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authorlbsa712007-11-29 15:27:57 +0000
committerlbsa712007-11-29 15:27:57 +0000
commit7704bb6f63f608df79fee2c3dcea7d5deabeee17 (patch)
tree63ece08049e04720639f1396d8d7ca6597e5089a /OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
parent* Thanks to _SomeOne_, Server side permissions on object editing. Be aware, ... (diff)
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* Fixed neighbour range bug
* Various refactorings
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs20
1 files changed, 10 insertions, 10 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index 6a18587..7d09c9a 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -150,7 +150,7 @@ namespace OpenSim.Region.Environment.Scenes
150 m_rootPart.PhysActor.Position = 150 m_rootPart.PhysActor.Position =
151 new PhysicsVector(m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y, 151 new PhysicsVector(m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y,
152 m_rootPart.GroupPosition.Z); 152 m_rootPart.GroupPosition.Z);
153 m_scene.PhysScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 153 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
154 } 154 }
155 } 155 }
156 } 156 }
@@ -515,7 +515,7 @@ namespace OpenSim.Region.Environment.Scenes
515 { 515 {
516 PrimitiveBaseShape pbs = dupe.RootPart.Shape; 516 PrimitiveBaseShape pbs = dupe.RootPart.Shape;
517 517
518 dupe.RootPart.PhysActor = m_scene.PhysScene.AddPrimShape( 518 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
519 dupe.RootPart.Name, 519 dupe.RootPart.Name,
520 pbs, 520 pbs,
521 new PhysicsVector(dupe.RootPart.AbsolutePosition.X, dupe.RootPart.AbsolutePosition.Y, 521 new PhysicsVector(dupe.RootPart.AbsolutePosition.X, dupe.RootPart.AbsolutePosition.Y,
@@ -827,7 +827,7 @@ namespace OpenSim.Region.Environment.Scenes
827 827
828 if (linkPart.PhysActor != null) 828 if (linkPart.PhysActor != null)
829 { 829 {
830 m_scene.PhysScene.RemovePrim(linkPart.PhysActor); 830 m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
831 831
832 linkPart.PhysActor = null; 832 linkPart.PhysActor = null;
833 } 833 }
@@ -897,7 +897,7 @@ namespace OpenSim.Region.Environment.Scenes
897 // SceneObjectPart.UpdatePrimFlags() 897 // SceneObjectPart.UpdatePrimFlags()
898 if (m_rootPart.PhysActor != null) 898 if (m_rootPart.PhysActor != null)
899 { 899 {
900 linkPart.PhysActor = m_scene.PhysScene.AddPrimShape( 900 linkPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
901 linkPart.Name, 901 linkPart.Name,
902 linkPart.Shape, 902 linkPart.Shape,
903 new PhysicsVector(linkPart.AbsolutePosition.X, linkPart.AbsolutePosition.Y, 903 new PhysicsVector(linkPart.AbsolutePosition.X, linkPart.AbsolutePosition.Y,
@@ -1205,8 +1205,8 @@ namespace OpenSim.Region.Environment.Scenes
1205 } 1205 }
1206 if (m_rootPart.PhysActor != null) 1206 if (m_rootPart.PhysActor != null)
1207 { 1207 {
1208 m_scene.PhysScene.RemovePrim(m_rootPart.PhysActor); 1208 m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
1209 m_rootPart.PhysActor = m_scene.PhysScene.AddPrimShape( 1209 m_rootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
1210 m_rootPart.Name, 1210 m_rootPart.Name,
1211 m_rootPart.Shape, 1211 m_rootPart.Shape,
1212 new PhysicsVector(m_rootPart.AbsolutePosition.X, m_rootPart.AbsolutePosition.Y, 1212 new PhysicsVector(m_rootPart.AbsolutePosition.X, m_rootPart.AbsolutePosition.Y,
@@ -1242,7 +1242,7 @@ namespace OpenSim.Region.Environment.Scenes
1242 { 1242 {
1243 m_rootPart.PhysActor.Size = 1243 m_rootPart.PhysActor.Size =
1244 new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z); 1244 new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z);
1245 m_scene.PhysScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 1245 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
1246 } 1246 }
1247 } 1247 }
1248 } 1248 }
@@ -1333,7 +1333,7 @@ namespace OpenSim.Region.Environment.Scenes
1333 m_rootPart.PhysActor.Orientation = 1333 m_rootPart.PhysActor.Orientation =
1334 new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y, 1334 new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
1335 m_rootPart.RotationOffset.Z); 1335 m_rootPart.RotationOffset.Z);
1336 m_scene.PhysScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 1336 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
1337 } 1337 }
1338 ScheduleGroupForTerseUpdate(); 1338 ScheduleGroupForTerseUpdate();
1339 } 1339 }
@@ -1351,7 +1351,7 @@ namespace OpenSim.Region.Environment.Scenes
1351 m_rootPart.PhysActor.Orientation = 1351 m_rootPart.PhysActor.Orientation =
1352 new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y, 1352 new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
1353 m_rootPart.RotationOffset.Z); 1353 m_rootPart.RotationOffset.Z);
1354 m_scene.PhysScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 1354 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
1355 } 1355 }
1356 AbsolutePosition = pos; 1356 AbsolutePosition = pos;
1357 ScheduleGroupForTerseUpdate(); 1357 ScheduleGroupForTerseUpdate();
@@ -1395,7 +1395,7 @@ namespace OpenSim.Region.Environment.Scenes
1395 m_rootPart.PhysActor.Orientation = 1395 m_rootPart.PhysActor.Orientation =
1396 new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y, 1396 new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
1397 m_rootPart.RotationOffset.Z); 1397 m_rootPart.RotationOffset.Z);
1398 m_scene.PhysScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 1398 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
1399 } 1399 }
1400 1400
1401 foreach (SceneObjectPart prim in m_parts.Values) 1401 foreach (SceneObjectPart prim in m_parts.Values)