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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs38
1 files changed, 21 insertions, 17 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 1bddf22..633cd3b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1095,9 +1095,9 @@ namespace OpenSim.Region.Framework.Scenes
1095 { 1095 {
1096 actor.Size = m_shape.Scale; 1096 actor.Size = m_shape.Scale;
1097 1097
1098 if (Shape.SculptEntry) 1098// if (Shape.SculptEntry)
1099 CheckSculptAndLoad(); 1099// CheckSculptAndLoad();
1100 else 1100// else
1101 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 1101 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
1102 } 1102 }
1103 } 1103 }
@@ -1654,8 +1654,8 @@ namespace OpenSim.Region.Framework.Scenes
1654 else 1654 else
1655 { 1655 {
1656 PhysActor.PhysicsShapeType = m_physicsShapeType; 1656 PhysActor.PhysicsShapeType = m_physicsShapeType;
1657 if (Shape.SculptEntry) 1657// if (Shape.SculptEntry)
1658 CheckSculptAndLoad(); 1658// CheckSculptAndLoad();
1659 } 1659 }
1660 1660
1661 if (ParentGroup != null) 1661 if (ParentGroup != null)
@@ -2115,12 +2115,13 @@ namespace OpenSim.Region.Framework.Scenes
2115 2115
2116 if (userExposed) 2116 if (userExposed)
2117 { 2117 {
2118/*
2118 if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero) 2119 if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero)
2119 { 2120 {
2120 ParentGroup.Scene.AssetService.Get( 2121 ParentGroup.Scene.AssetService.Get(
2121 dupe.m_shape.SculptTexture.ToString(), dupe, dupe.AssetReceived); 2122 dupe.m_shape.SculptTexture.ToString(), dupe, dupe.AssetReceived);
2122 } 2123 }
2123 2124*/
2124 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2125 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
2125 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2126 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2126// dupe.UpdatePhysicsSubscribedEvents(); // not sure... 2127// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
@@ -2142,6 +2143,7 @@ namespace OpenSim.Region.Framework.Scenes
2142 /// <param name="id">ID of asset received</param> 2143 /// <param name="id">ID of asset received</param>
2143 /// <param name="sender">Register</param> 2144 /// <param name="sender">Register</param>
2144 /// <param name="asset"></param> 2145 /// <param name="asset"></param>
2146/*
2145 protected void AssetReceived(string id, Object sender, AssetBase asset) 2147 protected void AssetReceived(string id, Object sender, AssetBase asset)
2146 { 2148 {
2147 if (asset != null) 2149 if (asset != null)
@@ -2151,7 +2153,7 @@ namespace OpenSim.Region.Framework.Scenes
2151// "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", 2153// "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
2152// Name, UUID, id); 2154// Name, UUID, id);
2153 } 2155 }
2154 2156*/
2155 /// <summary> 2157 /// <summary>
2156 /// Do a physics property update for a NINJA joint. 2158 /// Do a physics property update for a NINJA joint.
2157 /// </summary> 2159 /// </summary>
@@ -2341,9 +2343,9 @@ namespace OpenSim.Region.Framework.Scenes
2341 2343
2342 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2344 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
2343 // mesh data. 2345 // mesh data.
2344 if (Shape.SculptEntry) 2346// if (Shape.SculptEntry)
2345 CheckSculptAndLoad(); 2347// CheckSculptAndLoad();
2346 else 2348// else
2347 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 2349 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
2348 } 2350 }
2349 } 2351 }
@@ -3125,6 +3127,7 @@ namespace OpenSim.Region.Framework.Scenes
3125 /// Set sculpt and mesh data, and tell the physics engine to process the change. 3127 /// Set sculpt and mesh data, and tell the physics engine to process the change.
3126 /// </summary> 3128 /// </summary>
3127 /// <param name="texture">The mesh itself.</param> 3129 /// <param name="texture">The mesh itself.</param>
3130/*
3128 public void SculptTextureCallback(AssetBase texture) 3131 public void SculptTextureCallback(AssetBase texture)
3129 { 3132 {
3130 if (m_shape.SculptEntry) 3133 if (m_shape.SculptEntry)
@@ -3152,7 +3155,7 @@ namespace OpenSim.Region.Framework.Scenes
3152 } 3155 }
3153 } 3156 }
3154 } 3157 }
3155 3158*/
3156 /// <summary> 3159 /// <summary>
3157 /// Send a full update to the client for the given part 3160 /// Send a full update to the client for the given part
3158 /// </summary> 3161 /// </summary>
@@ -4377,7 +4380,7 @@ namespace OpenSim.Region.Framework.Scenes
4377 public void UpdateExtraParam(ushort type, bool inUse, byte[] data) 4380 public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
4378 { 4381 {
4379 m_shape.ReadInUpdateExtraParam(type, inUse, data); 4382 m_shape.ReadInUpdateExtraParam(type, inUse, data);
4380 4383/*
4381 if (type == 0x30) 4384 if (type == 0x30)
4382 { 4385 {
4383 if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero) 4386 if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero)
@@ -4385,7 +4388,7 @@ namespace OpenSim.Region.Framework.Scenes
4385 ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived); 4388 ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived);
4386 } 4389 }
4387 } 4390 }
4388 4391*/
4389 if (ParentGroup != null) 4392 if (ParentGroup != null)
4390 { 4393 {
4391 ParentGroup.HasGroupChanged = true; 4394 ParentGroup.HasGroupChanged = true;
@@ -4793,9 +4796,9 @@ namespace OpenSim.Region.Framework.Scenes
4793 } 4796 }
4794 } 4797 }
4795 4798
4796 if (Shape.SculptEntry) 4799// if (Shape.SculptEntry)
4797 CheckSculptAndLoad(); 4800// CheckSculptAndLoad();
4798 else 4801// else
4799 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 4802 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4800 4803
4801 if (!building) 4804 if (!building)
@@ -4898,6 +4901,7 @@ namespace OpenSim.Region.Framework.Scenes
4898 /// <remarks> 4901 /// <remarks>
4899 /// When the physics engine has finished with it, the sculpt data is discarded to save memory. 4902 /// When the physics engine has finished with it, the sculpt data is discarded to save memory.
4900 /// </remarks> 4903 /// </remarks>
4904/*
4901 public void CheckSculptAndLoad() 4905 public void CheckSculptAndLoad()
4902 { 4906 {
4903// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); 4907// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
@@ -4925,7 +4929,7 @@ namespace OpenSim.Region.Framework.Scenes
4925 } 4929 }
4926 } 4930 }
4927 } 4931 }
4928 4932*/
4929 /// <summary> 4933 /// <summary>
4930 /// Update the texture entry for this part. 4934 /// Update the texture entry for this part.
4931 /// </summary> 4935 /// </summary>