remove some dead code

LSLKeyTest
UbitUmarov 2016-08-17 21:20:20 +01:00
parent e9638ee9e9
commit bca5fd98dc
1 changed files with 2 additions and 240 deletions

View File

@ -2121,12 +2121,6 @@ namespace OpenSim.Region.Framework.Scenes
if (localGlobalTF) if (localGlobalTF)
{ {
/*
Quaternion grot = GetWorldRotation();
Quaternion AXgrot = grot;
Vector3 AXimpulsei = impulsei;
Vector3 newimpulse = AXimpulsei * AXgrot;
*/
torque *= GetWorldRotation(); torque *= GetWorldRotation();
} }
@ -2265,16 +2259,8 @@ namespace OpenSim.Region.Framework.Scenes
if (userExposed) 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); bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
dupe.DoPhysicsPropertyUpdate(UsePhysics, true); dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
} }
if (dupe.PhysActor != null) if (dupe.PhysActor != null)
@ -2287,23 +2273,6 @@ namespace OpenSim.Region.Framework.Scenes
return dupe; return dupe;
} }
/// <summary>
/// Called back by asynchronous asset fetch.
/// </summary>
/// <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)
SculptTextureCallback(asset);
// else
// m_log.WarnFormat(
// "[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> /// <summary>
/// Do a physics property update for a NINJA joint. /// Do a physics property update for a NINJA joint.
/// </summary> /// </summary>
@ -3285,39 +3254,6 @@ namespace OpenSim.Region.Framework.Scenes
ParentGroup.ScriptSetPhysicsStatus(UsePhysics); ParentGroup.ScriptSetPhysicsStatus(UsePhysics);
} }
/// <summary>
/// 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)
{
// commented out for sculpt map caching test - null could mean a cached sculpt map has been found
//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;
}
PhysicsActor pa = PhysActor;
if (pa != null)
{
// Update the physics actor with the new loaded sculpt data and set the taint signal.
pa.Shape = m_shape;
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
}
}
*/
/// <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>
@ -4058,103 +3994,6 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
} }
} }
public EntityIntersection TestIntersection(Ray iray, Quaternion parentrot)
{
// In this case we're using a sphere with a radius of the largest dimension of the prim
// TODO: Change to take shape into account
EntityIntersection result = new EntityIntersection();
Vector3 vAbsolutePosition = AbsolutePosition;
Vector3 vScale = Scale;
Vector3 rOrigin = iray.Origin;
Vector3 rDirection = iray.Direction;
//rDirection = rDirection.Normalize();
// Buidling the first part of the Quadratic equation
Vector3 r2ndDirection = rDirection*rDirection;
float itestPart1 = r2ndDirection.X + r2ndDirection.Y + r2ndDirection.Z;
// Buidling the second part of the Quadratic equation
Vector3 tmVal2 = rOrigin - vAbsolutePosition;
Vector3 r2Direction = rDirection*2.0f;
Vector3 tmVal3 = r2Direction*tmVal2;
float itestPart2 = tmVal3.X + tmVal3.Y + tmVal3.Z;
// Buidling the third part of the Quadratic equation
Vector3 tmVal4 = rOrigin*rOrigin;
Vector3 tmVal5 = vAbsolutePosition*vAbsolutePosition;
Vector3 tmVal6 = vAbsolutePosition*rOrigin;
// Set Radius to the largest dimension of the prim
float radius = 0f;
if (vScale.X > radius)
radius = vScale.X;
if (vScale.Y > radius)
radius = vScale.Y;
if (vScale.Z > radius)
radius = vScale.Z;
// the second part of this is the default prim size
// once we factor in the aabb of the prim we're adding we can
// change this to;
// radius = (radius / 2) - 0.01f;
//
radius = (radius / 2) + (0.5f / 2) - 0.1f;
//radius = radius;
float itestPart3 = tmVal4.X + tmVal4.Y + tmVal4.Z + tmVal5.X + tmVal5.Y + tmVal5.Z -
(2.0f*(tmVal6.X + tmVal6.Y + tmVal6.Z + (radius*radius)));
// Yuk Quadradrics.. Solve first
float rootsqr = (itestPart2*itestPart2) - (4.0f*itestPart1*itestPart3);
if (rootsqr < 0.0f)
{
// No intersection
