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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs54
1 files changed, 33 insertions, 21 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 3274cbd..49b771f 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1095,9 +1095,9 @@ namespace OpenSim.Region.Framework.Scenes
1095 { 1095 {
1096 actor.Size = m_shape.Scale; 1096 actor.Size = m_shape.Scale;
1097 1097
1098 if (Shape.SculptEntry) 1098// if (Shape.SculptEntry)
1099 CheckSculptAndLoad(); 1099// CheckSculptAndLoad();
1100 else 1100// else
1101 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 1101 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
1102 } 1102 }
1103 } 1103 }
@@ -1583,7 +1583,9 @@ namespace OpenSim.Region.Framework.Scenes
1583 1583
1584 float cost = 0.1f; 1584 float cost = 0.1f;
1585 if (PhysActor != null) 1585 if (PhysActor != null)
1586// cost += PhysActor.Cost; 1586 cost = PhysActor.PhysicsCost;
1587 else
1588 cost = 0.1f;
1587 1589
1588 if ((Flags & PrimFlags.Physics) != 0) 1590 if ((Flags & PrimFlags.Physics) != 0)
1589 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3 1591 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
@@ -1596,9 +1598,12 @@ namespace OpenSim.Region.Framework.Scenes
1596 { 1598 {
1597 get 1599 get
1598 { 1600 {
1599 1601 float cost;
1600 1602 if (PhysActor != null)
1601 return 0.1f; 1603 cost = PhysActor.StreamCost;
1604 else
1605 cost = 1.0f;
1606 return 1.0f;
1602 } 1607 }
1603 } 1608 }
1604 1609
@@ -1654,8 +1659,8 @@ namespace OpenSim.Region.Framework.Scenes
1654 else 1659 else
1655 { 1660 {
1656 PhysActor.PhysicsShapeType = m_physicsShapeType; 1661 PhysActor.PhysicsShapeType = m_physicsShapeType;
1657 if (Shape.SculptEntry) 1662// if (Shape.SculptEntry)
1658 CheckSculptAndLoad(); 1663// CheckSculptAndLoad();
1659 } 1664 }
1660 1665
1661 if (ParentGroup != null) 1666 if (ParentGroup != null)
@@ -2115,12 +2120,13 @@ namespace OpenSim.Region.Framework.Scenes
2115 2120
2116 if (userExposed) 2121 if (userExposed)
2117 { 2122 {
2123/*
2118 if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero) 2124 if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero)
2119 { 2125 {
2120 ParentGroup.Scene.AssetService.Get( 2126 ParentGroup.Scene.AssetService.Get(
2121 dupe.m_shape.SculptTexture.ToString(), dupe, dupe.AssetReceived); 2127 dupe.m_shape.SculptTexture.ToString(), dupe, dupe.AssetReceived);
2122 } 2128 }
2123 2129*/
2124 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2130 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
2125 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2131 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2126// dupe.UpdatePhysicsSubscribedEvents(); // not sure... 2132// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
@@ -2142,6 +2148,7 @@ namespace OpenSim.Region.Framework.Scenes
2142 /// <param name="id">ID of asset received</param> 2148 /// <param name="id">ID of asset received</param>
2143 /// <param name="sender">Register</param> 2149 /// <param name="sender">Register</param>
2144 /// <param name="asset"></param> 2150 /// <param name="asset"></param>
2151/*
2145 protected void AssetReceived(string id, Object sender, AssetBase asset) 2152 protected void AssetReceived(string id, Object sender, AssetBase asset)
2146 { 2153 {
2147 if (asset != null) 2154 if (asset != null)
@@ -2151,7 +2158,7 @@ namespace OpenSim.Region.Framework.Scenes
2151// "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", 2158// "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
2152// Name, UUID, id); 2159// Name, UUID, id);
2153 } 2160 }
2154 2161*/
2155 /// <summary> 2162 /// <summary>
2156 /// Do a physics property update for a NINJA joint. 2163 /// Do a physics property update for a NINJA joint.
2157 /// </summary> 2164 /// </summary>
@@ -2341,9 +2348,9 @@ namespace OpenSim.Region.Framework.Scenes
2341 2348
2342 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2349 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
2343 // mesh data. 2350 // mesh data.
