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C# AuroraOpenDynamicsEngine.AuroraODEPrim类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中Aurora.Physics.AuroraOpenDynamicsEngine.AuroraODEPrim的典型用法代码示例。如果您正苦于以下问题:C# AuroraODEPrim类的具体用法?C# AuroraODEPrim怎么用?C# AuroraODEPrim使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



AuroraODEPrim类属于Aurora.Physics.AuroraOpenDynamicsEngine命名空间,在下文中一共展示了AuroraODEPrim类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: Enable

        }//end SetDefaultsForType

        internal void Enable(IntPtr pBody, AuroraODEPrim parent, AuroraODEPhysicsScene pParentScene)
        {
            if (m_enabled)
                return;
            m_enabled = true;
            m_previousMaterial = (Material)parent.m_material;
            parent.SetMaterial((int)Material.Glass); //This seems to happen in SL... and its needed for here
            parent.ThrottleUpdates = false;
            m_body = pBody;
            if (pBody == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
                return;

            d.Mass mass;
            d.BodyGetMass(pBody, out mass);

            Mass = mass.mass;
            Mass *= 2;
        }
开发者ID:x8ball,项目名称:Aurora-Sim,代码行数:20,代码来源:AODEDynamics.cs


示例2: changelink

        private void changelink (AuroraODEPrim newparent)
        {
            // If the newly set parent is not null
            // create link
            if (_parent == null && newparent != null)
            {
                if (newparent.PhysicsActorType == (int)ActorTypes.Prim)
                {
                    AuroraODEPrim obj = (AuroraODEPrim)newparent;
                    obj.ParentPrim (this);
                }
            }
            // If the newly set parent is null
            // destroy link
            else if (_parent != null && newparent == null)
            {
                //Console.WriteLine("  changelink B");

                if (_parent is AuroraODEPrim)
                {
                    AuroraODEPrim obj = (AuroraODEPrim)_parent;
                    obj.ChildDelink (this);
                    childPrim = false;
                    //_parent = null;
                }
            }

            _parent = newparent;
        }
开发者ID:rknop,项目名称:Aurora-Sim,代码行数:29,代码来源:AODEPrim.cs


示例3: ChildSetGeom

 private void ChildSetGeom(AuroraODEPrim odePrim)
 {           
     DestroyBody();
     MakeBody();
 }
开发者ID:rknop,项目名称:Aurora-Sim,代码行数:5,代码来源:AODEPrim.cs


示例4: ParentPrim

        // I'm the parent
        // prim is the child
        public void ParentPrim(AuroraODEPrim prim)
        {
//Console.WriteLine("ParentPrim  " + m_primName);
            if (this.m_localID != prim.m_localID)
            {
                if (Body == IntPtr.Zero)
                {
                    Body = d.BodyCreate(_parent_scene.world);
                    setMass();
                }
                if (Body != IntPtr.Zero)
                {
                    lock (childrenPrim)
                    {
                        if (!childrenPrim.Contains(prim))
                        {
//Console.WriteLine("childrenPrim.Add " + prim);
                            childrenPrim.Add(prim);
                            
                            foreach (AuroraODEPrim prm in childrenPrim)
                            {
                                d.Mass m2;
                                d.MassSetZero(out m2);
                                prim.Mass = prim.CalculateMass();
                                d.MassSetBoxTotal(out m2, prim.Mass, prm._size.X, prm._size.Y, prm._size.Z);


                                d.Quaternion quat = new d.Quaternion();
                                quat.W = prm._orientation.W;
                                quat.X = prm._orientation.X;
                                quat.Y = prm._orientation.Y;
                                quat.Z = prm._orientation.Z;

                                d.Matrix3 mat = new d.Matrix3();
                                d.RfromQ(out mat, ref quat);
                                d.MassRotate(ref m2, ref mat);
                                d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
                                d.MassAdd(ref pMass, ref m2);
                            }
                            foreach (AuroraODEPrim prm in childrenPrim)
                            {
                       
                                prm.m_collisionCategories |= CollisionCategories.Body;
                                prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);

                                if (prm.prim_geom == IntPtr.Zero)
                                {
                                    m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements.  No geom yet");
                                    continue;
                                }
//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName);
                                d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
                                d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);


                                d.Quaternion quat = new d.Quaternion();
                                quat.W = prm._orientation.W;
                                quat.X = prm._orientation.X;
                                quat.Y = prm._orientation.Y;
                                quat.Z = prm._orientation.Z;

