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-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs22
1 files changed, 21 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 2a6163c..eca6a0f 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -125,6 +125,18 @@ namespace OpenSim.Region.Physics.Manager
125 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 125 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 126 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
127 127
128 public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
129 uint localid, byte[] sdata)
130 {
131 return null;
132 }
133
134 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
135 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
136 {
137 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
138 }
139
128 public virtual float TimeDilation 140 public virtual float TimeDilation
129 { 141 {
130 get { return 1.0f; } 142 get { return 1.0f; }
@@ -222,7 +234,7 @@ namespace OpenSim.Region.Physics.Manager
222 } 234 }
223 235
224 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} 236 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
225 237 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
226 public virtual void UnCombine(PhysicsScene pScene) {} 238 public virtual void UnCombine(PhysicsScene pScene) {}
227 239
228 /// <summary> 240 /// <summary>
@@ -260,5 +272,13 @@ namespace OpenSim.Region.Physics.Manager
260 { 272 {
261 return new List<ContactResult>(); 273 return new List<ContactResult>();
262 } 274 }
275
276 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
277 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
278 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
279 {
280 return new List<ContactResult>();
281 }
282
263 } 283 }
264} 284}