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https://github.com/opensim/opensim.git
synced 2026-08-05 17:05:55 +08:00
remove obsolete add physics taint
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@@ -806,10 +806,6 @@ namespace OpenSim.Region.Framework.Scenes
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actor.Position = GetWorldPosition();
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actor.Orientation = GetWorldRotation();
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}
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// Tell the physics engines that this prim changed.
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if (ParentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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}
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catch (Exception e)
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{
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@@ -842,10 +838,6 @@ namespace OpenSim.Region.Framework.Scenes
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{
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actor.Position = GetWorldPosition();
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actor.Orientation = GetWorldRotation();
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// Tell the physics engines that this prim changed.
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if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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}
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if (!m_parentGroup.m_dupeInProgress)
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@@ -928,10 +920,6 @@ namespace OpenSim.Region.Framework.Scenes
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actor.Orientation = resultingrotation;
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//m_log.Info("[PART]: RO2:" + actor.Orientation.ToString());
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}
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if (ParentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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//}
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}
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catch (Exception ex)
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{
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@@ -966,14 +954,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_velocity = value;
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PhysicsActor actor = PhysActor;
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if (actor != null)
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{
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if (actor.IsPhysical)
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{
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actor.Velocity = m_velocity;
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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}
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}
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if (actor is not null && actor.IsPhysical)
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actor.Velocity = m_velocity;
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}
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}
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@@ -1120,21 +1102,20 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_shape.Scale; }
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set
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{
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if (m_shape != null)
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if (m_shape is not null)
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{
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Vector3 oldscale = m_shape.Scale;
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m_shape.Scale = value;
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if (ParentGroup != null && ((value - oldscale).LengthSquared() >1.0f))
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if (ParentGroup is not null && ((value - oldscale).LengthSquared() >1.0f))
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ParentGroup.InvalidBoundsRadius();
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PhysicsActor actor = PhysActor;
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if (actor != null)
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if (actor is not null)
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{
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if (ParentGroup.Scene != null)
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if (ParentGroup.Scene is not null)
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{
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if (ParentGroup.Scene.PhysicsScene != null)
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{
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actor.Size = m_shape.Scale;
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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}
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}
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}
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@@ -2318,8 +2299,6 @@ namespace OpenSim.Region.Framework.Scenes
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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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@@ -3963,11 +3942,9 @@ namespace OpenSim.Region.Framework.Scenes
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public void SetPhysicsAxisRotation()
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{
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PhysicsActor pa = PhysActor;
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if (pa != null)
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if (pa is not null)
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{
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pa.LockAngularMotion(RotationAxisLocks);
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
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}
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}
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@@ -4869,11 +4846,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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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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if (!building)
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pa.Building = false;
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}
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@@ -4951,12 +4923,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_shape.PathTwistBegin = shapeBlock.PathTwistBegin;
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PhysicsActor pa = PhysActor;
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if (pa != null)
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{
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if (pa is not null)
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pa.Shape = m_shape;
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
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}
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// This is what makes vehicle trailers work
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// A script in a child prim re-issues
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@@ -5012,7 +4980,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (updatePossiblyNeeded && PhysActor != null)
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{
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PhysActor.Shape = m_shape;
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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}
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if (updatePossiblyNeeded)
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{
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