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authorKittoFlora2009-10-27 22:42:55 +0100
committerKittoFlora2009-10-27 22:42:55 +0100
commit1113b3b6ebba3e358326a7be90b338d8c95af688 (patch)
treed923340600e5a2699ceaceeb52fd6c45994f334a /OpenSim/Region/Physics/Manager/IMesher.cs
parentllRotLookAt Pt 2 (diff)
parentMerge branch 'master' into vehicles (diff)
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Merge branch 'vehicles' into tests
Conflicts: OpenSim/Region/Physics/Manager/PhysicsActor.cs OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/Manager/IMesher.cs7
1 files changed, 4 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs
index 1a8c948..1181b8d 100644
--- a/OpenSim/Region/Physics/Manager/IMesher.cs
+++ b/OpenSim/Region/Physics/Manager/IMesher.cs
@@ -28,13 +28,14 @@
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using OpenSim.Framework; 30using OpenSim.Framework;
31using OpenMetaverse;
31 32
32namespace OpenSim.Region.Physics.Manager 33namespace OpenSim.Region.Physics.Manager
33{ 34{
34 public interface IMesher 35 public interface IMesher
35 { 36 {
36 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod); 37 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod);
37 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical); 38 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical);
38 } 39 }
39 40
40 public interface IVertex 41 public interface IVertex
@@ -43,7 +44,7 @@ namespace OpenSim.Region.Physics.Manager
43 44
44 public interface IMesh 45 public interface IMesh
45 { 46 {
46 List<PhysicsVector> getVertexList(); 47 List<Vector3> getVertexList();
47 int[] getIndexListAsInt(); 48 int[] getIndexListAsInt();
48 int[] getIndexListAsIntLocked(); 49 int[] getIndexListAsIntLocked();
49 float[] getVertexListAsFloatLocked(); 50 float[] getVertexListAsFloatLocked();