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author | Justin Clark-Casey (justincc) | 2011-07-11 03:13:59 +0100 |
---|---|---|
committer | Justin Clark-Casey (justincc) | 2011-07-11 03:13:59 +0100 |
commit | 2f3d0e209ff5c3028e3e29179b67504be9b2f887 (patch) | |
tree | 4b7cdf49546018fc078bf3889022e0859c24418b /OpenSim/Region/Framework/Scenes | |
parent | comment out accidential ProcessTaints physics debug line left in code (diff) | |
download | opensim-SC_OLD-2f3d0e209ff5c3028e3e29179b67504be9b2f887.zip opensim-SC_OLD-2f3d0e209ff5c3028e3e29179b67504be9b2f887.tar.gz opensim-SC_OLD-2f3d0e209ff5c3028e3e29179b67504be9b2f887.tar.bz2 opensim-SC_OLD-2f3d0e209ff5c3028e3e29179b67504be9b2f887.tar.xz |
When a sculpt/mesh texture is received by a part on a callback request, don't do the unnecessary work of copying the base shape.
Just setting the new base shape is enough to reinsert the sculpt data and set the taint.
Also cleans up a few more left-in debugging messages.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 1 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 3 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 28 |
3 files changed, 23 insertions, 9 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index ec6044b..8195a0d 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -1726,6 +1726,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1726 | /// <summary> | 1726 | /// <summary> |
1727 | /// Loads the World's objects | 1727 | /// Loads the World's objects |
1728 | /// </summary> | 1728 | /// </summary> |
1729 | /// <param name="regionID"></param> | ||
1729 | public virtual void LoadPrimsFromStorage(UUID regionID) | 1730 | public virtual void LoadPrimsFromStorage(UUID regionID) |
1730 | { | 1731 | { |
1731 | LoadingPrims = true; | 1732 | LoadingPrims = true; |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 4b8e370..a184445 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -3297,7 +3297,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3297 | if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0) | 3297 | if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0) |
3298 | return; | 3298 | return; |
3299 | 3299 | ||
3300 | // m_log.Debug("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); | ||
3301 | |||
3300 | SceneObjectPart[] parts = m_parts.GetArray(); | 3302 | SceneObjectPart[] parts = m_parts.GetArray(); |
3303 | |||
3301 | for (int i = 0; i < parts.Length; i++) | 3304 | for (int i = 0; i < parts.Length; i++) |
3302 | { | 3305 | { |
3303 | SceneObjectPart part = parts[i]; | 3306 | SceneObjectPart part = parts[i]; |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 4fa3a68..5b203e9 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -1810,7 +1810,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1810 | { | 1810 | { |
1811 | ParentGroup.Scene.jointErrorMessage(joint, "warning: tracked body name not found! joint location will not be updated properly. joint: " + Name); | 1811 | ParentGroup.Scene.jointErrorMessage(joint, "warning: tracked body name not found! joint location will not be updated properly. joint: " + Name); |
1812 | } | 1812 | } |
1813 | |||
1814 | } | 1813 | } |
1815 | else | 1814 | else |
1816 | { | 1815 | { |
@@ -1872,7 +1871,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1872 | 1871 | ||
1873 | PhysActor.IsPhysical = UsePhysics; | 1872 | PhysActor.IsPhysical = UsePhysics; |
1874 | 1873 | ||
1875 | |||
1876 | // If we're not what we're supposed to be in the physics scene, recreate ourselves. | 1874 | // If we're not what we're supposed to be in the physics scene, recreate ourselves. |
1877 | //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); | 1875 | //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); |
1878 | /// that's not wholesome. Had to make Scene public | 1876 | /// that's not wholesome. Had to make Scene public |
@@ -1896,6 +1894,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1896 | } | 1894 | } |
1897 | } | 1895 | } |
1898 | } | 1896 | } |
1897 | |||
1899 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); | 1898 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
1900 | } | 1899 | } |
1901 | } | 1900 | } |
@@ -2967,14 +2966,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2967 | //if (texture != null) | 2966 | //if (texture != null) |
2968 | { | 2967 | { |
2969 | if (texture != null) | 2968 | if (texture != null) |
2969 | { | ||