                                d.Matrix3 mat = new d.Matrix3();
                                d.RfromQ(out mat, ref quat);
                                if (Body != IntPtr.Zero)
                                {
                                    d.GeomSetBody(prm.prim_geom, Body);
                                    prm.childPrim = true;
                                    d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
                                    //d.GeomSetOffsetPosition(prim.prim_geom,
                                    //    (Position.X - prm.Position.X) - pMass.c.X,
                                    //    (Position.Y - prm.Position.Y) - pMass.c.Y,
                                    //    (Position.Z - prm.Position.Z) - pMass.c.Z);
                                    d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
                                    //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
                                    d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
                                    d.BodySetMass(Body, ref pMass);
                                }
                                else
                                {
                                    m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
                                }


                                prm.m_interpenetrationcount = 0;
                                prm.m_collisionscore = 0;
                                prm.m_disabled = false;

                                // The body doesn't already have a finite rotation mode set here
                                if ((!m_angularlock.ApproxEquals(Vector3.One, 0f)) && _parent == null)
                                {
                                    prm.createAMotor(m_angularlock);
                                }
                                prm.Body = Body;
                                _parent_scene.addActivePrim(prm);
                            }
                            m_collisionCategories |= CollisionCategories.Body;
                            m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);

//.........这里部分代码省略.........
开发者ID:NickyPerian,项目名称:Aurora,代码行数:101,代码来源:AODEPrim.cs


示例5: ChildDelink

        private void ChildDelink(AuroraODEPrim odePrim)
        {
            // Okay, we have a delinked child..   need to rebuild the body.
            lock (childrenPrim)
            {
                foreach (AuroraODEPrim prm in childrenPrim)
                {
                    prm.childPrim = true;
                    prm.disableBody();
                    //prm.m_taintparent = null;
                    //prm._parent = null;
                    //prm.m_taintPhysics = false;
                    //prm.m_disabled = true;
                    //prm.childPrim = false;
                }
            }
            disableBody();

            lock (childrenPrim)
            {
 //Console.WriteLine("childrenPrim.Remove " + odePrim);
                childrenPrim.Remove(odePrim);
            }
            
            
            

            if (Body != IntPtr.Zero)
            {
                _parent_scene.remActivePrim(this);
            }

            

            lock (childrenPrim)
            {
                foreach (AuroraODEPrim prm in childrenPrim)
                {
//Console.WriteLine("ChildDelink calls ParentPrim");
                    ParentPrim(prm);
                }
            }

           
        }
开发者ID:NickyPerian,项目名称:Aurora,代码行数:45,代码来源:AODEPrim.cs


示例6: addActivePrim

 public void addActivePrim(AuroraODEPrim activatePrim)
 {
     // adds active prim..   (ones that should be iterated over in collisions_optimized
     lock (_activeprimsLock)
     {
         if (!_activeprims.Contains(activatePrim))
             _activeprims.Add(activatePrim);
         //else
         //  MainConsole.Instance.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
     }
 }
开发者ID:EnricoNirvana,项目名称:Aurora-Sim,代码行数:11,代码来源:AODEPhysicsScene.cs


示例7: RemovePrimThreadLocked

 ///<summary>
 ///  This is called from within simulate but outside the locked portion
 ///  We need to do our own locking here
 ///  Essentially, we need to remove the prim from our space segment, whatever segment it's in.
 ///
 ///  If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
 ///  that the space was using.
 ///</summary>
 ///<param name = "prim"></param>
 public void RemovePrimThreadLocked(AuroraODEPrim prim)
 {
     //Console.WriteLine("RemovePrimThreadLocked " +  prim.m_primName);
     lock (prim)
     {
         remCollisionEventReporting(prim);
         remActivePrim(prim);
         prim.m_frozen = true;
         if (prim.prim_geom != IntPtr.Zero)
         {
             prim.DestroyBody();
             prim.IsPhysical = false;
             prim.m_targetSpace = IntPtr.Zero;
             try
             {
                 if (prim.prim_geom != IntPtr.Zero)
                 {
                     d.GeomDestroy(prim.prim_geom);
                     prim.prim_geom = IntPtr.Zero;
                 }
                 else
                 {
                     MainConsole.Instance.Warn("[PHYSICS]: Unable to remove prim from physics scene");
                 }
             }
             catch (AccessViolationException)
             {
                 MainConsole.Instance.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
             }
         }
         if (!prim.childPrim)
         {
             lock (prim.childrenPrim)
             {
                 foreach (AuroraODEPrim prm in prim.childrenPrim)
                 {
                     RemovePrimThreadLocked(prm);
                 }
             }
         }
         lock (_prims)
             _prims.Remove(prim);
     }
 }
开发者ID:EnricoNirvana,项目名称:Aurora-Sim,代码行数:53,代码来源:AODEPhysicsScene.cs


