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authorJustin Clark-Casey (justincc)2011-07-31 00:49:49 +0100
committerJustin Clark-Casey (justincc)2011-07-31 00:49:49 +0100
commitbd8f538f800afeffdb6b8ced11e65940921424ab (patch)
treed4e8133cbe2e8308c27d0bbbc8072169cfe62745 /OpenSim/Region/Physics/OdePlugin
parentminor: correct method doc for last commit (diff)
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refactor: Remove argument to pass in an initial mesh to OdePrim since this is no longer required and it prevents removal of the _mesh field (which is only used temporarily)
If passing in a mesh becomes important again in the future then this can be reinstated.
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs3
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdeScene.cs29
2 files changed, 5 insertions, 27 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 712f7cd..cd6a0fb 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -208,7 +208,7 @@ namespace OpenSim.Region.Physics.OdePlugin
208 internal int m_material = (int)Material.Wood; 208 internal int m_material = (int)Material.Wood;
209 209
210 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, 210 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
211 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) 211 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
212 { 212 {
213 Name = primName; 213 Name = primName;
214 m_vehicle = new ODEDynamics(); 214 m_vehicle = new ODEDynamics();
@@ -252,7 +252,6 @@ namespace OpenSim.Region.Physics.OdePlugin
252 252
253 _orientation = rotation; 253 _orientation = rotation;
254 m_taintrot = _orientation; 254 m_taintrot = _orientation;
255 _mesh = mesh;
256 _pbs = pbs; 255 _pbs = pbs;
257 256
258 _parent_scene = parent_scene; 257 _parent_scene = parent_scene;
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
index 3c702db..1d4a28e 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
@@ -304,7 +304,7 @@ namespace OpenSim.Region.Physics.OdePlugin
304 // Create the world and the first space 304 // Create the world and the first space
305 world = d.WorldCreate(); 305 world = d.WorldCreate();
306 space = d.HashSpaceCreate(IntPtr.Zero); 306 space = d.HashSpaceCreate(IntPtr.Zero);
307 307
308 contactgroup = d.JointGroupCreate(0); 308 contactgroup = d.JointGroupCreate(0);
309 //contactgroup 309 //contactgroup
310 310
@@ -1687,7 +1687,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1687 } 1687 }
1688 1688
1689 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, 1689 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1690 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, uint localID) 1690 PrimitiveBaseShape pbs, bool isphysical, uint localID)
1691 { 1691 {
1692 Vector3 pos = position; 1692 Vector3 pos = position;
1693 Vector3 siz = size; 1693 Vector3 siz = size;
@@ -1696,7 +1696,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1696 OdePrim newPrim; 1696 OdePrim newPrim;
1697 lock (OdeLock) 1697 lock (OdeLock)
1698 { 1698 {
1699 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode); 1699 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, ode);
1700 1700
1701 lock (_prims) 1701 lock (_prims)
1702 _prims.Add(newPrim); 1702 _prims.Add(newPrim);
@@ -1724,28 +1724,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1724 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName); 1724 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1725#endif 1725#endif
1726 1726
1727 PhysicsActor result; 1727 return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
1728 IMesh mesh = null;
1729
1730 // Don't create the mesh here - wait until the mesh data is loaded from the asset store.
1731// if (needsMeshing(pbs))
1732// {
1733// try
1734// {
1735// mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
1736// }
1737// catch(Exception e)
1738// {
1739// m_log.ErrorFormat("[PHYSICS]: Exception while meshing prim {0}.", primName);
1740// m_log.Debug(e.ToString());
1741// mesh = null;
1742// return null;
1743// }
1744// }
1745
1746 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, localid);
1747
1748 return result;
1749 } 1728 }
1750 1729
1751 public override float TimeDilation 1730 public override float TimeDilation