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authorteravus2012-11-15 10:05:16 -0500
committerteravus2012-11-15 10:05:16 -0500
commite9153e1d1aae50024d8cd05fe14a9bce34343a0e (patch)
treebc111d34f95a26b99c7e34d9e495dc14d1802cc3 /OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
parentMerge master into teravuswork (diff)
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Revert "Merge master into teravuswork", it should have been avination, not master.
This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs25
1 files changed, 6 insertions, 19 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index a59f63f..2e78de5 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -67,14 +67,6 @@ namespace OpenSim.Region.Physics.OdePlugin
67 private int m_expectedCollisionContacts = 0; 67 private int m_expectedCollisionContacts = 0;
68 68
69 /// <summary> 69 /// <summary>
70 /// Gets collide bits so that we can still perform land collisions if a mesh fails to load.
71 /// </summary>
72 private int BadMeshAssetCollideBits
73 {
74 get { return m_isphysical ? (int)CollisionCategories.Land : 0; }
75 }
76
77 /// <summary>
78 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes. 70 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
79 /// </summary> 71 /// </summary>
80 public override bool IsPhysical 72 public override bool IsPhysical
@@ -164,7 +156,7 @@ namespace OpenSim.Region.Physics.OdePlugin
164 156
165 private PrimitiveBaseShape _pbs; 157 private PrimitiveBaseShape _pbs;
166 private OdeScene _parent_scene; 158 private OdeScene _parent_scene;
167 159
168 /// <summary> 160 /// <summary>
169 /// The physics space which contains prim geometries 161 /// The physics space which contains prim geometries
170 /// </summary> 162 /// </summary>
@@ -3341,6 +3333,7 @@ Console.WriteLine(" JointCreateFixed");
3341 m_material = pMaterial; 3333 m_material = pMaterial;
3342 } 3334 }
3343 3335
3336
3344 private void CheckMeshAsset() 3337 private void CheckMeshAsset()
3345 { 3338 {
3346 if (_pbs.SculptEntry && !m_assetFailed && _pbs.SculptTexture != UUID.Zero) 3339 if (_pbs.SculptEntry && !m_assetFailed && _pbs.SculptTexture != UUID.Zero)
@@ -3350,14 +3343,14 @@ Console.WriteLine(" JointCreateFixed");
3350 { 3343 {
3351 RequestAssetDelegate assetProvider = _parent_scene.RequestAssetMethod; 3344 RequestAssetDelegate assetProvider = _parent_scene.RequestAssetMethod;
3352 if (assetProvider != null) 3345 if (assetProvider != null)
3353 assetProvider(_pbs.SculptTexture, MeshAssetReceived); 3346 assetProvider(_pbs.SculptTexture, MeshAssetReveived);
3354 }); 3347 });
3355 } 3348 }
3356 } 3349 }
3357 3350
3358 private void MeshAssetReceived(AssetBase asset) 3351 void MeshAssetReveived(AssetBase asset)
3359 { 3352 {
3360 if (asset != null && asset.Data != null && asset.Data.Length > 0) 3353 if (asset.Data != null && asset.Data.Length > 0)
3361 { 3354 {
3362 if (!_pbs.SculptEntry) 3355 if (!_pbs.SculptEntry)
3363 return; 3356 return;
@@ -3370,12 +3363,6 @@ Console.WriteLine(" JointCreateFixed");
3370 m_taintshape = true; 3363 m_taintshape = true;
3371 _parent_scene.AddPhysicsActorTaint(this); 3364 _parent_scene.AddPhysicsActorTaint(this);
3372 } 3365 }
3373 else
3374 {
3375 m_log.WarnFormat(
3376 "[ODE PRIM]: Could not get mesh/sculpt asset {0} for {1} at {2} in {3}",
3377 _pbs.SculptTexture, Name, _position, _parent_scene.Name);
3378 }
3379 } 3366 }
3380 } 3367 }
3381} 3368} \ No newline at end of file