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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 13ea084..de22fae 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -77,15 +77,16 @@ namespace OpenSim.Region.Physics.Manager
77 77
78 public abstract void RemovePrim(PhysicsActor prim); 78 public abstract void RemovePrim(PhysicsActor prim);
79 79
80 //public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
81 // Vector3 size, Quaternion rotation); //To be removed - Actually removed!
82
80 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 83 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
81 Vector3 size, Quaternion rotation); //To be removed 84 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
82 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
83 Vector3 size, Quaternion rotation, bool isPhysical);
84 85
85 public virtual PhysicsActor AddPrimShape(uint localID, string primName, PrimitiveBaseShape pbs, Vector3 position, 86 public virtual PhysicsActor AddPrimShape(uint localID, string primName, PrimitiveBaseShape pbs, Vector3 position,
86 Vector3 size, Quaternion rotation, bool isPhysical) 87 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
87 { 88 {
88 PhysicsActor ret = AddPrimShape(primName, pbs, position, size, rotation, isPhysical); 89 PhysicsActor ret = AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
89 90
90 if (ret != null) 91 if (ret != null)
91 ret.LocalID = localID; 92 ret.LocalID = localID;
@@ -262,13 +263,7 @@ namespace OpenSim.Region.Physics.Manager
262*/ 263*/
263 264
264 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 265 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
265 Vector3 size, Quaternion rotation) //To be removed 266 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
266 {
267 return AddPrimShape(primName, pbs, position, size, rotation, false);
268 }
269
270 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
271 Vector3 size, Quaternion rotation, bool isPhysical)
272 { 267 {
273 m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size); 268 m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size);
274 return PhysicsActor.Null; 269 return PhysicsActor.Null;