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

View File

@ -304,7 +304,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// Create the world and the first space // Create the world and the first space
world = d.WorldCreate(); world = d.WorldCreate();
space = d.HashSpaceCreate(IntPtr.Zero); space = d.HashSpaceCreate(IntPtr.Zero);
contactgroup = d.JointGroupCreate(0); contactgroup = d.JointGroupCreate(0);
//contactgroup //contactgroup
@ -1687,7 +1687,7 @@ namespace OpenSim.Region.Physics.OdePlugin
} }
private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, 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 pos = position;
Vector3 siz = size; Vector3 siz = size;
@ -1696,7 +1696,7 @@ namespace OpenSim.Region.Physics.OdePlugin
OdePrim newPrim; OdePrim newPrim;
lock (OdeLock) 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) lock (_prims)
_prims.Add(newPrim); _prims.Add(newPrim);
@ -1724,28 +1724,7 @@ namespace OpenSim.Region.Physics.OdePlugin
m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName); m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
#endif #endif
PhysicsActor result; return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
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;
} }
public override float TimeDilation public override float TimeDilation