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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs242
1 files changed, 2 insertions, 240 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index b3c643d..01a323e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2121,12 +2121,6 @@ namespace OpenSim.Region.Framework.Scenes
2121 2121
2122 if (localGlobalTF) 2122 if (localGlobalTF)
2123 { 2123 {
2124/*
2125 Quaternion grot = GetWorldRotation();
2126 Quaternion AXgrot = grot;
2127 Vector3 AXimpulsei = impulsei;
2128 Vector3 newimpulse = AXimpulsei * AXgrot;
2129 */
2130 torque *= GetWorldRotation(); 2124 torque *= GetWorldRotation();
2131 } 2125 }
2132 2126
@@ -2265,16 +2259,8 @@ namespace OpenSim.Region.Framework.Scenes
2265 2259
2266 if (userExposed) 2260 if (userExposed)
2267 { 2261 {
2268/*
2269 if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero)
2270 {
2271 ParentGroup.Scene.AssetService.Get(
2272 dupe.m_shape.SculptTexture.ToString(), dupe, dupe.AssetReceived);
2273 }
2274*/
2275 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2262 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
2276 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2263 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2277// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
2278 } 2264 }
2279 2265
2280 if (dupe.PhysActor != null) 2266 if (dupe.PhysActor != null)
@@ -2288,23 +2274,6 @@ namespace OpenSim.Region.Framework.Scenes
2288 } 2274 }
2289 2275
2290 /// <summary> 2276 /// <summary>
2291 /// Called back by asynchronous asset fetch.
2292 /// </summary>
2293 /// <param name="id">ID of asset received</param>
2294 /// <param name="sender">Register</param>
2295 /// <param name="asset"></param>
2296/*
2297 protected void AssetReceived(string id, Object sender, AssetBase asset)
2298 {
2299 if (asset != null)
2300 SculptTextureCallback(asset);
2301// else
2302// m_log.WarnFormat(
2303// "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
2304// Name, UUID, id);
2305 }
2306*/
2307 /// <summary>
2308 /// Do a physics property update for a NINJA joint. 2277 /// Do a physics property update for a NINJA joint.
2309 /// </summary> 2278 /// </summary>
2310 /// <param name="UsePhysics"></param> 2279 /// <param name="UsePhysics"></param>
@@ -3286,39 +3255,6 @@ namespace OpenSim.Region.Framework.Scenes
3286 } 3255 }
3287 3256
3288 /// <summary> 3257 /// <summary>
3289 /// Set sculpt and mesh data, and tell the physics engine to process the change.
3290 /// </summary>
3291 /// <param name="texture">The mesh itself.</param>
3292/*
3293 public void SculptTextureCallback(AssetBase texture)
3294 {
3295 if (m_shape.SculptEntry)
3296 {
3297 // commented out for sculpt map caching test - null could mean a cached sculpt map has been found
3298 //if (texture != null)
3299 {
3300 if (texture != null)
3301 {
3302// m_log.DebugFormat(
3303// "[SCENE OBJECT PART]: Setting sculpt data for {0} on SculptTextureCallback()", Name);
3304
3305 m_shape.SculptData = texture.Data;
3306 }
3307
3308 PhysicsActor pa = PhysActor;
3309
3310 if (pa != null)
3311 {
3312 // Update the physics actor with the new loaded sculpt data and set the taint signal.