2344 if (Shape.SculptEntry) 2351// if (Shape.SculptEntry)
2345 CheckSculptAndLoad(); 2352// CheckSculptAndLoad();
2346 else 2353// else
2347 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 2354 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
2348 } 2355 }
2349 } 2356 }
@@ -3125,6 +3132,7 @@ namespace OpenSim.Region.Framework.Scenes
3125 /// Set sculpt and mesh data, and tell the physics engine to process the change. 3132 /// Set sculpt and mesh data, and tell the physics engine to process the change.
3126 /// </summary> 3133 /// </summary>
3127 /// <param name="texture">The mesh itself.</param> 3134 /// <param name="texture">The mesh itself.</param>
3135/*
3128 public void SculptTextureCallback(AssetBase texture) 3136 public void SculptTextureCallback(AssetBase texture)
3129 { 3137 {
3130 if (m_shape.SculptEntry) 3138 if (m_shape.SculptEntry)
@@ -3152,7 +3160,7 @@ namespace OpenSim.Region.Framework.Scenes
3152 } 3160 }
3153 } 3161 }
3154 } 3162 }
3155 3163*/
3156 /// <summary> 3164 /// <summary>
3157 /// Send a full update to the client for the given part 3165 /// Send a full update to the client for the given part
3158 /// </summary> 3166 /// </summary>
@@ -4377,7 +4385,7 @@ namespace OpenSim.Region.Framework.Scenes
4377 public void UpdateExtraParam(ushort type, bool inUse, byte[] data) 4385 public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
4378 { 4386 {
4379 m_shape.ReadInUpdateExtraParam(type, inUse, data); 4387 m_shape.ReadInUpdateExtraParam(type, inUse, data);
4380 4388/*
4381 if (type == 0x30) 4389 if (type == 0x30)
4382 { 4390 {
4383 if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero) 4391 if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero)
@@ -4385,7 +4393,7 @@ namespace OpenSim.Region.Framework.Scenes
4385 ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived); 4393 ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived);
4386 } 4394 }
4387 } 4395 }
4388 4396*/
4389 if (ParentGroup != null) 4397 if (ParentGroup != null)
4390 { 4398 {
4391 ParentGroup.HasGroupChanged = true; 4399 ParentGroup.HasGroupChanged = true;
@@ -4793,9 +4801,9 @@ namespace OpenSim.Region.Framework.Scenes
4793 } 4801 }
4794 } 4802 }
4795 4803
4796 if (Shape.SculptEntry) 4804// if (Shape.SculptEntry)
4797 CheckSculptAndLoad(); 4805// CheckSculptAndLoad();
4798 else 4806// else
4799 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 4807 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4800 4808
4801 if (!building) 4809 if (!building)
@@ -4898,10 +4906,13 @@ namespace OpenSim.Region.Framework.Scenes
4898 /// <remarks> 4906 /// <remarks>
4899 /// When the physics engine has finished with it, the sculpt data is discarded to save memory. 4907 /// When the physics engine has finished with it, the sculpt data is discarded to save memory.
4900 /// </remarks> 4908 /// </remarks>
4909/*
4901 public void CheckSculptAndLoad() 4910 public void CheckSculptAndLoad()
4902 { 4911 {
4903// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); 4912// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
4904 4913
4914 return;
4915
4905 if (ParentGroup.IsDeleted) 4916 if (ParentGroup.IsDeleted)
4906 return; 4917 return;
4907 4918
@@ -4923,7 +4934,7 @@ namespace OpenSim.Region.Framework.Scenes
4923 } 4934 }
4924 } 4935 }
4925 } 4936 }
4926 4937*/
4927 /// <summary> 4938 /// <summary>
4928 /// Update the texture entry for this part. 4939 /// Update the texture entry for this part.
4929 /// </summary> 4940 /// </summary>
@@ -5191,6 +5202,7 @@ namespace OpenSim.Region.Framework.Scenes
5191 } 5202 }
5192 5203
5193 Quaternion rot = Quaternion.Slerp(RotationOffset,APIDTarget,1.0f/(float)m_APIDIterations); 5204 Quaternion rot = Quaternion.Slerp(RotationOffset,APIDTarget,1.0f/(float)m_APIDIterations);
5205 rot.Normalize();
5194 UpdateRotation(rot); 5206 UpdateRotation(rot);
5195 5207
5196 m_APIDIterations--; 5208 m_APIDIterations--;