remove obsolete add physics taint

This commit is contained in:
UbitUmarov 2024-01-02 20:56:49 +00:00
parent cc6a2d2e9e
commit ef1b5a8a61
8 changed files with 11 additions and 86 deletions

View File

@ -2638,7 +2638,6 @@ namespace OpenSim.Region.Framework.Scenes
{
// false to be applied as a impulse
pa.AddForce(impulse, false);
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
}
@ -2652,7 +2651,6 @@ namespace OpenSim.Region.Framework.Scenes
{
// false to be applied as a impulse
pa.AddAngularForce(impulse, false);
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
}
@ -3271,7 +3269,6 @@ namespace OpenSim.Region.Framework.Scenes
if (linkPart.PhysActor is not null && m_rootPart.PhysActor is not null && m_rootPart.PhysActor.IsPhysical)
{
linkPart.PhysActor.link(m_rootPart.PhysActor);
this.Scene.PhysicsScene.AddPhysicsActorTaint(linkPart.PhysActor);
}
linkPart.LinkNum = linkNum++;
@ -3300,7 +3297,6 @@ namespace OpenSim.Region.Framework.Scenes
if (part.PhysActor is not null && m_rootPart.PhysActor is not null && m_rootPart.PhysActor.IsPhysical)
{
part.PhysActor.link(m_rootPart.PhysActor);
this.Scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
}
}
part.ClearUndoState();
@ -3688,7 +3684,6 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 grabforce = pos - AbsolutePosition;
grabforce *= pa.Mass * 0.1f;
pa.AddForce(grabforce, false);
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
else
{
@ -3810,7 +3805,6 @@ namespace OpenSim.Region.Framework.Scenes
else
spinforce = spinforce * pa.Mass * -0.1f; // 0.1 is an arbitrary torque scaling
pa.AddAngularForce(spinforce,true);
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
else
@ -4041,15 +4035,7 @@ namespace OpenSim.Region.Framework.Scenes
public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock, uint localID)
{
SceneObjectPart part = GetPart(localID);
if (part is not null)
{
part.UpdateShape(shapeBlock);
PhysicsActor pa = m_rootPart.PhysActor;
if (pa is not null)
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
part?.UpdateShape(shapeBlock);
InvalidBoundsRadius();
}
@ -4513,7 +4499,6 @@ namespace OpenSim.Region.Framework.Scenes
if (actor is not null)
{
actor.Orientation = m_rootPart.RotationOffset;
m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
if (IsAttachment)
@ -4600,7 +4585,6 @@ namespace OpenSim.Region.Framework.Scenes
if (pa is not null)
{
pa.Orientation = m_rootPart.RotationOffset;
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
SceneObjectPart[] parts = m_parts.GetArray();