3313 pa.Shape = m_shape;
3314
3315 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
3316 }
3317 }
3318 }
3319 }
3320*/
3321 /// <summary>
3322 /// Send a full update to the client for the given part 3258 /// Send a full update to the client for the given part
3323 /// </summary> 3259 /// </summary>
3324 /// <param name="remoteClient"></param> 3260 /// <param name="remoteClient"></param>
@@ -4058,103 +3994,6 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4058 } 3994 }
4059 } 3995 }
4060 3996
4061 public EntityIntersection TestIntersection(Ray iray, Quaternion parentrot)
4062 {
4063 // In this case we're using a sphere with a radius of the largest dimension of the prim
4064 // TODO: Change to take shape into account
4065
4066 EntityIntersection result = new EntityIntersection();
4067 Vector3 vAbsolutePosition = AbsolutePosition;
4068 Vector3 vScale = Scale;
4069 Vector3 rOrigin = iray.Origin;
4070 Vector3 rDirection = iray.Direction;
4071
4072 //rDirection = rDirection.Normalize();
4073 // Buidling the first part of the Quadratic equation
4074 Vector3 r2ndDirection = rDirection*rDirection;
4075 float itestPart1 = r2ndDirection.X + r2ndDirection.Y + r2ndDirection.Z;
4076
4077 // Buidling the second part of the Quadratic equation
4078 Vector3 tmVal2 = rOrigin - vAbsolutePosition;
4079 Vector3 r2Direction = rDirection*2.0f;
4080 Vector3 tmVal3 = r2Direction*tmVal2;
4081
4082 float itestPart2 = tmVal3.X + tmVal3.Y + tmVal3.Z;
4083
4084 // Buidling the third part of the Quadratic equation
4085 Vector3 tmVal4 = rOrigin*rOrigin;
4086 Vector3 tmVal5 = vAbsolutePosition*vAbsolutePosition;
4087
4088 Vector3 tmVal6 = vAbsolutePosition*rOrigin;
4089
4090 // Set Radius to the largest dimension of the prim
4091 float radius = 0f;
4092 if (vScale.X > radius)
4093 radius = vScale.X;
4094 if (vScale.Y > radius)
4095 radius = vScale.Y;
4096 if (vScale.Z > radius)
4097 radius = vScale.Z;
4098
4099 // the second part of this is the default prim size
4100 // once we factor in the aabb of the prim we're adding we can
4101 // change this to;
4102 // radius = (radius / 2) - 0.01f;
4103 //
4104 radius = (radius / 2) + (0.5f / 2) - 0.1f;
4105
4106 //radius = radius;
4107
4108 float itestPart3 = tmVal4.X + tmVal4.Y + tmVal4.Z + tmVal5.X + tmVal5.Y + tmVal5.Z -
4109 (2.0f*(tmVal6.X + tmVal6.Y + tmVal6.Z + (radius*radius)));
4110
4111 // Yuk Quadradrics.. Solve first
4112 float rootsqr = (itestPart2*itestPart2) - (4.0f*itestPart1*itestPart3);
4113 if (rootsqr < 0.0f)
4114 {
4115 // No intersection
4116 return result;
4117 }
4118 float root = ((-itestPart2) - (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f);
4119
4120 if (root < 0.0f)
4121 {
4122 // perform second quadratic root solution
4123 root = ((-itestPart2) + (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f);
4124
4125 // is there any intersection?
4126 if (root < 0.0f)
4127 {
4128 // nope, no intersection
4129 return result;
4130 }
4131 }
4132
4133 // We got an intersection. putting together an EntityIntersection object with the
4134 // intersection information
4135 Vector3 ipoint =
4136 new Vector3(iray.Origin.X + (iray.Direction.X*root), iray.Origin.Y + (iray.Direction.Y*root),
4137 iray.Origin.Z + (iray.Direction.Z*root));
4138
4139 result.HitTF = true;
4140 result.ipoint = ipoint;
4141
4142 // Normal is calculated by the difference and then normalizing the result
4143 Vector3 normalpart = ipoint - vAbsolutePosition;
4144 result.normal = normalpart / normalpart.Length();
4145
4146 // It's funny how the Vector3 object has a Distance function, but the Axiom.Math object doesn't.
4147 // I can write a function to do it.. but I like the fact that this one is Static.
