private WorldPhysicsState MakePhysicsState()
        {
            WorldPhysicsState state = new WorldPhysicsState();

            //Add all active objects in the scene
            foreach (PhysicsObject prm in m_scene.PhysicsScene.ActiveObjects)
            {
                state.AddPrim(prm);
            }
#if (!ISWIN)
            foreach (IScenePresence sp in m_scene.GetScenePresences())
            {
                if (!sp.IsChildAgent)
                {
                    state.AddAvatar(sp.PhysicsActor);
                }
            }
#else
            foreach (IScenePresence sp in m_scene.GetScenePresences().Where(sp => !sp.IsChildAgent))
            {
                state.AddAvatar(sp.PhysicsActor);
            }
#endif
            return(state);
        }
        private WorldPhysicsState MakePhysicsState()
        {
            WorldPhysicsState state = new WorldPhysicsState();
            //Add all active objects in the scene
            foreach (PhysicsObject prm in m_scene.PhysicsScene.ActiveObjects)
            {
                state.AddPrim(prm);
            }
#if (!ISWIN)
            foreach (IScenePresence sp in m_scene.GetScenePresences())
            {
                if (!sp.IsChildAgent)
                {
                    state.AddAvatar(sp.PhysicsActor);
                }
            }
#else
            foreach (IScenePresence sp in m_scene.GetScenePresences().Where(sp => !sp.IsChildAgent))
            {
                state.AddAvatar(sp.PhysicsActor);
            }
#endif
            return state;
        }