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.bulletsim
parent
ce85675e70
commit
2f3d0e209f
|
@ -1726,6 +1726,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <summary>
|
||||
/// Loads the World's objects
|
||||
/// </summary>
|
||||
/// <param name="regionID"></param>
|
||||
public virtual void LoadPrimsFromStorage(UUID regionID)
|
||||
{
|
||||
LoadingPrims = true;
|
||||
|
|
|
@ -3297,7 +3297,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0)
|
||||
return;
|
||||
|
||||
// m_log.Debug("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
|
||||
|
||||
SceneObjectPart[] parts = m_parts.GetArray();
|
||||
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
{
|
||||
SceneObjectPart part = parts[i];
|
||||
|
|
|
@ -1810,7 +1810,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
ParentGroup.Scene.jointErrorMessage(joint, "warning: tracked body name not found! joint location will not be updated properly. joint: " + Name);
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1872,7 +1871,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
PhysActor.IsPhysical = UsePhysics;
|
||||
|
||||
|
||||
// If we're not what we're supposed to be in the physics scene, recreate ourselves.
|
||||
//m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
|
||||
/// that's not wholesome. Had to make Scene public
|
||||
|
@ -1896,6 +1894,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
||||
}
|
||||
}
|
||||
|
@ -2967,14 +2966,17 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
//if (texture != null)
|
||||
{
|
||||
if (texture != null)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Setting sculpt data for {0} on SculptTextureCallback()", Name);
|
||||
|
||||
m_shape.SculptData = texture.Data;
|
||||
}
|
||||
|
||||
if (PhysActor != null)
|
||||
{
|
||||
// Tricks physics engine into thinking we've changed the part shape.
|
||||
PrimitiveBaseShape m_newshape = m_shape.Copy();
|
||||
PhysActor.Shape = m_newshape;
|
||||
m_shape = m_newshape;
|
||||
// Update the physics actor with the new loaded sculpt data and set the taint signal.
|
||||
PhysActor.Shape = m_shape;
|
||||
|
||||
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
||||
}
|
||||
|
@ -3270,11 +3272,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
m_parentGroup.SetAxisRotation(axis, rotate);
|
||||
}
|
||||
|
||||
//Cannot use ScriptBaseClass constants as no referance to it currently.
|
||||
if (axis == 2)//STATUS_ROTATE_X
|
||||
STATUS_ROTATE_X = rotate;
|
||||
|
||||
if (axis == 4)//STATUS_ROTATE_Y
|
||||
STATUS_ROTATE_Y = rotate;
|
||||
|
||||
if (axis == 8)//STATUS_ROTATE_Z
|
||||
STATUS_ROTATE_Z = rotate;
|
||||
}
|
||||
|
@ -4418,6 +4423,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
RemFlag(PrimFlags.Phantom);
|
||||
|
||||
PhysicsActor pa = PhysActor;
|
||||
|
||||
if (pa == null)
|
||||
{
|
||||
// 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
|
|||
if (pa != null)
|
||||
{
|
||||
DoPhysicsPropertyUpdate(UsePhysics, true);
|
||||
|
||||
if (m_parentGroup != null)
|
||||
{
|
||||
if (!m_parentGroup.IsDeleted)
|
||||
|
@ -4444,6 +4451,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (
|
||||
((AggregateScriptEvents & scriptEvents.collision) != 0) ||
|
||||
((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
|
||||
|
@ -4492,13 +4500,15 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
else
|
||||
{ // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
|
||||
{
|
||||
// Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
|
||||
// (mumbles, well, at least if you have infinte CPU powers :-))
|
||||
PhysicsActor pa = this.PhysActor;
|
||||
if (pa != null)
|
||||
{
|
||||
PhysActor.SetVolumeDetect(0);
|
||||
}
|
||||
|
||||
this.VolumeDetectActive = false;
|
||||
}
|
||||
|
||||
|
|
|
@ -2104,6 +2104,7 @@ Console.WriteLine("changeshape not need meshing");
|
|||
parent.ChildSetGeom(this);
|
||||
}
|
||||
}
|
||||
|
||||
resetCollisionAccounting();
|
||||
m_taintshape = false;
|
||||
}
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
*/
|
||||
|
||||
//#define USE_DRAWSTUFF
|
||||
#define SPAM
|
||||
//#define SPAM
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
|
Loading…
Reference in New Issue