initial steps to support physical phantoms

This commit is contained in:
UbitUmarov
2012-03-11 06:32:06 +00:00
parent b0f01cec98
commit 21a76a619f
6 changed files with 73 additions and 13 deletions

View File

@@ -1140,12 +1140,29 @@ namespace OpenSim.Region.Physics.OdePlugin
OdePrim newPrim;
lock (OdeLock)
{
newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical);
newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical,false,localID);
lock (_prims)
_prims.Add(newPrim);
}
return newPrim;
}
private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, uint localID)
{
Vector3 pos = position;
Vector3 siz = size;
Quaternion rot = rotation;
OdePrim newPrim;
lock (OdeLock)
{
newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical,isPhantom,localID);
lock (_prims)
_prims.Add(newPrim);
}
newPrim.LocalID = localID;
return newPrim;
}
@@ -1168,6 +1185,13 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
{
return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, localid);
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
{