[DANGER UNTESTED] ODE mesh assets. Other plugins will not do meshs/sculpts

now

Signed-off-by: Melanie <melanie@t-data.com>
connector_plugin
UbitUmarov 2012-10-07 01:20:52 +01:00 committed by Melanie
parent de44e93aa2
commit 7ab83f9eb2
2 changed files with 18 additions and 14 deletions

View File

@ -3444,8 +3444,8 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart[] parts = m_parts.GetArray(); SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++) // for (int i = 0; i < parts.Length; i++)
parts[i].CheckSculptAndLoad(); // parts[i].CheckSculptAndLoad();
} }
/// <summary> /// <summary>

View File

@ -1014,9 +1014,9 @@ namespace OpenSim.Region.Framework.Scenes
{ {
actor.Size = m_shape.Scale; actor.Size = m_shape.Scale;
if (Shape.SculptEntry) // if (Shape.SculptEntry)
CheckSculptAndLoad(); // CheckSculptAndLoad();
else // else
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
} }
} }
@ -1620,12 +1620,13 @@ namespace OpenSim.Region.Framework.Scenes
if (userExposed) if (userExposed)
{ {
/*
if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero) if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero)
{ {
ParentGroup.Scene.AssetService.Get( ParentGroup.Scene.AssetService.Get(
dupe.m_shape.SculptTexture.ToString(), dupe, dupe.AssetReceived); dupe.m_shape.SculptTexture.ToString(), dupe, dupe.AssetReceived);
} }
*/
bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
dupe.DoPhysicsPropertyUpdate(UsePhysics, true); dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
} }
@ -1643,6 +1644,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="id">ID of asset received</param> /// <param name="id">ID of asset received</param>
/// <param name="sender">Register</param> /// <param name="sender">Register</param>
/// <param name="asset"></param> /// <param name="asset"></param>
/*
protected void AssetReceived(string id, Object sender, AssetBase asset) protected void AssetReceived(string id, Object sender, AssetBase asset)
{ {
if (asset != null) if (asset != null)
@ -1652,7 +1654,7 @@ namespace OpenSim.Region.Framework.Scenes
"[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
Name, UUID, id); Name, UUID, id);
} }
*/
/// <summary> /// <summary>
/// Do a physics property update for a NINJA joint. /// Do a physics property update for a NINJA joint.
/// </summary> /// </summary>
@ -1833,9 +1835,9 @@ namespace OpenSim.Region.Framework.Scenes
// If this part is a sculpt then delay the physics update until we've asynchronously loaded the // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
// mesh data. // mesh data.
if (Shape.SculptEntry) // if (Shape.SculptEntry)
CheckSculptAndLoad(); // CheckSculptAndLoad();
else // else
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
} }
} }
@ -2511,6 +2513,7 @@ namespace OpenSim.Region.Framework.Scenes
/// Set sculpt and mesh data, and tell the physics engine to process the change. /// Set sculpt and mesh data, and tell the physics engine to process the change.
/// </summary> /// </summary>
/// <param name="texture">The mesh itself.</param> /// <param name="texture">The mesh itself.</param>
/*
public void SculptTextureCallback(AssetBase texture) public void SculptTextureCallback(AssetBase texture)
{ {
if (m_shape.SculptEntry) if (m_shape.SculptEntry)
@ -2538,7 +2541,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
} }
*/
/// <summary> /// <summary>
/// Send a full update to the client for the given part /// Send a full update to the client for the given part
/// </summary> /// </summary>
@ -3783,7 +3786,7 @@ namespace OpenSim.Region.Framework.Scenes
public void UpdateExtraParam(ushort type, bool inUse, byte[] data) public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
{ {
m_shape.ReadInUpdateExtraParam(type, inUse, data); m_shape.ReadInUpdateExtraParam(type, inUse, data);
/*
if (type == 0x30) if (type == 0x30)
{ {
if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero) if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero)
@ -3791,7 +3794,7 @@ namespace OpenSim.Region.Framework.Scenes
ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived); ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived);
} }
} }
*/
if (ParentGroup != null) if (ParentGroup != null)
{ {
ParentGroup.HasGroupChanged = true; ParentGroup.HasGroupChanged = true;
@ -4341,6 +4344,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <remarks> /// <remarks>
/// When the physics engine has finished with it, the sculpt data is discarded to save memory. /// When the physics engine has finished with it, the sculpt data is discarded to save memory.
/// </remarks> /// </remarks>
/*
public void CheckSculptAndLoad() public void CheckSculptAndLoad()
{ {
// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); // m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
@ -4366,7 +4370,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
} }
*/
/// <summary> /// <summary>
/// Update the texture entry for this part. /// Update the texture entry for this part.
/// </summary> /// </summary>