Refactor: Replace instances of m_isphysical with IsPhysical rather than have some code reference the private var and other the public var without any functionality difference.

Add some method doc to IsPhysical
This commit is contained in:
Justin Clark-Casey (justincc)
2011-07-30 23:44:47 +01:00
parent 4f4d080461
commit e08be91c84

View File

@@ -61,6 +61,22 @@ namespace OpenSim.Region.Physics.OdePlugin
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private bool m_isphysical;
/// <summary>
/// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
/// </summary>
public override bool IsPhysical
{
get { return m_isphysical; }
set
{
m_isphysical = value;
if (!m_isphysical) // Zero the remembered last velocity
m_lastVelocity = Vector3.Zero;
}
}
private Vector3 _position;
private Vector3 _velocity;
private Vector3 _torque;
@@ -153,7 +169,6 @@ namespace OpenSim.Region.Physics.OdePlugin
private List<OdePrim> childrenPrim = new List<OdePrim>();
private bool iscolliding;
private bool m_isphysical;
private bool m_isSelected;
internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
@@ -240,13 +255,15 @@ namespace OpenSim.Region.Physics.OdePlugin
m_targetSpace = (IntPtr)0;
if (pos.Z < 0)
m_isphysical = false;
{
IsPhysical = false;
}
else
{
m_isphysical = pisPhysical;
IsPhysical = pisPhysical;
// If we're physical, we need to be in the master space for now.
// linksets *should* be in a space together.. but are not currently
if (m_isphysical)
if (IsPhysical)
m_targetSpace = _parent_scene.space;
}
@@ -289,7 +306,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// through it while it's selected
m_collisionscore = 0;
if ((m_isphysical && !_zeroFlag) || !value)
if ((IsPhysical && !_zeroFlag) || !value)
{
m_taintselected = value;
_parent_scene.AddPhysicsActorTaint(this);
@@ -332,7 +349,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
if (!childPrim)
{
if (m_isphysical && Body != IntPtr.Zero)
if (IsPhysical && Body != IntPtr.Zero)
{
d.BodyEnable(Body);
if (m_vehicle.Type != Vehicle.TYPE_NONE)
@@ -347,7 +364,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
m_disabled = true;
if (m_isphysical && Body != IntPtr.Zero)
if (IsPhysical && Body != IntPtr.Zero)
{
d.BodyDisable(Body);
}
@@ -887,7 +904,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
}
}
if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
if (m_taintPhysics != IsPhysical && !(m_taintparent != _parent))
changePhysicsStatus(timestep);
if (!_size.ApproxEquals(m_taintsize, 0f))
@@ -1006,7 +1023,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
}
_parent = m_taintparent;
m_taintPhysics = m_isphysical;
m_taintPhysics = IsPhysical;
}
/// <summary>
@@ -1159,7 +1176,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
private void ChildSetGeom(OdePrim odePrim)
{
//if (m_isphysical && Body != IntPtr.Zero)
//if (IsPhysical && Body != IntPtr.Zero)
lock (childrenPrim)
{
foreach (OdePrim prm in childrenPrim)
@@ -1260,7 +1277,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
// first 50 again. then the last 50 are disabled. then the first 50, which were just woken
// up, start simulating again, which in turn wakes up the last 50.
if (m_isphysical)
if (IsPhysical)
{
disableBodySoft();
}
@@ -1271,7 +1288,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
if (m_isphysical)
if (IsPhysical)
{
disableBodySoft();
}
@@ -1280,7 +1297,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
{
m_collisionCategories = CollisionCategories.Geom;
if (m_isphysical)
if (IsPhysical)
m_collisionCategories |= CollisionCategories.Body;
m_collisionFlags = m_default_collisionFlags;
@@ -1295,7 +1312,8 @@ Console.WriteLine("ZProcessTaints for " + Name);
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
if (m_isphysical)
if (IsPhysical)
{
if (Body != IntPtr.Zero)
{
@@ -1314,7 +1332,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
{
m_taintposition = _position;
m_taintrot = _orientation;
m_taintPhysics = m_isphysical;
m_taintPhysics = IsPhysical;
m_taintselected = m_isSelected;
m_taintsize = _size;
m_taintshape = false;
@@ -1442,7 +1460,7 @@ Console.WriteLine("changeadd 1");
d.GeomSetQuaternion(prim_geom, ref myrot);
}
if (m_isphysical && Body == IntPtr.Zero)
if (IsPhysical && Body == IntPtr.Zero)
{
enableBody();
}
@@ -1458,7 +1476,7 @@ Console.WriteLine("changeadd 1");
public void changemove(float timestep)
{
if (m_isphysical)
if (IsPhysical)
{
if (!m_disabled && !m_taintremove && !childPrim)
{
@@ -1791,7 +1809,7 @@ Console.WriteLine(" JointCreateFixed");
{
// KF: If this is a root prim do BodySet
d.BodySetQuaternion(Body, ref myrot);
if (m_isphysical)
if (IsPhysical)
{
if (!m_angularlock.ApproxEquals(Vector3.One, 0f))
createAMotor(m_angularlock);
@@ -1828,7 +1846,7 @@ Console.WriteLine(" JointCreateFixed");
public void changePhysicsStatus(float timestep)
{
if (m_isphysical == true)
if (IsPhysical)
{
if (Body == IntPtr.Zero)
{
@@ -1848,8 +1866,6 @@ Console.WriteLine(" JointCreateFixed");
{
if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
{
if (prim_geom != IntPtr.Zero)
{
try
@@ -1867,6 +1883,7 @@ Console.WriteLine(" JointCreateFixed");
//Console.WriteLine("changePhysicsStatus for " + Name);
changeadd(2f);
}
if (childPrim)
{
if (_parent != null)
@@ -1885,7 +1902,7 @@ Console.WriteLine(" JointCreateFixed");
changeSelectedStatus(timestep);
resetCollisionAccounting();
m_taintPhysics = m_isphysical;
m_taintPhysics = IsPhysical;
}
public void changesize(float timestamp)
@@ -2218,16 +2235,6 @@ Console.WriteLine("changeshape not need meshing");
m_taintVelocity = Vector3.Zero;
}
public override bool IsPhysical
{
get { return m_isphysical; }
set {
m_isphysical = value;
if (!m_isphysical) // Zero the remembered last velocity
m_lastVelocity = Vector3.Zero;
}
}
public void setPrimForRemoval()
{
m_taintremove = true;
@@ -2406,7 +2413,7 @@ Console.WriteLine("changeshape not need meshing");
{
get
{
if (!m_isphysical || Body == IntPtr.Zero)
if (!IsPhysical || Body == IntPtr.Zero)
return Vector3.Zero;
return _torque;