UpdatePrimFlags() public méthode

public UpdatePrimFlags ( bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVD ) : void
UsePhysics bool
IsTemporary bool
IsPhantom bool
IsVD bool
Résultat void
Exemple #1
0
        private void LinkNonRootPart(SceneObjectPart part, Vector3 oldGroupPosition, Quaternion oldGroupRotation, int linkNum)
        {
            Quaternion parentRot = oldGroupRotation;
            Quaternion oldRot = part.RotationOffset;
            Quaternion worldRot = parentRot * oldRot;

            parentRot = oldGroupRotation;

            Vector3 axPos = part.OffsetPosition;

            axPos *= parentRot;
            part.OffsetPosition = axPos;
            part.GroupPosition = oldGroupPosition + part.OffsetPosition;
            part.OffsetPosition = Vector3.Zero;
            part.RotationOffset = worldRot;

            part.SetParent(this);
            part.ParentID = m_rootPart.LocalId;

            m_parts.Add(part.UUID, part);

            part.LinkNum = linkNum;

            part.OffsetPosition = part.GroupPosition - AbsolutePosition;

            Quaternion rootRotation = m_rootPart.RotationOffset;

            Vector3 pos = part.OffsetPosition;
            pos *= Quaternion.Inverse(rootRotation);
            part.OffsetPosition = pos;

            parentRot = m_rootPart.RotationOffset;
            oldRot = part.RotationOffset;
            Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot;
            part.RotationOffset = newRot;

            part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect);
        }
        // This links an SOP from a previous linkset into my linkset.
        // The trick is that the SOP's position and rotation are relative to the old root SOP's
        //    so we are passed in the position and rotation of the old linkset so this can
        //    unjigger this SOP's position and rotation from the previous linkset and
        //    then make them relative to my linkset root.
        private void LinkNonRootPart(SceneObjectPart part, Vector3 oldGroupPosition, Quaternion oldGroupRotation, int linkNum)
        {
            Quaternion parentRot = oldGroupRotation;
            Quaternion oldRot = part.RotationOffset;

            // Move our position to not be relative to the old parent
            Vector3 axPos = part.OffsetPosition;
            axPos *= parentRot;
            part.OffsetPosition = axPos;
            part.GroupPosition = oldGroupPosition + part.OffsetPosition;
            part.OffsetPosition = Vector3.Zero;

            // Compution our rotation to be not relative to the old parent
            Quaternion worldRot = parentRot * oldRot;
            part.RotationOffset = worldRot;

            // Add this SOP to our linkset
            part.SetParent(this);
            part.ParentID = m_rootPart.LocalId;
            m_parts.Add(part.UUID, part);

            part.LinkNum = linkNum;

            // Compute the new position of this SOP relative to the group position
            part.OffsetPosition = part.GroupPosition - AbsolutePosition;

            // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
            //   It would have the affect of setting the physics engine position multiple 
            //   times. In theory, that is not necessary but I don't have a good linkset
            //   test to know that cleaning up this code wouldn't break things.)

            // Rotate the relative position by the rotation of the group
            Quaternion rootRotation = m_rootPart.RotationOffset;
            Vector3 pos = part.OffsetPosition;
            pos *= Quaternion.Inverse(rootRotation);
            part.OffsetPosition = pos;

            // Compute the SOP's rotation relative to the rotation of the group.
            parentRot = m_rootPart.RotationOffset;
            oldRot = part.RotationOffset;
            Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot;
            part.RotationOffset = newRot;

            // Since this SOP's state has changed, push those changes into the physics engine
            //    and the simulator.
            part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect);
        }
 private void SetPhysics(SceneObjectPart part, bool flag)
 {
     bool isTemporary = (part.ObjectFlags & (uint)PrimFlags.Temporary) != 0;
     bool isPhantom = (part.ObjectFlags & (uint)PrimFlags.Phantom) != 0;
     part.UpdatePrimFlags(flag, isTemporary, isPhantom, part.VolumeDetectActive);
 }