Exemplo n.º 1
0
        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);
        }
Exemplo n.º 2
0
 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*/)
 {
 }
Exemplo n.º 3
0
        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();
            }
        }
Exemplo n.º 4
0
 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)
 {
     
 }
Exemplo n.º 5
0
        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);
        }
Exemplo n.º 6
0
        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*/)
        {

        }