LSL update texture entry is heavy, set all parameters on same update
parent
af35882eda
commit
fe6317f009
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@ -2338,10 +2338,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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ParentGroup.Scene.RemovePhysicalPrim(1);
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Velocity = new Vector3(0, 0, 0);
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Acceleration = new Vector3(0, 0, 0);
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AngularVelocity = new Vector3(0, 0, 0);
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APIDActive = false;
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Stop();
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if (pa.Phantom && !VolumeDetectActive)
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{
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@ -4730,14 +4727,13 @@ namespace OpenSim.Region.Framework.Scenes
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if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
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|| (Shape.PathCurve == (byte)Extrusion.Flexible))
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{
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Stop();
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if (pa != null)
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{
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if(wasUsingPhysics)
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ParentGroup.Scene.RemovePhysicalPrim(1);
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RemoveFromPhysics();
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}
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Stop();
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}
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else
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@ -2403,6 +2403,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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ScriptSleep(m_sleepMsOnSetLinkTexture);
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}
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protected void SetTextureParams(SceneObjectPart part, string texture, double scaleU, double ScaleV,
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double offsetU, double offsetV, double rotation, int face)
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{
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if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
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return;
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UUID textureID = new UUID();
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textureID = ScriptUtils.GetAssetIdFromItemName(m_host, texture, (int)AssetType.Texture);
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if (textureID == UUID.Zero)
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{
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if (!UUID.TryParse(texture, out textureID))
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return;
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}
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Primitive.TextureEntry tex = part.Shape.Textures;
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int nsides = GetNumberOfSides(part);
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if (face >= 0 && face < nsides)
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{
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Primitive.TextureEntryFace texface = tex.CreateFace((uint)face);
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texface.TextureID = textureID;
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texface.RepeatU = (float)scaleU;
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texface.RepeatV = (float)ScaleV;
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texface.OffsetU = (float)offsetU;
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texface.OffsetV = (float)offsetV;
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texface.Rotation = (float)rotation;
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tex.FaceTextures[face] = texface;
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part.UpdateTextureEntry(tex);
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return;
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}
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else if (face == ScriptBaseClass.ALL_SIDES)
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{
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for (uint i = 0; i < nsides; i++)
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{
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if (tex.FaceTextures[i] != null)
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{
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tex.FaceTextures[i].TextureID = textureID;
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tex.FaceTextures[i].RepeatU = (float)scaleU;
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tex.FaceTextures[i].RepeatV = (float)ScaleV;
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tex.FaceTextures[i].OffsetU = (float)offsetU;
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tex.FaceTextures[i].OffsetV = (float)offsetV;
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tex.FaceTextures[i].Rotation = (float)rotation;
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}
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}
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tex.DefaultTexture.TextureID = textureID;
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tex.DefaultTexture.RepeatU = (float)scaleU;
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tex.DefaultTexture.RepeatV = (float)ScaleV;
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tex.DefaultTexture.OffsetU = (float)offsetU;
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tex.DefaultTexture.OffsetV = (float)offsetV;
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tex.DefaultTexture.Rotation = (float)rotation;
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part.UpdateTextureEntry(tex);
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return;
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}
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}
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protected void SetTexture(SceneObjectPart part, string texture, int face)
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{
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if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
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@ -9728,11 +9784,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return new LSL_List();
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}
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SetTexture(part, tex, face);
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ScaleTexture(part, repeats.x, repeats.y, face);
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OffsetTexture(part, offsets.x, offsets.y, face);
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RotateTexture(part, rotation, face);
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SetTextureParams(part, tex, repeats.x, repeats.y, offsets.x, offsets.y, rotation, face);
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break;
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case ScriptBaseClass.PRIM_COLOR:
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@ -454,7 +454,7 @@
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; warp3D rendering height limits for prims (relative to rez position not bounding box)
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; prims above RenderMaxHeight are excluded
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; valid values: 100 t0 4086
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; valid values: 100 to 4086
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;RenderMaxHeight = 4086
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; prims below RenderMinHeight are excluded
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