From e9dbe54ab1217e4310b0e7e014516363237e2a21 Mon Sep 17 00:00:00 2001 From: root Date: Fri, 15 Jul 2011 20:07:59 +0100 Subject: Fix some local id issues in physics glue --- OpenSim/Region/Physics/Manager/PhysicsScene.cs | 19 +++++++------------ 1 file changed, 7 insertions(+), 12 deletions(-) (limited to 'OpenSim/Region/Physics/Manager') diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index 0de4626..28ace34 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs @@ -88,15 +88,16 @@ namespace OpenSim.Region.Physics.Manager public abstract void RemovePrim(PhysicsActor prim); + //public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, + // Vector3 size, Quaternion rotation); //To be removed - Actually removed! + public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, - Vector3 size, Quaternion rotation); //To be removed - public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, - Vector3 size, Quaternion rotation, bool isPhysical); + Vector3 size, Quaternion rotation, bool isPhysical, uint localid); public virtual PhysicsActor AddPrimShape(uint localID, string primName, PrimitiveBaseShape pbs, Vector3 position, - Vector3 size, Quaternion rotation, bool isPhysical) + Vector3 size, Quaternion rotation, bool isPhysical, uint localid) { - PhysicsActor ret = AddPrimShape(primName, pbs, position, size, rotation, isPhysical); + PhysicsActor ret = AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid); if (ret != null) ret.LocalID = localID; @@ -284,13 +285,7 @@ namespace OpenSim.Region.Physics.Manager */ public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, - Vector3 size, Quaternion rotation) //To be removed - { - return AddPrimShape(primName, pbs, position, size, rotation, false); - } - - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, - Vector3 size, Quaternion rotation, bool isPhysical) + Vector3 size, Quaternion rotation, bool isPhysical, uint localid) { m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size); return PhysicsActor.Null; -- cgit v1.1