Properly regenerate physics proxy when a mesh is resized.

This is done in SOP.Resize().  More common code from callers needs to be refactored into this method to reduce confusing copy/pasting
bulletsim
Justin Clark-Casey (justincc) 2011-07-11 03:47:49 +01:00
parent 0badf3718d
commit 8e44a8e2b9
1 changed files with 8 additions and 0 deletions

View File

@ -2831,6 +2831,12 @@ namespace OpenSim.Region.Framework.Scenes
StoreUndoState();
m_shape.Scale = scale;
// If we're a mesh/sculpt, then we need to tell the physics engine about our new size. To do this, we
// need to reinsert the sculpt data into the shape, since the physics engine deletes it when done to
// save memory
if (PhysActor != null)
CheckSculptAndLoad();
ParentGroup.HasGroupChanged = true;
ScheduleFullUpdate();
}
@ -4619,9 +4625,11 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Update the textures on the part.
/// </summary>
/// <remarks>
/// Added to handle bug in libsecondlife's TextureEntry.ToBytes()
/// not handling RGBA properly. Cycles through, and "fixes" the color
/// info
/// </remarks>
/// <param name="tex"></param>
public void UpdateTexture(Primitive.TextureEntry tex)
{