示例8: addActivePrim

 internal void addActivePrim(AuroraODEPrim activatePrim)
 {
     // adds active prim..   (ones that should be iterated over in collisions_optimized
     lock (_activeprimsLock)
     {
         if (!_activeprims.Contains(activatePrim))
             _activeprims.Add(activatePrim);
     }
 }
开发者ID:justasabc,项目名称:Aurora-Sim,代码行数:9,代码来源:AODEPhysicsScene.cs


示例9: BadPrim

 internal void BadPrim(AuroraODEPrim auroraODEPrim)
 {
     DeletePrim(auroraODEPrim);
     //Can't really do this here... as it will be readded before the delete gets called, which is wrong...
     //So... leave the prim out there for now
     //AddPrimShape(auroraODEPrim.ParentEntity);
 }
开发者ID:justasabc,项目名称:Aurora-Sim,代码行数:7,代码来源:AODEPhysicsScene.cs


示例10: AddPrim

        private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
                                     IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
        {

            Vector3 pos = position;
            Vector3 siz = size;
            Quaternion rot = rotation;

            AuroraODEPrim newPrim;
            lock (OdeLock)
            {
                newPrim = new AuroraODEPrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode);

                lock (_prims)
                    _prims.Add(newPrim);
            }

            return newPrim;
        }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:19,代码来源:AODEPhysicsScene.cs


示例11: RemovePrimThreadLocked

        /// <summary>
        /// This is called from within simulate but outside the locked portion
        /// We need to do our own locking here
        /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
        ///
        /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
        /// that the space was using.
        /// </summary>
        /// <param name="prim"></param>
        public void RemovePrimThreadLocked(AuroraODEPrim prim)
        {
            //Console.WriteLine("RemovePrimThreadLocked " +  prim.m_primName);
            lock (prim)
            {
                remCollisionEventReporting(prim);
                remActivePrim(prim);
                lock (ode)
                {
                    prim.m_frozen = true;
                    if (prim.prim_geom != IntPtr.Zero)
                    {
                        prim.DestroyBody();
                        prim.IsPhysical = false;

                        // we don't want to remove the main space

                        // If the geometry is in the targetspace, remove it from the target space
                        //m_log.Warn(prim.m_targetSpace);

                        //if (prim.m_targetSpace != IntPtr.Zero)
                        //{
                        //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
                        //{

                        //if (d.GeomIsSpace(prim.m_targetSpace))
                        //{
                        //waitForSpaceUnlock(prim.m_targetSpace);
                        //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
                        prim.m_targetSpace = IntPtr.Zero;
                        //}
                        //else
                        //{
                        // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
                        //((OdePrim)prim).m_targetSpace.ToString());
                        //}

                        //}
                        //}
                        //m_log.Warn(prim.prim_geom);
                        try
                        {
                            if (prim.prim_geom != IntPtr.Zero)
                            {
                                d.GeomDestroy(prim.prim_geom);
                                prim.prim_geom = IntPtr.Zero;
                            }
                            else
                            {
                                m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
                            }
                        }
                        catch (AccessViolationException)
                        {
                            m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
                        }
                        lock (_prims)
                            _prims.Remove(prim);

                        //If there are no more geometries in the sub-space, we don't need it in the main space anymore
                        //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
                        //{
                        //if (prim.m_targetSpace != null)
                        //{
                        //if (d.GeomIsSpace(prim.m_targetSpace))
                        //{
                        //waitForSpaceUnlock(prim.m_targetSpace);
                        //d.SpaceRemove(space, prim.m_targetSpace);
                        // free up memory used by the space.
                        //d.SpaceDestroy(prim.m_targetSpace);
                        //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
                        //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
                        //}
                        //else
                        //{
                        //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
                        //((OdePrim) prim).m_targetSpace.ToString());
                        //}
                        //}
                        //}

                        if (SupportsNINJAJoints)
                        {
                            RemoveAllJointsConnectedToActorThreadLocked(prim);
                        }
                    }
                }
            }
        }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:98,代码来源:AODEPhysicsScene.cs


示例12: collision_accounting_events

        private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
        {
            obj2LocalID = 0;
            if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
                return;

            switch ((ActorTypes)p2.PhysicsActorType)
            {
                case ActorTypes.Agent:
                    cc2 = (AuroraODECharacter)p2;

                    switch ((ActorTypes)p1.PhysicsActorType)
                    {
                        case ActorTypes.Agent:
                            cc1 = (AuroraODECharacter)p1;
                            obj2LocalID = cc1.m_localID;
                            cc1.AddCollisionEvent(cc2.m_localID, contact);
                            break;
                        case ActorTypes.Prim:
                            if (p1 is AuroraODEPrim)
                            {
                                cp1 = (AuroraODEPrim)p1;
                                obj2LocalID = cp1.m_localID;
                                cp1.AddCollisionEvent(cc2.m_localID, contact);
                            }
                            break;

