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author | Justin Clarke Casey | 2008-11-07 21:07:14 +0000 |
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committer | Justin Clarke Casey | 2008-11-07 21:07:14 +0000 |
commit | 54e10e5b61aa543102bcc3a7415877c44aabb5df (patch) | |
tree | d16149d29a5ef4921e9256f6128cbb9cc17aadc0 /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.cs | 18 |
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; |