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:
Justin Clark-Casey (justincc)
2011-09-01 02:09:41 +01:00
parent 10d883dc88
commit 7eca929686
12 changed files with 126 additions and 212 deletions

View File

@@ -254,14 +254,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
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;
}
/// <summary>
@@ -1678,22 +1627,18 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="tau">Number of seconds over which to reach target</param>
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;
setX = ((axis & xaxis) != 0) ? true : false;
setY = ((axis & yaxis) != 0) ? true : false;
setZ = ((axis & zaxis) != 0) ? true : false;
float setval = (rotate10 > 0) ? 1f : 0f;
float setval = (rotate10 > 0) ? 1f : 0f;
if (setX)
m_rootPart.RotationAxis.X = setval;
if (setY)
m_rootPart.RotationAxis.Y = setval;
if (setZ)
m_rootPart.RotationAxis.Z = setval;
if (setX)
RootPart.RotationAxis.X = setval;
if (setY)
RootPart.RotationAxis.Y = setval;
if (setZ)
RootPart.RotationAxis.Z = setval;
if (setX || setY || setZ)
{
m_rootPart.SetPhysicsAxisRotation();
}
}
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)