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implemented
This commit is contained in:
committed by
Justin Clark-Casey (justincc)
parent
74f5253a36
commit
466d684fbe
@@ -4236,6 +4236,56 @@ namespace OpenSim.Region.Framework.Scenes
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ScheduleFullUpdate();
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}
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public void UpdateSlice(float begin, float end)
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{
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if (end < begin)
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{
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float temp = begin;
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begin = end;
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end = temp;
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}
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end = Math.Min(1f, Math.Max(0f, end));
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begin = Math.Min(Math.Min(1f, Math.Max(0f, begin)), end - 0.02f);
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if (begin < 0.02f && end < 0.02f)
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{
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begin = 0f;
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end = 0.02f;
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}
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ushort uBegin = (ushort)(50000.0 * begin);
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ushort uEnd = (ushort)(50000.0 * (1f - end));
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bool updatePossiblyNeeded = false;
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if (GetPrimType() == PrimType.SPHERE)
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{
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if (m_shape.ProfileBegin != uBegin || m_shape.ProfileEnd != uEnd)
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{
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m_shape.ProfileBegin = uBegin;
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m_shape.ProfileEnd = uEnd;
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updatePossiblyNeeded = true;
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}
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}
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else if (m_shape.PathBegin != uBegin || m_shape.PathEnd != uEnd)
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{
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m_shape.PathBegin = uBegin;
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m_shape.PathEnd = uEnd;
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updatePossiblyNeeded = true;
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}
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if (updatePossiblyNeeded && ParentGroup != null)
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{
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ParentGroup.HasGroupChanged = true;
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}
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if (updatePossiblyNeeded && PhysActor != null)
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{
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PhysActor.Shape = m_shape;
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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}
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if (updatePossiblyNeeded)
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{
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ScheduleFullUpdate();
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}
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}
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/// <summary>
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/// If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the shape so that the physics
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/// engine can use it.
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