[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();
for (int i = 0; i < parts.Length; i++)
parts[i].CheckSculptAndLoad();
// for (int i = 0; i < parts.Length; i++)
// parts[i].CheckSculptAndLoad();
}
/// <summary>

View File

@ -1014,9 +1014,9 @@ namespace OpenSim.Region.Framework.Scenes
{
actor.Size = m_shape.Scale;
if (Shape.SculptEntry)
CheckSculptAndLoad();
else
// if (Shape.SculptEntry)
// CheckSculptAndLoad();
// else
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
}
@ -1620,12 +1620,13 @@ namespace OpenSim.Region.Framework.Scenes
if (userExposed)
{
/*
if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero)
{
ParentGroup.Scene.AssetService.Get(
dupe.m_shape.SculptTexture.ToString(), dupe, dupe.AssetReceived);
}
*/
bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
}
@ -1643,6 +1644,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="id">ID of asset received</param>
/// <param name="sender">Register</param>
/// <param name="asset"></param>
/*
protected void AssetReceived(string id, Object sender, AssetBase asset)
{
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",
Name, UUID, id);
}
*/
/// <summary>
/// Do a physics property update for a NINJA joint.
/// </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
// mesh data.
if (Shape.SculptEntry)
CheckSculptAndLoad();
else
// if (Shape.SculptEntry)
// CheckSculptAndLoad();
// else
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.
/// </summary>
/// <param name="texture">The mesh itself.</param>
/*
public void SculptTextureCallback(AssetBase texture)
{
if (m_shape.SculptEntry)
@ -2538,7 +2541,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
*/
/// <summary>
/// Send a full update to the client for the given part
/// </summary>
@ -3783,7 +3786,7 @@ namespace OpenSim.Region.Framework.Scenes
public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
{
m_shape.ReadInUpdateExtraParam(type, inUse, data);
/*
if (type == 0x30)
{
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);
}
}
*/
if (ParentGroup != null)
{
ParentGroup.HasGroupChanged = true;
@ -4341,6 +4344,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <remarks>
/// When the physics engine has finished with it, the sculpt data is discarded to save memory.
/// </remarks>
/*
public void CheckSculptAndLoad()
{
// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
@ -4366,7 +4370,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
*/
/// <summary>
/// Update the texture entry for this part.
/// </summary>