Add localID to prim and avatar physics creation calls
parent
83d67391f1
commit
b0173de7ec
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@ -1627,6 +1627,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
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{
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PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
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LocalId,
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string.Format("{0}/{1}", Name, UUID),
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Shape,
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AbsolutePosition,
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@ -4495,6 +4496,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// It's not phantom anymore. So make sure the physics engine get's knowledge of it
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PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
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LocalId,
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string.Format("{0}/{1}", Name, UUID),
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Shape,
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AbsolutePosition,
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@ -3405,7 +3405,7 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 pVec = AbsolutePosition;
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// Old bug where the height was in centimeters instead of meters
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m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec,
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m_physicsActor = scene.AddAvatar(LocalId, Firstname + "." + Lastname, pVec,
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new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying);
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scene.AddPhysicsActorTaint(m_physicsActor);
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@ -66,6 +66,11 @@ namespace OpenSim.Region.Physics.Manager
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public abstract PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying);
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public virtual PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying)
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{
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return AddAvatar(avName, position, size, isFlying);
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}
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public abstract void RemoveAvatar(PhysicsActor actor);
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public abstract void RemovePrim(PhysicsActor prim);
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@ -75,6 +80,12 @@ namespace OpenSim.Region.Physics.Manager
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public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation, bool isPhysical);
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public virtual PhysicsActor AddPrimShape(uint localId, string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation, bool isPhysical)
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{
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return AddPrimShape(primName, pbs, position, size, rotation, isPhysical);
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}
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public virtual float TimeDilation
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{
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get { return 1.0f; }
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