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-rw-r--r--OpenSim/Region/Physics/Manager/IMesher.cs28
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs221
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs72
-rw-r--r--OpenSim/Region/Physics/Manager/VehicleConstants.cs45
-rw-r--r--OpenSim/Region/Physics/Manager/ZeroMesher.cs14
5 files changed, 288 insertions, 92 deletions
diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs
index 10c4bd3..df980ab 100644
--- a/OpenSim/Region/Physics/Manager/IMesher.cs
+++ b/OpenSim/Region/Physics/Manager/IMesher.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Runtime.InteropServices;
30using OpenSim.Framework; 31using OpenSim.Framework;
31using OpenMetaverse; 32using OpenMetaverse;
32 33
@@ -36,7 +37,11 @@ namespace OpenSim.Region.Physics.Manager
36 { 37 {
37 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod); 38 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod);
38 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical); 39 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical);
39 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache); 40 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache, bool convex, bool forOde);
41 IMesh GetMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex);
42 void ReleaseMesh(IMesh mesh);
43 void ExpireReleaseMeshs();
44 void ExpireFileCache();
40 } 45 }
41 46
42 // Values for level of detail to be passed to the mesher. 47 // Values for level of detail to be passed to the mesher.
@@ -54,6 +59,25 @@ namespace OpenSim.Region.Physics.Manager
54 { 59 {
55 } 60 }
56 61
62 [Serializable()]
63 [StructLayout(LayoutKind.Explicit)]
64 public struct AMeshKey
65 {
66 [FieldOffset(0)]
67 public UUID uuid;
68 [FieldOffset(0)]
69 public ulong hashA;
70 [FieldOffset(8)]
71 public ulong hashB;
72 [FieldOffset(16)]
73 public ulong hashC;
74
75 public override string ToString()
76 {
77 return uuid.ToString() + "-" + hashC.ToString("x") ;
78 }
79 }
80
57 public interface IMesh 81 public interface IMesh
58 { 82 {
59 List<Vector3> getVertexList(); 83 List<Vector3> getVertexList();
@@ -66,5 +90,7 @@ namespace OpenSim.Region.Physics.Manager
66 void releasePinned(); 90 void releasePinned();
67 void Append(IMesh newMesh); 91 void Append(IMesh newMesh);
68 void TransformLinear(float[,] matrix, float[] offset); 92 void TransformLinear(float[,] matrix, float[] offset);
93 Vector3 GetCentroid();
94 Vector3 GetOBB();
69 } 95 }
70} 96}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index d119791..be36be3 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -43,7 +43,8 @@ namespace OpenSim.Region.Physics.Manager
43 Unknown = 0, 43 Unknown = 0,
44 Agent = 1, 44 Agent = 1,
45 Prim = 2, 45 Prim = 2,
46 Ground = 3 46 Ground = 3,
47 Water = 4
47 } 48 }
48 49
49 public enum PIDHoverType 50 public enum PIDHoverType
@@ -59,15 +60,30 @@ namespace OpenSim.Region.Physics.Manager
59 public Vector3 Position; 60 public Vector3 Position;
60 public Vector3 SurfaceNormal; 61 public Vector3 SurfaceNormal;
61 public float PenetrationDepth; 62 public float PenetrationDepth;
63 public float RelativeSpeed;
62 64
63 public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth) 65 public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth)
64 { 66 {
65 Position = position; 67 Position = position;
66 SurfaceNormal = surfaceNormal; 68 SurfaceNormal = surfaceNormal;
67 PenetrationDepth = penetrationDepth; 69 PenetrationDepth = penetrationDepth;
70 RelativeSpeed = 0f; // for now let this one be set explicity
68 } 71 }
69 } 72 }
70 73
74 public struct ContactData
75 {
76 public float mu;
77 public float bounce;
78 public bool softcolide;
79
80 public ContactData(float _mu, float _bounce, bool _softcolide)
81 {
82 mu = _mu;
83 bounce = _bounce;
84 softcolide = _softcolide;
85 }
86 }
71 /// <summary> 87 /// <summary>
72 /// Used to pass collision information to OnCollisionUpdate listeners. 88 /// Used to pass collision information to OnCollisionUpdate listeners.
