Add ColladaMesh switch
parent
ba73df39a3
commit
40bf417da7
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@ -54,6 +54,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets
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private Scene m_scene;
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private IAssetService m_assetService;
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private bool m_enabled = true;
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#region IRegionModuleBase Members
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@ -65,7 +66,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets
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public void Initialise(IConfigSource source)
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{
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IConfig startupConfig = source.Configs["Startup"];
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if (startupConfig == null)
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return;
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if (!startupConfig.GetBoolean("ColladaMesh",true))
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m_enabled = false;
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}
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public void AddRegion(Scene pScene)
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@ -101,16 +107,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets
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public void RegisterCaps(UUID agentID, Caps caps)
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{
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if(!m_enabled)
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return;
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UUID capID = UUID.Random();
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// m_log.Info("[GETMESH]: /CAPS/" + capID);
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caps.RegisterHandler("GetMesh",
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new RestHTTPHandler("GET", "/CAPS/" + capID,
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delegate(Hashtable m_dhttpMethod)
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{
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return ProcessGetMesh(m_dhttpMethod, agentID, caps);
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}));
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}
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#endregion
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@ -56,6 +56,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets
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private Scene m_scene;
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// private IAssetService m_assetService;
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private bool m_dumpAssetsToFile = false;
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private bool m_enabled = true;
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#region IRegionModuleBase Members
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@ -67,7 +68,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets
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public void Initialise(IConfigSource source)
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{
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IConfig startupConfig = source.Configs["Startup"];
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if (startupConfig == null)
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return;
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if (!startupConfig.GetBoolean("ColladaMesh",true))
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m_enabled = false;
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}
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public void AddRegion(Scene pScene)
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@ -103,6 +109,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Assets
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public void RegisterCaps(UUID agentID, Caps caps)
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{
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if(!m_enabled)
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return;
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UUID capID = UUID.Random();
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// m_log.Debug("[NEW FILE AGENT INVENTORY VARIABLE PRICE]: /CAPS/" + capID);
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@ -154,7 +154,11 @@
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; mesh, and use it for collisions. This is currently experimental code and enabling
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; it may cause unexpected physics problems.
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;UseMeshiesPhysicsMesh = false
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; enable / disable Collada mesh support
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; default is true
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; ColladaMesh = true
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; Choose one of the physics engines below
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; OpenDynamicsEngine is by some distance the most developed physics engine
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; basicphysics effectively does not model physics at all, making all objects phantom
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