fixes
parent
1e03344411
commit
91b83fd45e
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@ -32,7 +32,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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FailMask = 0xC0, // 11000000
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AssetFailed = 0x40, // 01000000
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MeshFailed = 0x80 // 10000000
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MeshFailed = 0x80, // 10000000
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MeshNoColide = FailMask | needAsset
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}
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public enum meshWorkerCmnds : byte
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@ -119,13 +121,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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case meshWorkerCmnds.changefull:
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case meshWorkerCmnds.changeshapetype:
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case meshWorkerCmnds.changesize:
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GetMesh(nextRep);
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if (CreateActorPhysRep(nextRep) && m_scene.haveActor(nextRep.actor))
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m_scene.AddChange(nextRep.actor, changes.PhysRepData, nextRep);
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break;
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case meshWorkerCmnds.addnew:
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if (CreateActorPhysRep(nextRep))
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m_scene.AddChange(nextRep.actor, changes.AddPhysRep, nextRep);
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break;
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case meshWorkerCmnds.getmesh:
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DoRepDataGetMesh(nextRep);
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break;
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@ -155,13 +154,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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repData.size = size;
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repData.shapetype = shapetype;
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CheckMeshDone(repData);
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CheckMesh(repData);
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CalcVolumeData(repData);
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m_scene.AddChange(actor, changes.PhysRepData, repData);
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return;
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}
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public void NewActorPhysRep(PhysicsActor actor, PrimitiveBaseShape pbs,
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public ODEPhysRepData NewActorPhysRep(PhysicsActor actor, PrimitiveBaseShape pbs,
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Vector3 size, byte shapetype)
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{
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ODEPhysRepData repData = new ODEPhysRepData();
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@ -170,21 +169,17 @@ namespace OpenSim.Region.Physics.OdePlugin
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repData.size = size;
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repData.shapetype = shapetype;
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CheckMeshDone(repData);
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CheckMesh(repData);
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CalcVolumeData(repData);
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m_scene.AddChange(actor, changes.AddPhysRep, repData);
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return repData;
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}
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public void RequestMesh(ODEPhysRepData repData)
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{
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repData.mesh = null;
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if (repData.meshState == MeshState.needMesh)
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{
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repData.comand = meshWorkerCmnds.changefull;
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createqueue.Enqueue(repData);
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}
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else if (repData.meshState == MeshState.needAsset)
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if (repData.meshState == MeshState.needAsset)
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{
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PrimitiveBaseShape pbs = repData.pbs;
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@ -196,9 +191,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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return;
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}
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if (pbs.SculptTexture != repData.assetID)
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return;
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repData.assetID = pbs.SculptTexture;
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repData.meshState = MeshState.loadingAsset;
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repData.comand = meshWorkerCmnds.getmesh;
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@ -209,7 +202,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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// creates and prepares a mesh to use and calls parameters estimation
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public bool CreateActorPhysRep(ODEPhysRepData repData)
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{
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getMesh(repData);
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IMesh mesh = repData.mesh;
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if (mesh != null)
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@ -270,6 +262,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (repData.assetID != repData.pbs.SculptTexture)
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return;
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// check if it is in cache
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GetMesh(repData);
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if (repData.meshState != MeshState.needAsset)
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{
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CreateActorPhysRep(repData);
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m_scene.AddChange(repData.actor, changes.PhysRepData, repData);
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return;
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}
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RequestAssetDelegate assetProvider = m_scene.RequestAssetMethod;
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if (assetProvider == null)
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return;
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@ -400,7 +401,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// see if we need a mesh and if so if we have a cached one
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// called with a new repData
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public bool CheckMeshDone(ODEPhysRepData repData)
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public void CheckMesh(ODEPhysRepData repData)
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{
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PhysicsActor actor = repData.actor;
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PrimitiveBaseShape pbs = repData.pbs;
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@ -408,7 +409,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (!needsMeshing(pbs))
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{
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repData.meshState = MeshState.noNeed;
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return true;
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return;
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}
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IMesh mesh = null;
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@ -441,25 +442,34 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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else
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repData.meshState = MeshState.MeshFailed;
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return;
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}
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else
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{
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repData.meshState = MeshState.needMesh;
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return false;
