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authorKitto Flora2010-08-04 21:08:14 +0000
committerKitto Flora2010-08-04 21:08:14 +0000
commit0871d20adbe1800655b8a7e9d16f71090bbf5c87 (patch)
tree83a3e62f4aad08af9d98f7de880f2942b45c498c /OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
parentFixes fresh hollowed prim collision shape. (diff)
parentSend attachment updates only to the owner if it's a HUD (diff)
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Merge branch 'careminster-presence-refactor' of ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs40
1 files changed, 31 insertions, 9 deletions
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
index 6aa28e0..2105be1 100644
--- a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -131,6 +131,7 @@ namespace OpenSim.Region.Physics.OdePlugin
131 //public GCHandle gc; 131 //public GCHandle gc;
132 private CollisionLocker ode; 132 private CollisionLocker ode;
133 133
134 private bool m_meshfailed = false;
134 private bool m_taintforce = false; 135 private bool m_taintforce = false;
135 private bool m_taintaddangularforce = false; 136 private bool m_taintaddangularforce = false;
136 private Vector3 m_force; 137 private Vector3 m_force;
@@ -1882,12 +1883,20 @@ namespace OpenSim.Region.Physics.OdePlugin
1882 1883
1883 m_targetSpace = targetspace; 1884 m_targetSpace = targetspace;
1884 1885
1885 if (_mesh == null) 1886 if (_mesh == null && m_meshfailed == false)
1886 { 1887 {
1887 if (_parent_scene.needsMeshing(_pbs)) 1888 if (_parent_scene.needsMeshing(_pbs))
1888 { 1889 {
1889 // Don't need to re-enable body.. it's done in SetMesh 1890 // Don't need to re-enable body.. it's done in SetMesh
1890 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); 1891 try
1892 {
1893 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1894 }
1895 catch
1896 {
1897 //Don't continuously try to mesh prims when meshing has failed
1898 m_meshfailed = true;
1899 }
1891 // createmesh returns null when it's a shape that isn't a cube. 1900 // createmesh returns null when it's a shape that isn't a cube.
1892 // m_log.Debug(m_localID); 1901 // m_log.Debug(m_localID);
1893 } 1902 }
@@ -2127,7 +2136,7 @@ Console.WriteLine(" JointCreateFixed");
2127 // we don't need to do space calculation because the client sends a position update also. 2136 // we don't need to do space calculation because the client sends a position update also.
2128 2137
2129 // Construction of new prim 2138 // Construction of new prim
2130 if (_parent_scene.needsMeshing(_pbs)) 2139 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2131 { 2140 {
2132 float meshlod = _parent_scene.meshSculptLOD; 2141 float meshlod = _parent_scene.meshSculptLOD;
2133 2142
@@ -2137,8 +2146,15 @@ Console.WriteLine(" JointCreateFixed");
2137 2146
2138 IMesh mesh = null; 2147 IMesh mesh = null;
2139 2148
2140 if (_parent_scene.needsMeshing(_pbs)) 2149 try
2141 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); 2150 {
2151 if (_parent_scene.needsMeshing(_pbs))
2152 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2153 }
2154 catch
2155 {
2156 m_meshfailed = true;
2157 }
2142 2158
2143 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); 2159 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2144//Console.WriteLine("changesize 1"); 2160//Console.WriteLine("changesize 1");
@@ -2233,17 +2249,23 @@ Console.WriteLine(" JointCreateFixed");
2233 if (_size.Z <= 0) _size.Z = 0.01f; 2249 if (_size.Z <= 0) _size.Z = 0.01f;
2234 // Construction of new prim 2250 // Construction of new prim
2235 2251
2236 if (_parent_scene.needsMeshing(_pbs)) 2252 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2237 { 2253 {
2238 // Don't need to re-enable body.. it's done in SetMesh 2254 // Don't need to re-enable body.. it's done in SetMesh
2239 float meshlod = _parent_scene.meshSculptLOD; 2255 float meshlod = _parent_scene.meshSculptLOD;
2240 2256
2241 if (IsPhysical) 2257 if (IsPhysical)
2242 meshlod = _parent_scene.MeshSculptphysicalLOD; 2258 meshlod = _parent_scene.MeshSculptphysicalLOD;
2243 2259 try
2244 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); 2260 {
2261 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2262 CreateGeom(m_targetSpace, mesh);
2263 }
2264 catch
2265 {
2266 m_meshfailed = true;
2267 }
2245 // createmesh returns null when it doesn't mesh. 2268 // createmesh returns null when it doesn't mesh.
2246 CreateGeom(m_targetSpace, mesh);
2247 } 2269 }
2248 else 2270 else
2249 { 2271 {