73 /// </summary> 89 /// </summary>
@@ -99,7 +115,7 @@ namespace OpenSim.Region.Physics.Manager
99 m_objCollisionList.Add(localID, contact); 115 m_objCollisionList.Add(localID, contact);
100 } 116 }
101 else 117 else
102 { 118 {
103 if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth) 119 if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth)
104 m_objCollisionList[localID] = contact; 120 m_objCollisionList[localID] = contact;
105 } 121 }
@@ -135,6 +151,8 @@ namespace OpenSim.Region.Physics.Manager
135 /// </summary> 151 /// </summary>
136 public event CollisionUpdate OnCollisionUpdate; 152 public event CollisionUpdate OnCollisionUpdate;
137 153
154 public virtual void SetVehicle(object vdata) { }
155
138 public event OutOfBounds OnOutOfBounds; 156 public event OutOfBounds OnOutOfBounds;
139#pragma warning restore 67 157#pragma warning restore 67
140 158
@@ -142,11 +160,29 @@ namespace OpenSim.Region.Physics.Manager
142 { 160 {
143 get { return new NullPhysicsActor(); } 161 get { return new NullPhysicsActor(); }
144 } 162 }
163
164 public virtual bool Building { get; set; }
165
166 public virtual void getContactData(ref ContactData cdata)
167 {
168 cdata.mu = 0;
169 cdata.bounce = 0;
170 }
145 171
146 public abstract bool Stopped { get; } 172 public abstract bool Stopped { get; }
147 173
148 public abstract Vector3 Size { get; set; } 174 public abstract Vector3 Size { get; set; }
149 175
176 public virtual bool Phantom { get; set; }
177
178 public virtual bool IsVolumeDtc
179 {
180 get { return false; }
181 set { return; }
182 }
183
184 public virtual byte PhysicsShapeType { get; set; }
185
150 public abstract PrimitiveBaseShape Shape { set; } 186 public abstract PrimitiveBaseShape Shape { set; }
151 187
152 uint m_baseLocalID; 188 uint m_baseLocalID;
@@ -167,7 +203,7 @@ namespace OpenSim.Region.Physics.Manager
167 /// XXX: Bizarrely, this cannot be "Terrain" or "Water" right now unless it really is simulating terrain or 203 /// XXX: Bizarrely, this cannot be "Terrain" or "Water" right now unless it really is simulating terrain or
168 /// water. This is not a problem due to the formatting of names given by prims and avatars. 204 /// water. This is not a problem due to the formatting of names given by prims and avatars.
169 /// </remarks> 205 /// </remarks>
170 public string Name { get; protected set; } 206 public string Name { get; set; }
171 207
172 /// <summary> 208 /// <summary>
173 /// This is being used by ODE joint code. 209 /// This is being used by ODE joint code.
@@ -218,9 +254,11 @@ namespace OpenSim.Region.Physics.Manager
218 handler(e); 254 handler(e);
219 } 255 }
220 256
221 public virtual void SetMaterial (int material) 257 public virtual void SetMaterial (int material) { }
222 { 258 public virtual float Density { get; set; }
223 } 259 public virtual float GravModifier { get; set; }
260 public virtual float Friction { get; set; }
261 public virtual float Bounce { get; set; }
224 262
225 /// <summary> 263 /// <summary>
226 /// Position of this actor. 264 /// Position of this actor.
@@ -249,6 +287,51 @@ namespace OpenSim.Region.Physics.Manager
249 public abstract Vector3 GeometricCenter { get; } 287 public abstract Vector3 GeometricCenter { get; }
250 public abstract Vector3 CenterOfMass { get; } 288 public abstract Vector3 CenterOfMass { get; }
251 289
290 public virtual Vector3 OOBsize
291 {
292 get
293 {
294 Vector3 s=Size;
295 s.X *=0.5f;
296 s.Y *=0.5f;
297 s.Z *=0.5f;
298 return s;
299 }
300 }
301
302 public virtual Vector3 OOBoffset
303 {
304 get
305 {
306 return Vector3.Zero;
307 }
308 }
309
310 public virtual float OOBRadiusSQ
311 {
312 get
313 {
314 return Size.LengthSquared() * 0.25f; // ((0.5^2)
315 }
316 }
317
318
319 public virtual float PhysicsCost
320 {
321 get
322 {
323 return 0.1f;
324 }
325 }
326
327 public virtual float StreamCost
328 {
329 get
330 {
331 return 1.0f;
332 }
333 }
334
252 /// <summary> 335 /// <summary>
253 /// The desired velocity of this actor. 336 /// The desired velocity of this actor.