2970 | // m_log.DebugFormat( | ||
2971 | // "[SCENE OBJECT PART]: Setting sculpt data for {0} on SculptTextureCallback()", Name); | ||
2972 | |||
2970 | m_shape.SculptData = texture.Data; | 2973 | m_shape.SculptData = texture.Data; |
2974 | } | ||
2971 | 2975 | ||
2972 | if (PhysActor != null) | 2976 | if (PhysActor != null) |
2973 | { | 2977 | { |
2974 | // Tricks physics engine into thinking we've changed the part shape. | 2978 | // Update the physics actor with the new loaded sculpt data and set the taint signal. |
2975 | PrimitiveBaseShape m_newshape = m_shape.Copy(); | 2979 | PhysActor.Shape = m_shape; |
2976 | PhysActor.Shape = m_newshape; | ||
2977 | m_shape = m_newshape; | ||
2978 | 2980 | ||
2979 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); | 2981 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
2980 | } | 2982 | } |
@@ -3270,11 +3272,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3270 | { | 3272 | { |
3271 | m_parentGroup.SetAxisRotation(axis, rotate); | 3273 | m_parentGroup.SetAxisRotation(axis, rotate); |
3272 | } | 3274 | } |
3275 | |||
3273 | //Cannot use ScriptBaseClass constants as no referance to it currently. | 3276 | //Cannot use ScriptBaseClass constants as no referance to it currently. |
3274 | if (axis == 2)//STATUS_ROTATE_X | 3277 | if (axis == 2)//STATUS_ROTATE_X |
3275 | STATUS_ROTATE_X = rotate; | 3278 | STATUS_ROTATE_X = rotate; |
3279 | |||
3276 | if (axis == 4)//STATUS_ROTATE_Y | 3280 | if (axis == 4)//STATUS_ROTATE_Y |
3277 | STATUS_ROTATE_Y = rotate; | 3281 | STATUS_ROTATE_Y = rotate; |
3282 | |||
3278 | if (axis == 8)//STATUS_ROTATE_Z | 3283 | if (axis == 8)//STATUS_ROTATE_Z |
3279 | STATUS_ROTATE_Z = rotate; | 3284 | STATUS_ROTATE_Z = rotate; |
3280 | } | 3285 | } |
@@ -4418,6 +4423,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4418 | RemFlag(PrimFlags.Phantom); | 4423 | RemFlag(PrimFlags.Phantom); |
4419 | 4424 | ||
4420 | PhysicsActor pa = PhysActor; | 4425 | PhysicsActor pa = PhysActor; |
4426 | |||
4421 | if (pa == null) | 4427 | if (pa == null) |
4422 | { | 4428 | { |
4423 | // It's not phantom anymore. So make sure the physics engine get's knowledge of it | 4429 | // It's not phantom anymore. So make sure the physics engine get's knowledge of it |
@@ -4434,6 +4440,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4434 | if (pa != null) | 4440 | if (pa != null) |
4435 | { | 4441 | { |
4436 | DoPhysicsPropertyUpdate(UsePhysics, true); | 4442 | DoPhysicsPropertyUpdate(UsePhysics, true); |
4443 | |||
4437 | if (m_parentGroup != null) | 4444 | if (m_parentGroup != null) |
4438 | { | 4445 | { |
4439 | if (!m_parentGroup.IsDeleted) | 4446 | if (!m_parentGroup.IsDeleted) |
@@ -4444,6 +4451,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4444 | } | 4451 | } |
4445 | } | 4452 | } |
4446 | } | 4453 | } |
4454 | |||
4447 | if ( | 4455 | if ( |
4448 | ((AggregateScriptEvents & scriptEvents.collision) != 0) || | 4456 | ((AggregateScriptEvents & scriptEvents.collision) != 0) || |
4449 | ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | 4457 | ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || |
@@ -4454,8 +4462,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
4454 | (CollisionSound != UUID.Zero) | 4462 | (CollisionSound != UUID.Zero) |
4455 | ) | 4463 | ) |
4456 | { | 4464 | { |
4457 | PhysActor.OnCollisionUpdate += PhysicsCollision; | 4465 | PhysActor.OnCollisionUpdate += PhysicsCollision; |
4458 | PhysActor.SubscribeEvents(1000); | 4466 | PhysActor.SubscribeEvents(1000); |
4459 | } | 4467 | } |
4460 | } | 4468 | } |
4461 | } | 4469 | } |
@@ -4492,13 +4500,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
4492 | } | 4500 | } |
4493 | } | 4501 | } |
4494 | else | 4502 | else |
4495 | { // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like | 4503 | { |
4504 | // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like | ||
4496 | // (mumbles, well, at least if you have infinte CPU powers :-)) | 4505 | // (mumbles, well, at least if you have infinte CPU powers :-)) |
4497 | PhysicsActor pa = this.PhysActor; | 4506 | PhysicsActor pa = this.PhysActor; |
4498 | if (pa != null) | 4507 | if (pa != null) |
4499 | { | 4508 | { |
4500 | PhysActor.SetVolumeDetect(0); | 4509 | PhysActor.SetVolumeDetect(0); |
4501 | } | 4510 | } |
4511 | |||
4502 | this.VolumeDetectActive = false; | 4512 | this.VolumeDetectActive = false; |
4503 | } | 4513 | } |
4504 | 4514 | ||