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-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs19
1 files changed, 18 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 2a6163c..0346d4e 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -122,9 +122,18 @@ namespace OpenSim.Region.Physics.Manager
122 /// <param name="prim"></param> 122 /// <param name="prim"></param>
123 public abstract void RemovePrim(PhysicsActor prim); 123 public abstract void RemovePrim(PhysicsActor prim);
124 124
125 //public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 // Vector3 size, Quaternion rotation); //To be removed - Actually removed!
127
125 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 128 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 129 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
127 130
131 public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
132 uint localid, byte[] sdata)
133 {
134 return null;
135 }
136
128 public virtual float TimeDilation 137 public virtual float TimeDilation
129 { 138 {
130 get { return 1.0f; } 139 get { return 1.0f; }
@@ -222,7 +231,7 @@ namespace OpenSim.Region.Physics.Manager
222 } 231 }
223 232
224 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} 233 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
225 234 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
226 public virtual void UnCombine(PhysicsScene pScene) {} 235 public virtual void UnCombine(PhysicsScene pScene) {}
227 236
228 /// <summary> 237 /// <summary>
@@ -260,5 +269,13 @@ namespace OpenSim.Region.Physics.Manager
260 { 269 {
261 return new List<ContactResult>(); 270 return new List<ContactResult>();
262 } 271 }
272
273 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
274 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
275 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
276 {
277 return new List<ContactResult>();
278 }
279
263 } 280 }
264} 281}