From 33d32355a1712e53f402eab1aa4818712f6f5f2c Mon Sep 17 00:00:00 2001
From: Justin Clarke Casey
Date: Tue, 17 Jun 2008 17:23:00 +0000
Subject: * refactor: Remove largely duplicate code from
SceneXmlLoader.CreatePrimFromXml2()
---
.../Modules/World/Serialiser/SceneXmlLoader.cs | 26 +---------------------
OpenSim/Region/Environment/Scenes/Scene.cs | 5 +++++
.../Region/Environment/Scenes/SceneObjectGroup.cs | 4 ++++
.../Region/Environment/Scenes/SceneObjectPart.cs | 12 ++++++----
4 files changed, 18 insertions(+), 29 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Environment/Modules/World/Serialiser/SceneXmlLoader.cs b/OpenSim/Region/Environment/Modules/World/Serialiser/SceneXmlLoader.cs
index 69f1902..5591ddc 100644
--- a/OpenSim/Region/Environment/Modules/World/Serialiser/SceneXmlLoader.cs
+++ b/OpenSim/Region/Environment/Modules/World/Serialiser/SceneXmlLoader.cs
@@ -195,33 +195,9 @@ namespace OpenSim.Region.Environment.Scenes
{
SceneObjectGroup obj = new SceneObjectGroup(xmlData);
- LLVector3 receivedVelocity = obj.RootPart.Velocity;
- //System.Console.WriteLine(obj.RootPart.Velocity.ToString());
scene.AddSceneObjectFromStorage(obj);
- SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
- bool UsePhysics = (((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Physics) > 0) &&
- scene.m_physicalPrim);
- if ((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Phantom) == 0)
- {
- rootPart.PhysActor = scene.PhysicsScene.AddPrimShape(
- rootPart.Name,
- rootPart.Shape,
- new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y,
- rootPart.AbsolutePosition.Z),
- new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
- new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
- rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
-
- // to quote from SceneObjectPart: Basic
- // Physics returns null.. joy joy joy.
- if (rootPart.PhysActor != null)
- {
- rootPart.PhysActor.LocalID = rootPart.LocalId;
- rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
- }
- rootPart.Velocity = receivedVelocity;
- }
+ obj.ApplyPhysics(scene.m_physicalPrim);
obj.ScheduleGroupForFullUpdate();
}
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index e274139..b39e08d 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -79,7 +79,12 @@ namespace OpenSim.Region.Environment.Scenes
private int m_timePhase = 24;
private readonly Mutex updateLock;
+
+ ///
+ /// Are we applying physics to any of the prims in this scene?
+ ///
public bool m_physicalPrim;
+
public bool m_seeIntoRegionFromNeighbor;
public int MaxUndoCount = 5;
private int m_RestartTimerCounter;
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index f750200..877f196 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -1052,6 +1052,10 @@ namespace OpenSim.Region.Environment.Scenes
m_rootPart.ScheduleFullUpdate();
}
+ ///
+ /// Apply physics to this group
+ ///
+ ///
public void ApplyPhysics(bool m_physicalPrim)
{
lock (m_parts)
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index 42df746..85351f4 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -494,8 +494,9 @@ namespace OpenSim.Region.Environment.Scenes
return m_velocity;
}
- set {
-
+
+ set
+ {
m_velocity = value;
if (PhysActor != null)
{
@@ -505,7 +506,6 @@ namespace OpenSim.Region.Environment.Scenes
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
}
-
}
}
@@ -913,9 +913,13 @@ namespace OpenSim.Region.Environment.Scenes
return newobject;
}
+ ///
+ /// Apply physics to this part.
+ ///
+ ///
+ ///
public void ApplyPhysics(uint rootObjectFlags, bool m_physicalPrim)
{
-
bool isPhysical = (((rootObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0) && m_physicalPrim);
bool isPhantom = ((rootObjectFlags & (uint) LLObject.ObjectFlags.Phantom) != 0);
--
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