* Adds KeyFrameMotion storage support to SQLite, just a note, seems that there's still something wrong with keyframed motion starting when the sim starts up, you have to 'select' and 'deselect' the prim again to get it to appear to move. Not sure what this is but maybe melanie_t can comment on this.
* Has a prim table migration.. that might take a while, hold on to your hats. * Fixes a null-ref when shutting down while keyframed motion is active.cpu-performance
parent
ed950e6c74
commit
d47a18fd09
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@ -592,3 +592,11 @@ ALTER TABLE prims ADD COLUMN `Friction` double NOT NULL default '0.6';
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ALTER TABLE prims ADD COLUMN `Restitution` double NOT NULL default '0.5';
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COMMIT;
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:VERSION 29 #---------------- Keyframes
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BEGIN;
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ALTER TABLE prims ADD COLUMN `KeyframeMotion` blob;
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COMMIT;
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@ -732,6 +732,8 @@ namespace OpenSim.Data.SQLite
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}
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SceneObjectGroup group = new SceneObjectGroup(prim);
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if (prim.KeyframeMotion != null)
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prim.KeyframeMotion.UpdateSceneObject(group);
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createdObjects.Add(group.UUID, group);
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retvals.Add(group);
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LoadItems(prim);
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@ -1241,6 +1243,7 @@ namespace OpenSim.Data.SQLite
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createCol(prims, "Friction", typeof(Double));
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createCol(prims, "Restitution", typeof(Double));
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createCol(prims, "KeyframeMotion", typeof(Byte[]));
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// Add in contraints
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prims.PrimaryKey = new DataColumn[] { prims.Columns["UUID"] };
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@ -1736,6 +1739,20 @@ namespace OpenSim.Data.SQLite
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prim.Friction = Convert.ToSingle(row["Friction"]);
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prim.Restitution = Convert.ToSingle(row["Restitution"]);
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if (!(row["KeyframeMotion"] is DBNull))
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{
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Byte[] data = (byte[])row["KeyframeMotion"];
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if (data.Length > 0)
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prim.KeyframeMotion = KeyframeMotion.FromData(null, data);
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else
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prim.KeyframeMotion = null;
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}
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else
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{
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prim.KeyframeMotion = null;
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}
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return prim;
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}
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@ -2168,6 +2185,13 @@ namespace OpenSim.Data.SQLite
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row["GravityModifier"] = (double)prim.GravityModifier;
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row["Friction"] = (double)prim.Friction;
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row["Restitution"] = (double)prim.Restitution;
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if (prim.KeyframeMotion != null)
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row["KeyframeMotion"] = prim.KeyframeMotion.Serialize();
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else
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row["KeyframeMotion"] = new Byte[0];
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}
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/// <summary>
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@ -779,7 +779,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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// Tell the physics engines that this prim changed.
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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if (ParentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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}
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catch (Exception e)
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{
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@ -892,7 +893,7 @@ namespace OpenSim.Region.Framework.Scenes
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//m_log.Info("[PART]: RO2:" + actor.Orientation.ToString());
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}
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if (ParentGroup != null)
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if (ParentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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//}
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}
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