store kfm on inventory. this may still be a bit confusing on rez
parent
04b97be71e
commit
9ae26fc5af
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@ -412,7 +412,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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Dictionary<UUID, Vector3> originalPositions = new Dictionary<UUID, Vector3>();
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Dictionary<UUID, Quaternion> originalRotations = new Dictionary<UUID, Quaternion>();
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// this possible is not needed if keyframes are saved
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Dictionary<UUID, KeyframeMotion> originalKeyframes = new Dictionary<UUID, KeyframeMotion>();
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// Dictionary<UUID, KeyframeMotion> originalKeyframes = new Dictionary<UUID, KeyframeMotion>();
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foreach (SceneObjectGroup objectGroup in objlist)
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{
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@ -423,8 +423,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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objectGroup.RootPart.SetForce(Vector3.Zero);
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objectGroup.RootPart.SetAngularImpulse(Vector3.Zero, false);
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originalKeyframes[objectGroup.UUID] = objectGroup.RootPart.KeyframeMotion;
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objectGroup.RootPart.KeyframeMotion = null;
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// originalKeyframes[objectGroup.UUID] = objectGroup.RootPart.KeyframeMotion;
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// objectGroup.RootPart.KeyframeMotion = null;
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Vector3 inventoryStoredPosition = objectGroup.AbsolutePosition;
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originalPositions[objectGroup.UUID] = inventoryStoredPosition;
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@ -476,7 +476,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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{
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objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID];
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objectGroup.RootPart.RotationOffset = originalRotations[objectGroup.UUID];
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objectGroup.RootPart.KeyframeMotion = originalKeyframes[objectGroup.UUID];
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// objectGroup.RootPart.KeyframeMotion = originalKeyframes[objectGroup.UUID];
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if (objectGroup.RootPart.KeyframeMotion != null)
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objectGroup.RootPart.KeyframeMotion.Resume();
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}
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@ -989,11 +989,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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// one full update during the attachment
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// process causes some clients to fail to display the
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// attachment properly.
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m_Scene.AddNewSceneObject(group, true, false);
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if (!attachment)
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{
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group.AbsolutePosition = pos + veclist[i];
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m_Scene.AddNewSceneObject(group, true, false);
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// Fire on_rez
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group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 1);
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@ -1001,6 +1001,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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group.ScheduleGroupForFullUpdate();
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}
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else
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m_Scene.AddNewSceneObject(group, true, false);
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// m_log.DebugFormat(
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// "[INVENTORY ACCESS MODULE]: Rezzed {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
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@ -755,7 +755,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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bool lastSteps = remainingSteps < 4;
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// bool lastSteps = remainingSteps < 4;
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Vector3 currentPosition = m_group.AbsolutePosition;
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Vector3 motionThisFrame = (Vector3)m_currentFrame.Position - currentPosition;
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motionThisFrame /= (float)remainingSteps;
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@ -776,13 +777,13 @@ namespace OpenSim.Region.Framework.Scenes
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}
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m_group.AbsolutePosition = m_nextPosition;
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if(lastSteps)
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m_group.RootPart.Velocity = Vector3.Zero;
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else
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// if(lastSteps)
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// m_group.RootPart.Velocity = Vector3.Zero;
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// else
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m_group.RootPart.Velocity = m_currentVel;
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if(!update && (
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lastSteps ||
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// lastSteps ||
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m_skippedUpdates * tickDuration > 0.5 ||
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Math.Abs(m_nextPosition.X - currentPosition.X) > 5f ||
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Math.Abs(m_nextPosition.Y - currentPosition.Y) > 5f ||
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@ -1651,10 +1651,11 @@ namespace OpenSim.Region.Framework.Scenes
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physicsMS2 = (float)(tmpMS2 - tmpMS);
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tmpMS = tmpMS2;
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/*
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// Apply any pending avatar force input to the avatar's velocity
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if (Frame % m_update_entitymovement == 0)
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m_sceneGraph.UpdateScenePresenceMovement();
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*/
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if (Frame % (m_update_coarse_locations) == 0 && !m_sendingCoarseLocations)
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{
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m_sendingCoarseLocations = true;
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@ -657,6 +657,9 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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if(!m_scene.IsRunning)
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return sog;
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if (root.KeyframeMotion != null)
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root.KeyframeMotion.StartCrossingCheck();
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@ -112,9 +112,22 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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while (reader.ReadToNextSibling("Part"));
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}
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reader.ReadEndElement();
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if (reader.Name == "KeyframeMotion" && reader.NodeType == XmlNodeType.Element)
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{
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string innerkeytxt = reader.ReadElementContentAsString();
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sceneObject.RootPart.KeyframeMotion =
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KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(innerkeytxt));
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}
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else
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sceneObject.RootPart.KeyframeMotion = null;
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// Script state may, or may not, exist. Not having any, is NOT
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// ever a problem.
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sceneObject.LoadScriptState(reader);
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sceneObject.InvalidateDeepEffectivePerms();
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return sceneObject;
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}
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@ -211,9 +224,19 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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writer.WriteEndElement(); // OtherParts
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if (sceneObject.RootPart.KeyframeMotion != null)
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{
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Byte[] data = sceneObject.RootPart.KeyframeMotion.Serialize();
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writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
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writer.WriteBase64(data, 0, data.Length);
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writer.WriteEndElement();
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}
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if (doScriptStates)
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sceneObject.SaveScriptedState(writer);
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if (!noRootElement)
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writer.WriteEndElement(); // SceneObjectGroup
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