AssetFailed() public method

public AssetFailed ( ) : bool
return bool
        public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
        {
            float lod;
            UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod);

            BSShapeMesh retMesh;
            lock (Meshes)
            {
                if (Meshes.TryGetValue(newMeshKey, out retMesh))
                {
                    // The mesh has already been created. Return a new reference to same.
                    retMesh.IncrementReference();
                }
                else
                {
                    retMesh = new BSShapeMesh(new BulletShape());
                    // An instance of this mesh has not been created. Build and remember same.
                    BulletShape newShape = retMesh.CreatePhysicalMesh(physicsScene, prim, newMeshKey, prim.BaseShape,
                        prim.Size, lod);

                    // Check to see if mesh was created (might require an asset).
                    newShape = VerifyMeshCreated(physicsScene, newShape, prim);
                    if (!newShape.isNativeShape || prim.AssetFailed())
                    {
                        // If a mesh was what was created, remember the built shape for later sharing.
                        // Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh.
                        Meshes.Add(newMeshKey, retMesh);
                    }
                    retMesh.physShapeInfo = newShape;
                }
            }
            physicsScene.DetailLog("{0},BSShapeMesh,getReference,mesh={1},size={2},lod={3}", prim.LocalID, retMesh,
                prim.Size, lod);
            return retMesh;
        }
        public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
        {
            float lod;
            UInt64 newHullKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod);

            BSShapeHull retHull;
            bool foundHull = false;
            lock (Hulls)
                foundHull = Hulls.TryGetValue (newHullKey, out retHull);

            if (foundHull)
            {
                // The mesh has already been created. Return a new reference to same.
                retHull.IncrementReference();
            }
            else
            {
                retHull = new BSShapeHull(new BulletShape());
                // An instance of this mesh has not been created. Build and remember same.
                BulletShape newShape = retHull.CreatePhysicalHull(physicsScene, prim, newHullKey, prim.BaseShape, prim.Size, lod);

                // Check to see if hull was created (might require an asset).
                newShape = VerifyMeshCreated(physicsScene, newShape, prim);
                if (!newShape.isNativeShape || prim.AssetFailed())
                {
                    // If a mesh was what was created, remember the built shape for later sharing.
                    lock(Hulls)
                        Hulls.Add(newHullKey, retHull);
                }
                    retHull.physShapeInfo = newShape;
            }
            physicsScene.DetailLog("{0},BSShapeHull,getReference,hull={1},size={2},lod={3}", prim.LocalID, retHull,
                prim.Size, lod);
            return retHull;
        }
        public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
        {
            float lod;
            UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);

            physicsScene.DetailLog("{0},BSShapeGImpact,getReference,newKey={1},size={2},lod={3}", prim.LocalID,
                newMeshKey.ToString("X"), prim.Size, lod);
            BSShapeGImpact retGImpact;

            lock (GImpacts)
            {
                if (GImpacts.TryGetValue(newMeshKey, out retGImpact))
                {
                    // Teh mesh has already been created. Return a new reference to same.
                    retGImpact.IncrementReference();
                }
                else
                {
                    retGImpact = new BSShapeGImpact(new BulletShape());
                    BulletShape newShape = retGImpact.CreatePhysicalGImpact(physicsScene, prim, newMeshKey,
                        prim.BaseShape, prim.Size, lod);

                    // Check to see if mesh was created (might require an asset).
                    newShape = VerifyMeshCreated(physicsScene, newShape, prim);
                    newShape.shapeKey = newMeshKey;
                    if (!newShape.isNativeShape || prim.AssetFailed())
                    {
                        // If a mesh was what was created, remember the built shape for later sharing.
                        // Also note that if meshing failed we put it in the mesh list as there is nothing
                        //          else to do about the mesh.
                        GImpacts.Add(newMeshKey, retGImpact);
                    }
                    retGImpact.physShapeInfo = newShape;
                }
            }
            return retGImpact;
        }