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; // Oddity if object is destroyed and recreated very quickly it could still have the old body. if (!PhysBody.HasPhysicalBody) { PhysBody = new BulletBody(localID); } // 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); 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. 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; // Oddity if object is destroyed and recreated very quickly it could still have the old body. if (!PhysBody.HasPhysicalBody) PhysBody = new BulletBody(localID); // 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); 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. LockedLinearAxis = LockedAxisFree; LockedAngularAxis = LockedAxisFree; }