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
parent
196a774b24
commit
bd8f538f80
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@ -208,7 +208,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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internal int m_material = (int)Material.Wood;
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public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
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Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
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Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
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{
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Name = primName;
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m_vehicle = new ODEDynamics();
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@ -252,7 +252,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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_orientation = rotation;
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m_taintrot = _orientation;
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_mesh = mesh;
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_pbs = pbs;
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_parent_scene = parent_scene;
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@ -1687,7 +1687,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
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IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, uint localID)
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PrimitiveBaseShape pbs, bool isphysical, uint localID)
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{
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Vector3 pos = position;
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Vector3 siz = size;
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@ -1696,7 +1696,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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OdePrim newPrim;
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lock (OdeLock)
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{
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newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode);
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newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, ode);
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lock (_prims)
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_prims.Add(newPrim);
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@ -1724,28 +1724,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
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#endif
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PhysicsActor result;
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IMesh mesh = null;
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// Don't create the mesh here - wait until the mesh data is loaded from the asset store.
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// if (needsMeshing(pbs))
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// {
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// try
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// {
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// mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
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// }
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// catch(Exception e)
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// {
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// m_log.ErrorFormat("[PHYSICS]: Exception while meshing prim {0}.", primName);
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// m_log.Debug(e.ToString());
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// mesh = null;
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// return null;
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// }
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// }
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result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, localid);
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return result;
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return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
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}
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public override float TimeDilation
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