254 /// </summary> 337 /// </summary>
@@ -309,13 +392,21 @@ namespace OpenSim.Region.Physics.Manager
309 public abstract void SubscribeEvents(int ms); 392 public abstract void SubscribeEvents(int ms);
310 public abstract void UnSubscribeEvents(); 393 public abstract void UnSubscribeEvents();
311 public abstract bool SubscribedEvents(); 394 public abstract bool SubscribedEvents();
395
396 public virtual void AddCollisionEvent(uint CollidedWith, ContactPoint contact) { }
397
398 // Warning in a parent part it returns itself, not null
399 public virtual PhysicsActor ParentActor { get { return this; } }
400
312 } 401 }
313 402
314 public class NullPhysicsActor : PhysicsActor 403 public class NullPhysicsActor : PhysicsActor
315 { 404 {
405 private ActorTypes m_actorType = ActorTypes.Unknown;
406
316 public override bool Stopped 407 public override bool Stopped
317 { 408 {
318 get{ return false; } 409 get{ return true; }
319 } 410 }
320 411
321 public override Vector3 Position 412 public override Vector3 Position
@@ -332,6 +423,7 @@ namespace OpenSim.Region.Physics.Manager
332 423
333 public override uint LocalID 424 public override uint LocalID
334 { 425 {
426 get { return 0; }
335 set { return; } 427 set { return; }
336 } 428 }
337 429
@@ -391,50 +483,17 @@ namespace OpenSim.Region.Physics.Manager
391 set { return; } 483 set { return; }
392 } 484 }
393 485
394 public override void VehicleFloatParam(int param, float value) 486 public override void VehicleFloatParam(int param, float value) {}
395 { 487 public override void VehicleVectorParam(int param, Vector3 value) { }
396 488 public override void VehicleRotationParam(int param, Quaternion rotation) { }
397 } 489 public override void VehicleFlags(int param, bool remove) { }
490 public override void SetVolumeDetect(int param) {}
491 public override void SetMaterial(int material) {}
492 public override Vector3 CenterOfMass { get { return Vector3.Zero; }}
398 493
399 public override void VehicleVectorParam(int param, Vector3 value) 494 public override Vector3 GeometricCenter { get { return Vector3.Zero; }}
400 {
401 495
402 } 496 public override PrimitiveBaseShape Shape { set { return; }}
403
404 public override void VehicleRotationParam(int param, Quaternion rotation)
405 {
406
407 }
408
409 public override void VehicleFlags(int param, bool remove)
410 {
411
412 }
413
414 public override void SetVolumeDetect(int param)
415 {
416
417 }
418
419 public override void SetMaterial(int material)
420 {
421
422 }
423
424 public override Vector3 CenterOfMass
425 {
426 get { return Vector3.Zero; }
427 }
428
429 public override Vector3 GeometricCenter
430 {
431 get { return Vector3.Zero; }
432 }
433
434 public override PrimitiveBaseShape Shape
435 {
436 set { return; }
437 }
438 497
439 public override Vector3 Velocity 498 public override Vector3 Velocity
440 { 499 {
@@ -454,9 +513,7 @@ namespace OpenSim.Region.Physics.Manager
454 set { } 513 set { }
455 } 514 }
456 515
457 public override void CrossingFailure() 516 public override void CrossingFailure() {}
458 {
459 }
460 517
461 public override Quaternion Orientation 518 public override Quaternion Orientation
462 { 519 {
@@ -496,8 +553,20 @@ namespace OpenSim.Region.Physics.Manager
496 553
497 public override int PhysicsActorType 554 public override int PhysicsActorType
498 { 555 {
499 get { return (int) ActorTypes.Unknown; } 556 get { return (int)m_actorType; }
500 set { return; } 557 set {
558 ActorTypes type = (ActorTypes)value;
559 switch (type)
560 {
561 case ActorTypes.Ground:
562 case ActorTypes.Water:
563 m_actorType = type;
564 break;
565 default:
566 m_actorType = ActorTypes.Unknown;
567 break;
568 }
569 }
501 } 570 }
502 571
503 public override bool Kinematic 572 public override bool Kinematic
@@ -506,26 +575,11 @@ namespace OpenSim.Region.Physics.Manager
506 set { return; } 575 set { return; }
507 } 576 }
508 577
509 public override void link(PhysicsActor obj) 578 public override void link(PhysicsActor obj) { }
510 { 579 public override void delink() { }
511 } 580 public override void LockAngularMotion(Vector3 axis) { }
512 581 public override void AddForce(Vector3 force, bool pushforce) { }
513 public override void delink() 582 public override void AddAngularForce(Vector3 force, bool pushforce) { }
514 {
515 }
516
517 public override void LockAngularMotion(Vector3 axis)
