Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork

avinationmerge
ubit 2012-05-28 23:25:51 +02:00
commit 4f08dae24b
2 changed files with 26 additions and 32 deletions

View File

@ -1322,8 +1322,7 @@ namespace OpenSim.Region.Physics.OdePlugin
m_iscollidingGround = false;
m_iscollidingObj = false;
CollisionEventsThisFrame = new CollisionEventUpdate();
m_eventsubscription = 0;
CollisionEventsThisFrame.Clear();
}
private void changeForce(Vector3 newForce)

View File

@ -1675,41 +1675,40 @@ namespace OpenSim.Region.Physics.OdePlugin
/// <returns></returns>
public bool needsMeshing(PrimitiveBaseShape pbs)
{
// most of this is redundant now as the mesher will return null if it cant mesh a prim
// but we still need to check for sculptie meshing being enabled so this is the most
// convenient place to do it for now...
// //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
// //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
int iPropertiesNotSupportedDefault = 0;
// check sculpts or meshs
if (pbs.SculptEntry)
{
if(!meshSculptedPrim)
return false;
if (meshSculptedPrim)
return true;
if (pbs.SculptType == (byte)SculptType.Mesh) // always do meshs
return true;
return false;
}
if (forceSimplePrimMeshing)
return true;
// if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
if (!forceSimplePrimMeshing && !pbs.SculptEntry)
{
if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
|| (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
&& pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
{
{
if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
&& pbs.ProfileHollow == 0
&& pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
&& pbs.PathBegin == 0 && pbs.PathEnd == 0
&& pbs.PathTaperX == 0 && pbs.PathTaperY == 0
&& pbs.PathScaleX == 100 && pbs.PathScaleY == 100
&& pbs.PathShearX == 0 && pbs.PathShearY == 0)
{
if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
&& pbs.ProfileHollow == 0
&& pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
&& pbs.PathBegin == 0 && pbs.PathEnd == 0
&& pbs.PathTaperX == 0 && pbs.PathTaperY == 0
&& pbs.PathScaleX == 100 && pbs.PathScaleY == 100
&& pbs.PathShearX == 0 && pbs.PathShearY == 0)
{
#if SPAM
m_log.Warn("NonMesh");
m_log.Warn("NonMesh");
#endif
return false;
}
return false;
}
}
@ -1717,8 +1716,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// and it's odd.. so for now just return true if asked to force meshs
// hopefully mesher will fail if doesn't suport so things still get basic boxes
if (forceSimplePrimMeshing)
return true;
int iPropertiesNotSupportedDefault = 0;
if (pbs.ProfileHollow != 0)
iPropertiesNotSupportedDefault++;
@ -1787,9 +1785,6 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
if (pbs.SculptEntry && meshSculptedPrim)
iPropertiesNotSupportedDefault++;
if (iPropertiesNotSupportedDefault == 0)
{
#if SPAM