BulletSim: prevent asset fetching loop when the fetched asset fails to mesh.
Check for the case where the fetched mesh asset fails meshing (degenerate triangles or no physical mesh). In this case, the asset is marked 'failed' and BulletSim doesn't keep trying to fetch over-and-over trying to get a good asset.user_profiles
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@ -929,6 +929,17 @@ public sealed class BSShapeCollection : IDisposable
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if (newShape.HasPhysicalShape)
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return newShape;
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// VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been
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// fetched but we end up here again, the meshing of the asset must have failed.
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// Prevent trying to keep fetching the mesh by declaring failure.
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if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched)
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{
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prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
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PhysicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}",
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LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture);
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}
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else
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{
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// If this mesh has an underlying asset and we have not failed getting it before, fetch the asset
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if (prim.BaseShape.SculptEntry
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&& prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed
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@ -988,8 +999,9 @@ public sealed class BSShapeCollection : IDisposable
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{
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if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed)
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{
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PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}",
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LogHeader, prim.LocalID, prim.BaseShape.SculptTexture);
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PhysicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}",
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LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture);
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}
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}
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}
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