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mesh = m_mesher.CreateMesh(actor.Name, pbs, size, clod, true, convex, true);
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if (mesh == null)
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{
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repData.meshState = MeshState.MeshFailed;
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return;
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}
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}
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}
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repData.meshState = MeshState.AssetOK;
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repData.mesh = mesh;
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if (pbs.SculptEntry)
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{
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repData.meshState = MeshState.AssetOK;
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repData.assetID = pbs.SculptTexture;
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}
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pbs.SculptData = Utils.EmptyBytes;
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return true;
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return ;
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}
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public bool getMesh(ODEPhysRepData repData)
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public void GetMesh(ODEPhysRepData repData)
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{
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PhysicsActor actor = repData.actor;
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@ -469,17 +479,20 @@ namespace OpenSim.Region.Physics.OdePlugin
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repData.hasOBB = false;
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if (!needsMeshing(pbs))
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return false;
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{
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repData.meshState = MeshState.noNeed;
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return;
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}
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if (repData.meshState == MeshState.MeshFailed)
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return false;
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return;
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if (pbs.SculptEntry)
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{
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if (repData.meshState == MeshState.AssetFailed)
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{
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if (pbs.SculptTexture == repData.assetID)
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return true;
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return;
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}
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}
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@ -500,27 +513,23 @@ namespace OpenSim.Region.Physics.OdePlugin
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clod = (int)LevelOfDetail.Low;
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}
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// check cached
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mesh = m_mesher.GetMesh(actor.Name, pbs, size, clod, true, convex);
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mesh = m_mesher.CreateMesh(actor.Name, pbs, size, clod, true, convex, true);
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if (mesh == null)
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{
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if (pbs.SculptEntry)
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{
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if (pbs.SculptTexture == UUID.Zero)
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return false;
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return;
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repData.assetID = pbs.SculptTexture;
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repData.meshState = MeshState.AssetOK;
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if (pbs.SculptData == null || pbs.SculptData.Length == 0)
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{
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repData.meshState = MeshState.needAsset;
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return false;
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return;
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}
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}
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mesh = m_mesher.CreateMesh(actor.Name, pbs, size, clod, true, convex,true);
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}
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repData.mesh = mesh;
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@ -533,12 +542,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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else
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repData.meshState = MeshState.MeshFailed;
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return false;
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return;
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}
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repData.meshState = MeshState.AssetOK;
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return true;
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return;
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}
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private void CalculateBasicPrimVolume(ODEPhysRepData repData)
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@ -1104,7 +1104,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_building = true; // control must set this to false when done
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_parent_scene.m_meshWorker.NewActorPhysRep(this, _pbs, _size, m_shapetype);
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// get basic mass parameters
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ODEPhysRepData repData = _parent_scene.m_meshWorker.NewActorPhysRep(this, _pbs, _size, m_shapetype);
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primVolume = repData.volume;
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UpdatePrimBodyData();
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}
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private void resetCollisionAccounting()
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m_NoColide = false;
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if ((m_meshState & MeshState.FailMask) != 0)
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if ((m_meshState & MeshState.MeshNoColide) != 0)
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m_NoColide = true;
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else if(m_mesh != null)
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@ -1729,6 +1729,17 @@ namespace OpenSim.Region.Physics.OdePlugin
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ODEchangeitem item;
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d.WorldSetQuickStepNumIterations(world, curphysiteractions);
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while (step_time > HalfOdeStep && nodeframes < 10) //limit number of steps so we don't say here for ever
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{
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try
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{
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// clear pointer/counter to contacts to pass into joints
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m_global_contactcount = 0;
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if (ChangesQueue.Count > 0)
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{
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int ttmpstart = Util.EnvironmentTickCount();
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@ -1757,16 +1768,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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d.WorldSetQuickStepNumIterations(world, curphysiteractions);
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while (step_time > HalfOdeStep && nodeframes < 10) //limit number of steps so we don't say here for ever
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{
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try
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{
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// clear pointer/counter to contacts to pass into joints
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m_global_contactcount = 0;
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// Move characters
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lock (_characters)
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{
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