Re-enables testing for config option mesh_sculpted_prim which was inadvertently disabled in a prior modification (oops) :)
parent
0d488ad489
commit
3035f5cb64
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@ -759,7 +759,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (m_taintselected != m_isSelected)
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changeSelectedStatus(timestep);
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if (!m_taintVelocity.IsIdentical(PhysicsVector.Zero,0))
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if (!m_taintVelocity.IsIdentical(PhysicsVector.Zero, 0.001f))
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changevelocity(timestep);
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if (m_taintparent != _parent)
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@ -918,18 +918,18 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_targetSpace = targetspace;
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//if (_mesh == null)
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//{
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// if (_parent_scene.needsMeshing(_pbs))
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// {
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// // Don't need to re-enable body.. it's done in SetMesh
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// _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
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// // createmesh returns null when it's a shape that isn't a cube.
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// }
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//}
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if (_mesh == null)
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{
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if (_parent_scene.needsMeshing(_pbs))
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{
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// Don't need to re-enable body.. it's done in SetMesh
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_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
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// createmesh returns null when it's a shape that isn't a cube.
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}
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}
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if (_mesh == null )
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_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
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//if (_mesh == null )
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// _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
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lock (OdeScene.OdeLock)
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@ -1323,7 +1323,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// we don't need to do space calculation because the client sends a position update also.
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// Construction of new prim
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//if (_parent_scene.needsMeshing(_pbs))
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if (_parent_scene.needsMeshing(_pbs))
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{
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float meshlod = _parent_scene.meshSculptLOD;
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@ -1609,7 +1609,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (_size.Z <= 0) _size.Z = 0.01f;
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// Construction of new prim
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//if (_parent_scene.needsMeshing(_pbs))
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if (_parent_scene.needsMeshing(_pbs))
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{
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// Don't need to re-enable body.. it's done in SetMesh
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float meshlod = _parent_scene.meshSculptLOD;
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@ -1174,16 +1174,17 @@ namespace OpenSim.Region.Physics.OdePlugin
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//switch (pbs.ProfileShape)
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//{
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// case ProfileShape.Square:
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/// support simple box & hollow box now; later, more shapes
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//if (needsMeshing(pbs))
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//{
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// mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
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//}
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// //support simple box & hollow box now; later, more shapes
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// if (needsMeshing(pbs))
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// {
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// mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
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// }
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// break;
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//}
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mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
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if (needsMeshing(pbs))
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mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
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result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
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@ -1523,14 +1524,18 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// </summary>
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/// <param name="pbs"></param>
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/// <returns></returns>
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//public bool needsMeshing(PrimitiveBaseShape pbs)
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//{
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public bool needsMeshing(PrimitiveBaseShape pbs)
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{
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// most of this is redundant now as the mesher will return null if it cant mesh a prim
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// but we still need to check for sculptie meshing being enabled so this is the most
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// convenient place to do it for now...
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// //if (pbs.PathCurve == (byte)LLObject.PathCurve.Circle && pbs.ProfileCurve == (byte)LLObject.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
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// //Console.WriteLine("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + LLObject.UnpackPathScale(pbs.PathScaleY).ToString());
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// if (pbs.SculptEntry && !meshSculptedPrim)
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// {
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// return false;
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// }
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if (pbs.SculptEntry && !meshSculptedPrim)
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{
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return false;
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}
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// if (pbs.ProfileHollow != 0)
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// return true;
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@ -1577,7 +1582,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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// return false;
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//}
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return true; // assume the mesher will return a default shape or null and later code can deal with this
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}
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/// <summary>
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/// Called after our prim properties are set Scale, position etc.
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@ -1763,7 +1770,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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lock (_activeprims)
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{
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if (timeStep < 0.2f)
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//if (timeStep < 0.2f)
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{
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foreach (OdePrim actor in _activeprims)
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{
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