return result;
}
float root = ((-itestPart2) - (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f);
if (root < 0.0f)
{
// perform second quadratic root solution
root = ((-itestPart2) + (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f);
// is there any intersection?
if (root < 0.0f)
{
// nope, no intersection
return result;
}
}
// We got an intersection. putting together an EntityIntersection object with the
// intersection information
Vector3 ipoint =
new Vector3(iray.Origin.X + (iray.Direction.X*root), iray.Origin.Y + (iray.Direction.Y*root),
iray.Origin.Z + (iray.Direction.Z*root));
result.HitTF = true;
result.ipoint = ipoint;
// Normal is calculated by the difference and then normalizing the result
Vector3 normalpart = ipoint - vAbsolutePosition;
result.normal = normalpart / normalpart.Length();
// It's funny how the Vector3 object has a Distance function, but the Axiom.Math object doesn't.
// I can write a function to do it.. but I like the fact that this one is Static.
Vector3 distanceConvert1 = new Vector3(iray.Origin.X, iray.Origin.Y, iray.Origin.Z);
Vector3 distanceConvert2 = new Vector3(ipoint.X, ipoint.Y, ipoint.Z);
float distance = (float) Util.GetDistanceTo(distanceConvert1, distanceConvert2);
result.distance = distance;
return result;
}
public EntityIntersection TestIntersectionOBB(Ray iray, Quaternion parentrot, bool frontFacesOnly, bool faceCenters) public EntityIntersection TestIntersectionOBB(Ray iray, Quaternion parentrot, bool frontFacesOnly, bool faceCenters)
{ {
// In this case we're using a rectangular prism, which has 6 faces and therefore 6 planes // 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
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 (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero)
{
ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived);
}
}
*/
if (ParentGroup != null) if (ParentGroup != null)
{ {
ParentGroup.HasGroupChanged = true; ParentGroup.HasGroupChanged = true;
@ -5088,42 +4919,6 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
} }
} }
/// <summary>
/// If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the shape so that the physics
/// engine can use it.
/// </summary>
/// <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);
return;
if (ParentGroup.IsDeleted)
return;
if ((ParentGroup.RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0)
return;
if (Shape.SculptEntry && Shape.SculptTexture != UUID.Zero)
{
// check if a previously decoded sculpt map has been cached
// We don't read the file here - the meshmerizer will do that later.
// TODO: Could we simplify the meshmerizer code by reading and setting the data here?
if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + Shape.SculptTexture.ToString())))
{
SculptTextureCallback(null);
}
else
{
ParentGroup.Scene.AssetService.Get(Shape.SculptTexture.ToString(), this, AssetReceived);
}
}
}
*/
/// <summary> /// <summary>
/// Update the texture entry for this part. /// Update the texture entry for this part.
/// </summary> /// </summary>
@ -5299,41 +5094,8 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
{ {
objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
} }
/*
PhysicsActor pa = PhysActor;
if (pa != null)
{
if (
// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
)
{
// subscribe to physics updates.
pa.OnCollisionUpdate += PhysicsCollision;
pa.SubscribeEvents(1000);
}
else
{
pa.UnSubscribeEvents();
pa.OnCollisionUpdate -= PhysicsCollision;
}
}
*/
UpdatePhysicsSubscribedEvents();
//if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) UpdatePhysicsSubscribedEvents();
//{
// ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
//}
//else
//{
// ParentGroup.Scene.EventManager.OnScriptTimerEvent -= handleTimerAccounting;
//}
LocalFlags = (PrimFlags)objectflagupdate; LocalFlags = (PrimFlags)objectflagupdate;