Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
8aa43e72e5
|
@ -3432,6 +3432,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// <remarks>
|
/// <remarks>
|
||||||
/// When the physics engine has finished with it, the sculpt data is discarded to save memory.
|
/// When the physics engine has finished with it, the sculpt data is discarded to save memory.
|
||||||
/// </remarks>
|
/// </remarks>
|
||||||
|
/*
|
||||||
public void CheckSculptAndLoad()
|
public void CheckSculptAndLoad()
|
||||||
{
|
{
|
||||||
if (IsDeleted)
|
if (IsDeleted)
|
||||||
|
@ -3447,7 +3448,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
for (int i = 0; i < parts.Length; i++)
|
for (int i = 0; i < parts.Length; i++)
|
||||||
parts[i].CheckSculptAndLoad();
|
parts[i].CheckSculptAndLoad();
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Set the user group to which this scene object belongs.
|
/// Set the user group to which this scene object belongs.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|
|
@ -1014,9 +1014,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
{
|
{
|
||||||
actor.Size = m_shape.Scale;
|
actor.Size = m_shape.Scale;
|
||||||
|
|
||||||
if (Shape.SculptEntry)
|
// if (Shape.SculptEntry)
|
||||||
CheckSculptAndLoad();
|
// CheckSculptAndLoad();
|
||||||
else
|
// else
|
||||||
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
|
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1620,12 +1620,13 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
if (userExposed)
|
if (userExposed)
|
||||||
{
|
{
|
||||||
|
/*
|
||||||
if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero)
|
if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero)
|
||||||
{
|
{
|
||||||
ParentGroup.Scene.AssetService.Get(
|
ParentGroup.Scene.AssetService.Get(
|
||||||
dupe.m_shape.SculptTexture.ToString(), dupe, dupe.AssetReceived);
|
dupe.m_shape.SculptTexture.ToString(), dupe, dupe.AssetReceived);
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
|
bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
|
||||||
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
|
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
|
||||||
}
|
}
|
||||||
|
@ -1643,6 +1644,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// <param name="id">ID of asset received</param>
|
/// <param name="id">ID of asset received</param>
|
||||||
/// <param name="sender">Register</param>
|
/// <param name="sender">Register</param>
|
||||||
/// <param name="asset"></param>
|
/// <param name="asset"></param>
|
||||||
|
/*
|
||||||
protected void AssetReceived(string id, Object sender, AssetBase asset)
|
protected void AssetReceived(string id, Object sender, AssetBase asset)
|
||||||
{
|
{
|
||||||
if (asset != null)
|
if (asset != null)
|
||||||
|
@ -1652,7 +1654,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
"[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
|
"[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
|
||||||
Name, UUID, id);
|
Name, UUID, id);
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Do a physics property update for a NINJA joint.
|
/// Do a physics property update for a NINJA joint.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -1833,9 +1835,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
// If this part is a sculpt then delay the physics update until we've asynchronously loaded the
|
// If this part is a sculpt then delay the physics update until we've asynchronously loaded the
|
||||||
// mesh data.
|
// mesh data.
|
||||||
if (Shape.SculptEntry)
|
// if (Shape.SculptEntry)
|
||||||
CheckSculptAndLoad();
|
// CheckSculptAndLoad();
|
||||||
else
|
// else
|
||||||
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -2511,6 +2513,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// Set sculpt and mesh data, and tell the physics engine to process the change.
