public void DoRepDataGetMesh(ODEPhysRepData repData) { if (!repData.pbs.SculptEntry) { return; } if (repData.meshState != MeshState.loadingAsset) { return; } if (repData.assetID == null || repData.assetID == UUID.Zero) { return; } if (repData.assetID != repData.pbs.SculptTexture) { return; } // check if it is in cache GetMesh(repData); if (repData.meshState != MeshState.needAsset) { CreateActorPhysRep(repData); m_scene.AddChange(repData.actor, changes.PhysRepData, repData); return; } RequestAssetDelegate assetProvider = m_scene.RequestAssetMethod; if (assetProvider == null) { return; } ODEAssetRequest asr = new ODEAssetRequest(this, assetProvider, repData, m_log); }
public void DoRepDataGetMesh(ODEPhysRepData repData) { if (!repData.pbs.SculptEntry) return; if (repData.meshState != MeshState.loadingAsset) return; if (repData.assetID == null || repData.assetID == UUID.Zero) return; if (repData.assetID != repData.pbs.SculptTexture) return; // check if it is in cache GetMesh(repData); if (repData.meshState != MeshState.needAsset) { CreateActorPhysRep(repData); m_scene.AddChange(repData.actor, changes.PhysRepData, repData); return; } RequestAssetDelegate assetProvider = m_scene.RequestAssetMethod; if (assetProvider == null) return; ODEAssetRequest asr = new ODEAssetRequest(this, assetProvider, repData, m_log); }