* refactor: Attach a scene object to a scene separately from its construction

This commit is contained in:
Justin Clarke Casey
2008-11-06 22:21:25 +00:00
parent 629b0d9f28
commit 0d17ba2a76
9 changed files with 84 additions and 85 deletions

View File

@@ -51,11 +51,9 @@ namespace OpenSim.Region.Examples.SimpleModule
{
}
public RotatingWheel(ulong regionHandle, SceneObjectGroup parent, UUID ownerID, uint localID,
public RotatingWheel(SceneObjectGroup parent, UUID ownerID, uint localID,
Vector3 groupPosition, Vector3 offsetPosition, Quaternion rotationDirection)
: base(
regionHandle, parent, ownerID, localID, PrimitiveBaseShape.Default, groupPosition, offsetPosition
)
: base(parent, ownerID, localID, PrimitiveBaseShape.Default, groupPosition, offsetPosition)
{
m_rotationDirection = rotationDirection;
@@ -64,13 +62,13 @@ namespace OpenSim.Region.Examples.SimpleModule
public override void UpdateMovement()
{
UpdateRotation(RotationOffset*m_rotationDirection);
UpdateRotation(RotationOffset * m_rotationDirection);
}
}
public override void UpdateMovement()
{
UpdateGroupRotation(GroupRotation*m_rotationDirection);
UpdateGroupRotation(GroupRotation * m_rotationDirection);
base.UpdateMovement();
}
@@ -80,29 +78,29 @@ namespace OpenSim.Region.Examples.SimpleModule
}
public ComplexObject(Scene scene, ulong regionHandle, UUID ownerID, uint localID, Vector3 pos)
: base(scene, regionHandle, ownerID, localID, pos, PrimitiveBaseShape.Default)
: base(ownerID, localID, pos, PrimitiveBaseShape.Default)
{
m_rotationDirection = new Quaternion(0.05f, 0.1f, 0.15f);
AddPart(
new RotatingWheel(regionHandle, this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(0, 0, 0.75f),
new RotatingWheel(this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(0, 0, 0.75f),
new Quaternion(0.05f, 0, 0)));
AddPart(
new RotatingWheel(regionHandle, this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(0, 0, -0.75f),
new RotatingWheel(this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(0, 0, -0.75f),
new Quaternion(-0.05f, 0, 0)));
AddPart(
new RotatingWheel(regionHandle, this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(0, 0.75f, 0),
new RotatingWheel(this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(0, 0.75f, 0),
new Quaternion(0.5f, 0, 0.05f)));
AddPart(
new RotatingWheel(regionHandle, this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(0, -0.75f, 0),
new RotatingWheel(this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(0, -0.75f, 0),
new Quaternion(-0.5f, 0, -0.05f)));
AddPart(
new RotatingWheel(regionHandle, this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(0.75f, 0, 0),
new RotatingWheel(this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(0.75f, 0, 0),
new Quaternion(0, 0.5f, 0.05f)));
AddPart(
new RotatingWheel(regionHandle, this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(-0.75f, 0, 0),
new RotatingWheel(this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(-0.75f, 0, 0),
new Quaternion(0, -0.5f, -0.05f)));
RootPart.Flags |= PrimFlags.Touch;