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authorJustin Clarke Casey2008-11-07 21:07:14 +0000
committerJustin Clarke Casey2008-11-07 21:07:14 +0000
commit54e10e5b61aa543102bcc3a7415877c44aabb5df (patch)
treed16149d29a5ef4921e9256f6128cbb9cc17aadc0 /OpenSim/Region/Examples/SimpleModule/ComplexObject.cs
parent* refactor: stop unnecessary passing of scene to sog copy constructor (diff)
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* Stop requiring local ids in the SOG constructors.
* These are assigned when the object is attached to the scene
Diffstat (limited to 'OpenSim/Region/Examples/SimpleModule/ComplexObject.cs')
-rw-r--r--OpenSim/Region/Examples/SimpleModule/ComplexObject.cs18
1 files changed, 9 insertions, 9 deletions
diff --git a/OpenSim/Region/Examples/SimpleModule/ComplexObject.cs b/OpenSim/Region/Examples/SimpleModule/ComplexObject.cs
index 3a0b05d..607a620 100644
--- a/OpenSim/Region/Examples/SimpleModule/ComplexObject.cs
+++ b/OpenSim/Region/Examples/SimpleModule/ComplexObject.cs
@@ -51,9 +51,9 @@ namespace OpenSim.Region.Examples.SimpleModule
51 { 51 {
52 } 52 }
53 53
54 public RotatingWheel(SceneObjectGroup parent, UUID ownerID, uint localID, 54 public RotatingWheel(SceneObjectGroup parent, UUID ownerID,
55 Vector3 groupPosition, Vector3 offsetPosition, Quaternion rotationDirection) 55 Vector3 groupPosition, Vector3 offsetPosition, Quaternion rotationDirection)
56 : base(parent, ownerID, localID, PrimitiveBaseShape.Default, groupPosition, offsetPosition) 56 : base(parent, ownerID, PrimitiveBaseShape.Default, groupPosition, offsetPosition)
57 { 57 {
58 m_rotationDirection = rotationDirection; 58 m_rotationDirection = rotationDirection;
59 59
@@ -78,29 +78,29 @@ namespace OpenSim.Region.Examples.SimpleModule
78 } 78 }
79 79
80 public ComplexObject(Scene scene, ulong regionHandle, UUID ownerID, uint localID, Vector3 pos) 80 public ComplexObject(Scene scene, ulong regionHandle, UUID ownerID, uint localID, Vector3 pos)
81 : base(ownerID, localID, pos, PrimitiveBaseShape.Default) 81 : base(ownerID, pos, PrimitiveBaseShape.Default)
82 { 82 {
83 m_rotationDirection = new Quaternion(0.05f, 0.1f, 0.15f); 83 m_rotationDirection = new Quaternion(0.05f, 0.1f, 0.15f);
84 84
85 AddPart( 85 AddPart(
86 new RotatingWheel(this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(0, 0, 0.75f), 86 new RotatingWheel(this, ownerID, pos, new Vector3(0, 0, 0.75f),
87 new Quaternion(0.05f, 0, 0))); 87 new Quaternion(0.05f, 0, 0)));
88 AddPart( 88 AddPart(
89 new RotatingWheel(this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(0, 0, -0.75f), 89 new RotatingWheel(this, ownerID, pos, new Vector3(0, 0, -0.75f),
90 new Quaternion(-0.05f, 0, 0))); 90 new Quaternion(-0.05f, 0, 0)));
91 91
92 AddPart( 92 AddPart(
93 new RotatingWheel(this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(0, 0.75f, 0), 93 new RotatingWheel(this, ownerID, pos, new Vector3(0, 0.75f, 0),
94 new Quaternion(0.5f, 0, 0.05f))); 94 new Quaternion(0.5f, 0, 0.05f)));
95 AddPart( 95 AddPart(
96 new RotatingWheel(this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(0, -0.75f, 0), 96 new RotatingWheel(this, ownerID, pos, new Vector3(0, -0.75f, 0),
97 new Quaternion(-0.5f, 0, -0.05f))); 97 new Quaternion(-0.5f, 0, -0.05f)));
98 98
99 AddPart( 99 AddPart(
100 new RotatingWheel(this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(0.75f, 0, 0), 100 new RotatingWheel(this, ownerID, pos, new Vector3(0.75f, 0, 0),
101 new Quaternion(0, 0.5f, 0.05f))); 101 new Quaternion(0, 0.5f, 0.05f)));
102 AddPart( 102 AddPart(
103 new RotatingWheel(this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(-0.75f, 0, 0), 103 new RotatingWheel(this, ownerID, pos, new Vector3(-0.75f, 0, 0),
104 new Quaternion(0, -0.5f, -0.05f))); 104 new Quaternion(0, -0.5f, -0.05f)));
105 105
106 RootPart.Flags |= PrimFlags.Touch; 106 RootPart.Flags |= PrimFlags.Touch;