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-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs25
1 files changed, 19 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 2e78de5..a59f63f 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -67,6 +67,14 @@ 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>
70 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes. 78 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
71 /// </summary> 79 /// </summary>
72 public override bool IsPhysical 80 public override bool IsPhysical
@@ -156,7 +164,7 @@ namespace OpenSim.Region.Physics.OdePlugin
156 164
157 private PrimitiveBaseShape _pbs; 165 private PrimitiveBaseShape _pbs;
158 private OdeScene _parent_scene; 166 private OdeScene _parent_scene;
159 167
160 /// <summary> 168 /// <summary>
161 /// The physics space which contains prim geometries 169 /// The physics space which contains prim geometries
162 /// </summary> 170 /// </summary>
@@ -3333,7 +3341,6 @@ Console.WriteLine(" JointCreateFixed");
3333 m_material = pMaterial; 3341 m_material = pMaterial;
3334 } 3342 }
3335 3343
3336
3337 private void CheckMeshAsset() 3344 private void CheckMeshAsset()
3338 { 3345 {
3339 if (_pbs.SculptEntry && !m_assetFailed && _pbs.SculptTexture != UUID.Zero) 3346 if (_pbs.SculptEntry && !m_assetFailed && _pbs.SculptTexture != UUID.Zero)
@@ -3343,14 +3350,14 @@ Console.WriteLine(" JointCreateFixed");
3343 { 3350 {
3344 RequestAssetDelegate assetProvider = _parent_scene.RequestAssetMethod; 3351 RequestAssetDelegate assetProvider = _parent_scene.RequestAssetMethod;
3345 if (assetProvider != null) 3352 if (assetProvider != null)
3346 assetProvider(_pbs.SculptTexture, MeshAssetReveived); 3353 assetProvider(_pbs.SculptTexture, MeshAssetReceived);
3347 }); 3354 });
3348 } 3355 }
3349 } 3356 }
3350 3357
3351 void MeshAssetReveived(AssetBase asset) 3358 private void MeshAssetReceived(AssetBase asset)
3352 { 3359 {
3353 if (asset.Data != null && asset.Data.Length > 0) 3360 if (asset != null && asset.Data != null && asset.Data.Length > 0)
3354 { 3361 {
3355 if (!_pbs.SculptEntry) 3362 if (!_pbs.SculptEntry)
3356 return; 3363 return;
@@ -3363,6 +3370,12 @@ Console.WriteLine(" JointCreateFixed");
3363 m_taintshape = true; 3370 m_taintshape = true;
3364 _parent_scene.AddPhysicsActorTaint(this); 3371 _parent_scene.AddPhysicsActorTaint(this);
3365 } 3372 }
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 }
3366 } 3379 }
3367 } 3380 }
3368} \ No newline at end of file 3381}