518 {
519 }
520
521 public override void AddForce(Vector3 force, bool pushforce)
522 {
523 }
524
525 public override void AddAngularForce(Vector3 force, bool pushforce)
526 {
527
528 }
529 583
530 public override Vector3 RotationalVelocity 584 public override Vector3 RotationalVelocity
531 { 585 {
@@ -547,21 +601,10 @@ namespace OpenSim.Region.Physics.Manager
547 public override float APIDStrength { set { return; } } 601 public override float APIDStrength { set { return; } }
548 public override float APIDDamping { set { return; } } 602 public override float APIDDamping { set { return; } }
549 603
550 public override void SetMomentum(Vector3 momentum) 604 public override void SetMomentum(Vector3 momentum) { }
551 {
552 }
553
554 public override void SubscribeEvents(int ms)
555 {
556 605
557 } 606 public override void SubscribeEvents(int ms) { }
558 public override void UnSubscribeEvents() 607 public override void UnSubscribeEvents() { }
559 { 608 public override bool SubscribedEvents() { return false; }
560
561 }
562 public override bool SubscribedEvents()
563 {
564 return false;
565 }
566 } 609 }
567} 610}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 488900e..ce269fa 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -43,6 +43,34 @@ namespace OpenSim.Region.Physics.Manager
43 public delegate void JointDeactivated(PhysicsJoint joint); 43 public delegate void JointDeactivated(PhysicsJoint joint);
44 public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation" 44 public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation"
45 45
46 public enum RayFilterFlags:ushort
47 {
48 // the flags
49 water = 0x01,
50 land = 0x02,
51 agent = 0x04,
52 nonphysical = 0x08,
53 physical = 0x10,
54 phantom = 0x20,
55 volumedtc = 0x40,
56
57 // ray cast colision control (may only work for meshs)
58 BackFaceCull = 0x4000,
59 ClosestHit = 0x8000,
60
61 // some combinations
62 LSLPhanton = phantom | volumedtc,
63 PrimsNonPhantom = nonphysical | physical,
64 PrimsNonPhantomAgents = nonphysical | physical | agent,
65
66 AllPrims = nonphysical | phantom | volumedtc | physical,
67 AllButLand = agent | nonphysical | physical | phantom | volumedtc,
68
69 ClosestAndBackCull = ClosestHit | BackFaceCull,
70
71 All = 0x3f
72 }
73
46 public delegate void RequestAssetDelegate(UUID assetID, AssetReceivedDelegate callback); 74 public delegate void RequestAssetDelegate(UUID assetID, AssetReceivedDelegate callback);
47 public delegate void AssetReceivedDelegate(AssetBase asset); 75 public delegate void AssetReceivedDelegate(AssetBase asset);
48 76
@@ -57,6 +85,8 @@ namespace OpenSim.Region.Physics.Manager
57 public Vector3 Normal; 85 public Vector3 Normal;
58 } 86 }
59 87
88
89
60 public abstract class PhysicsScene 90 public abstract class PhysicsScene
61 { 91 {
62// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 92// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -130,6 +160,25 @@ namespace OpenSim.Region.Physics.Manager
130 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 160 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
131 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 161 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
132 162
163 public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
164 uint localid, byte[] sdata)
165 {
166 return null;
167 }
168
169 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
170 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
171 {
172 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
173 }
174
175
176 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
177 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
178 {
179 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
180 }
181
133 public virtual float TimeDilation 182 public virtual float TimeDilation
134 { 183 {
135 get { return 1.0f; } 184 get { return 1.0f; }
@@ -197,6 +246,9 @@ namespace OpenSim.Region.Physics.Manager
197 246
198 public abstract void AddPhysicsActorTaint(PhysicsActor prim); 247 public abstract void AddPhysicsActorTaint(PhysicsActor prim);
199 248
249
250 public virtual void PrepareSimulation() { }
251
200 /// <summary> 252 /// <summary>
201 /// Perform a simulation of the current physics scene over the given timestep. 253 /// Perform a simulation of the current physics scene over the given timestep.
