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-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs12
1 files changed, 12 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 91ff0a8..7317361 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -503,6 +503,11 @@ 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(
507 // new PhysicsVector(prim.RootPart.AbsolutePosition.X, prim.RootPart.AbsolutePosition.Y, prim.RootPart.AbsolutePosition.Z),
508 // new PhysicsVector(prim.RootPart.Scale.X, prim.RootPart.Scale.Y, prim.RootPart.Scale.Z),
509 // new Axiom.Math.Quaternion(prim.RootPart.RotationOffset.W, prim.RootPart.RotationOffset.X,
510 // prim.RootPart.RotationOffset.Y, prim.RootPart.RotationOffset.Z));
506 } 511 }
507 MainLog.Instance.Verbose("Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)"); 512 MainLog.Instance.Verbose("Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)");
508 } 513 }
@@ -540,6 +545,8 @@ namespace OpenSim.Region.Environment.Scenes
540 { 545 {
541 SceneObjectGroup sceneOb = new SceneObjectGroup(this, this.m_regionHandle, ownerID, PrimIDAllocate(), pos, shape); 546 SceneObjectGroup sceneOb = new SceneObjectGroup(this, this.m_regionHandle, ownerID, PrimIDAllocate(), pos, shape);
542 AddEntity(sceneOb); 547 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 // new Axiom.Math.Quaternion());
543 } 550 }
544 551
545 public void RemovePrim(uint localID, LLUUID avatar_deleter) 552 public void RemovePrim(uint localID, LLUUID avatar_deleter)
@@ -615,6 +622,11 @@ namespace OpenSim.Region.Environment.Scenes
615 //if we want this to be a import method then we need new uuids for the object to avoid any clashes 622 //if we want this to be a import method then we need new uuids for the object to avoid any clashes
616 //obj.RegenerateFullIDs(); 623 //obj.RegenerateFullIDs();
617 AddEntity(obj); 624 AddEntity(obj);
625 // phyScene.AddPrim(
626 // new PhysicsVector(obj.RootPart.AbsolutePosition.X, obj.RootPart.AbsolutePosition.Y, obj.RootPart.AbsolutePosition.Z),
627 // new PhysicsVector(obj.RootPart.Scale.X, obj.RootPart.Scale.Y, obj.RootPart.Scale.Z),
628 // new Axiom.Math.Quaternion(obj.RootPart.RotationOffset.W, obj.RootPart.RotationOffset.X,
629 // obj.RootPart.RotationOffset.Y, obj.RootPart.RotationOffset.Z));
618 primCount++; 630 primCount++;
619 } 631 }
620 } 632 }