a bit cleaner code (?) on sculpts/meshs meshing checking
parent
60cebe9a5b
commit
2122c336b0
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@ -1675,21 +1675,18 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// <returns></returns>
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/// <returns></returns>
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public bool needsMeshing(PrimitiveBaseShape pbs)
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public bool needsMeshing(PrimitiveBaseShape pbs)
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{
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{
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// check sculpts or meshs
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// check sculpts or meshs
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if (pbs.SculptEntry)
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if (pbs.SculptEntry)
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{
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{
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if (meshSculptedPrim)
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return true;
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if (pbs.SculptType == (byte)SculptType.Mesh) // always do meshs
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if (pbs.SculptType == (byte)SculptType.Mesh) // always do meshs
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return true;
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return true;
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if (!meshSculptedPrim)
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return false;
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return false;
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else
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return true;
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}
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}
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int iPropertiesNotSupportedDefault = 0;
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if (forceSimplePrimMeshing)
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if (forceSimplePrimMeshing)
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return true;
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return true;
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@ -1719,6 +1716,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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// and it's odd.. so for now just return true if asked to force meshs
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// and it's odd.. so for now just return true if asked to force meshs
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// hopefully mesher will fail if doesn't suport so things still get basic boxes
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// hopefully mesher will fail if doesn't suport so things still get basic boxes
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int iPropertiesNotSupportedDefault = 0;
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if (pbs.ProfileHollow != 0)
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if (pbs.ProfileHollow != 0)
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iPropertiesNotSupportedDefault++;
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iPropertiesNotSupportedDefault++;
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