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authorRobert Adams2013-02-06 11:49:10 -0800
committerRobert Adams2013-02-06 14:00:27 -0800
commit67d92e4e168bf0861024e3be5cd069c77c9144f6 (patch)
tree55ead21f83949723c790c944160d762c75d8ed38
parentFix a bug I brought in by manually editing a diff file. Terrain is if cource ... (diff)
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BulletSim: remove an exception which occurs if a physics mesh
asset is not found.
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs6
1 files changed, 4 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index f59b9d9..fe0f984 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -895,9 +895,11 @@ public sealed class BSShapeCollection : IDisposable
895 // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset 895 // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset
896 if (prim.BaseShape.SculptEntry && !prim.LastAssetBuildFailed && prim.BaseShape.SculptTexture != OMV.UUID.Zero) 896 if (prim.BaseShape.SculptEntry && !prim.LastAssetBuildFailed && prim.BaseShape.SculptTexture != OMV.UUID.Zero)
897 { 897 {
898 DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lastFailed={1}", prim.LocalID, prim.LastAssetBuildFailed);
899 // This will prevent looping through this code as we keep trying to get the failed shape
898 prim.LastAssetBuildFailed = true; 900 prim.LastAssetBuildFailed = true;
901
899 BSPhysObject xprim = prim; 902 BSPhysObject xprim = prim;
900 DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lastFailed={1}", prim.LocalID, prim.LastAssetBuildFailed);
901 Util.FireAndForget(delegate 903 Util.FireAndForget(delegate
902 { 904 {
903 RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; 905 RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod;
@@ -908,7 +910,7 @@ public sealed class BSShapeCollection : IDisposable
908 { 910 {
909 bool assetFound = false; // DEBUG DEBUG 911 bool assetFound = false; // DEBUG DEBUG
910 string mismatchIDs = String.Empty; // DEBUG DEBUG 912 string mismatchIDs = String.Empty; // DEBUG DEBUG
911 if (yprim.BaseShape.SculptEntry) 913 if (asset != null && yprim.BaseShape.SculptEntry)
912 { 914 {
913 if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) 915 if (yprim.BaseShape.SculptTexture.ToString() == asset.ID)
914 { 916 {