protected void TargetOmega(SceneObjectPart part, LSL_Vector axis, double spinrate, double gain) { part.UpdateAngularVelocity(axis * spinrate); }
protected void TargetOmega(SceneObjectPart part, LSL_Vector axis, double spinrate, double gain) { part.UpdateAngularVelocity(new Vector3((float)(axis.x * spinrate), (float)(axis.y * spinrate), (float)(axis.z * spinrate))); }
protected void TargetOmega(SceneObjectPart part, LSL_Vector axis, double spinrate, double gain) { PhysicsActor pa = part.PhysActor; if ( ( pa == null || !pa.IsPhysical ) && gain == 0.0d ) spinrate = 0.0d; part.UpdateAngularVelocity(axis * spinrate); }