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author | Melanie | 2013-03-31 20:27:46 +0200 |
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committer | Melanie | 2013-03-31 20:27:46 +0200 |
commit | f142e1f3941165f29f390132f53fc5e88b40c883 (patch) | |
tree | 1f1ddd276fd940f86aa88b61692ecd68a0d2084a /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |
parent | Export permission, part two. Setting export perms for textures and clothing w... (diff) | |
parent | Merge branch 'master' into careminster (diff) | |
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Merge branch 'master' of ssh://3dhosting.de/var/git/careminster
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 12 |
1 files changed, 8 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index f953c1e..6bb88c7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -86,7 +86,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
86 | PhysBody = new BulletBody(localID); | 86 | PhysBody = new BulletBody(localID); |
87 | PhysShape = new BulletShape(); | 87 | PhysShape = new BulletShape(); |
88 | 88 | ||
89 | LastAssetBuildFailed = false; | 89 | PrimAssetState = PrimAssetCondition.Unknown; |
90 | 90 | ||
91 | // Default material type. Also sets Friction, Restitution and Density. | 91 | // Default material type. Also sets Friction, Restitution and Density. |
92 | SetMaterial((int)MaterialAttributes.Material.Wood); | 92 | SetMaterial((int)MaterialAttributes.Material.Wood); |
@@ -133,9 +133,13 @@ public abstract class BSPhysObject : PhysicsActor | |||
133 | // Reference to the physical shape (btCollisionShape) of this object | 133 | // Reference to the physical shape (btCollisionShape) of this object |
134 | public BulletShape PhysShape; | 134 | public BulletShape PhysShape; |
135 | 135 | ||
136 | // 'true' if the mesh's underlying asset failed to build. | 136 | // The physical representation of the prim might require an asset fetch. |
137 | // This will keep us from looping after the first time the build failed. | 137 | // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'. |
138 | public bool LastAssetBuildFailed { get; set; } | 138 | public enum PrimAssetCondition |
139 | { | ||
140 | Unknown, Waiting, Failed, Fetched | ||
141 | } | ||
142 | public PrimAssetCondition PrimAssetState { get; set; } | ||
139 | 143 | ||
140 | // The objects base shape information. Null if not a prim type shape. | 144 | // The objects base shape information. Null if not a prim type shape. |
141 | public PrimitiveBaseShape BaseShape { get; protected set; } | 145 | public PrimitiveBaseShape BaseShape { get; protected set; } |