCategoryBits(prim_geom, 0); - d.GeomSetCollideBits(prim_geom, BadAssetColideBits()); + d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits); } else { @@ -1393,7 +1398,7 @@ Console.WriteLine("ZProcessTaints for " + Name); if (m_assetFailed) { d.GeomSetCategoryBits(prim_geom, 0); - d.GeomSetCollideBits(prim_geom, BadAssetColideBits()); + d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits); } else { @@ -2137,7 +2142,7 @@ Console.WriteLine(" JointCreateFixed"); } if (m_assetFailed) - d.GeomSetCollideBits(prim_geom, BadAssetColideBits()); + d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits); else d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); -- cgit v1.1 From 5bc07a15f508f4860de4defd328f23c4300b33c0 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 20 Oct 2012 02:52:38 +0100 Subject: minor: remove unnecessary bit of method doc from OdePrim.BadMeshAssetCollideBits that monodevelop inserted automatically --- OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 3 --- 1 file changed, 3 deletions(-) (limited to 'OpenSim/Region/Physics/OdePlugin/ODEPrim.cs') diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index d11dff1..2548648 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -69,9 +69,6 @@ namespace OpenSim.Region.Physics.OdePlugin /// /// Gets collide bits so that we can still perform land collisions if a mesh fails to load. /// - /// - /// The bad asset collide bits. - /// private int BadMeshAssetCollideBits { get { return m_isphysical ? (int)CollisionCategories.Land : 0; } -- cgit v1.1