4148
4149 Vector3 distanceConvert1 = new Vector3(iray.Origin.X, iray.Origin.Y, iray.Origin.Z);
4150 Vector3 distanceConvert2 = new Vector3(ipoint.X, ipoint.Y, ipoint.Z);
4151 float distance = (float) Util.GetDistanceTo(distanceConvert1, distanceConvert2);
4152
4153 result.distance = distance;
4154
4155 return result;
4156 }
4157
4158 public EntityIntersection TestIntersectionOBB(Ray iray, Quaternion parentrot, bool frontFacesOnly, bool faceCenters) 3997 public EntityIntersection TestIntersectionOBB(Ray iray, Quaternion parentrot, bool frontFacesOnly, bool faceCenters)
4159 { 3998 {
4160 // In this case we're using a rectangular prism, which has 6 faces and therefore 6 planes 3999 // In this case we're using a rectangular prism, which has 6 faces and therefore 6 planes
@@ -4522,15 +4361,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4522 public void UpdateExtraParam(ushort type, bool inUse, byte[] data) 4361 public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
4523 { 4362 {
4524 m_shape.ReadInUpdateExtraParam(type, inUse, data); 4363 m_shape.ReadInUpdateExtraParam(type, inUse, data);
4525/* 4364
4526 if (type == 0x30)
4527 {
4528 if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero)
4529 {
4530 ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived);
4531 }
4532 }
4533*/
4534 if (ParentGroup != null) 4365 if (ParentGroup != null)
4535 { 4366 {
4536 ParentGroup.HasGroupChanged = true; 4367 ParentGroup.HasGroupChanged = true;
@@ -5089,42 +4920,6 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
5089 } 4920 }
5090 4921
5091 /// <summary> 4922 /// <summary>
5092 /// If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the shape so that the physics
5093 /// engine can use it.
5094 /// </summary>
5095 /// <remarks>
5096 /// When the physics engine has finished with it, the sculpt data is discarded to save memory.
5097 /// </remarks>
5098/*
5099 public void CheckSculptAndLoad()
5100 {
5101// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
5102
5103 return;
5104
5105 if (ParentGroup.IsDeleted)
5106 return;
5107
5108 if ((ParentGroup.RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0)
5109 return;
5110
5111 if (Shape.SculptEntry && Shape.SculptTexture != UUID.Zero)
5112 {
5113 // check if a previously decoded sculpt map has been cached
5114 // We don't read the file here - the meshmerizer will do that later.
5115 // TODO: Could we simplify the meshmerizer code by reading and setting the data here?
5116 if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + Shape.SculptTexture.ToString())))
5117 {
5118 SculptTextureCallback(null);
5119 }
5120 else
5121 {
5122 ParentGroup.Scene.AssetService.Get(Shape.SculptTexture.ToString(), this, AssetReceived);
5123 }
5124 }
5125 }
5126*/
5127 /// <summary>
5128 /// Update the texture entry for this part. 4923 /// Update the texture entry for this part.
5129 /// </summary> 4924 /// </summary>
5130 /// <param name="serializedTextureEntry"></param> 4925 /// <param name="serializedTextureEntry"></param>
@@ -5299,41 +5094,8 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
5299 { 5094 {
5300 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 5095 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
5301 } 5096 }
5302/*
5303 PhysicsActor pa = PhysActor;
5304 if (pa != null)
5305 {
5306 if (
5307// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5308// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5309// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5310// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5311// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5312// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5313 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5314 )
5315 {
5316 // subscribe to physics updates.
5317 pa.OnCollisionUpdate += PhysicsCollision;
5318 pa.SubscribeEvents(1000);
5319 }
5320 else
5321 {
5322 pa.UnSubscribeEvents();
5323 pa.OnCollisionUpdate -= PhysicsCollision;
5324 }
5325 }
5326 */
5327 UpdatePhysicsSubscribedEvents();
5328 5097
5329 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5098 UpdatePhysicsSubscribedEvents();
5330 //{
5331 // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
5332 //}
5333 //else
5334 //{
5335 // ParentGroup.Scene.EventManager.OnScriptTimerEvent -= handleTimerAccounting;
5336 //}
5337 5099
5338 LocalFlags = (PrimFlags)objectflagupdate; 5100 LocalFlags = (PrimFlags)objectflagupdate;
5339 5101