View File

@ -806,10 +806,6 @@ namespace OpenSim.Region.Framework.Scenes
actor.Position = GetWorldPosition();
actor.Orientation = GetWorldRotation();
}
// Tell the physics engines that this prim changed.
if (ParentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
catch (Exception e)
{
@ -842,10 +838,6 @@ namespace OpenSim.Region.Framework.Scenes
{
actor.Position = GetWorldPosition();
actor.Orientation = GetWorldRotation();
// Tell the physics engines that this prim changed.
if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
if (!m_parentGroup.m_dupeInProgress)
@ -928,10 +920,6 @@ namespace OpenSim.Region.Framework.Scenes
actor.Orientation = resultingrotation;
//m_log.Info("[PART]: RO2:" + actor.Orientation.ToString());
}
if (ParentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
//}
}
catch (Exception ex)
{
@ -966,14 +954,8 @@ namespace OpenSim.Region.Framework.Scenes
m_velocity = value;
PhysicsActor actor = PhysActor;
if (actor != null)
{
if (actor.IsPhysical)
{
actor.Velocity = m_velocity;
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
}
if (actor is not null && actor.IsPhysical)
actor.Velocity = m_velocity;
}
}
@ -1120,21 +1102,20 @@ namespace OpenSim.Region.Framework.Scenes
get { return m_shape.Scale; }
set
{
if (m_shape != null)
if (m_shape is not null)
{
Vector3 oldscale = m_shape.Scale;
m_shape.Scale = value;
if (ParentGroup != null && ((value - oldscale).LengthSquared() >1.0f))
if (ParentGroup is not null && ((value - oldscale).LengthSquared() >1.0f))
ParentGroup.InvalidBoundsRadius();
PhysicsActor actor = PhysActor;
if (actor != null)
if (actor is not null)
{
if (ParentGroup.Scene != null)
if (ParentGroup.Scene is not null)
{
if (ParentGroup.Scene.PhysicsScene != null)
{
actor.Size = m_shape.Scale;
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
}
}
@ -2318,8 +2299,6 @@ namespace OpenSim.Region.Framework.Scenes
else
pa.SetVolumeDetect(0);
}
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
@ -3963,11 +3942,9 @@ namespace OpenSim.Region.Framework.Scenes
public void SetPhysicsAxisRotation()
{
PhysicsActor pa = PhysActor;
if (pa != null)
if (pa is not null)
{
pa.LockAngularMotion(RotationAxisLocks);
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
@ -4869,11 +4846,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
// if (Shape.SculptEntry)
// CheckSculptAndLoad();
// else
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
if (!building)
pa.Building = false;
}
@ -4951,12 +4923,8 @@ namespace OpenSim.Region.Framework.Scenes
m_shape.PathTwistBegin = shapeBlock.PathTwistBegin;
PhysicsActor pa = PhysActor;
if (pa != null)
{
if (pa is not null)
pa.Shape = m_shape;
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
// This is what makes vehicle trailers work
// A script in a child prim re-issues
@ -5012,7 +4980,6 @@ namespace OpenSim.Region.Framework.Scenes
if (updatePossiblyNeeded && PhysActor != null)
{
PhysActor.Shape = m_shape;
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
if (updatePossiblyNeeded)
{

View File

@ -155,10 +155,6 @@ namespace OpenSim.Region.PhysicsModule.BasicPhysics
_actors.Remove(act);
}
public override void AddPhysicsActorTaint(PhysicsActor prim)
{
}
public override float Simulate(float timeStep)
{
// Console.WriteLine("Simulating");

View File

@ -623,11 +623,6 @@ namespace OpenSim.Region.PhysicsModule.BulletS
return prim;
}
// This is a call from the simulator saying that some physical property has been updated.
// The BulletSim driver senses the changing of relevant properties so this taint
// information call is not needed.
public override void AddPhysicsActorTaint(PhysicsActor prim) { }
#endregion // Prim and Avatar addition and removal
#region Simulation

View File

@ -184,10 +184,6 @@ namespace OpenSim.Region.PhysicsModule.POS
return false;
}
public override void AddPhysicsActorTaint(PhysicsActor prim)
{
}
public override float Simulate(float timeStep)
{
float fps = 0;

View File

@ -74,10 +74,6 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
return PhysicsActor.Null;
}
public override void AddPhysicsActorTaint(PhysicsActor prim)
{
}
public override float Simulate(float timeStep)
{
m_workIndicator = (m_workIndicator + 1) % 10;

View File

@ -220,7 +220,8 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
get { return 1.0f; }
}
public abstract void AddPhysicsActorTaint(PhysicsActor prim);
//legacy for any modules that may still call it
public virtual void AddPhysicsActorTaint(PhysicsActor prim) { }
public virtual void ProcessPreSimulation() { }

View File

@ -1549,16 +1549,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
ChangesQueue.Enqueue(item);
}
/// <summary>
/// Called after our prim properties are set Scale, position etc.
/// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
/// This assures us that we have no race conditions
/// </summary>
/// <param name="prim"></param>
public override void AddPhysicsActorTaint(PhysicsActor prim)
{
}
// does all pending changes generated during region load process
public override void ProcessPreSimulation()
{