public CreateObjectCmd(PhysxPrim parent, string primName, OpenSim.Framework.PrimitiveBaseShape pbs, OpenMetaverse.Vector3 position, OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation, OpenMetaverse.Vector3 velocity, OpenMetaverse.Vector3 angularVelocity, float lod, PhysicsScene.AddPrimShapeFlags flags, Material material, byte[] serializedPhysicsProperties, byte[] serializedPhysicsShapes, ulong interpolateTime) { _parent = parent; _primName = primName; _pbs = pbs; _position = position; _size = size; _rotation = rotation; _velocity = velocity; _angularVelocity = angularVelocity; _lod = lod; _flags = flags; _material = material; _serializedPhysicsProperties = serializedPhysicsProperties; _serializedPhysicsShapes = serializedPhysicsShapes; _interpolateTime = interpolateTime; }
public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) { }
public virtual void UnCombine(PhysicsScene pScene) { }
public static PhysX.RigidActor CreateProperInitialActor(PhysicsShape meshedShape, PhysxScene scene, OpenMetaverse.Vector3 pos, OpenMetaverse.Quaternion rotation, PhysicsScene.AddPrimShapeFlags flags, out bool kinematicStatic, Material material) { bool isPhysical = (flags & PhysicsScene.AddPrimShapeFlags.Physical) != 0; kinematicStatic = false; PhysX.RigidActor actor; if (isPhysical) { actor = PhysxActorFactory.CreateRigidDynamic(scene, meshedShape, pos, rotation, isPhysical, kinematicStatic, material); } else { if ((flags & PhysicsScene.AddPrimShapeFlags.FromSceneStartup) != 0) { actor = PhysxActorFactory.CreateRigidStatic(scene, meshedShape, pos, rotation, material); } else { kinematicStatic = true; actor = PhysxActorFactory.CreateRigidDynamic(scene, meshedShape, pos, rotation, isPhysical, kinematicStatic, material); } } return actor; }