cosmetics

This commit is contained in:
UbitUmarov 2024-01-02 23:14:38 +00:00
parent 10cdd17d27
commit 75952d9bea
5 changed files with 67 additions and 85 deletions

View File

@ -30,6 +30,7 @@ using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Threading;
using System.Text;
using System.Xml;
@ -1675,12 +1676,8 @@ namespace OpenSim.Region.Framework.Scenes
{
get
{
float cost;
if (PhysActor != null)
cost = PhysActor.StreamCost;
else
cost = 1.0f;
return 1.0f;
//float cost = PhysActor is null ? 1.0f : PhysActor.StreamCost;
return 1.0f; // disabled ?
}
}
@ -1838,16 +1835,10 @@ namespace OpenSim.Region.Framework.Scenes
#endregion Public Properties with only Get
private uint ApplyMask(uint val, bool set, uint mask)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static uint ApplyMask(uint val, bool set, uint mask)
{
if (set)
{
return val |= mask;
}
else
{
return val &= ~mask;
}
return set ? val |= mask : val &= ~mask;
}
/// <summary>
@ -3349,7 +3340,7 @@ namespace OpenSim.Region.Framework.Scenes
private const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
private const double TIME_MS_TOLERANCE = 250.0; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
private Vector3 ClampVectorForTerseUpdate(Vector3 v, float max)
private static Vector3 ClampVectorForTerseUpdate(Vector3 v, float max)
{
float a, b;
@ -3941,11 +3932,7 @@ namespace OpenSim.Region.Framework.Scenes
public void SetPhysicsAxisRotation()
{
PhysicsActor pa = PhysActor;
if (pa is not null)
{
pa.LockAngularMotion(RotationAxisLocks);
}
PhysActor?.LockAngularMotion(RotationAxisLocks);
}
/// <summary>
@ -4524,19 +4511,15 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="addRemTF"></param>
public void UpdatePermissions(UUID AgentID, byte field, uint localID, uint mask, byte addRemTF)
{
bool set = addRemTF == 1;
bool god = ParentGroup.Scene.Permissions.IsGod(AgentID);
uint baseMask = BaseMask;
if (god)
baseMask = 0x7ffffff0;
bool canChange = (AgentID == OwnerID) || god;
if(!canChange)
canChange = ParentGroup.Scene.Permissions.CanEditObjectPermissions(ParentGroup, AgentID);
bool canChange = god || AgentID.Equals(OwnerID) ||
ParentGroup.Scene.Permissions.CanEditObjectPermissions(ParentGroup, AgentID);
if (canChange)
{
bool set = addRemTF == 1;
uint baseMask = god ? 0x7ffffff0 : BaseMask;
switch (field)
{
case 1:
@ -4548,12 +4531,10 @@ namespace OpenSim.Region.Framework.Scenes
break;
case 2:
OwnerMask = ApplyMask(OwnerMask, set, mask) &
baseMask;
OwnerMask = ApplyMask(OwnerMask, set, mask) & baseMask;
break;
case 4:
GroupMask = ApplyMask(GroupMask, set, mask) &
baseMask;
GroupMask = ApplyMask(GroupMask, set, mask) & baseMask;
break;
case 8:
// Trying to set export permissions - extra checks
@ -5273,7 +5254,8 @@ namespace OpenSim.Region.Framework.Scenes
ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
}
public void AddScriptLPS(int count)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void AddScriptLPS(int count)
{
//legacy, do nothing
//ParentGroup.AddScriptLPS(count);

View File

@ -147,8 +147,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
ForcePosition = RawPosition;
// Set the velocity
if (m_moveActor != null)
m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, false);
m_moveActor?.SetVelocityAndTarget(RawVelocity, RawVelocity, false);
ForceVelocity = RawVelocity;
TargetVelocity = RawVelocity;

View File

@ -1607,7 +1607,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetSmooth(ref Vector3 dst, ref Vector3 value, int rounddigits)
public static void SetSmooth(ref Vector3 dst, ref Vector3 value, int rounddigits)
{
dst.X = 0.4f * dst.X + 0.6f * value.X;
dst.X = MathF.Round(dst.X, rounddigits);
@ -1626,10 +1626,12 @@ namespace OpenSim.Region.PhysicsModule.ubOde
/// copy and outbounds now done in move(..) at ode rate
///
/// </summary>
/*
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void UpdatePositionAndVelocity()
{
}
*/
/// <summary>
/// Cleanup the things we use in the scene.
@ -2107,10 +2109,12 @@ namespace OpenSim.Region.PhysicsModule.ubOde
m_useHoverPID = active;
}
/*
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void donullchange()
{
}
*/
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void UpdateAABB2D()

