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authorMelanie2012-10-18 20:56:34 +0100
committerMelanie2012-10-18 20:56:34 +0100
commit72c925a6c9eb4dea6f9134db10c3af28ea83df48 (patch)
tree9f991ade4e71f91fc612759b4e783c9f01a740f3 /OpenSim/Region/Framework
parentMerge branch 'master' into careminster (diff)
parentRemove redundant and annoyingly modal message box in upload processing. (diff)
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Merge branch 'avination' into careminster
Conflicts: OpenSim/Framework/WebUtil.cs OpenSim/Region/Physics/OdePlugin/OdeScene.cs
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs1
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs54
3 files changed, 36 insertions, 23 deletions
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
index 233e559..edf2bef 100644
--- a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -575,6 +575,7 @@ namespace OpenSim.Region.Framework.Scenes
575 Quaternion current = m_group.GroupRotation; 575 Quaternion current = m_group.GroupRotation;
576 576
577 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete); 577 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
578 step.Normalize();
578/* use simpler change detection 579/* use simpler change detection
579 * float angle = 0; 580 * float angle = 0;
580 581
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 985f0a0..782a1af 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -4386,8 +4386,8 @@ namespace OpenSim.Region.Framework.Scenes
4386 4386
4387 SceneObjectPart[] parts = m_parts.GetArray(); 4387 SceneObjectPart[] parts = m_parts.GetArray();
4388 4388
4389 for (int i = 0; i < parts.Length; i++) 4389// for (int i = 0; i < parts.Length; i++)
4390 parts[i].CheckSculptAndLoad(); 4390// parts[i].CheckSculptAndLoad();
4391 } 4391 }
4392 4392
4393 /// <summary> 4393 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 2d90a22..248679b 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 }
@@ -3128,6 +3135,7 @@ namespace OpenSim.Region.Framework.Scenes
3128 /// Set sculpt and mesh data, and tell the physics engine to process the change. 3135 /// Set sculpt and mesh data, and tell the physics engine to process the change.
3129 /// </summary> 3136 /// </summary>
3130 /// <param name="texture">The mesh itself.</param> 3137 /// <param name="texture">The mesh itself.</param>
3138/*
3131 public void SculptTextureCallback(AssetBase texture) 3139 public void SculptTextureCallback(AssetBase texture)
3132 { 3140 {
3133 if (m_shape.SculptEntry) 3141 if (m_shape.SculptEntry)
@@ -3155,7 +3163,7 @@ namespace OpenSim.Region.Framework.Scenes
3155 } 3163 }
3156 } 3164 }
3157 } 3165 }
3158 3166*/
3159 /// <summary> 3167 /// <summary>
3160 /// Send a full update to the client for the given part 3168 /// Send a full update to the client for the given part
3161 /// </summary> 3169 /// </summary>
@@ -4397,7 +4405,7 @@ namespace OpenSim.Region.Framework.Scenes
4397 public void UpdateExtraParam(ushort type, bool inUse, byte[] data) 4405 public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
4398 { 4406 {
4399 m_shape.ReadInUpdateExtraParam(type, inUse, data); 4407 m_shape.ReadInUpdateExtraParam(type, inUse, data);
4400 4408/*
4401 if (type == 0x30) 4409 if (type == 0x30)
4402 { 4410 {
4403 if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero) 4411 if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero)
@@ -4405,7 +4413,7 @@ namespace OpenSim.Region.Framework.Scenes
4405 ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived); 4413 ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived);
4406 } 4414 }
4407 } 4415 }
4408 4416*/
4409 if (ParentGroup != null) 4417 if (ParentGroup != null)
4410 { 4418 {
4411 ParentGroup.HasGroupChanged = true; 4419 ParentGroup.HasGroupChanged = true;
@@ -4813,9 +4821,9 @@ namespace OpenSim.Region.Framework.Scenes
4813 } 4821 }
4814 } 4822 }
4815 4823
4816 if (Shape.SculptEntry) 4824// if (Shape.SculptEntry)
4817 CheckSculptAndLoad(); 4825// CheckSculptAndLoad();
4818 else 4826// else
4819 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 4827 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4820 4828
4821 if (!building) 4829 if (!building)
@@ -4969,10 +4977,13 @@ namespace OpenSim.Region.Framework.Scenes
4969 /// <remarks> 4977 /// <remarks>
4970 /// When the physics engine has finished with it, the sculpt data is discarded to save memory. 4978 /// When the physics engine has finished with it, the sculpt data is discarded to save memory.
4971 /// </remarks> 4979 /// </remarks>
4980/*
4972 public void CheckSculptAndLoad() 4981 public void CheckSculptAndLoad()
4973 { 4982 {
4974// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); 4983// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
4975 4984
4985 return;
4986
4976 if (ParentGroup.IsDeleted) 4987 if (ParentGroup.IsDeleted)
4977 return; 4988 return;
4978 4989
@@ -4994,7 +5005,7 @@ namespace OpenSim.Region.Framework.Scenes
4994 } 5005 }
4995 } 5006 }
4996 } 5007 }
4997 5008*/
4998 /// <summary> 5009 /// <summary>
4999 /// Update the texture entry for this part. 5010 /// Update the texture entry for this part.
5000 /// </summary> 5011 /// </summary>
@@ -5262,6 +5273,7 @@ namespace OpenSim.Region.Framework.Scenes
5262 } 5273 }
5263 5274
5264 Quaternion rot = Quaternion.Slerp(RotationOffset,APIDTarget,1.0f/(float)m_APIDIterations); 5275 Quaternion rot = Quaternion.Slerp(RotationOffset,APIDTarget,1.0f/(float)m_APIDIterations);
5276 rot.Normalize();
5265 UpdateRotation(rot); 5277 UpdateRotation(rot);
5266 5278
5267 m_APIDIterations--; 5279 m_APIDIterations--;