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-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs26
1 files changed, 15 insertions, 11 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 7317361..20624d5 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -503,11 +503,12 @@ namespace OpenSim.Region.Environment.Scenes
503 foreach (SceneObjectGroup prim in PrimsFromDB) 503 foreach (SceneObjectGroup prim in PrimsFromDB)
504 { 504 {
505 AddEntityFromStorage(prim); 505 AddEntityFromStorage(prim);
506 // phyScene.AddPrim( 506 SceneObjectPart rootPart = prim.GetChildPart(prim.UUID);
507 // new PhysicsVector(prim.RootPart.AbsolutePosition.X, prim.RootPart.AbsolutePosition.Y, prim.RootPart.AbsolutePosition.Z), 507 // rootPart.PhysActor = phyScene.AddPrim(
508 // new PhysicsVector(prim.RootPart.Scale.X, prim.RootPart.Scale.Y, prim.RootPart.Scale.Z), 508 // new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y, rootPart.AbsolutePosition.Z),
509 // new Axiom.Math.Quaternion(prim.RootPart.RotationOffset.W, prim.RootPart.RotationOffset.X, 509 // new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
510 // prim.RootPart.RotationOffset.Y, prim.RootPart.RotationOffset.Z)); 510 // new Axiom.Math.Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
511 // rootPart.RotationOffset.Y, rootPart.RotationOffset.Z));
511 } 512 }
512 MainLog.Instance.Verbose("Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)"); 513 MainLog.Instance.Verbose("Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)");
513 } 514 }
@@ -545,7 +546,8 @@ namespace OpenSim.Region.Environment.Scenes
545 { 546 {
546 SceneObjectGroup sceneOb = new SceneObjectGroup(this, this.m_regionHandle, ownerID, PrimIDAllocate(), pos, shape); 547 SceneObjectGroup sceneOb = new SceneObjectGroup(this, this.m_regionHandle, ownerID, PrimIDAllocate(), pos, shape);
547 AddEntity(sceneOb); 548 AddEntity(sceneOb);
548 //phyScene.AddPrim(new PhysicsVector(pos.X, pos.Y, pos.Z), new PhysicsVector(shape.Scale.X, shape.Scale.Y, shape.Scale.Z), 549 SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID);
550 // rootPart.PhysActor =phyScene.AddPrim(new PhysicsVector(pos.X, pos.Y, pos.Z), new PhysicsVector(shape.Scale.X, shape.Scale.Y, shape.Scale.Z),
549 // new Axiom.Math.Quaternion()); 551 // new Axiom.Math.Quaternion());
550 } 552 }
551 553
@@ -622,11 +624,13 @@ namespace OpenSim.Region.Environment.Scenes
622 //if we want this to be a import method then we need new uuids for the object to avoid any clashes 624 //if we want this to be a import method then we need new uuids for the object to avoid any clashes
623 //obj.RegenerateFullIDs(); 625 //obj.RegenerateFullIDs();
624 AddEntity(obj); 626 AddEntity(obj);
625 // phyScene.AddPrim( 627
626 // new PhysicsVector(obj.RootPart.AbsolutePosition.X, obj.RootPart.AbsolutePosition.Y, obj.RootPart.AbsolutePosition.Z), 628 SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
627 // new PhysicsVector(obj.RootPart.Scale.X, obj.RootPart.Scale.Y, obj.RootPart.Scale.Z), 629 //rootPart.PhysActor = phyScene.AddPrim(
628 // new Axiom.Math.Quaternion(obj.RootPart.RotationOffset.W, obj.RootPart.RotationOffset.X, 630 // new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y, rootPart.AbsolutePosition.Z),
629 // obj.RootPart.RotationOffset.Y, obj.RootPart.RotationOffset.Z)); 631 // new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
632 // new Axiom.Math.Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
633 // rootPart.RotationOffset.Y, rootPart.RotationOffset.Z));
630 primCount++; 634 primCount++;
631 } 635 }
632 } 636 }