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C# SceneObjectPart.UpdatePrimFlags方法代码示例

本文整理汇总了C#中OpenSim.Region.Framework.Scenes.SceneObjectPart.UpdatePrimFlags方法的典型用法代码示例。如果您正苦于以下问题:C# SceneObjectPart.UpdatePrimFlags方法的具体用法?C# SceneObjectPart.UpdatePrimFlags怎么用?C# SceneObjectPart.UpdatePrimFlags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OpenSim.Region.Framework.Scenes.SceneObjectPart的用法示例。


在下文中一共展示了SceneObjectPart.UpdatePrimFlags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: LinkNonRootPart

        private void LinkNonRootPart(SceneObjectPart part, Vector3 oldGroupPosition, Quaternion oldGroupRotation, int linkNum)
        {
            Quaternion parentRot = oldGroupRotation;
            Quaternion oldRot = part.RotationOffset;
            Quaternion worldRot = parentRot * oldRot;

            parentRot = oldGroupRotation;

            Vector3 axPos = part.OffsetPosition;

            axPos *= parentRot;
            part.OffsetPosition = axPos;
            part.GroupPosition = oldGroupPosition + part.OffsetPosition;
            part.OffsetPosition = Vector3.Zero;
            part.RotationOffset = worldRot;

            part.SetParent(this);
            part.ParentID = m_rootPart.LocalId;

            m_parts.Add(part.UUID, part);

            part.LinkNum = linkNum;

            part.OffsetPosition = part.GroupPosition - AbsolutePosition;

            Quaternion rootRotation = m_rootPart.RotationOffset;

            Vector3 pos = part.OffsetPosition;
            pos *= Quaternion.Inverse(rootRotation);
            part.OffsetPosition = pos;

            parentRot = m_rootPart.RotationOffset;
            oldRot = part.RotationOffset;
            Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot;
            part.RotationOffset = newRot;

            part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect);
        }
开发者ID:JAllard,项目名称:opensim,代码行数:38,代码来源:SceneObjectGroup.cs

示例2: LinkNonRootPart

        // This links an SOP from a previous linkset into my linkset.
        // The trick is that the SOP's position and rotation are relative to the old root SOP's
        //    so we are passed in the position and rotation of the old linkset so this can
        //    unjigger this SOP's position and rotation from the previous linkset and
        //    then make them relative to my linkset root.
        private void LinkNonRootPart(SceneObjectPart part, Vector3 oldGroupPosition, Quaternion oldGroupRotation, int linkNum)
        {
            Quaternion parentRot = oldGroupRotation;
            Quaternion oldRot = part.RotationOffset;

            // Move our position to not be relative to the old parent
            Vector3 axPos = part.OffsetPosition;
            axPos *= parentRot;
            part.OffsetPosition = axPos;
            part.GroupPosition = oldGroupPosition + part.OffsetPosition;
            part.OffsetPosition = Vector3.Zero;

            // Compution our rotation to be not relative to the old parent
            Quaternion worldRot = parentRot * oldRot;
            part.RotationOffset = worldRot;

            // Add this SOP to our linkset
            part.SetParent(this);
            part.ParentID = m_rootPart.LocalId;
            m_parts.Add(part.UUID, part);

            part.LinkNum = linkNum;

            // Compute the new position of this SOP relative to the group position
            part.OffsetPosition = part.GroupPosition - AbsolutePosition;

            // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
            //   It would have the affect of setting the physics engine position multiple 
            //   times. In theory, that is not necessary but I don't have a good linkset
            //   test to know that cleaning up this code wouldn't break things.)

            // Rotate the relative position by the rotation of the group
            Quaternion rootRotation = m_rootPart.RotationOffset;
            Vector3 pos = part.OffsetPosition;
            pos *= Quaternion.Inverse(rootRotation);
            part.OffsetPosition = pos;

            // Compute the SOP's rotation relative to the rotation of the group.
            parentRot = m_rootPart.RotationOffset;
            oldRot = part.RotationOffset;
            Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot;
            part.RotationOffset = newRot;

            // Since this SOP's state has changed, push those changes into the physics engine
            //    and the simulator.
            part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect);
        }
开发者ID:justasabc,项目名称:opensim75grid,代码行数:52,代码来源:SceneObjectGroup.cs

示例3: SetPhysics

 private void SetPhysics(SceneObjectPart part, bool flag)
 {
     bool isTemporary = (part.ObjectFlags & (uint)PrimFlags.Temporary) != 0;
     bool isPhantom = (part.ObjectFlags & (uint)PrimFlags.Phantom) != 0;
     part.UpdatePrimFlags(flag, isTemporary, isPhantom, part.VolumeDetectActive);
 }
开发者ID:takayuki,项目名称:opensim-pcproject,代码行数:6,代码来源:PCVM.Primitives.cs


注:本文中的OpenSim.Region.Framework.Scenes.SceneObjectPart.UpdatePrimFlags方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。