* Add a copy constructor to IRendering.SimpleMesh

[Simian]
* Avoid remeshing whenever possible by reverting back to using the untransformed mesh for the world mesh generation
* Add forceMeshing and forceTransform booleans to SimulationObject to specify when a new untransformed mesh needs to be generated and when the transformation needs to be reapplied

git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2477 52acb1d6-8a22-11de-b505-999d5b087335
This commit is contained in:
John Hurliman
2009-03-09 18:20:19 +00:00
parent 7e0529d58d
commit 692d2927a9
9 changed files with 63 additions and 40 deletions

View File

@@ -208,7 +208,7 @@ namespace Simian.Extensions
windSpeeds[y, x] = windSpeed;
}
public bool ObjectAdd(object sender, SimulationObject obj, UUID ownerID, int scriptStartParam, PrimFlags creatorFlags)
public bool ObjectAddOrUpdate(object sender, SimulationObject obj, UUID ownerID, int scriptStartParam, PrimFlags creatorFlags)
{
if (OnObjectAdd != null)
{
@@ -918,13 +918,13 @@ namespace Simian.Extensions
{
SimulationObject obj;
if (TryGetObject(prim.ID, out obj))
ObjectAdd(this, obj, obj.Prim.OwnerID, 0, PrimFlags.None);
ObjectAddOrUpdate(this, obj, obj.Prim.OwnerID, 0, PrimFlags.None);
}
void CompleteAgentMovementHandler(Packet packet, Agent agent)
{
// Add this avatar as an object in the scene
if (ObjectAdd(this, agent.Avatar, agent.Avatar.Prim.OwnerID, 0, PrimFlags.None))
if (ObjectAddOrUpdate(this, agent.Avatar, agent.Avatar.Prim.OwnerID, 0, PrimFlags.None))
{
// Send a response back to the client
AgentMovementCompletePacket complete = new AgentMovementCompletePacket();