* Sets ZeroMesher as default. (If you want to cut and hollow, you'll need to uncomment the Meshmerizer in OpenSim.ini)
* Fixes a geometry issue in ODE when using ZeroMesherafrisby
parent
008e4a2be8
commit
9b6e747d78
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@ -213,7 +213,7 @@ namespace OpenSim
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{
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{
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m_sandbox = !startupConfig.GetBoolean("gridmode", false);
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m_sandbox = !startupConfig.GetBoolean("gridmode", false);
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m_physicsEngine = startupConfig.GetString("physics", "basicphysics");
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m_physicsEngine = startupConfig.GetString("physics", "basicphysics");
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m_meshEngineName = startupConfig.GetString("meshing", "Meshmerizer");
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m_meshEngineName = startupConfig.GetString("meshing", "ZeroMesher");
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m_verbose = startupConfig.GetBoolean("verbose", true);
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m_verbose = startupConfig.GetBoolean("verbose", true);
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m_physicalPrim = startupConfig.GetBoolean("physical_prim", true);
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m_physicalPrim = startupConfig.GetBoolean("physical_prim", true);
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m_permissions = startupConfig.GetBoolean("serverside_object_permissions", false);
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m_permissions = startupConfig.GetBoolean("serverside_object_permissions", false);
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@ -308,7 +308,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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p = (OdePrim) prim;
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p = (OdePrim) prim;
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p.disableBody();
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p.disableBody();
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}
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}
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d.GeomDestroy(((OdePrim)prim).prim_geom);
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if (((OdePrim)prim).prim_geom != null)
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{
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if (((OdePrim)prim).prim_geom != (IntPtr) 0)
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d.GeomDestroy(((OdePrim)prim).prim_geom);
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}
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_prims.Remove((OdePrim)prim);
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_prims.Remove((OdePrim)prim);
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}
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}
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@ -1181,7 +1185,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size);
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IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size);
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// createmesh returns null when it's a shape that isn't a cube.
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// createmesh returns null when it's a shape that isn't a cube.
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if (mesh != null)
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if (mesh != null)
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setMesh(_parent_scene, mesh);
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{
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setMesh(_parent_scene, mesh);
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}
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else
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{
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prim_geom = d.CreateBox(_parent_scene.space, _size.X, _size.Y, _size.Z);
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}
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} else {
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} else {
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prim_geom = d.CreateBox(_parent_scene.space, _size.X, _size.Y, _size.Z);
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prim_geom = d.CreateBox(_parent_scene.space, _size.X, _size.Y, _size.Z);
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@ -1228,7 +1238,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (this._parent_scene.needsMeshing(_pbs))
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if (this._parent_scene.needsMeshing(_pbs))
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{
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{
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IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size);
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IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size);
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setMesh(_parent_scene, mesh);
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if (mesh != null)
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{
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setMesh(_parent_scene, mesh);
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}
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else
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{
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prim_geom = d.CreateBox(_parent_scene.space, _size.X, _size.Y, _size.Z);
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}
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} else {
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} else {
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prim_geom = d.CreateBox(_parent_scene.space, _size.X, _size.Y, _size.Z);
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prim_geom = d.CreateBox(_parent_scene.space, _size.X, _size.Y, _size.Z);
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}
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}
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@ -6,11 +6,15 @@ gridmode = false
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; sticking to the basic shapes the engine does support. Usually this is only a box.
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; sticking to the basic shapes the engine does support. Usually this is only a box.
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; Meshmerizer gives a better handling of complex prims by using triangle meshes.
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; Meshmerizer gives a better handling of complex prims by using triangle meshes.
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; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
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; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
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; ZeroMesher currently has a memory locking issue.
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;
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; meshing = ZeroMesher
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meshing = ZeroMesher
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meshing = Meshmerizer
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;meshing = Meshmerizer
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; Choose one of the physics engines below
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physics = basicphysics
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physics = basicphysics
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;physics = OpenDynamicsEngine
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;physics = modified_BulletX
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; Prim Storage
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; Prim Storage
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; if you would like to use sqlite uncomment the following line (and
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; if you would like to use sqlite uncomment the following line (and
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; comment the NullStorage line)
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; comment the NullStorage line)
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@ -24,6 +28,8 @@ serverside_object_permissions = false
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; to try sqlite as the asset database , comment out the above line, and uncomment following one
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; to try sqlite as the asset database , comment out the above line, and uncomment following one
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asset_database = "sqlite"
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asset_database = "sqlite"
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verbose = true
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verbose = true
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; if you would like to allow prim to be physical and move by physics with the physical checkbox in the client set this to true.
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physical_prim = true
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physical_prim = true
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[StandAlone]
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[StandAlone]
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