本文整理汇总了C++中LLViewerObject::getPhysicsGravity方法的典型用法代码示例。如果您正苦于以下问题:C++ LLViewerObject::getPhysicsGravity方法的具体用法?C++ LLViewerObject::getPhysicsGravity怎么用?C++ LLViewerObject::getPhysicsGravity使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类LLViewerObject
的用法示例。
在下文中一共展示了LLViewerObject::getPhysicsGravity方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: getState
//.........这里部分代码省略.........
childSetValue("FlexNumSections",(F32)attributes->getSimulateLOD());
childSetValue("FlexGravity",attributes->getGravity());
childSetValue("FlexTension",attributes->getTension());
childSetValue("FlexFriction",attributes->getAirFriction());
childSetValue("FlexWind",attributes->getWindSensitivity());
childSetValue("FlexForceX",attributes->getUserForce().mV[VX]);
childSetValue("FlexForceY",attributes->getUserForce().mV[VY]);
childSetValue("FlexForceZ",attributes->getUserForce().mV[VZ]);
}
else
{
getChild<LLSpinCtrl>("FlexNumSections", true)->clear();
getChild<LLSpinCtrl>("FlexGravity", true)->clear();
getChild<LLSpinCtrl>("FlexTension", true)->clear();
getChild<LLSpinCtrl>("FlexFriction", true)->clear();
getChild<LLSpinCtrl>("FlexWind", true)->clear();
getChild<LLSpinCtrl>("FlexForceX", true)->clear();
getChild<LLSpinCtrl>("FlexForceY", true)->clear();
getChild<LLSpinCtrl>("FlexForceZ", true)->clear();
childSetEnabled("FlexNumSections",false);
childSetEnabled("FlexGravity",false);
childSetEnabled("FlexTension",false);
childSetEnabled("FlexFriction",false);
childSetEnabled("FlexWind",false);
childSetEnabled("FlexForceX",false);
childSetEnabled("FlexForceY",false);
childSetEnabled("FlexForceZ",false);
}
// Update material part
// slightly inefficient - materials are unique per object, not per TE
U8 material_code = 0;
struct f : public LLSelectedTEGetFunctor<U8>
{
U8 get(LLViewerObject* object, S32 te)
{
return object->getMaterial();
}
} func;
bool material_same = LLSelectMgr::getInstance()->getSelection()->getSelectedTEValue( &func, material_code );
if (editable && single_volume && material_same)
{
mComboMaterial->setEnabled( TRUE );
mLabelMaterial->setEnabled( TRUE );
// <edit>
/*
if (material_code == LL_MCODE_LIGHT)
{
if (mComboMaterial->getItemCount() == mComboMaterialItemCount)
{
mComboMaterial->add(LEGACY_FULLBRIGHT_DESC);
}
mComboMaterial->setSimple(LEGACY_FULLBRIGHT_DESC);
}
else
{
if (mComboMaterial->getItemCount() != mComboMaterialItemCount)
{
mComboMaterial->remove(LEGACY_FULLBRIGHT_DESC);
}
// *TODO:Translate
mComboMaterial->setSimple(std::string(LLMaterialTable::basic.getName(material_code)));
}
*/
mComboMaterial->setSimple(std::string(LLMaterialTable::basic.getName(material_code)));
// </edit>
}
else
{
mComboMaterial->setEnabled( FALSE );
mLabelMaterial->setEnabled( FALSE );
}
// Physics properties
childSetValue("Physics Gravity", objectp->getPhysicsGravity());
childSetEnabled("Physics Gravity", editable);
childSetValue("Physics Friction", objectp->getPhysicsFriction());
childSetEnabled("Physics Friction", editable);
childSetValue("Physics Density", objectp->getPhysicsDensity());
childSetEnabled("Physics Density", editable);
childSetValue("Physics Restitution", objectp->getPhysicsRestitution());
childSetEnabled("Physics Restitution", editable);
// update the physics shape combo to include allowed physics shapes
getChild<LLComboBox>("Physics Shape Type Combo Ctrl", TRUE)->removeall();
getChild<LLComboBox>("Physics Shape Type Combo Ctrl", TRUE)->add("None", LLSD(1));
getChild<LLComboBox>("Physics Shape Type Combo Ctrl", TRUE)->add("Prim", LLSD(0));
getChild<LLComboBox>("Physics Shape Type Combo Ctrl", TRUE)->add("Convex Hull", LLSD(2));
getChild<LLComboBox>("Physics Shape Type Combo Ctrl", TRUE)->setValue(LLSD(objectp->getPhysicsShapeType()));
getChild<LLComboBox>("Physics Shape Type Combo Ctrl", TRUE)->setEnabled(editable);
mObject = objectp;
mRootObject = root_objectp;
}
示例2: getState
//.........这里部分代码省略.........
