mirror of https://github.com/opensim/opensim.git
cosmetics
This commit is contained in:
parent
10cdd17d27
commit
75952d9bea
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@ -30,6 +30,7 @@ using System.Collections.Generic;
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using System.Drawing;
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using System.IO;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Threading;
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using System.Text;
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using System.Xml;
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@ -1675,12 +1676,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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get
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{
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float cost;
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if (PhysActor != null)
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cost = PhysActor.StreamCost;
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else
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cost = 1.0f;
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return 1.0f;
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//float cost = PhysActor is null ? 1.0f : PhysActor.StreamCost;
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return 1.0f; // disabled ?
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}
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}
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@ -1838,16 +1835,10 @@ namespace OpenSim.Region.Framework.Scenes
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#endregion Public Properties with only Get
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private uint ApplyMask(uint val, bool set, uint mask)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static uint ApplyMask(uint val, bool set, uint mask)
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{
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if (set)
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{
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return val |= mask;
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}
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else
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{
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return val &= ~mask;
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}
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return set ? val |= mask : val &= ~mask;
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}
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/// <summary>
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@ -3349,7 +3340,7 @@ namespace OpenSim.Region.Framework.Scenes
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private const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
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private const double TIME_MS_TOLERANCE = 250.0; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
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private Vector3 ClampVectorForTerseUpdate(Vector3 v, float max)
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private static Vector3 ClampVectorForTerseUpdate(Vector3 v, float max)
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{
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float a, b;
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@ -3941,11 +3932,7 @@ 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 is not null)
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{
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pa.LockAngularMotion(RotationAxisLocks);
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}
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PhysActor?.LockAngularMotion(RotationAxisLocks);
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}
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/// <summary>
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@ -4524,19 +4511,15 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="addRemTF"></param>
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public void UpdatePermissions(UUID AgentID, byte field, uint localID, uint mask, byte addRemTF)
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{
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bool set = addRemTF == 1;
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bool god = ParentGroup.Scene.Permissions.IsGod(AgentID);
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uint baseMask = BaseMask;
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if (god)
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baseMask = 0x7ffffff0;
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bool canChange = (AgentID == OwnerID) || god;
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if(!canChange)
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canChange = ParentGroup.Scene.Permissions.CanEditObjectPermissions(ParentGroup, AgentID);
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bool canChange = god || AgentID.Equals(OwnerID) ||
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ParentGroup.Scene.Permissions.CanEditObjectPermissions(ParentGroup, AgentID);
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if (canChange)
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{
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bool set = addRemTF == 1;
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uint baseMask = god ? 0x7ffffff0 : BaseMask;
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switch (field)
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{
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case 1:
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@ -4548,12 +4531,10 @@ namespace OpenSim.Region.Framework.Scenes
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break;
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case 2:
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OwnerMask = ApplyMask(OwnerMask, set, mask) &
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baseMask;
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OwnerMask = ApplyMask(OwnerMask, set, mask) & baseMask;
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break;
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case 4:
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GroupMask = ApplyMask(GroupMask, set, mask) &
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baseMask;
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GroupMask = ApplyMask(GroupMask, set, mask) & baseMask;
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break;
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case 8:
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// Trying to set export permissions - extra checks
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@ -5273,7 +5254,8 @@ namespace OpenSim.Region.Framework.Scenes
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ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
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}
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public void AddScriptLPS(int count)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void AddScriptLPS(int count)
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{
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//legacy, do nothing
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//ParentGroup.AddScriptLPS(count);
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@ -147,8 +147,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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ForcePosition = RawPosition;
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// Set the velocity
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if (m_moveActor != null)
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m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, false);
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m_moveActor?.SetVelocityAndTarget(RawVelocity, RawVelocity, false);
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ForceVelocity = RawVelocity;
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TargetVelocity = RawVelocity;
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@ -1607,7 +1607,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetSmooth(ref Vector3 dst, ref Vector3 value, int rounddigits)
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public static void SetSmooth(ref Vector3 dst, ref Vector3 value, int rounddigits)
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{
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dst.X = 0.4f * dst.X + 0.6f * value.X;
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dst.X = MathF.Round(dst.X, rounddigits);
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@ -1626,10 +1626,12 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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/// copy and outbounds now done in move(..) at ode rate
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///
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/// </summary>
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/*
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void UpdatePositionAndVelocity()
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{
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}
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*/
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/// <summary>
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/// Cleanup the things we use in the scene.
