refactor: push the part of SceneObjectGroup.CheckSculptAndLoad() that actually deals with the part into a SceneObjectPart.CheckSculptAndLoad() method

This commit is contained in:
Justin Clark-Casey (justincc)
2011-07-11 03:35:29 +01:00
parent 2f3d0e209f
commit 0badf3718d
2 changed files with 49 additions and 17 deletions

View File

@@ -3288,7 +3288,14 @@ namespace OpenSim.Region.Framework.Scenes
return retmass;
}
/// <summary>
/// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
/// the physics engine can use it.
/// </summary>
/// <remarks>
/// When the physics engine has finished with it, the sculpt data is discarded to save memory.
/// </remarks>
public void CheckSculptAndLoad()
{
if (IsDeleted)
@@ -3302,24 +3309,15 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
if (part.Shape.SculptEntry && part.Shape.SculptTexture != UUID.Zero)
{
// check if a previously decoded sculpt map has been cached
if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + part.Shape.SculptTexture.ToString())))
{
part.SculptTextureCallback(part.Shape.SculptTexture, null);
}
else
{
m_scene.AssetService.Get(
part.Shape.SculptTexture.ToString(), part, AssetReceived);
}
}
}
parts[i].CheckSculptAndLoad();
}
/// <summary>
/// Handle an asset received asynchronously from the asset service.
/// </summary>
/// <param name="id"></param>
/// <param name="sender"></param>
/// <param name="asset"></param>
protected void AssetReceived(string id, Object sender, AssetBase asset)
{
SceneObjectPart sop = (SceneObjectPart)sender;