mirror of
https://github.com/opensim/opensim.git
synced 2026-08-05 00:30:02 +08:00
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
This commit is contained in:
@@ -322,8 +322,6 @@ namespace OpenSim.Region.ClientStack.Linden
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rootpart.NextOwnerMask = next_owner_mask;
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rootpart.Material = (byte)material;
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m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor);
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responsedata["int_response_code"] = 200; //501; //410; //404;
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@@ -470,12 +470,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return;
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}
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if (null == att.RootPart)
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{
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m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment for a prim without the rootpart!");
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return;
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}
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InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID);
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item = m_scene.InventoryService.GetItem(item);
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bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
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@@ -1772,7 +1772,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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foreach (SceneObjectGroup gobj in m_attachments)
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{
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// If the prim group is null then something must have happened to it!
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if (gobj != null && gobj.RootPart != null)
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if (gobj != null)
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{
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// Set the parent localID to 0 so it transfers over properly.
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gobj.RootPart.SetParentLocalId(0);
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@@ -118,59 +118,56 @@ namespace OpenSim.Region.DataSnapshot.Providers
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{
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SceneObjectPart m_rootPart = obj.RootPart;
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if (m_rootPart != null)
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ILandObject land = m_scene.LandChannel.GetLandObject(m_rootPart.AbsolutePosition.X, m_rootPart.AbsolutePosition.Y);
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XmlNode xmlobject = nodeFactory.CreateNode(XmlNodeType.Element, "object", "");
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node = nodeFactory.CreateNode(XmlNodeType.Element, "uuid", "");
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node.InnerText = obj.UUID.ToString();
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xmlobject.AppendChild(node);
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node = nodeFactory.CreateNode(XmlNodeType.Element, "title", "");
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node.InnerText = m_rootPart.Name;
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xmlobject.AppendChild(node);
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node = nodeFactory.CreateNode(XmlNodeType.Element, "description", "");
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node.InnerText = m_rootPart.Description;
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xmlobject.AppendChild(node);
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node = nodeFactory.CreateNode(XmlNodeType.Element, "flags", "");
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node.InnerText = String.Format("{0:x}", (uint)m_rootPart.Flags);
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xmlobject.AppendChild(node);
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node = nodeFactory.CreateNode(XmlNodeType.Element, "regionuuid", "");
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node.InnerText = m_scene.RegionInfo.RegionSettings.RegionUUID.ToString();
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xmlobject.AppendChild(node);
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if (land != null && land.LandData != null)
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{
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ILandObject land = m_scene.LandChannel.GetLandObject(m_rootPart.AbsolutePosition.X, m_rootPart.AbsolutePosition.Y);
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XmlNode xmlobject = nodeFactory.CreateNode(XmlNodeType.Element, "object", "");
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node = nodeFactory.CreateNode(XmlNodeType.Element, "uuid", "");
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node.InnerText = obj.UUID.ToString();
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node = nodeFactory.CreateNode(XmlNodeType.Element, "parceluuid", "");
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node.InnerText = land.LandData.GlobalID.ToString();
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xmlobject.AppendChild(node);
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node = nodeFactory.CreateNode(XmlNodeType.Element, "title", "");
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node.InnerText = m_rootPart.Name;
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xmlobject.AppendChild(node);
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node = nodeFactory.CreateNode(XmlNodeType.Element, "description", "");
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node.InnerText = m_rootPart.Description;
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xmlobject.AppendChild(node);
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node = nodeFactory.CreateNode(XmlNodeType.Element, "flags", "");
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node.InnerText = String.Format("{0:x}", (uint)m_rootPart.Flags);
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xmlobject.AppendChild(node);
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node = nodeFactory.CreateNode(XmlNodeType.Element, "regionuuid", "");
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node.InnerText = m_scene.RegionInfo.RegionSettings.RegionUUID.ToString();
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xmlobject.AppendChild(node);
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if (land != null && land.LandData != null)
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{
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node = nodeFactory.CreateNode(XmlNodeType.Element, "parceluuid", "");
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node.InnerText = land.LandData.GlobalID.ToString();
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xmlobject.AppendChild(node);
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}
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else
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{
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// Something is wrong with this object. Let's not list it.
