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
|
@ -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;
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in New Issue