本文整理汇总了C#中OpenSim.Region.Framework.Scenes.SceneObjectPart.SetRotationOffsetDirect方法的典型用法代码示例。如果您正苦于以下问题:C# SceneObjectPart.SetRotationOffsetDirect方法的具体用法?C# SceneObjectPart.SetRotationOffsetDirect怎么用?C# SceneObjectPart.SetRotationOffsetDirect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.SetRotationOffsetDirect方法的2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: 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2: DelinkFromGroup
public void DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents, bool sendGroupUpdate)
{
linkPart.ClearUndoState();
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
Quaternion worldRot = linkPart.GetWorldRotation();
// Remove the part from this object
lock (m_parts)
{
m_parts.Remove(linkPart.UUID);
_partsByLocalId.Remove(linkPart.LocalId);
if (m_parts.Count == 1 && RootPart != null) //Single prim is left
{
RootPart.LinkNum = 0;
}
else
{
foreach (SceneObjectPart p in m_parts.Values)
{
if (p.LinkNum > linkPart.LinkNum)
p.LinkNum--;
}
}
}
linkPart.ParentID = 0;
linkPart.LinkNum = 0;
// We need to reset the child part's position
// ready for life as a separate object after being a part of another object
Quaternion parentRot = m_rootPart.RotationOffset;
Vector3 axPos = linkPart.OffsetPosition;
axPos *= parentRot;
Vector3 groupPosition = AbsolutePosition + axPos;
linkPart.SetGroupPositionDirect(groupPosition);
linkPart.SetOffsetPositionDirect(Vector3.Zero);
linkPart.SetRotationOffsetDirect(worldRot);
SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
PhysicsActor partActor = linkPart.PhysActor;
if (partActor != null)
{
partActor.DelinkFromParent(groupPosition, worldRot);
}
m_scene.AddNewSceneObject(objectGroup, true);
if (sendEvents)
linkPart.TriggerScriptChangedEvent(Changed.LINK);
linkPart.Rezzed = RootPart.Rezzed;
//Rebuild the bounding box
ClearBoundingBoxCache();
// Update the ServerWeight/LandImpact and StreamingCost
RecalcPrimWeights();
if (sendGroupUpdate)
{
HasGroupChanged = true;
ScheduleGroupForFullUpdate();
objectGroup.ScheduleGroupForFullUpdate();
}
}