* Fixed neighbour range bug

* Various refactorings
This commit is contained in:
lbsa71
2007-11-29 15:27:57 +00:00
parent 4bd38fc65a
commit 7704bb6f63
9 changed files with 57 additions and 58 deletions

View File

@@ -150,7 +150,7 @@ namespace OpenSim.Region.Environment.Scenes
m_rootPart.PhysActor.Position =
new PhysicsVector(m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y,
m_rootPart.GroupPosition.Z);
m_scene.PhysScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
}
}
@@ -515,7 +515,7 @@ namespace OpenSim.Region.Environment.Scenes
{
PrimitiveBaseShape pbs = dupe.RootPart.Shape;
dupe.RootPart.PhysActor = m_scene.PhysScene.AddPrimShape(
dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
dupe.RootPart.Name,
pbs,
new PhysicsVector(dupe.RootPart.AbsolutePosition.X, dupe.RootPart.AbsolutePosition.Y,
@@ -827,7 +827,7 @@ namespace OpenSim.Region.Environment.Scenes
if (linkPart.PhysActor != null)
{
m_scene.PhysScene.RemovePrim(linkPart.PhysActor);
m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
linkPart.PhysActor = null;
}
@@ -897,7 +897,7 @@ namespace OpenSim.Region.Environment.Scenes
// SceneObjectPart.UpdatePrimFlags()
if (m_rootPart.PhysActor != null)
{
linkPart.PhysActor = m_scene.PhysScene.AddPrimShape(
linkPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
linkPart.Name,
linkPart.Shape,
new PhysicsVector(linkPart.AbsolutePosition.X, linkPart.AbsolutePosition.Y,
@@ -1205,8 +1205,8 @@ namespace OpenSim.Region.Environment.Scenes
}
if (m_rootPart.PhysActor != null)
{
m_scene.PhysScene.RemovePrim(m_rootPart.PhysActor);
m_rootPart.PhysActor = m_scene.PhysScene.AddPrimShape(
m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
m_rootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
m_rootPart.Name,
m_rootPart.Shape,
new PhysicsVector(m_rootPart.AbsolutePosition.X, m_rootPart.AbsolutePosition.Y,
@@ -1242,7 +1242,7 @@ namespace OpenSim.Region.Environment.Scenes
{
m_rootPart.PhysActor.Size =
new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z);
m_scene.PhysScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
}
}
@@ -1333,7 +1333,7 @@ namespace OpenSim.Region.Environment.Scenes
m_rootPart.PhysActor.Orientation =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
m_scene.PhysScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
ScheduleGroupForTerseUpdate();
}
@@ -1351,7 +1351,7 @@ namespace OpenSim.Region.Environment.Scenes
m_rootPart.PhysActor.Orientation =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
m_scene.PhysScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
AbsolutePosition = pos;
ScheduleGroupForTerseUpdate();
@@ -1395,7 +1395,7 @@ namespace OpenSim.Region.Environment.Scenes
m_rootPart.PhysActor.Orientation =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
m_scene.PhysScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
foreach (SceneObjectPart prim in m_parts.Values)