本文整理汇总了C#中OpenSim.Region.Framework.Scenes.SceneObjectPart.SetParentAndUpdatePhysics方法的典型用法代码示例。如果您正苦于以下问题:C# SceneObjectPart.SetParentAndUpdatePhysics方法的具体用法?C# SceneObjectPart.SetParentAndUpdatePhysics怎么用?C# SceneObjectPart.SetParentAndUpdatePhysics使用的例子?那么恭喜您, 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OpenSim.Region.Framework.Scenes.SceneObjectPart
的用法示例。
在下文中一共展示了SceneObjectPart.SetParentAndUpdatePhysics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: AddPart
/// <summary>
/// Add a new part to this scene object. The part must already be correctly configured.
/// </summary>
/// <param name="part"></param>
public void AddPart(SceneObjectPart part)
{
lock (m_parts)
{
part.SetParentAndUpdatePhysics(this);
m_parts.Add(part.UUID, part);
this.TrackLocalId(part, part.LocalId);
part.LinkNum = m_parts.Count;
if (part.LinkNum == 2 && RootPart != null)
RootPart.LinkNum = 1;
//Rebuild the bounding box
ClearBoundingBoxCache();
// Update the ServerWeight/LandImpact
RecalcPrimWeights();
}
}
示例2: LinkNonRootPart
private void LinkNonRootPart(SceneObjectPart part, Vector3 oldGroupPosition, Quaternion oldGroupRotation, int linkNum)
{
Quaternion parentRot = oldGroupRotation;
Quaternion oldRot = part.RotationOffset;
Quaternion worldRot = parentRot * oldRot;
Vector3 partOffsetPosition = part.OffsetPosition;
Vector3 partGroupPosition = part.GroupPosition;
Quaternion partRotationOffset = part.RotationOffset;
parentRot = oldGroupRotation;
Vector3 axPos = partOffsetPosition;
axPos *= parentRot;
partOffsetPosition = axPos;
partGroupPosition = oldGroupPosition + partOffsetPosition;
partOffsetPosition = Vector3.Zero;
partRotationOffset = worldRot;
// Caller locks m_parts for us
m_parts.Add(part.UUID, part);
this.TrackLocalId(part, part.LocalId);
part.LinkNum = linkNum;
partOffsetPosition = partGroupPosition - AbsolutePosition;
Quaternion rootRotation = m_rootPart.RotationOffset;
Vector3 pos = partOffsetPosition;
pos *= Quaternion.Inverse(rootRotation);
partOffsetPosition = pos;
parentRot = m_rootPart.RotationOffset;
oldRot = partRotationOffset;
Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot;
partRotationOffset = newRot;
part.SetOffsetPositionDirect(partOffsetPosition);
part.SetGroupPositionDirect(partGroupPosition);
part.SetRotationOffsetDirect(partRotationOffset);
part.ParentID = m_rootPart.LocalId;
part.SetParentAndUpdatePhysics(this);
}
示例3: AddPart
/// <summary>
/// Add a new part to this scene object. The part must already be correctly configured.
/// </summary>
/// <param name="part"></param>
public void AddPart(SceneObjectPart part)
{
part.SetParentAndUpdatePhysics(this);
int count = m_childParts.AddPart(part);
part.LinkNum = count;
if (part.LinkNum == 2 && RootPart != null)
RootPart.LinkNum = 1;
//Rebuild the bounding box
ClearBoundingBoxCache();
// Update the ServerWeight/LandImpact
RecalcPrimWeights();
RecalcScriptedStatus();
}