* Changed Primitive.TextureEntry.ToBytes() to GetBytes() to follow naming conventions
* Added Primitive.TreeSpecies and Primitive.ScratchPad * Converted Primitive.SoundFlags to the new SoundFlags enum * Added a Utils.BytesToString() overload that accepts index and count parameters * Added Utils.FloatToUInt16() [Simian] * Lots of changes in Simian to use the new unified ISceneProvider.ObjectAddOrUpdate() function * Update flags are checked to determine the minimum sized packet that needs to be sent out for an update. ImprovedTerseObjectUpdate is working, and started work on ObjectUpdateCached (updates using this will currently not send) * Adding three new variables to SimulationObject to store attachment-related state git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2478 52acb1d6-8a22-11de-b505-999d5b087335
This commit is contained in:
@@ -16,10 +16,6 @@ namespace Simian.Extensions
|
||||
public void Start(Simian server)
|
||||
{
|
||||
this.server = server;
|
||||
|
||||
server.Scene.OnObjectAdd += Scene_OnObjectAdd;
|
||||
server.Scene.OnObjectModify += Scene_OnObjectModify;
|
||||
server.Scene.OnObjectTransform += Scene_OnObjectTransform;
|
||||
}
|
||||
|
||||
public void Stop()
|
||||
@@ -404,30 +400,5 @@ namespace Simian.Extensions
|
||||
|
||||
return returnMass;
|
||||
}
|
||||
|
||||
#region Callbacks
|
||||
|
||||
void Scene_OnObjectAdd(object sender, SimulationObject obj, UUID ownerID, int scriptStartParam, PrimFlags creatorFlags)
|
||||
{
|
||||
// TODO: This doesn't update children prims when their parents move. "World meshes" are a bad approach in general,
|
||||
// the transforms should probably be applied to the mesh in the collision test
|
||||
obj.GetWorldMesh(DetailLevel.Low, true, true);
|
||||
}
|
||||
|
||||
void Scene_OnObjectModify(object sender, SimulationObject obj, Primitive.ConstructionData data)
|
||||
{
|
||||
obj.GetWorldMesh(DetailLevel.Low, true, false);
|
||||
}
|
||||
|
||||
void Scene_OnObjectTransform(object sender, SimulationObject obj, Vector3 position, Quaternion rotation, Vector3 velocity,
|
||||
Vector3 acceleration, Vector3 angularVelocity)
|
||||
{
|
||||
// TODO: This doesn't update children prims when their parents move. "World meshes" are a bad approach in general,
|
||||
// the transforms should probably be applied to the mesh in the collision test
|
||||
if (position != obj.Prim.Position || rotation != obj.Prim.Rotation)
|
||||
obj.GetWorldMesh(DetailLevel.Low, false, true);
|
||||
}
|
||||
|
||||
#endregion Callbacks
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user