diff options
* Fixed neighbour range bug
* Various refactorings
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | 20 |
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) |