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author | Justin Clarke Casey | 2008-06-17 20:36:21 +0000 |
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committer | Justin Clarke Casey | 2008-06-17 20:36:21 +0000 |
commit | 16d0a895cb817f96a55091fadbbd4cfb2d909204 (patch) | |
tree | 30c2c790f64284dbce988554b0bb0c1ae3417307 /OpenSim/Region/Environment/Modules | |
parent | * refactor: Remove largely duplicate code from SceneXmlLoader.CreatePrimFromX... (diff) | |
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* Refactor: Move the responsibility for applying physics and sending the initial client update to Scene.AddSceneObject() from some of the SceneObjectGroup constructors
* I think this has been done cleanly from inspection and testing, but if prim creation or load suddenly starts playing up more than usual, please open a mantis
* This also has the effect of stopping the archiver generating ghost in-world prims
* Some code dupliction also removed
Diffstat (limited to 'OpenSim/Region/Environment/Modules')
-rw-r--r-- | OpenSim/Region/Environment/Modules/World/Serialiser/SceneXmlLoader.cs | 33 |
1 files changed, 1 insertions, 32 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Serialiser/SceneXmlLoader.cs b/OpenSim/Region/Environment/Modules/World/Serialiser/SceneXmlLoader.cs index 5591ddc..db16601 100644 --- a/OpenSim/Region/Environment/Modules/World/Serialiser/SceneXmlLoader.cs +++ b/OpenSim/Region/Environment/Modules/World/Serialiser/SceneXmlLoader.cs | |||
@@ -45,7 +45,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
45 | { | 45 | { |
46 | XmlDocument doc = new XmlDocument(); | 46 | XmlDocument doc = new XmlDocument(); |
47 | XmlNode rootNode; | 47 | XmlNode rootNode; |
48 | int primCount = 0; | 48 | |
49 | if (fileName.StartsWith("http:") || File.Exists(fileName)) | 49 | if (fileName.StartsWith("http:") || File.Exists(fileName)) |
50 | { | 50 | { |
51 | XmlTextReader reader = new XmlTextReader(fileName); | 51 | XmlTextReader reader = new XmlTextReader(fileName); |
@@ -65,33 +65,6 @@ namespace OpenSim.Region.Environment.Scenes | |||
65 | //obj.RegenerateFullIDs(); | 65 | //obj.RegenerateFullIDs(); |
66 | 66 | ||
67 | scene.AddSceneObject(obj, true); | 67 | scene.AddSceneObject(obj, true); |
68 | |||
69 | SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); | ||
70 | // Apply loadOffsets for load/import and move combinations | ||
71 | rootPart.GroupPosition = rootPart.AbsolutePosition + loadOffset; | ||
72 | bool UsePhysics = (((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Physics) > 0) && | ||
73 | scene.m_physicalPrim); | ||
74 | if ((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Phantom) == 0) | ||
75 | { | ||
76 | rootPart.PhysActor = scene.PhysicsScene.AddPrimShape( | ||
77 | rootPart.Name, | ||
78 | rootPart.Shape, | ||
79 | new PhysicsVector(rootPart.AbsolutePosition.X + loadOffset.X, | ||
80 | rootPart.AbsolutePosition.Y + loadOffset.Y, | ||
81 | rootPart.AbsolutePosition.Z + loadOffset.Z), | ||
82 | new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), | ||
83 | new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, | ||
84 | rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics); | ||
85 | |||
86 | // to quote from SceneObjectPart: Basic | ||
87 | // Physics returns null.. joy joy joy. | ||
88 | if (rootPart.PhysActor != null) | ||
89 | { | ||
90 | rootPart.PhysActor.LocalID = rootPart.LocalId; | ||
91 | rootPart.DoPhysicsPropertyUpdate(UsePhysics, true); | ||
92 | } | ||
93 | } | ||
94 | primCount++; | ||
95 | } | 68 | } |
96 | } | 69 | } |
97 | else | 70 | else |
@@ -196,10 +169,6 @@ namespace OpenSim.Region.Environment.Scenes | |||
196 | SceneObjectGroup obj = new SceneObjectGroup(xmlData); | 169 | SceneObjectGroup obj = new SceneObjectGroup(xmlData); |
197 | 170 | ||
198 | scene.AddSceneObjectFromStorage(obj); | 171 | scene.AddSceneObjectFromStorage(obj); |
199 | |||
200 | obj.ApplyPhysics(scene.m_physicalPrim); | ||
201 | |||
202 | obj.ScheduleGroupForFullUpdate(); | ||
203 | } | 172 | } |
204 | 173 | ||
205 | public static void SavePrimsToXml2(Scene scene, string fileName) | 174 | public static void SavePrimsToXml2(Scene scene, string fileName) |