Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
8aa43e72e5
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@ -3432,6 +3432,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <remarks>
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/// When the physics engine has finished with it, the sculpt data is discarded to save memory.
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/// </remarks>
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/*
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public void CheckSculptAndLoad()
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{
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if (IsDeleted)
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@ -3447,7 +3448,7 @@ namespace OpenSim.Region.Framework.Scenes
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for (int i = 0; i < parts.Length; i++)
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parts[i].CheckSculptAndLoad();
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}
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*/
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/// <summary>
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/// Set the user group to which this scene object belongs.
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/// </summary>
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@ -1014,9 +1014,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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actor.Size = m_shape.Scale;
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if (Shape.SculptEntry)
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CheckSculptAndLoad();
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else
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// if (Shape.SculptEntry)
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// CheckSculptAndLoad();
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// else
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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}
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}
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@ -1620,12 +1620,13 @@ namespace OpenSim.Region.Framework.Scenes
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if (userExposed)
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{
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/*
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if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero)
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{
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ParentGroup.Scene.AssetService.Get(
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dupe.m_shape.SculptTexture.ToString(), dupe, dupe.AssetReceived);
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}
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*/
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bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
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dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
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}
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@ -1643,6 +1644,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="id">ID of asset received</param>
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/// <param name="sender">Register</param>
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/// <param name="asset"></param>
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/*
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protected void AssetReceived(string id, Object sender, AssetBase asset)
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{
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if (asset != null)
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@ -1652,7 +1654,7 @@ namespace OpenSim.Region.Framework.Scenes
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"[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
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Name, UUID, id);
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}
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*/
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/// <summary>
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/// Do a physics property update for a NINJA joint.
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/// </summary>
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@ -1833,9 +1835,9 @@ namespace OpenSim.Region.Framework.Scenes
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// If this part is a sculpt then delay the physics update until we've asynchronously loaded the
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// mesh data.
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if (Shape.SculptEntry)
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CheckSculptAndLoad();
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else
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// if (Shape.SculptEntry)
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// CheckSculptAndLoad();
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// else
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
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}
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}
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@ -2511,6 +2513,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// Set sculpt and mesh data, and tell the physics engine to process the change.
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/// </summary>
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/// <param name="texture">The mesh itself.</param>
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/*
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public void SculptTextureCallback(AssetBase texture)
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{
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if (m_shape.SculptEntry)
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@ -2538,7 +2541,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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*/
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/// <summary>
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/// Send a full update to the client for the given part
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/// </summary>
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@ -3783,7 +3786,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
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{
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m_shape.ReadInUpdateExtraParam(type, inUse, data);
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/*
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if (type == 0x30)
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{
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if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero)
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@ -3791,7 +3794,7 @@ namespace OpenSim.Region.Framework.Scenes
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ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived);
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}
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}
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*/
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if (ParentGroup != null)
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{
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ParentGroup.HasGroupChanged = true;
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@ -4025,14 +4028,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (!wasUsingPhysics)
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{
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DoPhysicsPropertyUpdate(UsePhysics, false);
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if (!ParentGroup.IsDeleted)
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{
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if (LocalId == ParentGroup.RootPart.LocalId)
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{
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ParentGroup.CheckSculptAndLoad();
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}
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}
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}
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}
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else
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@ -4072,14 +4067,6 @@ namespace OpenSim.Region.Framework.Scenes
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pa.SetMaterial(Material);
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DoPhysicsPropertyUpdate(UsePhysics, true);
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if (!ParentGroup.IsDeleted)
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{
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if (LocalId == ParentGroup.RootPart.LocalId)
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{
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ParentGroup.CheckSculptAndLoad();
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}
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}
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if (
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((AggregateScriptEvents & scriptEvents.collision) != 0) ||
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((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
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@ -4104,14 +4091,6 @@ namespace OpenSim.Region.Framework.Scenes
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else // it already has a physical representation
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{
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DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
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if (!ParentGroup.IsDeleted)
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{
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if (LocalId == ParentGroup.RootPart.LocalId)
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{
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ParentGroup.CheckSculptAndLoad();
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}
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}
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}
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}
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@ -4341,6 +4320,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <remarks>
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/// When the physics engine has finished with it, the sculpt data is discarded to save memory.