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m_log.WarnFormat("[DATASNAPSHOT]: Bad data for object {0} ({1}) in region {2}", obj.Name, obj.UUID, m_scene.RegionInfo.RegionName);
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continue;
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}
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node = nodeFactory.CreateNode(XmlNodeType.Element, "location", "");
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Vector3 loc = obj.AbsolutePosition;
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node.InnerText = loc.X.ToString() + "/" + loc.Y.ToString() + "/" + loc.Z.ToString();
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xmlobject.AppendChild(node);
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string bestImage = GuessImage(obj);
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if (bestImage != string.Empty)
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{
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node = nodeFactory.CreateNode(XmlNodeType.Element, "image", "");
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node.InnerText = bestImage;
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xmlobject.AppendChild(node);
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}
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parent.AppendChild(xmlobject);
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}
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else
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{
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// Something is wrong with this object. Let's not list it.
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m_log.WarnFormat("[DATASNAPSHOT]: Bad data for object {0} ({1}) in region {2}", obj.Name, obj.UUID, m_scene.RegionInfo.RegionName);
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continue;
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}
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node = nodeFactory.CreateNode(XmlNodeType.Element, "location", "");
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Vector3 loc = obj.AbsolutePosition;
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node.InnerText = loc.X.ToString() + "/" + loc.Y.ToString() + "/" + loc.Z.ToString();
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xmlobject.AppendChild(node);
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string bestImage = GuessImage(obj);
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if (bestImage != string.Empty)
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{
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node = nodeFactory.CreateNode(XmlNodeType.Element, "image", "");
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node.InnerText = bestImage;
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xmlobject.AppendChild(node);
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}
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parent.AppendChild(xmlobject);
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}
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#pragma warning disable 0612
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}
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@@ -191,10 +191,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (part == null)
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return;
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// The prim is in the process of being deleted.
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if (null == part.ParentGroup.RootPart)
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return;
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// A deselect packet contains all the local prims being deselected. However, since selection is still
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// group based we only want the root prim to trigger a full update - otherwise on objects with many prims
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// we end up sending many duplicate ObjectUpdates
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@@ -1743,14 +1743,6 @@ namespace OpenSim.Region.Framework.Scenes
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foreach (SceneObjectGroup group in PrimsFromDB)
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{
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EventManager.TriggerOnSceneObjectLoaded(group);
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if (group.RootPart == null)
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{
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m_log.ErrorFormat(
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"[SCENE]: Found a SceneObjectGroup with m_rootPart == null and {0} children",
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group.Parts == null ? 0 : group.PrimCount);
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}
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AddRestoredSceneObject(group, true, true);
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SceneObjectPart rootPart = group.GetChildPart(group.UUID);
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rootPart.Flags &= ~PrimFlags.Scripted;
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@@ -4215,7 +4207,7 @@ namespace OpenSim.Region.Framework.Scenes
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// their scripts will actually run.
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// -- Leaf, Tue Aug 12 14:17:05 EDT 2008
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SceneObjectPart parent = part.ParentGroup.RootPart;
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if (parent != null && part.ParentGroup.IsAttachment)
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if (part.ParentGroup.IsAttachment)
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return ScriptDanger(parent, parent.GetWorldPosition());
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else
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return ScriptDanger(part, part.GetWorldPosition());
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@@ -5015,7 +5007,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (rootPart.GroupPosition.Z < 0.0 || rootPart.GroupPosition.Z > 10000.0)
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{
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delete = true;
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} else {
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}
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else
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{
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ILandObject parcel = LandChannel.GetLandObject(rootPart.GroupPosition.X, rootPart.GroupPosition.Y);
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if (parcel == null || parcel.LandData.Name == "NO LAND")
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@@ -362,7 +362,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </returns>
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protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
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{
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if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero)
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if (sceneObject == null || sceneObject.RootPart.UUID == UUID.Zero)
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return false;
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if (Entities.ContainsKey(sceneObject.UUID))
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@@ -254,14 +254,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public override string Name
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{
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get
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{
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if (RootPart == null)
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return String.Empty;
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else
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return RootPart.Name;
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}
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get { return RootPart.Name; }
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set { RootPart.Name = value; }
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}
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@@ -1054,7 +1047,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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part.SetParent(this);
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part.LinkNum = m_parts.Add(part.UUID, part);
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if (part.LinkNum == 2 && RootPart != null)
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if (part.LinkNum == 2)
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RootPart.LinkNum = 1;
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}
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@@ -1537,137 +1530,93 @@ namespace OpenSim.Region.Framework.Scenes
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public void applyImpulse(Vector3 impulse)
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{
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// We check if rootpart is null here because scripts don't delete if you delete the host.
