public BasicPrim(BasicPrim parent, BasicScene scene, PrimitiveBaseShape baseShape, OpenMetaverse.Vector3 pos, OpenMetaverse.Quaternion rotation, /*PhysicsShape myShape, PhysX.RigidActor myActor,*/ bool isPhysical, IPhysicsProperties properties /*, CollisionGroupFlag collisionGroup*/) { _parentPrim = parent; _scene = scene; _pbs = baseShape; _position = pos; _rotation = rotation; _isPhysical = isPhysical; _properties = (BasicPhysicsProperties)properties; //_collisionGroup = collisionGroup; _acceleration = OpenMetaverse.Vector3.Zero; _mass = OBJECT_DENSITY * _pbs.Scale.X * _pbs.Scale.Y * _pbs.Scale.Z; //this.AssignActor(myActor, myShape, _isPhysical, DeleteActorFlags.None); }
public BasicPrim(BasicScene scene, PrimitiveBaseShape baseShape, OpenMetaverse.Vector3 pos, OpenMetaverse.Quaternion rotation, /*PhysicsShape myShape, PhysX.RigidActor myActor,*/ bool isPhysical, IPhysicsProperties properties /*, CollisionGroupFlag collisionGroup*/) : this(null, scene, baseShape, pos, rotation, /*myShape, myActor,*/ isPhysical, properties /*, collisionGroup*/) { }
public PhysxPrim(PhysxPrim parent, PhysxScene scene, PrimitiveBaseShape baseShape, OpenMetaverse.Vector3 pos, OpenMetaverse.Quaternion rotation, PhysicsShape myShape, PhysX.RigidActor myActor, bool isPhysical, IPhysicsProperties properties, CollisionGroupFlag collisionGroup) { _parentPrim = parent; _scene = scene; _pbs = baseShape; _position = pos; _rotation = rotation; _isPhysical = isPhysical; _properties = (PhysicsProperties)properties; _collisionGroup = collisionGroup; this.AssignActor(myActor, myShape, _isPhysical, DeleteActorFlags.None); if (_properties.VehicleProps != null && _properties.VehicleProps.Type != VehicleType.None) { //init dynamics CheckCreateVehicleDynamics(); } }
public PhysxPrim(PhysxScene scene, PrimitiveBaseShape baseShape, OpenMetaverse.Vector3 pos, OpenMetaverse.Quaternion rotation, PhysicsShape myShape, PhysX.RigidActor myActor, bool isPhysical, IPhysicsProperties properties, CollisionGroupFlag collisionGroup) : this(null, scene, baseShape, pos, rotation, myShape, myActor, isPhysical, properties, collisionGroup) { }
public BasicPrim(BasicPrim parent, BasicScene scene, PrimitiveBaseShape baseShape, OpenMetaverse.Vector3 pos, OpenMetaverse.Quaternion rotation, /*PhysicsShape myShape, PhysX.RigidActor myActor,*/ bool isPhysical, IPhysicsProperties properties/*, CollisionGroupFlag collisionGroup*/) { _parentPrim = parent; _scene = scene; _pbs = baseShape; _position = pos; _rotation = rotation; _isPhysical = isPhysical; _properties = (BasicPhysicsProperties)properties; //_collisionGroup = collisionGroup; _acceleration = OpenMetaverse.Vector3.Zero; _mass = OBJECT_DENSITY * _pbs.Scale.X * _pbs.Scale.Y * _pbs.Scale.Z; //this.AssignActor(myActor, myShape, _isPhysical, DeleteActorFlags.None); }
public BasicPrim(BasicScene scene, PrimitiveBaseShape baseShape, OpenMetaverse.Vector3 pos, OpenMetaverse.Quaternion rotation, /*PhysicsShape myShape, PhysX.RigidActor myActor,*/ bool isPhysical, IPhysicsProperties properties/*, CollisionGroupFlag collisionGroup*/) : this(null, scene, baseShape, pos, rotation, /*myShape, myActor,*/ isPhysical, properties/*, collisionGroup*/) { }