From a0265300aa09be0bdd2d4629d6a22394d5b219be Mon Sep 17 00:00:00 2001 From: dan miller Date: Sat, 29 Sep 2007 03:56:36 +0000 Subject: Hollow prims (box only), thanks Gerard! Enjoy --- OpenSim/Region/Environment/Scenes/Scene.Inventory.cs | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Environment/Scenes/Scene.Inventory.cs') diff --git a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs index 81c0b73..bcc02ea 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs @@ -429,12 +429,17 @@ namespace OpenSim.Region.Environment.Scenes group.AbsolutePosition = pos; SceneObjectPart rootPart = group.GetChildPart(group.UUID); if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0) - rootPart.PhysActor = phyScene.AddPrim( + { + PrimitiveBaseShape pbs = rootPart.Shape; + rootPart.PhysActor = phyScene.AddPrimShape( + rootPart.Name, + pbs, new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y, rootPart.AbsolutePosition.Z), new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, rootPart.RotationOffset.Y, rootPart.RotationOffset.Z)); + } } } -} \ No newline at end of file +} -- cgit v1.1