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// This means that unfortunately, we can pass a null physics actor to Simulate!
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// Make sure we don't do that!
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SceneObjectPart rootpart = m_rootPart;
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if (rootpart != null)
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if (IsAttachment)
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{
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if (IsAttachment)
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ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
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if (avatar != null)
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{
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ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
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if (avatar != null)
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{
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avatar.PushForce(impulse);
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}
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avatar.PushForce(impulse);
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}
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else
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}
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else
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{
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if (RootPart.PhysActor != null)
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{
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if (rootpart.PhysActor != null)
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{
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rootpart.PhysActor.AddForce(impulse, true);
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m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor);
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}
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RootPart.PhysActor.AddForce(impulse, true);
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m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
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}
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}
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}
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public void applyAngularImpulse(Vector3 impulse)
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{
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// We check if rootpart is null here because scripts don't delete if you delete the host.
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// This means that unfortunately, we can pass a null physics actor to Simulate!
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// Make sure we don't do that!
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SceneObjectPart rootpart = m_rootPart;
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if (rootpart != null)
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if (RootPart.PhysActor != null)
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{
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if (rootpart.PhysActor != null)
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if (!IsAttachment)
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{
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if (!IsAttachment)
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{
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rootpart.PhysActor.AddAngularForce(impulse, true);
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m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor);
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}
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RootPart.PhysActor.AddAngularForce(impulse, true);
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m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
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}
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}
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}
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public void setAngularImpulse(Vector3 impulse)
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{
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// We check if rootpart is null here because scripts don't delete if you delete the host.
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// This means that unfortunately, we can pass a null physics actor to Simulate!
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// Make sure we don't do that!
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SceneObjectPart rootpart = m_rootPart;
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if (rootpart != null)
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if (RootPart.PhysActor != null)
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{
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if (rootpart.PhysActor != null)
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if (!IsAttachment)
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{
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if (!IsAttachment)
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{
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rootpart.PhysActor.Torque = impulse;
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m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor);
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}
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RootPart.PhysActor.Torque = impulse;
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m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
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}
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}
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}
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public Vector3 GetTorque()
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{
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// We check if rootpart is null here because scripts don't delete if you delete the host.
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// This means that unfortunately, we can pass a null physics actor to Simulate!
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// Make sure we don't do that!
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SceneObjectPart rootpart = m_rootPart;
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if (rootpart != null)
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if (RootPart.PhysActor != null)
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{
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if (rootpart.PhysActor != null)
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if (!IsAttachment)
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{
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if (!IsAttachment)
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{
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Vector3 torque = rootpart.PhysActor.Torque;
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return torque;
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}
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Vector3 torque = RootPart.PhysActor.Torque;
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return torque;
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}
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}
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return Vector3.Zero;
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}
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public void moveToTarget(Vector3 target, float tau)
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{
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SceneObjectPart rootpart = m_rootPart;
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if (rootpart != null)
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if (IsAttachment)
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{
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if (IsAttachment)
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ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
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if (avatar != null)
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{
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ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
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if (avatar != null)
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{
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avatar.MoveToTarget(target, false);
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}
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avatar.MoveToTarget(target, false);
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}
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else
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}
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else
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{
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if (RootPart.PhysActor != null)
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{
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if (rootpart.PhysActor != null)
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{
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rootpart.PhysActor.PIDTarget = target;
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rootpart.PhysActor.PIDTau = tau;