getChildView("FlexTension")->setVisible(true);
getChildView("FlexFriction")->setVisible(true);
getChildView("FlexWind")->setVisible(true);
getChildView("FlexForceX")->setVisible(true);
getChildView("FlexForceY")->setVisible(true);
getChildView("FlexForceZ")->setVisible(true);
getChildView("FlexNumSections")->setEnabled(true);
getChildView("FlexGravity")->setEnabled(true);
getChildView("FlexTension")->setEnabled(true);
getChildView("FlexFriction")->setEnabled(true);
getChildView("FlexWind")->setEnabled(true);
getChildView("FlexForceX")->setEnabled(true);
getChildView("FlexForceY")->setEnabled(true);
getChildView("FlexForceZ")->setEnabled(true);
LLFlexibleObjectData *attributes = (LLFlexibleObjectData *)objectp->getParameterEntry(LLNetworkData::PARAMS_FLEXIBLE);
getChild<LLUICtrl>("FlexNumSections")->setValue((F32)attributes->getSimulateLOD());
getChild<LLUICtrl>("FlexGravity")->setValue(attributes->getGravity());
getChild<LLUICtrl>("FlexTension")->setValue(attributes->getTension());
getChild<LLUICtrl>("FlexFriction")->setValue(attributes->getAirFriction());
getChild<LLUICtrl>("FlexWind")->setValue(attributes->getWindSensitivity());
getChild<LLUICtrl>("FlexForceX")->setValue(attributes->getUserForce().mV[VX]);
getChild<LLUICtrl>("FlexForceY")->setValue(attributes->getUserForce().mV[VY]);
getChild<LLUICtrl>("FlexForceZ")->setValue(attributes->getUserForce().mV[VZ]);
}
else
{
getChild<LLSpinCtrl>("FlexNumSections", true)->clear();
getChild<LLSpinCtrl>("FlexGravity", true)->clear();
getChild<LLSpinCtrl>("FlexTension", true)->clear();
getChild<LLSpinCtrl>("FlexFriction", true)->clear();
getChild<LLSpinCtrl>("FlexWind", true)->clear();
getChild<LLSpinCtrl>("FlexForceX", true)->clear();
getChild<LLSpinCtrl>("FlexForceY", true)->clear();
getChild<LLSpinCtrl>("FlexForceZ", true)->clear();
getChildView("FlexNumSections")->setEnabled(false);
getChildView("FlexGravity")->setEnabled(false);
getChildView("FlexTension")->setEnabled(false);
getChildView("FlexFriction")->setEnabled(false);
getChildView("FlexWind")->setEnabled(false);
getChildView("FlexForceX")->setEnabled(false);
getChildView("FlexForceY")->setEnabled(false);
getChildView("FlexForceZ")->setEnabled(false);
}
// Physics properties
mComboPhysicsShapeLabel->setEnabled(editable);
mSpinPhysicsGravity->set(objectp->getPhysicsGravity());
mSpinPhysicsGravity->setEnabled(editable);
mSpinPhysicsFriction->set(objectp->getPhysicsFriction());
mSpinPhysicsFriction->setEnabled(editable);
mSpinPhysicsDensity->set(objectp->getPhysicsDensity());
mSpinPhysicsDensity->setEnabled(editable);
mSpinPhysicsRestitution->set(objectp->getPhysicsRestitution());
mSpinPhysicsRestitution->setEnabled(editable);
// update the physics shape combo to include allowed physics shapes
mComboPhysicsShapeType->removeall();
mComboPhysicsShapeType->add(getString("None"), LLSD(1));
BOOL isMesh = FALSE;
LLSculptParams *sculpt_params = (LLSculptParams *)objectp->getParameterEntry(LLNetworkData::PARAMS_SCULPT);
if (sculpt_params)
{
U8 sculpt_type = sculpt_params->getSculptType();
U8 sculpt_stitching = sculpt_type & LL_SCULPT_TYPE_MASK;
isMesh = (sculpt_stitching == LL_SCULPT_TYPE_MESH);
}
if(isMesh && objectp)
{
const LLVolumeParams &volume_params = objectp->getVolume()->getParams();
LLUUID mesh_id = volume_params.getSculptID();
if(gMeshRepo.hasPhysicsShape(mesh_id))
{
// if a mesh contains an uploaded or decomposed physics mesh,