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@ -2107,10 +2109,12 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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m_useHoverPID = active;
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}
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/*
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void donullchange()
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{
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}
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*/
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void UpdateAABB2D()
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@ -58,13 +58,13 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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private byte m_angularlocks = 0;
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private Quaternion m_lastorientation;
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//private Quaternion m_lastorientation;
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private Quaternion m_orientation;
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private Vector3 m_position;
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private Vector3 _velocity;
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private Vector3 m_lastVelocity;
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private Vector3 m_lastposition;
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//private Vector3 m_lastVelocity;
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//private Vector3 m_lastposition;
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private Vector3 m_rotationalVelocity;
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private Vector3 m_size;
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private Vector3 m_acceleration;
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@ -120,7 +120,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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private readonly object m_meshlock = new();
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private PrimitiveBaseShape m_pbs;
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private UUID? m_assetID;
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//private UUID? m_assetID;
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private MeshState m_meshState;
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@ -155,7 +155,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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public Vector3 m_OBB;
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public float primOOBradiusSQ;
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private bool m_hasOBB = true;
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//private bool m_hasOBB = true;
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private float m_physCost;
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private float m_streamCost;
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@ -200,8 +200,8 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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// and also to stop imediatly some updates
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// but real change will only happen in taintprocessing
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if (!value) // Zero the remembered last velocity
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m_lastVelocity = Vector3.Zero;
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//if (!value) // Zero the remembered last velocity
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//m_lastVelocity = Vector3.Zero;
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AddChange(changes.Physical, value);
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}
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}
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@ -547,8 +547,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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{
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if(childPrim)
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{
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if(_parent != null)
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_parent.SetInertiaData(inertia);
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_parent?.SetInertiaData(inertia);
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return;
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}
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@ -993,12 +992,12 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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m_position.Y = Utils.Clamp(m_position.Y, 0.5f, m_parentScene.WorldExtents.Y - 0.5f);
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m_position.Z = Utils.Clamp(m_position.Z + 0.2f, Constants.MinSimulationHeight, Constants.MaxSimulationHeight);
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m_lastposition = m_position;
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//m_lastposition = m_position;
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_velocity = Vector3.Zero;
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UBOdeNative.AllocateODEDataForThread(0);
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m_lastVelocity = _velocity;
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//m_lastVelocity = _velocity;
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if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
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m_vehicle.Stop();
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@ -1023,8 +1022,8 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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m_outbounds = true;
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m_lastposition = m_position;
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m_lastorientation = m_orientation;
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//m_lastposition = m_position;
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//m_lastorientation = m_orientation;
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UBOdeNative.AllocateODEDataForThread(0);
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if(Body != IntPtr.Zero)
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@ -1655,7 +1654,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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m_log.WarnFormat("[PHYSICS]: Invalid mesh data on OdePrim {0}, mesh {1} at {2}",
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Name, m_pbs.SculptEntry ? m_pbs.SculptTexture.ToString() : "primMesh", m_position.ToString());
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m_hasOBB = false;
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//m_hasOBB = false;
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m_OBBOffset = Vector3.Zero;
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m_OBB = m_size * 0.5f;
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@ -1701,7 +1700,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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}
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_triMeshData = IntPtr.Zero;
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m_hasOBB = false;
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//m_hasOBB = false;
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m_OBBOffset = Vector3.Zero;
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m_OBB = m_size * 0.5f;
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m_physCost = 0.1f;
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@ -1814,7 +1813,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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}
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Body = IntPtr.Zero;
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m_hasOBB = false;
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//m_hasOBB = false;
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}
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//sets non physical prim m_targetSpace to right space in spaces grid for static prims
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@ -2217,6 +2216,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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m_collisionscore = 0;
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}
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/*
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private void FixInertia(Vector3 NewPos,Quaternion newrot)
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{
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UBOdeNative.BodyGetMass(Body, out UBOdeNative.Mass tmpdmass);
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@ -2289,6 +2289,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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UBOdeNative.BodySetMass(Body, ref objdmass);
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m_mass = objdmass.mass;
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}
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*/
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private void FixInertia(Vector3 NewPos)
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{
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@ -2353,6 +2354,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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m_mass = objdmass.mass;
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}
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/*
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private void FixInertia(Quaternion newrot)
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{
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UBOdeNative.Matrix3 mat;
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@ -2416,7 +2418,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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UBOdeNative.BodySetMass(Body, ref objdmass);
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m_mass = objdmass.mass;
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}
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*/
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#region Mass Calculation
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@ -2517,6 +2519,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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}
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}
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/*
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private void UpdateChildsfromgeom()
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{
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if (childrenPrim.Count > 0)
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@ -2525,6 +2528,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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prm.UpdateDataFromGeom();
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}
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}
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*/
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private void UpdateDataFromGeom()
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{
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@ -2692,10 +2696,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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(_parent as OdePrim).ChildDelink(this, false); // for now...