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rootpart.PhysActor.PIDActive = true;
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}
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RootPart.PhysActor.PIDTarget = target;
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RootPart.PhysActor.PIDTau = tau;
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RootPart.PhysActor.PIDActive = true;
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}
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}
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}
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public void stopMoveToTarget()
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{
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SceneObjectPart rootpart = m_rootPart;
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if (rootpart != null)
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{
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if (rootpart.PhysActor != null)
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{
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rootpart.PhysActor.PIDActive = false;
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}
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}
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if (RootPart.PhysActor != null)
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RootPart.PhysActor.PIDActive = false;
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}
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public void stopLookAt()
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{
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SceneObjectPart rootpart = m_rootPart;
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if (rootpart != null)
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{
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if (rootpart.PhysActor != null)
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{
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rootpart.PhysActor.APIDActive = false;
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}
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}
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if (RootPart.PhysActor != null)
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RootPart.PhysActor.APIDActive = false;
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}
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/// <summary>
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@@ -1678,22 +1627,18 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="tau">Number of seconds over which to reach target</param>
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public void SetHoverHeight(float height, PIDHoverType hoverType, float tau)
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{
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SceneObjectPart rootpart = m_rootPart;
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if (rootpart != null)
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if (RootPart.PhysActor != null)
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{
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if (rootpart.PhysActor != null)
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if (height != 0f)
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{
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if (height != 0f)
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{
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rootpart.PhysActor.PIDHoverHeight = height;
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rootpart.PhysActor.PIDHoverType = hoverType;
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rootpart.PhysActor.PIDTau = tau;
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rootpart.PhysActor.PIDHoverActive = true;
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}
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else
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{
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rootpart.PhysActor.PIDHoverActive = false;
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}
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RootPart.PhysActor.PIDHoverHeight = height;
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RootPart.PhysActor.PIDHoverType = hoverType;
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RootPart.PhysActor.PIDTau = tau;
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RootPart.PhysActor.PIDHoverActive = true;
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}
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else
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{
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RootPart.PhysActor.PIDHoverActive = false;
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}
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}
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}
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@@ -3056,28 +3001,23 @@ namespace OpenSim.Region.Framework.Scenes
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int yaxis = 4;
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int zaxis = 8;
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if (m_rootPart != null)
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{
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setX = ((axis & xaxis) != 0) ? true : false;
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setY = ((axis & yaxis) != 0) ? true : false;
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setZ = ((axis & zaxis) != 0) ? true : false;
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setX = ((axis & xaxis) != 0) ? true : false;
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setY = ((axis & yaxis) != 0) ? true : false;
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setZ = ((axis & zaxis) != 0) ? true : false;
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float setval = (rotate10 > 0) ? 1f : 0f;
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float setval = (rotate10 > 0) ? 1f : 0f;
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if (setX)
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m_rootPart.RotationAxis.X = setval;
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if (setY)
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m_rootPart.RotationAxis.Y = setval;
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if (setZ)
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m_rootPart.RotationAxis.Z = setval;
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if (setX)
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RootPart.RotationAxis.X = setval;
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if (setY)
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RootPart.RotationAxis.Y = setval;
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if (setZ)
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RootPart.RotationAxis.Z = setval;
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if (setX || setY || setZ)
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{
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m_rootPart.SetPhysicsAxisRotation();
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}
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}
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if (setX || setY || setZ)
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RootPart.SetPhysicsAxisRotation();
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}
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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)
|
||||
|
||||
@@ -381,7 +381,6 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
|
||||
{
|
||||
SceneObjectPart selectedTree = ((SceneObjectGroup)m_scene.Entities[tree]).RootPart;
|
||||
|
||||
|
||||
m_scene.DeleteSceneObject(selectedTree.ParentGroup, false);
|
||||
m_scene.ForEachClient(delegate(IClientAPI controller)
|
||||
{
|
||||
|
||||
@@ -2767,8 +2767,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||
// If either of these are null, then there was an unknown error.
|
||||
if (new_group == null)
|
||||
continue;
|
||||
if (new_group.RootPart == null)
|
||||
continue;
|
||||
|
||||
// objects rezzed with this method are die_at_edge by default.
|
||||
new_group.RootPart.SetDieAtEdge(true);
|
||||
@@ -6983,10 +6981,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||
{
|
||||
// we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
|
||||
SceneObjectPart rootPart = part.ParentGroup.RootPart;
|
||||
if (rootPart != null) // better safe than sorry
|
||||
{
|
||||
SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q));
|
||||
}
|
||||
SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q));
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
@@ -673,8 +673,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||
|
||||
m_host.AddScriptLPS(1);
|
||||
|
||||
if (m_host.ParentGroup.RootPart != null)
|
||||
m_host.ParentGroup.RootPart.SetFloatOnWater(floatYN);
|
||||
m_host.ParentGroup.RootPart.SetFloatOnWater(floatYN);
|
||||
}
|
||||
|
||||
// Teleport functions
|
||||
|
||||
@@ -99,11 +99,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
||||
m_log.Debug("Paid: " + objectID + " from " + agentID + ", amount " + amount);
|
||||
|
||||
part = part.ParentGroup.RootPart;
|
||||
|
||||
if (part != null)
|
||||
{
|
||||
money(part.LocalId, agentID, amount);
|
||||
}
|
||||
money(part.LocalId, agentID, amount);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
Reference in New Issue
Block a user