* Valid Sculpted prim now collide properly.

* The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy
* Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue.  Essentially editing is difficult right now)
* This just adds to the experimental nature of trunk. :D
This commit is contained in:
Teravus Ovares
2008-05-09 07:50:00 +00:00
parent 74df815630
commit b7baa3cd2a
5 changed files with 208 additions and 67 deletions

View File

@@ -1568,6 +1568,10 @@ namespace OpenSim.Region.Environment.Scenes
byte[] extraP = new byte[Shape.ExtraParams.Length];
Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
dupe.Shape.ExtraParams = extraP;
if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != LLUUID.Zero)
{
m_parentGroup.Scene.AssetCache.GetAsset(dupe.m_shape.SculptTexture, dupe.SculptTextureCallback, true);
}
bool UsePhysics = ((dupe.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0);
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
@@ -1939,6 +1943,10 @@ namespace OpenSim.Region.Environment.Scenes
if (texture != null)
{
m_shape.SculptData = texture.Data;
if (PhysActor != null)
{
PhysActor.Shape = m_shape;
}
}
}