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/// </remarks>
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/*
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public void CheckSculptAndLoad()
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{
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// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
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@ -4366,7 +4346,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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*/
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/// <summary>
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/// Update the texture entry for this part.
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/// </summary>
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@ -76,7 +76,7 @@ namespace OpenSim.Region.Physics.Manager
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get { return new NullPhysicsScene(); }
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}
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public RequestAssetDelegate RequestAssetMethod { private get; set; }
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public RequestAssetDelegate RequestAssetMethod { get; set; }
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public virtual void TriggerPhysicsBasedRestart()
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{
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@ -100,6 +100,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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private Vector3 m_taintAngularLock = Vector3.One;
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private IntPtr Amotor = IntPtr.Zero;
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private object m_assetsLock = new object();
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private bool m_assetFailed = false;
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private Vector3 m_PIDTarget;
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private float m_PIDTau;
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private float PID_D = 35f;
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@ -282,6 +285,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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m_taintadd = true;
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m_assetFailed = false;
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_parent_scene.AddPhysicsActorTaint(this);
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}
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@ -1498,6 +1502,8 @@ Console.WriteLine("CreateGeom:");
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mesh = _parent_scene.mesher.CreateMesh(Name, _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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// m_log.Debug(m_localID);
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if (mesh == null)
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CheckMeshAsset();
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}
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#if SPAM
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@ -1997,7 +2003,12 @@ Console.WriteLine(" JointCreateFixed");
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// Don't need to re-enable body.. it's done in SetMesh
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if (_parent_scene.needsMeshing(_pbs))
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{
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mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
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if (mesh == null)
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CheckMeshAsset();
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}
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}
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CreateGeom(m_targetSpace, mesh);
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@ -2057,6 +2068,8 @@ Console.WriteLine(" JointCreateFixed");
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/// </summary>
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private void changeshape()
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{
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m_taintshape = false;
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// Cleanup of old prim geometry and Bodies
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if (IsPhysical && Body != IntPtr.Zero)
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{
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@ -2084,6 +2097,7 @@ Console.WriteLine(" JointCreateFixed");
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IMesh mesh = null;
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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 CreateMesh
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@ -2094,6 +2108,8 @@ Console.WriteLine(" JointCreateFixed");
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// createmesh returns null when it doesn't mesh.
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mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
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if (mesh == null)
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CheckMeshAsset();
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}
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CreateGeom(m_targetSpace, mesh);
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@ -2130,7 +2146,7 @@ Console.WriteLine(" JointCreateFixed");
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}
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resetCollisionAccounting();
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m_taintshape = false;
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// m_taintshape = false;
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}
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/// <summary>
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@ -2396,6 +2412,7 @@ Console.WriteLine(" JointCreateFixed");
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set
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{
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_pbs = value;
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m_assetFailed = false;
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m_taintshape = true;
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}
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}
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@ -3234,5 +3251,37 @@ Console.WriteLine(" JointCreateFixed");
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{
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m_material = pMaterial;
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}
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private void CheckMeshAsset()
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{
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if (_pbs.SculptEntry && !m_assetFailed && _pbs.SculptTexture != UUID.Zero)
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{
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m_assetFailed = true;
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Util.FireAndForget(delegate
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{
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RequestAssetDelegate assetProvider = _parent_scene.RequestAssetMethod;
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if (assetProvider != null)
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assetProvider(_pbs.SculptTexture, MeshAssetReveived);
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});
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}
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}
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void MeshAssetReveived(AssetBase asset)
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{
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if (asset.Data != null && asset.Data.Length > 0)
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{
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if (!_pbs.SculptEntry)
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return;
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if (_pbs.SculptTexture.ToString() != asset.ID)
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return;
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_pbs.SculptData = new byte[asset.Data.Length];
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asset.Data.CopyTo(_pbs.SculptData, 0);
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m_assetFailed = false;
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m_taintshape = true;
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_parent_scene.AddPhysicsActorTaint(this);
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}
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}
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}
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}
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