public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, uint localID) { PEPrim prim = new PEPrim(primName, this, position, size, rotation, null, pbs, isPhysical, null); prim.LocalID = localID; lock (m_prims) m_prims.Add(prim); return(prim); }
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, uint localID) { PEPrim prim = new PEPrim(primName, this, position, size, rotation, null, pbs, isPhysical, null); prim.LocalID = localID; lock (m_prims) m_prims.Add(prim); return prim; }