// allow 'Prim'
mComboPhysicsShapeType->add(getString("Prim"), LLSD(0));
}
}
else
{
// simple prims always allow physics shape prim
mComboPhysicsShapeType->add(getString("Prim"), LLSD(0));
}
mComboPhysicsShapeType->add(getString("Convex Hull"), LLSD(2));
mComboPhysicsShapeType->setValue(LLSD(objectp->getPhysicsShapeType()));
mComboPhysicsShapeType->setEnabled(editable && !objectp->isPermanentEnforced() && ((root_objectp == NULL) || !root_objectp->isPermanentEnforced()));
mObject = objectp;
mRootObject = root_objectp;
}
示例3: primsToLLSD
LLSD LLObjectBackup::primsToLLSD(LLViewerObject::child_list_t child_list,
bool is_attachment)
{
LLViewerObject* object;
LLSD llsd;
char localid[16];
LLUUID t_id;
for (LLViewerObject::child_list_t::iterator i = child_list.begin();
i != child_list.end(); ++i)
{
object = (*i);
LLUUID id = object->getID();
LL_INFOS() << "Exporting prim " << object->getID().asString() << LL_ENDL;
// Create an LLSD object that represents this prim. It will be injected
// in to the overall LLSD tree structure
LLSD prim_llsd;
if (!object->isRoot())
{
// Parent id
snprintf(localid, sizeof(localid), "%u",
object->getSubParent()->getLocalID());
prim_llsd["parent"] = localid;
}
// Name and description
LLSelectNode* node = LLSelectMgr::getInstance()->getSelection()->findNode(object);
if (node)
{
prim_llsd["name"] = node->mName;
prim_llsd["description"] = node->mDescription;
}
// Transforms
if (is_attachment)
{
prim_llsd["position"] = object->getPositionEdit().getValue();
prim_llsd["rotation"] = ll_sd_from_quaternion(object->getRotationEdit());
}
else
{
prim_llsd["position"] = object->getPosition().getValue();
prim_llsd["rotation"] = ll_sd_from_quaternion(object->getRotation());
}
prim_llsd["scale"] = object->getScale().getValue();
// Flags
prim_llsd["phantom"] = object->flagPhantom(); // legacy
prim_llsd["physical"] = object->flagUsePhysics(); // legacy
prim_llsd["flags"] = (S32)object->getFlags(); // new way
// Extra physics flags
if (mGotExtraPhysics)
{
LLSD& physics = prim_llsd["ExtraPhysics"];
physics["PhysicsShapeType"] = object->getPhysicsShapeType();
physics["Gravity"] = object->getPhysicsGravity();
physics["Friction"] = object->getPhysicsFriction();
physics["Density"] = object->getPhysicsDensity();
physics["Restitution"] = object->getPhysicsRestitution();
}
// Click action
if (S32 action = object->getClickAction()) // Non-zero
prim_llsd["clickaction"] = action;
// Prim material
prim_llsd["material"] = object->getMaterial();
// Volume params
LLVolumeParams params = object->getVolume()->getParams();
prim_llsd["volume"] = params.asLLSD();
// Extra paramsb6fab961-af18-77f8-cf08-f021377a7244
if (object->isFlexible())
{
// Flexible
LLFlexibleObjectData* flex;
flex = (LLFlexibleObjectData*)object->getParameterEntry(LLNetworkData::PARAMS_FLEXIBLE);
prim_llsd["flexible"] = flex->asLLSD();
}
if (object->getParameterEntryInUse(LLNetworkData::PARAMS_LIGHT))
{
// Light
LLLightParams* light;
light = (LLLightParams*)object->getParameterEntry(LLNetworkData::PARAMS_LIGHT);
prim_llsd["light"] = light->asLLSD();
}
if (object->getParameterEntryInUse(LLNetworkData::PARAMS_LIGHT_IMAGE))
{
// Light image
LLLightImageParams* light_param;
light_param = (LLLightImageParams*)object->getParameterEntry(LLNetworkData::PARAMS_LIGHT_IMAGE);
t_id = validateTextureID(light_param->getLightTexture());
if (mTexturesList.count(t_id) == 0)
//.........这里部分代码省略.........