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* Stop requiring local ids in the SOG constructors.
* These are assigned when the object is attached to the scene
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@@ -51,9 +51,9 @@ namespace OpenSim.Region.Examples.SimpleModule
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{
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}
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public RotatingWheel(SceneObjectGroup parent, UUID ownerID, uint localID,
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public RotatingWheel(SceneObjectGroup parent, UUID ownerID,
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Vector3 groupPosition, Vector3 offsetPosition, Quaternion rotationDirection)
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: base(parent, ownerID, localID, PrimitiveBaseShape.Default, groupPosition, offsetPosition)
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: base(parent, ownerID, PrimitiveBaseShape.Default, groupPosition, offsetPosition)
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{
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m_rotationDirection = rotationDirection;
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@@ -78,29 +78,29 @@ namespace OpenSim.Region.Examples.SimpleModule
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}
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public ComplexObject(Scene scene, ulong regionHandle, UUID ownerID, uint localID, Vector3 pos)
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: base(ownerID, localID, pos, PrimitiveBaseShape.Default)
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: base(ownerID, pos, PrimitiveBaseShape.Default)
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{
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m_rotationDirection = new Quaternion(0.05f, 0.1f, 0.15f);
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AddPart(
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new RotatingWheel(this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(0, 0, 0.75f),
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new RotatingWheel(this, ownerID, pos, new Vector3(0, 0, 0.75f),
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new Quaternion(0.05f, 0, 0)));
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AddPart(
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new RotatingWheel(this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(0, 0, -0.75f),
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new RotatingWheel(this, ownerID, pos, new Vector3(0, 0, -0.75f),
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new Quaternion(-0.05f, 0, 0)));
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AddPart(
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new RotatingWheel(this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(0, 0.75f, 0),
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new RotatingWheel(this, ownerID, pos, new Vector3(0, 0.75f, 0),
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new Quaternion(0.5f, 0, 0.05f)));
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AddPart(
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new RotatingWheel(this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(0, -0.75f, 0),
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new RotatingWheel(this, ownerID, pos, new Vector3(0, -0.75f, 0),
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new Quaternion(-0.5f, 0, -0.05f)));
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AddPart(
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new RotatingWheel(this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(0.75f, 0, 0),
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new RotatingWheel(this, ownerID, pos, new Vector3(0.75f, 0, 0),
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new Quaternion(0, 0.5f, 0.05f)));
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AddPart(
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new RotatingWheel(this, ownerID, scene.PrimIDAllocate(), pos, new Vector3(-0.75f, 0, 0),
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new RotatingWheel(this, ownerID, pos, new Vector3(-0.75f, 0, 0),
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new Quaternion(0, -0.5f, -0.05f)));
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RootPart.Flags |= PrimFlags.Touch;
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