Justin Clark-Casey (justincc)
6618948ff9
refactor: centralize prim geom removal code from four places to one
2011-08-01 06:15:02 +01:00
Justin Clark-Casey (justincc)
509200d5cd
minor: add note to RemovePrimThreadLocked() to the effect that it contrary to the summary, it is being called from within Simulate() lock (OdeLock)
2011-08-01 05:48:27 +01:00
Justin Clark-Casey (justincc)
2102964826
minor: indentation correction
2011-08-01 05:14:16 +01:00
Justin Clark-Casey (justincc)
bd8f538f80
refactor: Remove argument to pass in an initial mesh to OdePrim since this is no longer required and it prevents removal of the _mesh field (which is only used temporarily)
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If passing in a mesh becomes important again in the future then this can be reinstated.
2011-07-31 00:49:49 +01:00
Justin Clark-Casey (justincc)
f1ce17071d
minor: method doc
2011-07-31 00:43:02 +01:00
Justin Clark-Casey (justincc)
49a3740ee9
minor: remove mono compiler warnings, some code spacing adjustments
2011-07-30 03:56:29 +01:00
Justin Clark-Casey (justincc)
d917010433
minor: Add method doc to collision subscription methods. Change method case to reflect OpenSim standards.
2011-07-30 03:11:36 +01:00
Justin Clark-Casey (justincc)
f3c5a5b745
fix extremely minor Ode bug where the _taintedPrimL list would always be cleared on every OdeScene.Simulate() even if it was already empty.
2011-07-29 01:18:42 +01:00
Justin Clark-Casey (justincc)
2a39d0cdb0
refactor: Move another chunk of ninja code out of the OdeScene.Simulate() loop for consistency and readability.
2011-07-29 00:51:07 +01:00
Justin Clark-Casey (justincc)
3f0d8f3cbf
refactor: Simplify reading OdeScene.Simulate() loop by shunting all the NINJA joints stuff into its own method.
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Now if ninja joints isn't active (which is the default) don't have to wade through a lot of massively indented irrelevant code.
2011-07-29 00:39:02 +01:00
Justin Clark-Casey (justincc)
9c6227da66
refactor: unindent the OdeScene.Simulate() loop to ignore the long commented out ifs and locks
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This is to make it more readable.
2011-07-29 00:23:42 +01:00
Careminster Team
9fc7d65df7
Apply the localID to the Physics actor to prevent null calls later
2011-07-19 18:26:36 +01:00
root
e9dbe54ab1
Fix some local id issues in physics glue
2011-07-15 20:07:59 +01:00
Justin Clark-Casey (justincc)
3e456163dd
Port implementation of llCastRay() from Aurora.
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I haven't been able to test this since the viewer won't parse the llCastRay() function. Maybe some activation cap is missing. Could wait until it is activated by default in the viewer.
2011-07-12 22:13:15 +01:00
Justin Clark-Casey (justincc)
df0e5cc9fe
When a mesh object is added to a scene, delay adding the physics actor until the sculpt data has been added to the shape (possibly via an async asset service request)
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This prevents spurious 'no asset data' for meshes added on startup.
2011-07-12 02:33:09 +01:00
Justin Clark-Casey (justincc)
2f3d0e209f
When a sculpt/mesh texture is received by a part on a callback request, don't do the unnecessary work of copying the base shape.
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Just setting the new base shape is enough to reinsert the sculpt data and set the taint.
Also cleans up a few more left-in debugging messages.
2011-07-11 03:13:59 +01:00
Justin Clark-Casey (justincc)
5e8900dfd0
minor: code tidy and inserted log lines for future use.
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Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does
After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory
When phantom is toggled, the sculptdata is regenerated before remeshing.
But on resize, the sculptdata is not regenerated.
So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled.
2011-07-09 00:35:30 +01:00
Justin Clark-Casey (justincc)
40300c886c
refactor: Factor out AddSubMesh() method from long CraeteMeshFromPrimMesher() method
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Also remove some of the logging spam left in from the last commit.
2011-07-08 20:36:01 +01:00
Justin Clark-Casey (justincc)
29034bc0e0
minor: code tidy up - remove a couple of Console.WriteLine() accidentally added in the last commit
2011-07-08 18:34:44 +01:00
Justin Clark-Casey (justincc)
36df9ae79a
refactor: Separate the OdeScene class into its own file from OdePlugin.cs, to improve code readability
2011-07-08 18:16:48 +01:00