202 /// </summary> 254 /// </summary>
@@ -241,7 +293,7 @@ namespace OpenSim.Region.Physics.Manager
241 } 293 }
242 294
243 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} 295 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
244 296 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
245 public virtual void UnCombine(PhysicsScene pScene) {} 297 public virtual void UnCombine(PhysicsScene pScene) {}
246 298
247 /// <summary> 299 /// <summary>
@@ -279,5 +331,23 @@ namespace OpenSim.Region.Physics.Manager
279 { 331 {
280 return new List<ContactResult>(); 332 return new List<ContactResult>();
281 } 333 }
334
335 public virtual object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
336 {
337 return null;
338 }
339
340 public virtual bool SuportsRaycastWorldFiltered()
341 {
342 return false;
343 }
344
345 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
346 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
347 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
348 {
349 return new List<ContactResult>();
350 }
351
282 } 352 }
283} 353}
diff --git a/OpenSim/Region/Physics/Manager/VehicleConstants.cs b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
index f0775c1..8e24b4c 100644
--- a/OpenSim/Region/Physics/Manager/VehicleConstants.cs
+++ b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using OpenMetaverse;
29 30
30namespace OpenSim.Region.Physics.Manager 31namespace OpenSim.Region.Physics.Manager
31{ 32{
@@ -117,5 +118,47 @@ namespace OpenSim.Region.Physics.Manager
117 NO_DEFLECTION = 16392, 118 NO_DEFLECTION = 16392,
118 LOCK_ROTATION = 32784 119 LOCK_ROTATION = 32784
119 } 120 }
120 121
122 public struct VehicleData
123 {
124 public Vehicle m_type;
125 public VehicleFlag m_flags;
126
127 // Linear properties
128 public Vector3 m_linearMotorDirection;
129 public Vector3 m_linearFrictionTimescale;
130 public float m_linearMotorDecayTimescale;
131 public float m_linearMotorTimescale;
132 public Vector3 m_linearMotorOffset;
133
134 //Angular properties
135 public Vector3 m_angularMotorDirection;
136 public float m_angularMotorTimescale;
137 public float m_angularMotorDecayTimescale;
138 public Vector3 m_angularFrictionTimescale;
139
140 //Deflection properties
141 public float m_angularDeflectionEfficiency;
142 public float m_angularDeflectionTimescale;
143 public float m_linearDeflectionEfficiency;
144 public float m_linearDeflectionTimescale;
145
146 //Banking properties
147 public float m_bankingEfficiency;
148 public float m_bankingMix;
149 public float m_bankingTimescale;
150
151 //Hover and Buoyancy properties
152 public float m_VhoverHeight;
153 public float m_VhoverEfficiency;
154 public float m_VhoverTimescale;
155 public float m_VehicleBuoyancy;
156
157 //Attractor properties
158 public float m_verticalAttractionEfficiency;
159 public float m_verticalAttractionTimescale;
160
161 // Axis
162 public Quaternion m_referenceFrame;
163 }
121} 164}
diff --git a/OpenSim/Region/Physics/Manager/ZeroMesher.cs b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
index 270d2ec..80ecf66 100644
--- a/OpenSim/Region/Physics/Manager/ZeroMesher.cs
+++ b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
@@ -67,6 +67,11 @@ namespace OpenSim.Region.Physics.Manager
67 return CreateMesh(primName, primShape, size, lod, false, false); 67 return CreateMesh(primName, primShape, size, lod, false, false);
68 } 68 }
69 69
70 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache, bool convex,bool forOde)
71 {
72 return CreateMesh(primName, primShape, size, lod, false);
73 }
74
70 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 75 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
71 { 76 {
72 return CreateMesh(primName, primShape, size, lod, false, false); 77 return CreateMesh(primName, primShape, size, lod, false, false);
@@ -79,5 +84,14 @@ namespace OpenSim.Region.Physics.Manager
79 84
80 return null; 85 return null;
81 } 86 }
87
88 public IMesh GetMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
89 {
90 return null;
91 }
92
93 public void ReleaseMesh(IMesh mesh) { }
94 public void ExpireReleaseMeshs() { }
95 public void ExpireFileCache() { }
82 } 96 }
83} 97}