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childPrim = false;
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if (NewParent != null)
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{
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NewParent.ParentPrim(this);
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}
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NewParent?.ParentPrim(this);
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}
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}
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}
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@ -2985,6 +2986,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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resetCollisionAccounting();
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}
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/*
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
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{
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@ -3062,6 +3064,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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m_givefakeori = 0;
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resetCollisionAccounting();
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}
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*/
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void changeDisable(bool disable)
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@ -3106,12 +3109,12 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void changeSize(Vector3 newSize)
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private static void changeSize(Vector3 newSize)
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{
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void changeShape(PrimitiveBaseShape newShape)
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private static void changeShape(PrimitiveBaseShape newShape)
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{
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}
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@ -3123,10 +3126,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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m_mesh = repData.mesh;
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m_assetID = repData.assetID;
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//m_assetID = repData.assetID;
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m_meshState = repData.meshState;
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m_hasOBB = repData.hasOBB;
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//m_hasOBB = repData.hasOBB;
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m_OBBOffset = repData.OBBOffset;
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m_OBB = repData.OBB;
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@ -3185,10 +3188,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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if (chp)
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{
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if (parent != null)
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{
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parent.DestroyBody();
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}
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parent?.DestroyBody();
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}
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else
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{
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@ -3202,10 +3202,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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m_mesh = repData.mesh;
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m_assetID = repData.assetID;
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//m_assetID = repData.assetID;
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m_meshState = repData.meshState;
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m_hasOBB = repData.hasOBB;
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//m_hasOBB = repData.hasOBB;
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m_OBBOffset = repData.OBBOffset;
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m_OBB = repData.OBB;
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@ -3230,10 +3230,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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{
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if (chp)
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{
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if (parent != null)
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{
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parent.MakeBody();
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}
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parent?.MakeBody();
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}
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else
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MakeBody();
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@ -3816,8 +3813,8 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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UBOdeNative.BodySetLinearVel(Body, 0, 0, 0); // stop it
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UBOdeNative.BodySetAngularVel(Body, 0, 0, 0); // stop it
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UBOdeNative.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
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m_lastposition = m_position;
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m_lastorientation = m_orientation;
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//m_lastposition = m_position;
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//m_lastorientation = m_orientation;
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base.RequestPhysicsterseUpdate();
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@ -3852,8 +3849,8 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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if (m_outbounds)
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{
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m_lastposition = m_position;
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m_lastorientation = m_orientation;
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//m_lastposition = m_position;
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//m_lastorientation = m_orientation;
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_velocity = UBOdeNative.BodyGetLinearVelOMV(Body);
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m_rotationalVelocity = UBOdeNative.BodyGetAngularVelOMV(Body);
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@ -4007,7 +4004,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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theobj.I.M22 -= part.I.M22;
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}
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private void donullchange()
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private static void donullchange()
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{
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}
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|
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@ -2099,10 +2099,12 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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UBOdeNative.GeomSetCategoryBits(TerrainGeom, (uint)(CollisionCategories.Land));
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UBOdeNative.GeomSetCollideBits(TerrainGeom, 0);
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PhysicsActor pa = new NullPhysicsActor();
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pa.Name = "Terrain";
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pa.PhysicsActorType = (int)ActorTypes.Ground;
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actor_name_map[TerrainGeom] = pa;
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PhysicsActor pa = new NullPhysicsActor
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{
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Name = "Terrain",
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PhysicsActorType = (int)ActorTypes.Ground
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};
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actor_name_map[TerrainGeom] = pa;
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//geom_name_map[GroundGeom] = "Terrain";
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@ -2196,8 +2198,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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UBOdeNative.AllocateODEDataForThread(~0U);
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if (m_meshWorker != null)
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m_meshWorker.Stop();
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m_meshWorker?.Stop();
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if (m_rayCastManager != null)
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{
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@ -2444,8 +2445,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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Util.FireAndForget( delegate
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{
|
||||
ODESitAvatar sitAvatar = new(this, m_rayCastManager);
|
||||
if(sitAvatar is not null)
|
||||
sitAvatar.Sit(actor, AbsolutePosition, CameraPosition, offset, AvatarSize, PhysicsSitResponse);
|
||||
sitAvatar?.Sit(actor, AbsolutePosition, CameraPosition, offset, AvatarSize, PhysicsSitResponse);
|
||||
});
|
||||
return 1;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue