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* Extend basic scene test to retrieve the object from the scene and match uuids
* Decouple sog and sop by removing the need to pass the sog to the sop when it is created - most of the code was doing this operation (and hence duplicating it) anyway * Remove unused constructors
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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,
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Vector3 groupPosition, Vector3 offsetPosition, Quaternion rotationDirection)
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: base(parent, ownerID, PrimitiveBaseShape.Default, groupPosition, offsetPosition)
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public RotatingWheel(
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UUID ownerID, Vector3 groupPosition, Vector3 offsetPosition, Quaternion rotationDirection)
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: base(ownerID, PrimitiveBaseShape.Default, groupPosition, Quaternion.Identity, offsetPosition)
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{
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m_rotationDirection = rotationDirection;
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@@ -83,24 +83,24 @@ namespace OpenSim.Region.Examples.SimpleModule
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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, pos, new Vector3(0, 0, 0.75f),
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new RotatingWheel(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, pos, new Vector3(0, 0, -0.75f),
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new RotatingWheel(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, pos, new Vector3(0, 0.75f, 0),
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new RotatingWheel(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, pos, new Vector3(0, -0.75f, 0),
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new RotatingWheel(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, pos, new Vector3(0.75f, 0, 0),
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new RotatingWheel(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, pos, new Vector3(-0.75f, 0, 0),
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new RotatingWheel(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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