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Formatting cleanup.
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@@ -730,7 +730,7 @@ namespace Flotsam.RegionModules.AssetCache
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int fileCount = GetFileCacheCount(m_CacheDirectory);
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m_log.InfoFormat("[FLOTSAM ASSET CACHE] File Cache : {0} assets", fileCount);
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foreach ( string s in Directory.GetFiles(m_CacheDirectory, "*.fac" ) )
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foreach (string s in Directory.GetFiles(m_CacheDirectory, "*.fac"))
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{
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m_log.Info("[FLOTSAM ASSET CACHE] Deep Scans were performed on the following regions:");
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@@ -770,7 +770,7 @@ namespace Flotsam.RegionModules.AssetCache
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int assetsCached = CacheScenes();
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m_log.InfoFormat("[FLOTSAM ASSET CACHE] Completed Scene Caching, {0} assets found.", assetsCached);
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});
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});
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break;
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@@ -1116,13 +1116,13 @@ namespace OpenSim.Region.Framework.Scenes
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public void AddGroupTarget(SceneObjectGroup grp)
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{
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lock(m_groupsWithTargets)
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lock (m_groupsWithTargets)
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m_groupsWithTargets[grp.UUID] = grp;
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}
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public void RemoveGroupTarget(SceneObjectGroup grp)
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{
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lock(m_groupsWithTargets)
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lock (m_groupsWithTargets)
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m_groupsWithTargets.Remove(grp.UUID);
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}
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@@ -48,7 +48,7 @@ namespace OpenSim.Region.Physics.Manager
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int[] getIndexListAsIntLocked();
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float[] getVertexListAsFloatLocked();
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void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount);
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void getVertexListAsPtrToFloatArray( out IntPtr vertexList, out int vertexStride, out int vertexCount );
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void getVertexListAsPtrToFloatArray(out IntPtr vertexList, out int vertexStride, out int vertexCount);
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void releaseSourceMeshData();
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void releasePinned();
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void Append(IMesh newMesh);
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@@ -70,7 +70,7 @@ namespace OpenSim.Region.Physics.Meshing
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throw new NotSupportedException("Attempt to Add to a pinned Mesh");
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// If a vertex of the triangle is not yet in the vertices list,
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// add it and set its index to the current index count
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if( !m_vertices.ContainsKey(triangle.v1) )
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if (!m_vertices.ContainsKey(triangle.v1))
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m_vertices[triangle.v1] = m_vertices.Count;
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if (!m_vertices.ContainsKey(triangle.v2))
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m_vertices[triangle.v2] = m_vertices.Count;
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@@ -153,7 +153,7 @@ namespace OpenSim.Region.Physics.Meshing
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private float[] getVertexListAsFloat()
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{
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if(m_vertices == null)
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if (m_vertices == null)
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throw new NotSupportedException();
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float[] result = new float[m_vertices.Count * 3];
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foreach (KeyValuePair<Vertex, int> kvp in m_vertices)
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@@ -169,7 +169,7 @@ namespace OpenSim.Region.Physics.Meshing
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public float[] getVertexListAsFloatLocked()
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{
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if( m_pinnedVertexes.IsAllocated )
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if (m_pinnedVertexes.IsAllocated)
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return (float[])(m_pinnedVertexes.Target);
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float[] result = getVertexListAsFloat();
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@@ -816,8 +816,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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IntPtr vertices, indices;
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int vertexCount, indexCount;
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int vertexStride, triStride;
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mesh.getVertexListAsPtrToFloatArray( out vertices, out vertexStride, out vertexCount ); // Note, that vertices are fixed in unmanaged heap
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mesh.getIndexListAsPtrToIntArray( out indices, out triStride, out indexCount ); // Also fixed, needs release after usage
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mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
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mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
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mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
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@@ -3799,7 +3799,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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public void start(int unused)
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{
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{
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ds.SetViewpoint(ref xyz, ref hpr);
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}
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#endif
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