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authorMelanie2011-11-24 01:16:37 +0000
committerMelanie2011-11-24 01:16:37 +0000
commita8270cb48cf8dbca7595da5963d8fafdb1141529 (patch)
treecf878acca0c652239f4441c3783647b6b0b688a6 /OpenSim/Region/Physics/Manager
parentMerge branch 'master' into bigmerge (diff)
parentAppend asset ID to URL for storage requests to allow caching proxies to work ... (diff)
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Merge branch 'master' into bigmerge
Diffstat (limited to 'OpenSim/Region/Physics/Manager')
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs13
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs10
2 files changed, 14 insertions, 9 deletions
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index 798a0a4..c2acf97 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -160,8 +160,19 @@ namespace OpenSim.Region.Physics.Manager
160 160
161 public abstract bool Selected { set; } 161 public abstract bool Selected { set; }
162 162
163 /// <summary>
164 /// Name of this actor.
165 /// </summary>
166 /// <remarks>
167 /// 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.
169 /// </remarks>
170 public string Name { get; protected set; }
171
172 /// <summary>
173 /// This is being used by ODE joint code.
174 /// </summary>
163 public string SOPName; 175 public string SOPName;
164 public string SOPDescription;
165 176
166 public abstract void CrossingFailure(); 177 public abstract void CrossingFailure();
167 178
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index acedf44..1f631ee 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -224,15 +224,9 @@ namespace OpenSim.Region.Physics.Manager
224 return false; 224 return false;
225 } 225 }
226 226
227 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) 227 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
228 {
229 return;
230 }
231 228
232 public virtual void UnCombine(PhysicsScene pScene) 229 public virtual void UnCombine(PhysicsScene pScene) {}
233 {
234
235 }
236 230
237 /// <summary> 231 /// <summary>
238 /// Queue a raycast against the physics scene. 232 /// Queue a raycast against the physics scene.