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-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs12
1 files changed, 9 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 3f08234..13591ea 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -45,7 +45,9 @@ namespace OpenSim.Region.Physics.Manager
45 public abstract void RemovePrim(PhysicsActor prim); 45 public abstract void RemovePrim(PhysicsActor prim);
46 46
47 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, 47 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
48 PhysicsVector size, Quaternion rotation); 48 PhysicsVector size, Quaternion rotation); //To be removed
49 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
50 PhysicsVector size, Quaternion rotation, bool isPhysical);
49 51
50 public abstract void Simulate(float timeStep); 52 public abstract void Simulate(float timeStep);
51 53
@@ -82,9 +84,13 @@ namespace OpenSim.Region.Physics.Manager
82 return PhysicsActor.Null; 84 return PhysicsActor.Null;
83 } 85 }
84*/ 86*/
85
86 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, 87 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
87 PhysicsVector size, Quaternion rotation) 88 PhysicsVector size, Quaternion rotation) //To be removed
89 {
90 return this.AddPrimShape(primName, pbs, position, size, rotation, false);
91 }
92 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
93 PhysicsVector size, Quaternion rotation, bool isPhysical)
88 { 94 {
89 MainLog.Instance.Verbose("NullPhysicsScene : AddPrim({0},{1})", position, size); 95 MainLog.Instance.Verbose("NullPhysicsScene : AddPrim({0},{1})", position, size);
90 return PhysicsActor.Null; 96 return PhysicsActor.Null;