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-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs19
1 files changed, 7 insertions, 12 deletions
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 0de4626..28ace34 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -88,15 +88,16 @@ namespace OpenSim.Region.Physics.Manager
88 88
89 public abstract void RemovePrim(PhysicsActor prim); 89 public abstract void RemovePrim(PhysicsActor prim);
90 90
91 //public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
92 // Vector3 size, Quaternion rotation); //To be removed - Actually removed!
93
91 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 94 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
92 Vector3 size, Quaternion rotation); //To be removed 95 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
93 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
94 Vector3 size, Quaternion rotation, bool isPhysical);
95 96
96 public virtual PhysicsActor AddPrimShape(uint localID, string primName, PrimitiveBaseShape pbs, Vector3 position, 97 public virtual PhysicsActor AddPrimShape(uint localID, string primName, PrimitiveBaseShape pbs, Vector3 position,
97 Vector3 size, Quaternion rotation, bool isPhysical) 98 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
98 { 99 {
99 PhysicsActor ret = AddPrimShape(primName, pbs, position, size, rotation, isPhysical); 100 PhysicsActor ret = AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
100 101
101 if (ret != null) 102 if (ret != null)
102 ret.LocalID = localID; 103 ret.LocalID = localID;
@@ -284,13 +285,7 @@ namespace OpenSim.Region.Physics.Manager
284*/ 285*/
285 286
286 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 287 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
287 Vector3 size, Quaternion rotation) //To be removed 288 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
288 {
289 return AddPrimShape(primName, pbs, position, size, rotation, false);
290 }
291
292 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
293 Vector3 size, Quaternion rotation, bool isPhysical)
294 { 289 {
295 m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size); 290 m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size);
296 return PhysicsActor.Null; 291 return PhysicsActor.Null;