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-rw-r--r--OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs12
1 files changed, 9 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
index ba9fe36..d45bfd1 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
@@ -27,6 +27,7 @@
27*/ 27*/
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using OpenSim.Framework.Types;
30using OpenSim.Region.Physics.Manager; 31using OpenSim.Region.Physics.Manager;
31using PhysXWrapper; 32using PhysXWrapper;
32using Quaternion=Axiom.Math.Quaternion; 33using Quaternion=Axiom.Math.Quaternion;
@@ -86,14 +87,14 @@ namespace OpenSim.Region.Physics.PhysXPlugin
86 87
87 } 88 }
88 89
89 public override PhysicsActor AddAvatar(PhysicsVector position) 90 public override PhysicsActor AddAvatar(string avName, PhysicsVector position)
90 { 91 {
91 Vec3 pos = new Vec3(); 92 Vec3 pos = new Vec3();
92 pos.X = position.X; 93 pos.X = position.X;
93 pos.Y = position.Y; 94 pos.Y = position.Y;
94 pos.Z = position.Z; 95 pos.Z = position.Z;
95 PhysXCharacter act = new PhysXCharacter( scene.AddCharacter(pos)); 96 PhysXCharacter act = new PhysXCharacter( scene.AddCharacter(pos));
96 act.Position = position; 97 act.Position = position;
97 _characters.Add(act); 98 _characters.Add(act);
98 return act; 99 return act;
99 } 100 }
@@ -108,7 +109,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin
108 109
109 } 110 }
110 111
111 public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation) 112 PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
112 { 113 {
113 Vec3 pos = new Vec3(); 114 Vec3 pos = new Vec3();
114 pos.X = position.X; 115 pos.X = position.X;
@@ -122,6 +123,11 @@ namespace OpenSim.Region.Physics.PhysXPlugin
122 _prims.Add(act); 123 _prims.Add(act);
123 return act; 124 return act;
124 } 125 }
126 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation)
127 {
128 return AddPrim(position, size, rotation);
129 }
130
125 public override void Simulate(float timeStep) 131 public override void Simulate(float timeStep)
126 { 132 {
127 try 133 try