diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index bfc7ae7..5c58ad5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | |||
@@ -142,7 +142,7 @@ public abstract class BSShape | |||
142 | // If the shape was successfully created, nothing more to do | 142 | // If the shape was successfully created, nothing more to do |
143 | if (newShape.HasPhysicalShape) | 143 | if (newShape.HasPhysicalShape) |
144 | return newShape; | 144 | return newShape; |
145 | 145 | ||
146 | // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been | 146 | // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been |
147 | // fetched but we end up here again, the meshing of the asset must have failed. | 147 | // fetched but we end up here again, the meshing of the asset must have failed. |
148 | // Prevent trying to keep fetching the mesh by declaring failure. | 148 | // Prevent trying to keep fetching the mesh by declaring failure. |
@@ -155,7 +155,7 @@ public abstract class BSShape | |||
155 | else | 155 | else |
156 | { | 156 | { |
157 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset | 157 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset |
158 | if (prim.BaseShape.SculptEntry | 158 | if (prim.BaseShape.SculptEntry |
159 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed | 159 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed |
160 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting | 160 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting |
161 | && prim.BaseShape.SculptTexture != OMV.UUID.Zero | 161 | && prim.BaseShape.SculptTexture != OMV.UUID.Zero |
@@ -164,7 +164,7 @@ public abstract class BSShape | |||
164 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset", prim.LocalID); | 164 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset", prim.LocalID); |
165 | // Multiple requestors will know we're waiting for this asset | 165 | // Multiple requestors will know we're waiting for this asset |
166 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; | 166 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; |
167 | 167 | ||
168 | BSPhysObject xprim = prim; | 168 | BSPhysObject xprim = prim; |
169 | Util.FireAndForget(delegate | 169 | Util.FireAndForget(delegate |
170 | { | 170 | { |
@@ -245,8 +245,8 @@ public class BSShapeNative : BSShape | |||
245 | { | 245 | { |
246 | } | 246 | } |
247 | 247 | ||
248 | public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, | 248 | public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, |
249 | BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) | 249 | BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) |
250 | { | 250 | { |
251 | // Native shapes are not shared and are always built anew. | 251 | // Native shapes are not shared and are always built anew. |
252 | return new BSShapeNative(CreatePhysicalNativeShape(physicsScene, prim, shapeType, shapeKey)); | 252 | return new BSShapeNative(CreatePhysicalNativeShape(physicsScene, prim, shapeType, shapeKey)); |
@@ -379,7 +379,7 @@ public class BSShapeMesh : BSShape | |||
379 | { | 379 | { |
380 | BulletShape newShape = null; | 380 | BulletShape newShape = null; |
381 | 381 | ||
382 | IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, | 382 | IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, |
383 | false, // say it is not physical so a bounding box is not built | 383 | false, // say it is not physical so a bounding box is not built |
384 | false // do not cache the mesh and do not use previously built versions | 384 | false // do not cache the mesh and do not use previously built versions |
385 | ); | 385 | ); |
@@ -671,8 +671,8 @@ public class BSShapeCompound : BSShape | |||
671 | public BSShapeCompound(BulletShape pShape) : base(pShape) | 671 | public BSShapeCompound(BulletShape pShape) : base(pShape) |
672 | { | 672 | { |
673 | } | 673 | } |
674 | public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim) | 674 | public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim) |
675 | { | 675 | { |
676 | // Compound shapes are not shared so a new one is created every time. | 676 | // Compound shapes are not shared so a new one is created every time. |
677 | return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene, prim)); | 677 | return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene, prim)); |
678 | } | 678 | } |
@@ -750,8 +750,8 @@ public class BSShapeAvatar : BSShape | |||
750 | public BSShapeAvatar() : base() | 750 | public BSShapeAvatar() : base() |
751 | { | 751 | { |
752 | } | 752 | } |
753 | public static BSShape GetReference(BSPhysObject prim) | 753 | public static BSShape GetReference(BSPhysObject prim) |
754 | { | 754 | { |
755 | return new BSShapeNull(); | 755 | return new BSShapeNull(); |
756 | } | 756 | } |
757 | public override void Dereference(BSScene physicsScene) { } | 757 | public override void Dereference(BSScene physicsScene) { } |