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; }