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remove some more of obsolete ninha joints code
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@@ -228,69 +228,8 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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get { return 1.0f; }
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}
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public virtual bool SupportsNINJAJoints
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{
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get { return false; }
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}
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public virtual PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
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Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
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{ return null; }
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public virtual void RequestJointDeletion(string objectNameInScene)
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{ return; }
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public virtual void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
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{ return; }
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public virtual void DumpJointInfo()
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{ return; }
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public event JointMoved OnJointMoved;
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protected virtual void DoJointMoved(PhysicsJoint joint)
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{
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// We need this to allow subclasses (but not other classes) to invoke the event; C# does
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// not allow subclasses to invoke the parent class event.
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if (OnJointMoved != null)
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{
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OnJointMoved(joint);
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}
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}
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public event JointDeactivated OnJointDeactivated;
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protected virtual void DoJointDeactivated(PhysicsJoint joint)
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{
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// We need this to allow subclasses (but not other classes) to invoke the event; C# does
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// not allow subclasses to invoke the parent class event.
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if (OnJointDeactivated != null)
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{
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OnJointDeactivated(joint);
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}
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}
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public event JointErrorMessage OnJointErrorMessage;
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protected virtual void DoJointErrorMessage(PhysicsJoint joint, string message)
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{
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// We need this to allow subclasses (but not other classes) to invoke the event; C# does
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// not allow subclasses to invoke the parent class event.
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if (OnJointErrorMessage != null)
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{
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OnJointErrorMessage(joint, message);
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}
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}
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public virtual Vector3 GetJointAnchor(PhysicsJoint joint)
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{ return Vector3.Zero; }
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public virtual Vector3 GetJointAxis(PhysicsJoint joint)
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{ return Vector3.Zero; }
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public abstract void AddPhysicsActorTaint(PhysicsActor prim);
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public virtual void ProcessPreSimulation() { }
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/// <summary>
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