|
/// Set sculpt and mesh data, and tell the physics engine to process the change.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="texture">The mesh itself.</param>
|
/// <param name="texture">The mesh itself.</param>
|
||||||
|
/*
|
||||||
public void SculptTextureCallback(AssetBase texture)
|
public void SculptTextureCallback(AssetBase texture)
|
||||||
{
|
{
|
||||||
if (m_shape.SculptEntry)
|
if (m_shape.SculptEntry)
|
||||||
|
@ -2538,7 +2541,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Send a full update to the client for the given part
|
/// Send a full update to the client for the given part
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -3783,7 +3786,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
|
public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
|
||||||
{
|
{
|
||||||
m_shape.ReadInUpdateExtraParam(type, inUse, data);
|
m_shape.ReadInUpdateExtraParam(type, inUse, data);
|
||||||
|
/*
|
||||||
if (type == 0x30)
|
if (type == 0x30)
|
||||||
{
|
{
|
||||||
if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero)
|
if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero)
|
||||||
|
@ -3791,7 +3794,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived);
|
ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
if (ParentGroup != null)
|
if (ParentGroup != null)
|
||||||
{
|
{
|
||||||
ParentGroup.HasGroupChanged = true;
|
ParentGroup.HasGroupChanged = true;
|
||||||
|
@ -4025,14 +4028,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
if (!wasUsingPhysics)
|
if (!wasUsingPhysics)
|
||||||
{
|
{
|
||||||
DoPhysicsPropertyUpdate(UsePhysics, false);
|
DoPhysicsPropertyUpdate(UsePhysics, false);
|
||||||
|
|
||||||
if (!ParentGroup.IsDeleted)
|
|
||||||
{
|
|
||||||
if (LocalId == ParentGroup.RootPart.LocalId)
|
|
||||||
{
|
|
||||||
ParentGroup.CheckSculptAndLoad();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -4072,14 +4067,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
pa.SetMaterial(Material);
|
pa.SetMaterial(Material);
|
||||||
DoPhysicsPropertyUpdate(UsePhysics, true);
|
DoPhysicsPropertyUpdate(UsePhysics, true);
|
||||||
|
|
||||||
if (!ParentGroup.IsDeleted)
|
|
||||||
{
|
|
||||||
if (LocalId == ParentGroup.RootPart.LocalId)
|
|
||||||
{
|
|
||||||
ParentGroup.CheckSculptAndLoad();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (
|
if (
|
||||||
((AggregateScriptEvents & scriptEvents.collision) != 0) ||
|
((AggregateScriptEvents & scriptEvents.collision) != 0) ||
|
||||||
((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
|
((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
|
||||||
|
@ -4104,14 +4091,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
else // it already has a physical representation
|
else // it already has a physical representation
|
||||||
{
|
{
|
||||||
DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
|
DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
|
||||||
|
|
||||||
if (!ParentGroup.IsDeleted)
|
|
||||||
{
|
|
||||||
if (LocalId == ParentGroup.RootPart.LocalId)
|
|
||||||
{
|
|
||||||
ParentGroup.CheckSculptAndLoad();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -4341,6 +4320,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// <remarks>
|
/// <remarks>
|
||||||
/// When the physics engine has finished with it, the sculpt data is discarded to save memory.
|
/// When the physics engine has finished with it, the sculpt data is discarded to save memory.
|
||||||
/// </remarks>
|
/// </remarks>
|
||||||
|
/*
|
||||||
public void CheckSculptAndLoad()
|
public void CheckSculptAndLoad()
|
||||||
{
|
{
|
||||||
// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
|
// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
|
||||||
|
@ -4366,7 +4346,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Update the texture entry for this part.
|
/// Update the texture entry for this part.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|
|
@ -76,7 +76,7 @@ namespace OpenSim.Region.Physics.Manager
|
||||||
get { return new NullPhysicsScene(); }
|
get { return new NullPhysicsScene(); }
|
||||||
}
|
}
|
||||||
|
|
||||||
public RequestAssetDelegate RequestAssetMethod { private get; set; }
|
public RequestAssetDelegate RequestAssetMethod { get; set; }
|
||||||
|
|
||||||
public virtual void TriggerPhysicsBasedRestart()
|
public virtual void TriggerPhysicsBasedRestart()
|
||||||
{
|
{
|
||||||
|
|
|
@ -100,6 +100,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
private Vector3 m_taintAngularLock = Vector3.One;
|
private Vector3 m_taintAngularLock = Vector3.One;
|
||||||
private IntPtr Amotor = IntPtr.Zero;
|
private IntPtr Amotor = IntPtr.Zero;
|
||||||
|
|
||||||
|
private object m_assetsLock = new object();
|
||||||
|
private bool m_assetFailed = false;
|
||||||
|
|
||||||
private Vector3 m_PIDTarget;
|
private Vector3 m_PIDTarget;
|
||||||
private float m_PIDTau;
|
private float m_PIDTau;
|
||||||
private float PID_D = 35f;
|
private float PID_D = 35f;
|
||||||
|
@ -282,6 +285,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
}
|
}
|
||||||
|
|
||||||
m_taintadd = true;
|
m_taintadd = true;
|
||||||
|
m_assetFailed = false;
|
||||||
_parent_scene.AddPhysicsActorTaint(this);
|
_parent_scene.AddPhysicsActorTaint(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1498,6 +1502,8 @@ Console.WriteLine("CreateGeom:");
|
||||||
mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
|
mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
|
||||||
// createmesh returns null when it's a shape that isn't a cube.
|
// createmesh returns null when it's a shape that isn't a cube.
