* 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
This commit is contained in:
Justin Clarke Casey
2008-11-10 18:10:00 +00:00
parent 6df113845e
commit 5d1d5a22a9
6 changed files with 37 additions and 72 deletions

View File

@@ -51,9 +51,9 @@ namespace OpenSim.Region.Examples.SimpleModule
{
}
public RotatingWheel(SceneObjectGroup parent, UUID ownerID,
Vector3 groupPosition, Vector3 offsetPosition, Quaternion rotationDirection)
: base(parent, ownerID, PrimitiveBaseShape.Default, groupPosition, offsetPosition)
public RotatingWheel(
UUID ownerID, Vector3 groupPosition, Vector3 offsetPosition, Quaternion rotationDirection)
: base(ownerID, PrimitiveBaseShape.Default, groupPosition, Quaternion.Identity, offsetPosition)
{
m_rotationDirection = rotationDirection;
@@ -83,24 +83,24 @@ namespace OpenSim.Region.Examples.SimpleModule
m_rotationDirection = new Quaternion(0.05f, 0.1f, 0.15f);
AddPart(
new RotatingWheel(this, ownerID, pos, new Vector3(0, 0, 0.75f),
new RotatingWheel(ownerID, pos, new Vector3(0, 0, 0.75f),
new Quaternion(0.05f, 0, 0)));
AddPart(
new RotatingWheel(this, ownerID, pos, new Vector3(0, 0, -0.75f),
new RotatingWheel(ownerID, pos, new Vector3(0, 0, -0.75f),
new Quaternion(-0.05f, 0, 0)));
AddPart(
new RotatingWheel(this, ownerID, pos, new Vector3(0, 0.75f, 0),
new RotatingWheel(ownerID, pos, new Vector3(0, 0.75f, 0),
new Quaternion(0.5f, 0, 0.05f)));
AddPart(
new RotatingWheel(this, ownerID, pos, new Vector3(0, -0.75f, 0),
new RotatingWheel(ownerID, pos, new Vector3(0, -0.75f, 0),
new Quaternion(-0.5f, 0, -0.05f)));
AddPart(
new RotatingWheel(this, ownerID, pos, new Vector3(0.75f, 0, 0),
new RotatingWheel(ownerID, pos, new Vector3(0.75f, 0, 0),
new Quaternion(0, 0.5f, 0.05f)));
AddPart(
new RotatingWheel(this, ownerID, pos, new Vector3(-0.75f, 0, 0),
new RotatingWheel(ownerID, pos, new Vector3(-0.75f, 0, 0),
new Quaternion(0, -0.5f, -0.05f)));
RootPart.Flags |= PrimFlags.Touch;