本文整理汇总了C#中OpenSim.Region.Framework.Scenes.SceneObjectPart.setRotationOffset方法的典型用法代码示例。如果您正苦于以下问题:C# SceneObjectPart.setRotationOffset方法的具体用法?C# SceneObjectPart.setRotationOffset怎么用?C# SceneObjectPart.setRotationOffset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.setRotationOffset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
// 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 in world
Vector3 axPos = part.OffsetPosition;
axPos *= parentRot;
Vector3 newPos = oldGroupPosition + axPos;
part.setGroupPosition(newPos);
part.setOffsetPosition(Vector3.Zero);
// Compution our rotation in world
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;
m_scene.updateScenePartGroup(part, this);
// Compute the new position of this SOP relative to the group position
part.setOffsetPosition(newPos - 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.)
// Compute the SOP's rotation relative to the rotation of the group.
parentRot = m_rootPart.RotationOffset;
oldRot = part.RotationOffset;
Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
part.setRotationOffset(newRot);
Vector3 pos = part.OffsetPosition;
pos *= Quaternion.Conjugate(parentRot);
part.OffsetPosition = pos; // update position and orientation on physics also
// Since this SOP's state has changed, push those changes into the physics engine
// and the simulator.
// done on caller
// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
}
示例2: DelinkFromGroup
/// <summary>
/// Delink the given prim from this group. The delinked prim is established as
/// an independent SceneObjectGroup.
/// </summary>
/// <remarks>
/// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
/// condition. But currently there is no
/// alternative method that does take a lock to delink a single prim.
/// </remarks>
/// <param name="partID"></param>
/// <param name="sendEvents"></param>
/// <returns>The object group of the newly delinked prim.</returns>
public SceneObjectGroup DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents)
{
// 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);
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = true;
linkPart.ClearUndoState();
Vector3 worldPos = linkPart.GetWorldPosition();
Quaternion worldRot = linkPart.GetWorldRotation();
// Remove the part from this object
lock (m_parts.SyncRoot)
{
m_parts.Remove(linkPart.UUID);
SceneObjectPart[] parts = m_parts.GetArray();
// Rejigger the linknum's of the remaining SOP's to fill any gap
if (parts.Length == 1 && RootPart != null)
{
// Single prim left
RootPart.LinkNum = 0;
}
else
{
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
if (part.LinkNum > linkPart.LinkNum)
part.LinkNum--;
}
}
}
linkPart.ParentID = 0;
linkPart.LinkNum = 0;
PhysicsActor linkPartPa = linkPart.PhysActor;
// Remove the SOP from the physical scene.
// If the new SOG is physical, it is re-created later.
// (There is a problem here in that we have not yet told the physics
// engine about the delink. Someday, linksets should be made first
// class objects in the physics engine interface).
if (linkPartPa != null)
m_scene.PhysicsScene.RemovePrim(linkPartPa);
// We need to reset the child part's position
// ready for life as a separate object after being a part of another object
/* This commented out code seems to recompute what GetWorldPosition already does.
* Replace with a call to GetWorldPosition (before unlinking)
Quaternion parentRot = m_rootPart.RotationOffset;
Vector3 axPos = linkPart.OffsetPosition;
axPos *= parentRot;
linkPart.OffsetPosition = new Vector3(axPos.X, axPos.Y, axPos.Z);
linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
linkPart.OffsetPosition = new Vector3(0, 0, 0);
*/
linkPart.setGroupPosition(worldPos);
linkPart.setOffsetPosition(Vector3.Zero);
linkPart.setRotationOffset(worldRot);
// Create a new SOG to go around this unlinked and unattached SOP
SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
m_scene.AddNewSceneObject(objectGroup, true);
linkPart.Rezzed = RootPart.Rezzed;
// When we delete a group, we currently have to force persist to the database if the object id has changed
// (since delete works by deleting all rows which have a given object id)
// this is as it seems to be in sl now
if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = false;
objectGroup.HasGroupChangedDueToDelink = true;
InvalidBoundsRadius();
//.........这里部分代码省略.........