internal void Disable(AuroraODEPrim parent) { if (!m_enabled) return; m_enabled = false; parent.SetMaterial((int)m_previousMaterial); //Revert to the original parent.ThrottleUpdates = true; //d.BodyDisable(Body); m_linearMotorDirection = Vector3.Zero; m_linearMotorDirectionLASTSET = Vector3.Zero; m_angularMotorDirection = Vector3.Zero; }
}//end SetDefaultsForType internal void Enable(IntPtr pBody, AuroraODEPrim parent, AuroraODEPhysicsScene pParentScene) { if (m_enabled) return; m_enabled = true; m_previousMaterial = (Material)parent.m_material; parent.SetMaterial((int)Material.Glass); //This seems to happen in SL... and its needed for here parent.ThrottleUpdates = false; m_body = pBody; if (pBody == IntPtr.Zero || m_type == Vehicle.TYPE_NONE) return; d.Mass mass; d.BodyGetMass(pBody, out mass); Mass = mass.mass; Mass *= 2; }