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https://github.com/opensim/opensim.git
synced 2026-08-05 00:46:02 +08:00
remove some more of obsolete ninha joints code
This commit is contained in:
@@ -2123,24 +2123,17 @@ namespace OpenSim.Region.Framework.Scenes
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if (_VolumeDetectActive)
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isPhantom = true;
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if (IsJoint())
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if ((!isPhantom || isPhysical || _VolumeDetectActive)
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&& !ParentGroup.IsAttachmentCheckFull()
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&& !(Shape.PathCurve == (byte)Extrusion.Flexible))
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{
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DoPhysicsPropertyUpdate(isPhysical, true);
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AddToPhysics(isPhysical, isPhantom, building, isPhysical);
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UpdatePhysicsSubscribedEvents(); // not sure if appliable here
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}
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else
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{
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if ((!isPhantom || isPhysical || _VolumeDetectActive)
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&& !ParentGroup.IsAttachmentCheckFull()
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&& !(Shape.PathCurve == (byte)Extrusion.Flexible))
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{
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AddToPhysics(isPhysical, isPhantom, building, isPhysical);
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UpdatePhysicsSubscribedEvents(); // not sure if appliable here
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}
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else
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{
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PhysActor = null; // just to be sure
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RemFlag(PrimFlags.CameraDecoupled);
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}
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PhysActor = null; // just to be sure
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RemFlag(PrimFlags.CameraDecoupled);
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}
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}
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@@ -2246,98 +2239,6 @@ namespace OpenSim.Region.Framework.Scenes
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return dupe;
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}
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/// <summary>
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/// Do a physics property update for a NINJA joint.
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/// </summary>
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/// <param name="UsePhysics"></param>
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/// <param name="isNew"></param>
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protected void DoPhysicsPropertyUpdateForNinjaJoint(bool UsePhysics, bool isNew)
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{
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if (UsePhysics)
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{
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// by turning a joint proxy object physical, we cause creation of a joint in the ODE scene.
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// note that, as a special case, joints have no bodies or geoms in the physics scene, even though they are physical.
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PhysicsJointType jointType;
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if (IsHingeJoint())
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{
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jointType = PhysicsJointType.Hinge;
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}
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else if (IsBallJoint())
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{
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jointType = PhysicsJointType.Ball;
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}
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else
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{
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jointType = PhysicsJointType.Ball;
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}
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List<string> bodyNames = new List<string>();
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string RawParams = Description;
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string[] jointParams = RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries);
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string trackedBodyName = null;
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if (jointParams.Length >= 2)
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{
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for (int iBodyName = 0; iBodyName < 2; iBodyName++)
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{
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string bodyName = jointParams[iBodyName];
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bodyNames.Add(bodyName);
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if (bodyName != "NULL")
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{
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if (trackedBodyName == null)
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{
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trackedBodyName = bodyName;
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}
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}
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}
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}
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SceneObjectPart trackedBody = ParentGroup.Scene.GetSceneObjectPart(trackedBodyName); // FIXME: causes a sequential lookup
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Quaternion localRotation = Quaternion.Identity;
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if (trackedBody != null)
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{
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localRotation = Quaternion.Inverse(trackedBody.RotationOffset) * this.RotationOffset;
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}
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else
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{
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// error, output it below
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}
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PhysicsJoint joint;
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joint = ParentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType,
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AbsolutePosition,
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this.RotationOffset,
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Description,
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bodyNames,
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trackedBodyName,
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localRotation);
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if (trackedBody == null)
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{
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ParentGroup.Scene.jointErrorMessage(joint, "warning: tracked body name not found! joint location will not be updated properly. joint: " + Name);
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}
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}
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else
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{
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if (isNew)
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{
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// if the joint proxy is new, and it is not physical, do nothing. There is no joint in ODE to
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// delete, and if we try to delete it, due to asynchronous processing, the deletion request
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// will get processed later at an indeterminate time, which could cancel a later-arriving
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// joint creation request.
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}
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else
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{
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// here we turn off the joint object, so remove the joint from the physics scene
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ParentGroup.Scene.PhysicsScene.RequestJointDeletion(Name); // FIXME: what if the name changed?
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// make sure client isn't interpolating the joint proxy object
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Stop();
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}
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}
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}
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/// <summary>
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/// Do a physics propery update for this part.
