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Merge branch 'racy_deadcode' into 'master'
Remove both racy and useless code. See merge request OpenMW/openmw!896
This commit is contained in:
commit
f27d7c66ff
3 changed files with 4 additions and 26 deletions
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@ -117,27 +117,15 @@ int Actor::getCollisionMask() const
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void Actor::updatePosition()
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void Actor::updatePosition()
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{
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{
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std::scoped_lock lock(mPositionMutex);
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std::scoped_lock lock(mPositionMutex);
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updateWorldPosition();
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const auto worldPosition = mPtr.getRefData().getPosition().asVec3();
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mPreviousPosition = mWorldPosition;
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mPreviousPosition = worldPosition;
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mPosition = mWorldPosition;
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mPosition = worldPosition;
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mSimulationPosition = mWorldPosition;
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mSimulationPosition = worldPosition;
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mPositionOffset = osg::Vec3f();
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mPositionOffset = osg::Vec3f();
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mStandingOnPtr = nullptr;
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mStandingOnPtr = nullptr;
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mSkipCollisions = true;
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mSkipCollisions = true;
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}
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}
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void Actor::updateWorldPosition()
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{
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if (mWorldPosition != mPtr.getRefData().getPosition().asVec3())
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mWorldPositionChanged = true;
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mWorldPosition = mPtr.getRefData().getPosition().asVec3();
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}
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osg::Vec3f Actor::getWorldPosition() const
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{
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return mWorldPosition;
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}
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void Actor::setSimulationPosition(const osg::Vec3f& position)
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void Actor::setSimulationPosition(const osg::Vec3f& position)
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{
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{
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mSimulationPosition = position;
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mSimulationPosition = position;
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@ -174,7 +162,6 @@ osg::Vec3f Actor::getCollisionObjectPosition() const
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bool Actor::setPosition(const osg::Vec3f& position)
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bool Actor::setPosition(const osg::Vec3f& position)
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{
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{
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std::scoped_lock lock(mPositionMutex);
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std::scoped_lock lock(mPositionMutex);
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updateWorldPosition();
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applyOffsetChange();
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applyOffsetChange();
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bool hasChanged = mPosition != position || mWorldPositionChanged;
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bool hasChanged = mPosition != position || mWorldPositionChanged;
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mPreviousPosition = mPosition;
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mPreviousPosition = mPosition;
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@ -55,13 +55,6 @@ namespace MWPhysics
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*/
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*/
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bool isRotationallyInvariant() const;
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bool isRotationallyInvariant() const;
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/**
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* Set mWorldPosition to the position in the Ptr's RefData. This is used by the physics simulation to account for
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* when an object is "instantly" moved/teleported as opposed to being moved by the physics simulation.
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*/
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void updateWorldPosition();
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osg::Vec3f getWorldPosition() const;
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/**
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/**
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* Used by the physics simulation to store the simulation result. Used in conjunction with mWorldPosition
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* Used by the physics simulation to store the simulation result. Used in conjunction with mWorldPosition
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* to account for e.g. scripted movements
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* to account for e.g. scripted movements
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@ -204,7 +197,6 @@ namespace MWPhysics
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osg::Vec3f mScale;
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osg::Vec3f mScale;
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osg::Vec3f mRenderingScale;
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osg::Vec3f mRenderingScale;
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osg::Vec3f mWorldPosition;
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osg::Vec3f mSimulationPosition;
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osg::Vec3f mSimulationPosition;
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osg::Vec3f mPosition;
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osg::Vec3f mPosition;
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osg::Vec3f mPreviousPosition;
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osg::Vec3f mPreviousPosition;
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@ -938,7 +938,6 @@ namespace MWPhysics
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void ActorFrameData::updatePosition(btCollisionWorld* world)
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void ActorFrameData::updatePosition(btCollisionWorld* world)
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{
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{
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mActorRaw->updateWorldPosition();
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mActorRaw->applyOffsetChange();
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mActorRaw->applyOffsetChange();
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mPosition = mActorRaw->getPosition();
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mPosition = mActorRaw->getPosition();
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if (mWaterCollision && mPosition.z() < mWaterlevel && canMoveToWaterSurface(mActorRaw, mWaterlevel, world))
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if (mWaterCollision && mPosition.z() < mWaterlevel && canMoveToWaterSurface(mActorRaw, mWaterlevel, world))
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