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

@@ -28,6 +28,7 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Reflection;
using System.Runtime.Serialization;
using System.Security.Permissions;
@@ -4563,6 +4564,7 @@ namespace OpenSim.Region.Framework.Scenes
m_shape.PathTaperY = shapeBlock.PathTaperY;
m_shape.PathTwist = shapeBlock.PathTwist;
m_shape.PathTwistBegin = shapeBlock.PathTwistBegin;
if (PhysActor != null)
{
PhysActor.Shape = m_shape;
@@ -4583,6 +4585,37 @@ namespace OpenSim.Region.Framework.Scenes
ScheduleFullUpdate();
}
/// <summary>
/// If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the 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()
{
// m_log.Debug("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
if (ParentGroup.IsDeleted)
return;
if ((ParentGroup.RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0)
return;
if (Shape.SculptEntry && Shape.SculptTexture != UUID.Zero)
{
// check if a previously decoded sculpt map has been cached
if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + Shape.SculptTexture.ToString())))
{
SculptTextureCallback(Shape.SculptTexture, null);
}
else
{
ParentGroup.Scene.AssetService.Get(Shape.SculptTexture.ToString(), this, AssetReceived);
}
}
}
/// <summary>
/// Update the textures on the part.
/// </summary>
@@ -4819,6 +4852,7 @@ namespace OpenSim.Region.Framework.Scenes
Inventory.ApplyNextOwnerPermissions();
}
public void UpdateLookAt()
{
try