|
||||||
// m_log.Debug(m_localID);
|
// m_log.Debug(m_localID);
|
||||||
|
if (mesh == null)
|
||||||
|
CheckMeshAsset();
|
||||||
}
|
}
|
||||||
|
|
||||||
#if SPAM
|
#if SPAM
|
||||||
|
@ -1997,7 +2003,12 @@ Console.WriteLine(" JointCreateFixed");
|
||||||
// Don't need to re-enable body.. it's done in SetMesh
|
// Don't need to re-enable body.. it's done in SetMesh
|
||||||
|
|
||||||
if (_parent_scene.needsMeshing(_pbs))
|
if (_parent_scene.needsMeshing(_pbs))
|
||||||
|
{
|
||||||
mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
|
mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
|
||||||
|
if (mesh == null)
|
||||||
|
CheckMeshAsset();
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
CreateGeom(m_targetSpace, mesh);
|
CreateGeom(m_targetSpace, mesh);
|
||||||
|
@ -2057,6 +2068,8 @@ Console.WriteLine(" JointCreateFixed");
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void changeshape()
|
private void changeshape()
|
||||||
{
|
{
|
||||||
|
m_taintshape = false;
|
||||||
|
|
||||||
// Cleanup of old prim geometry and Bodies
|
// Cleanup of old prim geometry and Bodies
|
||||||
if (IsPhysical && Body != IntPtr.Zero)
|
if (IsPhysical && Body != IntPtr.Zero)
|
||||||
{
|
{
|
||||||
|
@ -2084,6 +2097,7 @@ Console.WriteLine(" JointCreateFixed");
|
||||||
|
|
||||||
IMesh mesh = null;
|
IMesh mesh = null;
|
||||||
|
|
||||||
|
|
||||||
if (_parent_scene.needsMeshing(_pbs))
|
if (_parent_scene.needsMeshing(_pbs))
|
||||||
{
|
{
|
||||||
// Don't need to re-enable body.. it's done in CreateMesh
|
// Don't need to re-enable body.. it's done in CreateMesh
|
||||||
|
@ -2094,6 +2108,8 @@ Console.WriteLine(" JointCreateFixed");
|
||||||
|
|
||||||
// createmesh returns null when it doesn't mesh.
|
// createmesh returns null when it doesn't mesh.
|
||||||
mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
|
mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
|
||||||
|
if (mesh == null)
|
||||||
|
CheckMeshAsset();
|
||||||
}
|
}
|
||||||
|
|
||||||
CreateGeom(m_targetSpace, mesh);
|
CreateGeom(m_targetSpace, mesh);
|
||||||
|
@ -2130,7 +2146,7 @@ Console.WriteLine(" JointCreateFixed");
|
||||||
}
|
}
|
||||||
|
|
||||||
resetCollisionAccounting();
|
resetCollisionAccounting();
|
||||||
m_taintshape = false;
|
// m_taintshape = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -2396,6 +2412,7 @@ Console.WriteLine(" JointCreateFixed");
|
||||||
set
|
set
|
||||||
{
|
{
|
||||||
_pbs = value;
|
_pbs = value;
|
||||||
|
m_assetFailed = false;
|
||||||
m_taintshape = true;
|
m_taintshape = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -3234,5 +3251,37 @@ Console.WriteLine(" JointCreateFixed");
|
||||||
{
|
{
|
||||||
m_material = pMaterial;
|
m_material = pMaterial;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void CheckMeshAsset()
|
||||||
|
{
|
||||||
|
if (_pbs.SculptEntry && !m_assetFailed && _pbs.SculptTexture != UUID.Zero)
|
||||||
|
{
|
||||||
|
m_assetFailed = true;
|
||||||
|
Util.FireAndForget(delegate
|
||||||
|
{
|
||||||
|
RequestAssetDelegate assetProvider = _parent_scene.RequestAssetMethod;
|
||||||
|
if (assetProvider != null)
|
||||||
|
assetProvider(_pbs.SculptTexture, MeshAssetReveived);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void MeshAssetReveived(AssetBase asset)
|
||||||
|
{
|
||||||
|
if (asset.Data != null && asset.Data.Length > 0)
|
||||||
|
{
|
||||||
|
if (!_pbs.SculptEntry)
|
||||||
|
return;
|
||||||
|
if (_pbs.SculptTexture.ToString() != asset.ID)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_pbs.SculptData = new byte[asset.Data.Length];
|
||||||
|
asset.Data.CopyTo(_pbs.SculptData, 0);
|
||||||
|
m_assetFailed = false;
|
||||||
|
m_taintshape = true;
|
||||||
|
_parent_scene.AddPhysicsActorTaint(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in New Issue