internal void AddPrimToScene(BulletDotNETPrim pPrim)
{
lock (m_prims)
{
if (!m_prims.Contains(pPrim))
{
try
{
m_prims.Add(pPrim);
m_primsLocalID.Add(pPrim.m_localID, pPrim);
}
catch
{
// noop if it's already there
m_log.Debug("[PHYSICS] BulletDotNet: adding duplicate prim localID");
}
m_world.addRigidBody(pPrim.Body);
// m_log.Debug("[PHYSICS] added prim to scene");
}
}
}
internal void EnableCollisionInterface()