View File

@ -58,13 +58,13 @@ namespace OpenSim.Region.PhysicsModule.ubOde
private byte m_angularlocks = 0;
private Quaternion m_lastorientation;
//private Quaternion m_lastorientation;
private Quaternion m_orientation;
private Vector3 m_position;
private Vector3 _velocity;
private Vector3 m_lastVelocity;
private Vector3 m_lastposition;
//private Vector3 m_lastVelocity;
//private Vector3 m_lastposition;
private Vector3 m_rotationalVelocity;
private Vector3 m_size;
private Vector3 m_acceleration;
@ -120,7 +120,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
private readonly object m_meshlock = new();
private PrimitiveBaseShape m_pbs;
private UUID? m_assetID;
//private UUID? m_assetID;
private MeshState m_meshState;
@ -155,7 +155,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
public Vector3 m_OBB;
public float primOOBradiusSQ;
private bool m_hasOBB = true;
//private bool m_hasOBB = true;
private float m_physCost;
private float m_streamCost;
@ -200,8 +200,8 @@ namespace OpenSim.Region.PhysicsModule.ubOde
// and also to stop imediatly some updates
// but real change will only happen in taintprocessing
if (!value) // Zero the remembered last velocity
m_lastVelocity = Vector3.Zero;
//if (!value) // Zero the remembered last velocity
//m_lastVelocity = Vector3.Zero;
AddChange(changes.Physical, value);
}
}
@ -547,8 +547,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
{
if(childPrim)
{
if(_parent != null)
_parent.SetInertiaData(inertia);
_parent?.SetInertiaData(inertia);
return;
}
@ -993,12 +992,12 @@ namespace OpenSim.Region.PhysicsModule.ubOde
m_position.Y = Utils.Clamp(m_position.Y, 0.5f, m_parentScene.WorldExtents.Y - 0.5f);
m_position.Z = Utils.Clamp(m_position.Z + 0.2f, Constants.MinSimulationHeight, Constants.MaxSimulationHeight);
m_lastposition = m_position;
//m_lastposition = m_position;
_velocity = Vector3.Zero;
UBOdeNative.AllocateODEDataForThread(0);
m_lastVelocity = _velocity;
//m_lastVelocity = _velocity;
if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
m_vehicle.Stop();
@ -1023,8 +1022,8 @@ namespace OpenSim.Region.PhysicsModule.ubOde
m_outbounds = true;
m_lastposition = m_position;
m_lastorientation = m_orientation;
//m_lastposition = m_position;
//m_lastorientation = m_orientation;
UBOdeNative.AllocateODEDataForThread(0);
if(Body != IntPtr.Zero)
@ -1655,7 +1654,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
m_log.WarnFormat("[PHYSICS]: Invalid mesh data on OdePrim {0}, mesh {1} at {2}",
Name, m_pbs.SculptEntry ? m_pbs.SculptTexture.ToString() : "primMesh", m_position.ToString());
m_hasOBB = false;
//m_hasOBB = false;
m_OBBOffset = Vector3.Zero;
m_OBB = m_size * 0.5f;
@ -1701,7 +1700,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
}
_triMeshData = IntPtr.Zero;
m_hasOBB = false;
//m_hasOBB = false;
m_OBBOffset = Vector3.Zero;
m_OBB = m_size * 0.5f;
m_physCost = 0.1f;
@ -1814,7 +1813,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
}
Body = IntPtr.Zero;
m_hasOBB = false;
//m_hasOBB = false;
}
//sets non physical prim m_targetSpace to right space in spaces grid for static prims
@ -2217,6 +2216,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
m_collisionscore = 0;
}
/*
private void FixInertia(Vector3 NewPos,Quaternion newrot)
{
UBOdeNative.BodyGetMass(Body, out UBOdeNative.Mass tmpdmass);
@ -2289,6 +2289,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
UBOdeNative.BodySetMass(Body, ref objdmass);
m_mass = objdmass.mass;
}
*/
private void FixInertia(Vector3 NewPos)
{
@ -2353,6 +2354,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
m_mass = objdmass.mass;
}
/*
private void FixInertia(Quaternion newrot)
{
UBOdeNative.Matrix3 mat;
@ -2416,7 +2418,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
UBOdeNative.BodySetMass(Body, ref objdmass);
m_mass = objdmass.mass;
}
*/
#region Mass Calculation
@ -2517,6 +2519,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
}
}
/*
