Merge branch 'master' of ssh://opensimulator.org/var/git/opensim

connector_plugin
Justin Clark-Casey (justincc) 2012-10-18 23:32:40 +01:00
commit 8aa43e72e5
5 changed files with 70 additions and 40 deletions

View File

@ -3432,6 +3432,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <remarks>
/// When the physics engine has finished with it, the sculpt data is discarded to save memory.
/// </remarks>
/*
public void CheckSculptAndLoad()
{
if (IsDeleted)
@ -3447,7 +3448,7 @@ namespace OpenSim.Region.Framework.Scenes
for (int i = 0; i < parts.Length; i++)
parts[i].CheckSculptAndLoad();
}
*/
/// <summary>
/// Set the user group to which this scene object belongs.
/// </summary>

View File

@ -1014,9 +1014,9 @@ namespace OpenSim.Region.Framework.Scenes
{
actor.Size = m_shape.Scale;
if (Shape.SculptEntry)
CheckSculptAndLoad();
else
// if (Shape.SculptEntry)
// CheckSculptAndLoad();
// else
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
}
@ -1620,12 +1620,13 @@ namespace OpenSim.Region.Framework.Scenes
if (userExposed)
{
/*
if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero)
{
ParentGroup.Scene.AssetService.Get(
dupe.m_shape.SculptTexture.ToString(), dupe, dupe.AssetReceived);
}
*/
bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
}
@ -1643,6 +1644,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="id">ID of asset received</param>
/// <param name="sender">Register</param>
/// <param name="asset"></param>
/*
protected void AssetReceived(string id, Object sender, AssetBase asset)
{
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",
Name, UUID, id);
}
*/
/// <summary>
/// Do a physics property update for a NINJA joint.
/// </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
// mesh data.
if (Shape.SculptEntry)
CheckSculptAndLoad();
else
// if (Shape.SculptEntry)
// CheckSculptAndLoad();
// else
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.
/// </summary>
/// <param name="texture">The mesh itself.</param>
/*
public void SculptTextureCallback(AssetBase texture)
{
if (m_shape.SculptEntry)
@ -2538,7 +2541,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
*/
/// <summary>
/// Send a full update to the client for the given part
/// </summary>
@ -3783,7 +3786,7 @@ namespace OpenSim.Region.Framework.Scenes
public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
{
m_shape.ReadInUpdateExtraParam(type, inUse, data);
/*
if (type == 0x30)
{
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);
}
}
*/
if (ParentGroup != null)
{
ParentGroup.HasGroupChanged = true;
@ -4025,14 +4028,6 @@ namespace OpenSim.Region.Framework.Scenes
if (!wasUsingPhysics)
{
DoPhysicsPropertyUpdate(UsePhysics, false);
if (!ParentGroup.IsDeleted)
{
if (LocalId == ParentGroup.RootPart.LocalId)
{
ParentGroup.CheckSculptAndLoad();
}
}
}
}
else
@ -4072,14 +4067,6 @@ namespace OpenSim.Region.Framework.Scenes
pa.SetMaterial(Material);
DoPhysicsPropertyUpdate(UsePhysics, true);
if (!ParentGroup.IsDeleted)
{
if (LocalId == ParentGroup.RootPart.LocalId)
{
ParentGroup.CheckSculptAndLoad();
}
}
if (
((AggregateScriptEvents & scriptEvents.collision) != 0) ||
((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
@ -4104,14 +4091,6 @@ namespace OpenSim.Region.Framework.Scenes
else // it already has a physical representation
{
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>
/// When the physics engine has finished with it, the sculpt data is discarded to save memory.
/// </remarks>
/*
public void CheckSculptAndLoad()
{
// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
@ -4366,7 +4346,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
*/
/// <summary>
/// Update the texture entry for this part.
/// </summary>

View File

@ -76,7 +76,7 @@ namespace OpenSim.Region.Physics.Manager
get { return new NullPhysicsScene(); }
}
public RequestAssetDelegate RequestAssetMethod { private get; set; }
public RequestAssetDelegate RequestAssetMethod { get; set; }
public virtual void TriggerPhysicsBasedRestart()
{

View File

@ -100,6 +100,9 @@ namespace OpenSim.Region.Physics.OdePlugin
private Vector3 m_taintAngularLock = Vector3.One;
private IntPtr Amotor = IntPtr.Zero;
private object m_assetsLock = new object();
private bool m_assetFailed = false;
private Vector3 m_PIDTarget;
private float m_PIDTau;
private float PID_D = 35f;
@ -282,6 +285,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
m_taintadd = true;
m_assetFailed = false;
_parent_scene.AddPhysicsActorTaint(this);
}
@ -1498,6 +1502,8 @@ Console.WriteLine("CreateGeom:");
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.
// m_log.Debug(m_localID);
if (mesh == null)
CheckMeshAsset();
}
#if SPAM
@ -1997,7 +2003,12 @@ Console.WriteLine(" JointCreateFixed");
// Don't need to re-enable body.. it's done in SetMesh
if (_parent_scene.needsMeshing(_pbs))
{
mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
if (mesh == null)
CheckMeshAsset();
}
}
CreateGeom(m_targetSpace, mesh);
@ -2057,6 +2068,8 @@ Console.WriteLine(" JointCreateFixed");
/// </summary>
private void changeshape()
{
m_taintshape = false;
// Cleanup of old prim geometry and Bodies
if (IsPhysical && Body != IntPtr.Zero)
{
@ -2084,6 +2097,7 @@ Console.WriteLine(" JointCreateFixed");
IMesh mesh = null;
if (_parent_scene.needsMeshing(_pbs))
{
// 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.
mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
if (mesh == null)
CheckMeshAsset();
}
CreateGeom(m_targetSpace, mesh);
@ -2130,7 +2146,7 @@ Console.WriteLine(" JointCreateFixed");
}
resetCollisionAccounting();
m_taintshape = false;
// m_taintshape = false;
}
/// <summary>
@ -2396,6 +2412,7 @@ Console.WriteLine(" JointCreateFixed");
set
{
_pbs = value;
m_assetFailed = false;
m_taintshape = true;
}
}
@ -3234,5 +3251,37 @@ Console.WriteLine(" JointCreateFixed");
{
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);
}
}
}
}