refactor: Remove argument to pass in an initial mesh to OdePrim since this is no longer required and it prevents removal of the _mesh field (which is only used temporarily)

If passing in a mesh becomes important again in the future then this can be reinstated.
bulletsim
Justin Clark-Casey (justincc) 2011-07-31 00:49:49 +01:00
parent 196a774b24
commit bd8f538f80
2 changed files with 5 additions and 27 deletions

View File

@ -208,7 +208,7 @@ namespace OpenSim.Region.Physics.OdePlugin
internal int m_material = (int)Material.Wood;
public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
{
Name = primName;
m_vehicle = new ODEDynamics();
@ -252,7 +252,6 @@ namespace OpenSim.Region.Physics.OdePlugin
_orientation = rotation;
m_taintrot = _orientation;
_mesh = mesh;
_pbs = pbs;
_parent_scene = parent_scene;

View File

@ -304,7 +304,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// Create the world and the first space
world = d.WorldCreate();
space = d.HashSpaceCreate(IntPtr.Zero);
contactgroup = d.JointGroupCreate(0);
//contactgroup
@ -1687,7 +1687,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, uint localID)
PrimitiveBaseShape pbs, bool isphysical, uint localID)
{
Vector3 pos = position;
Vector3 siz = size;
@ -1696,7 +1696,7 @@ namespace OpenSim.Region.Physics.OdePlugin
OdePrim newPrim;
lock (OdeLock)
{
newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode);
newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, ode);
lock (_prims)
_prims.Add(newPrim);
@ -1724,28 +1724,7 @@ namespace OpenSim.Region.Physics.OdePlugin
m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
#endif
PhysicsActor result;
IMesh mesh = null;
// Don't create the mesh here - wait until the mesh data is loaded from the asset store.
// if (needsMeshing(pbs))
// {
// try
// {
// mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
// }
// catch(Exception e)
// {
// m_log.ErrorFormat("[PHYSICS]: Exception while meshing prim {0}.", primName);
// m_log.Debug(e.ToString());
// mesh = null;
// return null;
// }
// }
result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, localid);
return result;
return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
}
public override float TimeDilation