Universe.Physics.OpenDynamicsEngine.ODEPhysicsScene.AddPrimShape C# (CSharp) Method

AddPrimShape() public method

public AddPrimShape ( UUID primID, uint localID, string name, byte physicsType, PrimitiveBaseShape shape, System.Vector3 position, System.Vector3 size, Quaternion rotation, bool isPhysical, int material, float friction, float restitution, float gravityMultiplier, float density ) : PhysicsActor
primID UUID
localID uint
name string
physicsType byte
shape PrimitiveBaseShape
position System.Vector3
size System.Vector3
rotation Quaternion
isPhysical bool
material int
friction float
restitution float
gravityMultiplier float
density float
return Universe.Framework.Physics.PhysicsActor
        public override PhysicsActor AddPrimShape(UUID primID, uint localID, string name, byte physicsType, PrimitiveBaseShape shape, Vector3 position,
                                                    Vector3 size, Quaternion rotation, bool isPhysical, int material, float friction, float restitution,
                                                    float gravityMultiplier, float density)
        {
            ODEPrim newPrim = new ODEPrim(name, physicsType, shape, position, size, rotation, material, friction, restitution, gravityMultiplier, density, this);
            newPrim.UUID = primID;
            newPrim.LocalID = localID;

            if (isPhysical)
                newPrim.IsPhysical = isPhysical;

            lock (_prims)
                _prims.Add(newPrim);

            return newPrim;
        }