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/// now also updates phantom and volume detector
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@@ -2352,92 +2253,75 @@ namespace OpenSim.Region.Framework.Scenes
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if (!ParentGroup.Scene.PhysicalPrims && UsePhysics)
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return;
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if (IsJoint())
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{
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DoPhysicsPropertyUpdateForNinjaJoint(UsePhysics, isNew);
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}
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else
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{
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PhysicsActor pa = PhysActor;
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PhysicsActor pa = PhysActor;
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if (pa != null)
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if (pa != null)
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{
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if (UsePhysics != pa.IsPhysical)
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ClampScale(UsePhysics);
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if (UsePhysics != pa.IsPhysical || isNew)
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{
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if (UsePhysics != pa.IsPhysical)
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ClampScale(UsePhysics);
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if (UsePhysics != pa.IsPhysical || isNew)
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if (pa.IsPhysical) // implies UsePhysics==false for this block
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{
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if (pa.IsPhysical) // implies UsePhysics==false for this block
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if (!isNew) // implies UsePhysics==false for this block
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{
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if (!isNew) // implies UsePhysics==false for this block
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ParentGroup.Scene.RemovePhysicalPrim(1);
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Stop();
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if (pa.Phantom && !VolumeDetectActive)
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{
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ParentGroup.Scene.RemovePhysicalPrim(1);
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Stop();
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if (pa.Phantom && !VolumeDetectActive)
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{
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RemoveFromPhysics();
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return;
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}
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pa.IsPhysical = UsePhysics;
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pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
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pa.OnOutOfBounds -= PhysicsOutOfBounds;
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pa.delink();
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if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
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{
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// destroy all joints connected to this now deactivated body
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ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
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}
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RemoveFromPhysics();
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return;
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}
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}
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if (pa.IsPhysical != UsePhysics)
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pa.IsPhysical = UsePhysics;
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if (UsePhysics)
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{
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if (ParentGroup.RootPart.KeyframeMotion != null)
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ParentGroup.RootPart.KeyframeMotion.Stop();
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ParentGroup.RootPart.KeyframeMotion = null;
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ParentGroup.Scene.AddPhysicalPrim(1);
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PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
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PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
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if (_parentID != 0 && _parentID != LocalId)
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{
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PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
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if (parentPa != null)
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{
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pa.link(parentPa);
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}
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}
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pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
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pa.OnOutOfBounds -= PhysicsOutOfBounds;
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pa.delink();
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}
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}
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bool phan = ((m_flags & PrimFlags.Phantom) != 0);
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if (pa.Phantom != phan)
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pa.Phantom = phan;
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if (pa.IsPhysical != UsePhysics)
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pa.IsPhysical = UsePhysics;
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// some engines dont' have this check still
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// if (VolumeDetectActive != pa.IsVolumeDtc)
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if (UsePhysics)
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{
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if (VolumeDetectActive)
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pa.SetVolumeDetect(1);
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else
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pa.SetVolumeDetect(0);
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}
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if (ParentGroup.RootPart.KeyframeMotion != null)
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ParentGroup.RootPart.KeyframeMotion.Stop();
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ParentGroup.RootPart.KeyframeMotion = null;
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ParentGroup.Scene.AddPhysicalPrim(1);
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// If this part is a sculpt then delay the physics update until we've asynchronously loaded the
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// mesh data.
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// if (Shape.SculptEntry)
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// CheckSculptAndLoad();
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// else
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
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PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
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PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
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if (_parentID != 0 && _parentID != LocalId)
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{
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PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
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if (parentPa != null)
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{
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pa.link(parentPa);
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}
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}
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}
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}
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bool phan = ((m_flags & PrimFlags.Phantom) != 0);
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if (pa.Phantom != phan)
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pa.Phantom = phan;
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// some engines dont' have this check still
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// if (VolumeDetectActive != pa.IsVolumeDtc)
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{
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if (VolumeDetectActive)
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pa.SetVolumeDetect(1);
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else
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pa.SetVolumeDetect(0);
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}
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
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}
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}
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@@ -4758,53 +4642,6 @@ namespace OpenSim.Region.Framework.Scenes
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SendFullUpdateToAllClients();
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}
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public bool IsHingeJoint()
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{
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// For now, we use the NINJA naming scheme for identifying joints.
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// In the future, we can support other joint specification schemes such as a
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// custom checkbox in the viewer GUI.
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if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
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{
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string hingeString = "hingejoint";
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return (Name.Length >= hingeString.Length && Name.Substring(0, hingeString.Length) == hingeString);
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}
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else
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{
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return false;
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}
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}
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public bool IsBallJoint()
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{
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// For now, we use the NINJA naming scheme for identifying joints.
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// In the future, we can support other joint specification schemes such as a
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// custom checkbox in the viewer GUI.
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if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
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{
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string ballString = "balljoint";
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return (Name.Length >= ballString.Length && Name.Substring(0, ballString.Length) == ballString);
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}
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else
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{
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return false;
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}
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}
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public bool IsJoint()
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{
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// For now, we use the NINJA naming scheme for identifying joints.
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// In the future, we can support other joint specification schemes such as a
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// custom checkbox in the viewer GUI.
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if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
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{
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return IsHingeJoint() || IsBallJoint();
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}
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else
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{
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return false;
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}
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}
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public void UpdateExtraPhysics(ExtraPhysicsData physdata)
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{
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if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
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@@ -4972,7 +4809,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (pa != null)
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{
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pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
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pa.SOPName = Name;
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pa.SetMaterial(Material);
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pa.Density = Density;
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