diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs index 398ece0..764aece 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs | |||
@@ -98,7 +98,7 @@ public sealed class BSShapeCollection : IDisposable | |||
98 | // higher level dependencies on the shape or body. Mostly used for LinkSets to | 98 | // higher level dependencies on the shape or body. Mostly used for LinkSets to |
99 | // remove the physical constraints before the body is destroyed. | 99 | // remove the physical constraints before the body is destroyed. |
100 | // Called at taint-time!! | 100 | // Called at taint-time!! |
101 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim, | 101 | public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, |
102 | ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) | 102 | ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) |
103 | { | 103 | { |
104 | PhysicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape"); | 104 | PhysicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape"); |
@@ -126,7 +126,7 @@ public sealed class BSShapeCollection : IDisposable | |||
126 | return ret; | 126 | return ret; |
127 | } | 127 | } |
128 | 128 | ||
129 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim) | 129 | public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim) |
130 | { | 130 | { |
131 | return GetBodyAndShape(forceRebuild, sim, prim, null, null); | 131 | return GetBodyAndShape(forceRebuild, sim, prim, null, null); |
132 | } | 132 | } |
@@ -637,7 +637,7 @@ public sealed class BSShapeCollection : IDisposable | |||
637 | } | 637 | } |
638 | else | 638 | else |
639 | { | 639 | { |
640 | meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false); | 640 | meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false, false, false); |
641 | 641 | ||
642 | if (meshData != null) | 642 | if (meshData != null) |
643 | { | 643 | { |
@@ -709,7 +709,7 @@ public sealed class BSShapeCollection : IDisposable | |||
709 | { | 709 | { |
710 | // Build a new hull in the physical world | 710 | // Build a new hull in the physical world |
711 | // Pass true for physicalness as this creates some sort of bounding box which we don't need | 711 | // Pass true for physicalness as this creates some sort of bounding box which we don't need |
712 | IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false); | 712 | IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false, false, false); |
713 | if (meshData != null) | 713 | if (meshData != null) |
714 | { | 714 | { |
715 | 715 | ||
@@ -918,7 +918,7 @@ public sealed class BSShapeCollection : IDisposable | |||
918 | // Updates prim.BSBody with the information about the new body if one is created. | 918 | // Updates prim.BSBody with the information about the new body if one is created. |
919 | // Returns 'true' if an object was actually created. | 919 | // Returns 'true' if an object was actually created. |
920 | // Called at taint-time. | 920 | // Called at taint-time. |
921 | private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape, | 921 | private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletWorld sim, BulletShape shape, |
922 | BodyDestructionCallback bodyCallback) | 922 | BodyDestructionCallback bodyCallback) |
923 | { | 923 | { |
924 | bool ret = false; | 924 | bool ret = false; |