From 7704bb6f63f608df79fee2c3dcea7d5deabeee17 Mon Sep 17 00:00:00 2001 From: lbsa71 Date: Thu, 29 Nov 2007 15:27:57 +0000 Subject: * Fixed neighbour range bug * Various refactorings --- OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectPart.cs') diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs index e68632b..843ae3d 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs @@ -173,7 +173,7 @@ namespace OpenSim.Region.Environment.Scenes //lock (m_parentGroup.m_scene.SyncRoot) //{ PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z); - m_parentGroup.m_scene.PhysScene.AddPhysicsActorTaint(PhysActor); + m_parentGroup.m_scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); //} } catch (Exception e) @@ -226,7 +226,7 @@ namespace OpenSim.Region.Environment.Scenes //lock (m_scene.SyncRoot) //{ PhysActor.Orientation = new Quaternion(value.W, value.X, value.Y, value.Z); - m_parentGroup.m_scene.PhysScene.AddPhysicsActorTaint(PhysActor); + m_parentGroup.m_scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); //} } catch (Exception ex) @@ -961,7 +961,7 @@ namespace OpenSim.Region.Environment.Scenes AddFlag(LLObject.ObjectFlags.Phantom); if (PhysActor != null) { - m_parentGroup.m_scene.PhysScene.RemovePrim(PhysActor); + m_parentGroup.m_scene.PhysicsScene.RemovePrim(PhysActor); /// that's not wholesome. Had to make m_scene public PhysActor = null; } @@ -971,7 +971,7 @@ namespace OpenSim.Region.Environment.Scenes RemFlag(LLObject.ObjectFlags.Phantom); if (PhysActor == null) { - PhysActor = m_parentGroup.m_scene.PhysScene.AddPrimShape( + PhysActor = m_parentGroup.m_scene.PhysicsScene.AddPrimShape( Name, Shape, new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, @@ -1015,14 +1015,14 @@ namespace OpenSim.Region.Environment.Scenes PhysActor.IsPhysical = UsePhysics; // If we're not what we're supposed to be in the physics scene, recreate ourselves. - //m_parentGroup.m_scene.PhysScene.RemovePrim(PhysActor); + //m_parentGroup.m_scene.PhysicsScene.RemovePrim(PhysActor); /// that's not wholesome. Had to make m_scene public //PhysActor = null; if ((ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) { - //PhysActor = m_parentGroup.m_scene.PhysScene.AddPrimShape( + //PhysActor = m_parentGroup.m_scene.PhysicsScene.AddPrimShape( //Name, //Shape, //new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, @@ -1037,7 +1037,7 @@ namespace OpenSim.Region.Environment.Scenes } } } - m_parentGroup.m_scene.PhysScene.AddPhysicsActorTaint(PhysActor); + m_parentGroup.m_scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); } } @@ -1293,7 +1293,7 @@ namespace OpenSim.Region.Environment.Scenes OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "Physical Object went out of bounds."); RemFlag(LLObject.ObjectFlags.Physics); doPhysicsPropertyUpdate(false,true); - m_parentGroup.m_scene.PhysScene.AddPhysicsActorTaint(PhysActor); + m_parentGroup.m_scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); } -- cgit v1.1