protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) { IsInitialized = false; PhysScene = parentScene; LocalID = localID; PhysObjectName = name; Name = name; // PhysicsActor also has the name of the object. Someday consolidate. TypeName = typeName; // The collection of things that push me around PhysicalActors = new BSActorCollection(PhysScene); // We don't have any physical representation yet. PhysBody = new BulletBody(localID); PhysShape = new BSShapeNull(); UserSetCenterOfMassDisplacement = null; PrimAssetState = PrimAssetCondition.Unknown; // Initialize variables kept in base. // Beware that these cause taints to be queued whch can cause race conditions on startup. GravModifier = 1.0f; Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); HoverActive = false; // Default material type. Also sets Friction, Restitution and Density. SetMaterial((int)MaterialAttributes.Material.Wood); CollisionCollection = new CollisionEventUpdate(); CollisionsLastReported = CollisionCollection; CollisionsLastTick = new CollisionEventUpdate(); CollisionsLastTickStep = -1; SubscribedEventsMs = 0; // Crazy values that will never be true CollidingStep = BSScene.NotASimulationStep; CollidingGroundStep = BSScene.NotASimulationStep; CollisionAccumulation = BSScene.NotASimulationStep; ColliderIsMoving = false; CollisionScore = 0; // All axis free. LockedLinearAxis = LockedAxisFree; LockedAngularAxis = LockedAxisFree; }
protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) { IsInitialized = false; PhysScene = parentScene; LocalID = localID; PhysObjectName = name; Name = name; // PhysicsActor also has the name of the object. Someday consolidate. TypeName = typeName; // The collection of things that push me around PhysicalActors = new BSActorCollection(PhysScene); // Initialize variables kept in base. GravModifier = 1.0f; Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); HoverActive = false; // We don't have any physical representation yet. PhysBody = new BulletBody(localID); PhysShape = new BSShapeNull(); UserSetCenterOfMassDisplacement = null; PrimAssetState = PrimAssetCondition.Unknown; // Default material type. Also sets Friction, Restitution and Density. SetMaterial((int)MaterialAttributes.Material.Wood); CollisionCollection = new CollisionEventUpdate(); CollisionsLastReported = CollisionCollection; CollisionsLastTick = new CollisionEventUpdate(); CollisionsLastTickStep = -1; SubscribedEventsMs = 0; // Crazy values that will never be true CollidingStep = BSScene.NotASimulationStep; CollidingGroundStep = BSScene.NotASimulationStep; CollisionAccumulation = BSScene.NotASimulationStep; ColliderIsMoving = false; CollisionScore = 0; // All axis free. LockedLinearAxis = LockedAxisFree; LockedAngularAxis = LockedAxisFree; }
protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) { PhysicsScene = parentScene; LocalID = localID; PhysObjectName = name; Name = name; // PhysicsActor also has the name of the object. Someday consolidate. TypeName = typeName; // The collection of things that push me around PhysicalActors = new BSActorCollection(PhysicsScene); // Initialize variables kept in base. GravityMultiplier = 1.0f; Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); //HoverActive = false; // We don't have any physical representation yet. PhysBody = new BulletBody(localID); PhysShape = new BulletShape(); PrimAssetState = PrimAssetCondition.Unknown; // Default material type. Also sets Friction, Restitution and Density. SetMaterial((int)MaterialAttributes.Material.Wood); CollisionCollection = new CollisionEventUpdate(); CollisionsLastTick = CollisionCollection; SubscribedEventsMs = 0; CollidingStep = 0; TrueCollidingStep = 0; CollisionAccumulation = 0; ColliderIsMoving = false; CollisionScore = 0; // All axis free. LockedAxis = LockedAxisFree; }