diff options
author | Melanie | 2013-06-11 01:03:15 +0100 |
---|---|---|
committer | Melanie | 2013-06-11 01:03:15 +0100 |
commit | a022ee576639c1bbceb5c4ba8de3cbd82e538bb3 (patch) | |
tree | fb0d2ee165b7c87e814fc35c6551a26c2c6a488a /OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | |
parent | Merge branch 'master' into careminster (diff) | |
parent | Check For NaN and Infinity in llRot2Axis/Angle Fixes mantis #6669 (diff) | |
download | opensim-SC-a022ee576639c1bbceb5c4ba8de3cbd82e538bb3.zip opensim-SC-a022ee576639c1bbceb5c4ba8de3cbd82e538bb3.tar.gz opensim-SC-a022ee576639c1bbceb5c4ba8de3cbd82e538bb3.tar.bz2 opensim-SC-a022ee576639c1bbceb5c4ba8de3cbd82e538bb3.tar.xz |
Merge branch 'master' into careminster
Conflicts:
OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 35 |
1 files changed, 25 insertions, 10 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 326fc9e..a780526 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | |||
@@ -167,7 +167,7 @@ public abstract class BSShape | |||
167 | // Prevent trying to keep fetching the mesh by declaring failure. | 167 | // Prevent trying to keep fetching the mesh by declaring failure. |
168 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) | 168 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) |
169 | { | 169 | { |
170 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; | 170 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedMeshing; |
171 | physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", | 171 | physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", |
172 | LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); | 172 | LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); |
173 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,objNam={1},tex={2}", | 173 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,objNam={1},tex={2}", |
@@ -177,7 +177,8 @@ public abstract class BSShape | |||
177 | { | 177 | { |
178 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset | 178 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset |
179 | if (prim.BaseShape.SculptEntry | 179 | if (prim.BaseShape.SculptEntry |
180 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed | 180 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.FailedAssetFetch |
181 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.FailedMeshing | ||
181 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting | 182 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting |
182 | && prim.BaseShape.SculptTexture != OMV.UUID.Zero | 183 | && prim.BaseShape.SculptTexture != OMV.UUID.Zero |
183 | ) | 184 | ) |
@@ -219,7 +220,7 @@ public abstract class BSShape | |||
219 | } | 220 | } |
220 | if (!assetFound) | 221 | if (!assetFound) |
221 | { | 222 | { |
222 | yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; | 223 | yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedAssetFetch; |
223 | } | 224 | } |
224 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAssetCallback,found={1},isSculpt={2},ids={3}", | 225 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAssetCallback,found={1},isSculpt={2},ids={3}", |
225 | yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); | 226 | yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); |
@@ -227,7 +228,7 @@ public abstract class BSShape | |||
227 | } | 228 | } |
228 | else | 229 | else |
229 | { | 230 | { |
230 | xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; | 231 | xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedAssetFetch; |
231 | physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", | 232 | physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", |
232 | LogHeader, physicsScene.Name); | 233 | LogHeader, physicsScene.Name); |
233 | } | 234 | } |
@@ -235,13 +236,20 @@ public abstract class BSShape | |||
235 | } | 236 | } |
236 | else | 237 | else |
237 | { | 238 | { |
238 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) | 239 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch) |
239 | { | 240 | { |
240 | physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", | 241 | physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", |
241 | LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); | 242 | LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); |
242 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,objNam={1},tex={2}", | 243 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,objNam={1},tex={2}", |
243 | prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); | 244 | prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); |
244 | } | 245 | } |
246 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing) | ||
247 | { | ||
248 | physicsScene.Logger.WarnFormat("{0} Mesh asset would not mesh. obj={1}, texture={2}", | ||
249 | LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); | ||
250 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailedMeshing,objNam={1},tex={2}", | ||
251 | prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); | ||
252 | } | ||
245 | } | 253 | } |
246 | } | 254 | } |
247 | 255 | ||
@@ -374,7 +382,9 @@ public class BSShapeMesh : BSShape | |||
374 | 382 | ||
375 | // Check to see if mesh was created (might require an asset). | 383 | // Check to see if mesh was created (might require an asset). |
376 | newShape = VerifyMeshCreated(physicsScene, newShape, prim); | 384 | newShape = VerifyMeshCreated(physicsScene, newShape, prim); |
377 | if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) | 385 | if (!newShape.isNativeShape |
386 | || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing | ||
387 | || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch) | ||
378 | { | 388 | { |
379 | // If a mesh was what was created, remember the built shape for later sharing. | 389 | // If a mesh was what was created, remember the built shape for later sharing. |
380 | // Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh. | 390 | // Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh. |
@@ -519,7 +529,7 @@ public class BSShapeMesh : BSShape | |||
519 | else | 529 | else |
520 | { | 530 | { |
521 | // Force the asset condition to 'failed' so we won't try to keep fetching and processing this mesh. | 531 | // Force the asset condition to 'failed' so we won't try to keep fetching and processing this mesh. |
522 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; | 532 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedMeshing; |
523 | physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}", | 533 | physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}", |
524 | LogHeader, prim.PhysObjectName, prim.RawPosition, physicsScene.Name); | 534 | LogHeader, prim.PhysObjectName, prim.RawPosition, physicsScene.Name); |
525 | physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,allDegenerate,key={1}", prim.LocalID, newMeshKey); | 535 | physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,allDegenerate,key={1}", prim.LocalID, newMeshKey); |
@@ -561,7 +571,9 @@ public class BSShapeHull : BSShape | |||
561 | 571 | ||
562 | // Check to see if hull was created (might require an asset). | 572 | // Check to see if hull was created (might require an asset). |
563 | newShape = VerifyMeshCreated(physicsScene, newShape, prim); | 573 | newShape = VerifyMeshCreated(physicsScene, newShape, prim); |
564 | if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) | 574 | if (!newShape.isNativeShape |
575 | || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing | ||
576 | || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch) | ||
565 | { | 577 | { |
566 | // If a mesh was what was created, remember the built shape for later sharing. | 578 | // If a mesh was what was created, remember the built shape for later sharing. |
567 | Hulls.Add(newHullKey, retHull); | 579 | Hulls.Add(newHullKey, retHull); |
@@ -1081,10 +1093,13 @@ public class BSShapeGImpact : BSShape | |||
1081 | // Check to see if mesh was created (might require an asset). | 1093 | // Check to see if mesh was created (might require an asset). |
1082 | newShape = VerifyMeshCreated(physicsScene, newShape, prim); | 1094 | newShape = VerifyMeshCreated(physicsScene, newShape, prim); |
1083 | newShape.shapeKey = newMeshKey; | 1095 | newShape.shapeKey = newMeshKey; |
1084 | if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) | 1096 | if (!newShape.isNativeShape |
1097 | || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing | ||
1098 | || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch) | ||
1085 | { | 1099 | { |
1086 | // If a mesh was what was created, remember the built shape for later sharing. | 1100 | // If a mesh was what was created, remember the built shape for later sharing. |
1087 | // Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh. | 1101 | // Also note that if meshing failed we put it in the mesh list as there is nothing |
1102 | // else to do about the mesh. | ||
1088 | GImpacts.Add(newMeshKey, retGImpact); | 1103 | GImpacts.Add(newMeshKey, retGImpact); |
1089 | } | 1104 | } |
1090 | 1105 | ||