private void UpdateChildsfromgeom()
{
if (childrenPrim.Count > 0)
@ -2525,6 +2528,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
prm.UpdateDataFromGeom();
}
}
*/
private void UpdateDataFromGeom()
{
@ -2692,10 +2696,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
(_parent as OdePrim).ChildDelink(this, false); // for now...
childPrim = false;
if (NewParent != null)
{
NewParent.ParentPrim(this);
}
NewParent?.ParentPrim(this);
}
}
}
@ -2985,6 +2986,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
resetCollisionAccounting();
}
/*
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
{
@ -3062,6 +3064,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
m_givefakeori = 0;
resetCollisionAccounting();
}
*/
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changeDisable(bool disable)
@ -3106,12 +3109,12 @@ namespace OpenSim.Region.PhysicsModule.ubOde
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changeSize(Vector3 newSize)
private static void changeSize(Vector3 newSize)
{
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changeShape(PrimitiveBaseShape newShape)
private static void changeShape(PrimitiveBaseShape newShape)
{
}
@ -3123,10 +3126,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde
m_mesh = repData.mesh;
m_assetID = repData.assetID;
//m_assetID = repData.assetID;
m_meshState = repData.meshState;
m_hasOBB = repData.hasOBB;
//m_hasOBB = repData.hasOBB;
m_OBBOffset = repData.OBBOffset;
m_OBB = repData.OBB;
@ -3185,10 +3188,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
if (chp)
{
if (parent != null)
{
parent.DestroyBody();
}
parent?.DestroyBody();
}
else
{
@ -3202,10 +3202,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde
m_mesh = repData.mesh;
m_assetID = repData.assetID;
//m_assetID = repData.assetID;
m_meshState = repData.meshState;
m_hasOBB = repData.hasOBB;
//m_hasOBB = repData.hasOBB;
m_OBBOffset = repData.OBBOffset;
m_OBB = repData.OBB;
@ -3230,10 +3230,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
{
if (chp)
{
if (parent != null)
{
parent.MakeBody();
}
parent?.MakeBody();
}
else
MakeBody();
@ -3816,8 +3813,8 @@ namespace OpenSim.Region.PhysicsModule.ubOde
UBOdeNative.BodySetLinearVel(Body, 0, 0, 0); // stop it
UBOdeNative.BodySetAngularVel(Body, 0, 0, 0); // stop it
UBOdeNative.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
m_lastposition = m_position;
m_lastorientation = m_orientation;
//m_lastposition = m_position;
//m_lastorientation = m_orientation;
base.RequestPhysicsterseUpdate();
@ -3852,8 +3849,8 @@ namespace OpenSim.Region.PhysicsModule.ubOde
if (m_outbounds)
{
m_lastposition = m_position;
m_lastorientation = m_orientation;
//m_lastposition = m_position;
//m_lastorientation = m_orientation;
_velocity = UBOdeNative.BodyGetLinearVelOMV(Body);
m_rotationalVelocity = UBOdeNative.BodyGetAngularVelOMV(Body);
@ -4007,7 +4004,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
theobj.I.M22 -= part.I.M22;
}
private void donullchange()
private static void donullchange()
{
}

View File

@ -2099,10 +2099,12 @@ namespace OpenSim.Region.PhysicsModule.ubOde
UBOdeNative.GeomSetCategoryBits(TerrainGeom, (uint)(CollisionCategories.Land));
UBOdeNative.GeomSetCollideBits(TerrainGeom, 0);
PhysicsActor pa = new NullPhysicsActor();
pa.Name = "Terrain";
pa.PhysicsActorType = (int)ActorTypes.Ground;
actor_name_map[TerrainGeom] = pa;
PhysicsActor pa = new NullPhysicsActor
{
Name = "Terrain",
PhysicsActorType = (int)ActorTypes.Ground
};
actor_name_map[TerrainGeom] = pa;
//geom_name_map[GroundGeom] = "Terrain";
@ -2196,8 +2198,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
UBOdeNative.AllocateODEDataForThread(~0U);
if (m_meshWorker != null)
m_meshWorker.Stop();
m_meshWorker?.Stop();
if (m_rayCastManager != null)
{
@ -2444,8 +2445,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
Util.FireAndForget( delegate
{
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;
}