                        case ActorTypes.Ground:
                        case ActorTypes.Unknown:
                            obj2LocalID = 0;
                            break;
                    }

                    cc2.AddCollisionEvent(obj2LocalID, contact);
                    break;
                case ActorTypes.Prim:

                    if (p2 is AuroraODEPrim)
                    {
                        cp2 = (AuroraODEPrim)p2;

                        switch ((ActorTypes)p1.PhysicsActorType)
                        {
                            case ActorTypes.Agent:
                                if (p1 is AuroraODECharacter)
                                {
                                    cc1 = (AuroraODECharacter)p1;
                                    obj2LocalID = cc1.m_localID;
                                    cc1.AddCollisionEvent(cp2.m_localID, contact);
                                }
                                break;
                            case ActorTypes.Prim:

                                if (p1 is AuroraODEPrim)
                                {
                                    cp1 = (AuroraODEPrim)p1;
                                    obj2LocalID = cp1.m_localID;
                                    cp1.AddCollisionEvent(cp2.m_localID, contact);
                                }
                                break;

                            case ActorTypes.Ground:
                            case ActorTypes.Unknown:
                                obj2LocalID = 0;
                                break;
                        }

                        cp2.AddCollisionEvent(obj2LocalID, contact);
                    }
                    break;
            }
        }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:72,代码来源:AODEPhysicsScene.cs


示例13: Step

        internal void Step(IntPtr pBody, float pTimestep, AuroraODEPhysicsScene pParentScene, AuroraODEPrim parent)
        {
            m_body = pBody;
            if (pBody == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
                return;
            if (!d.BodyIsEnabled(Body))
                d.BodyEnable(Body);

            frcount++;  // used to limit debug comment output
            if (frcount > 100)
                frcount = 0;

            MoveLinear(pTimestep, pParentScene);
            MoveAngular(pTimestep, pParentScene);
            LimitRotation(pTimestep);

            // WE deal with updates
            parent.RequestPhysicsterseUpdate();
        }   // end Step
开发者ID:x8ball,项目名称:Aurora-Sim,代码行数:19,代码来源:AODEDynamics.cs


示例14: Disable

        internal void Disable(AuroraODEPrim parent)
        {
            if (!m_enabled)
                return;
            m_enabled = false;

            parent.SetMaterial((int)m_previousMaterial); //Revert to the original

            parent.ThrottleUpdates = true;
            //d.BodyDisable(Body);
            m_linearMotorDirection = Vector3.Zero;
            m_linearMotorDirectionLASTSET = Vector3.Zero;
            m_angularMotorDirection = Vector3.Zero;
        }
开发者ID:x8ball,项目名称:Aurora-Sim,代码行数:14,代码来源:AODEDynamics.cs


示例15: AddChange

        /// <summary>
        /// Called to queue a change to a prim
        /// to use in place of old taint mechanism so changes do have a time sequence
        /// </summary>
        public void AddChange(AuroraODEPrim prim,changes what,Object arg)
            {
            AODEchangeitem item = new AODEchangeitem();
            item.prim = prim;
            item.what = what;
            item.arg = arg;
//            lock (ChangesQueue)
                {
                ChangesQueue.Enqueue(item);
                }
            }
开发者ID:salahzar,项目名称:Aurora-Sim,代码行数:15,代码来源:AODEPhysicsScene.cs


示例16: needsMeshing

        /// <summary>
        ///     Routine to figure out if we need to mesh this prim with our mesher
        /// </summary>
        /// <param name="entity"></param>
        /// <returns></returns>
        internal bool needsMeshing(AuroraODEPrim prim, byte physicalType)
        {
            PrimitiveBaseShape pbs = prim.Shape;
            // most of this is redundant now as the mesher will return null if it cant mesh a prim
            // but we still need to check for sculptie meshing being enabled so this is the most
            // convenient place to do it for now...

            //    //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
            //    //MainConsole.Instance.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
            int iPropertiesNotSupportedDefault = 0;

            //            return true;

            if (forceSimplePrimMeshing)
                return true;
            // let simple spheres use ode sphere object
            PrimitiveBaseShape sphere = PrimitiveBaseShape.CreateSphere();
            if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1
                && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.X == pbs.Scale.Z && pbs.ProfileHollow == sphere.ProfileHollow &&
                pbs.PathBegin == sphere.PathBegin && pbs.PathEnd == sphere.PathEnd &&
                pbs.PathCurve == sphere.PathCurve && pbs.HollowShape == sphere.HollowShape &&
                pbs.PathRadiusOffset == sphere.PathRadiusOffset && pbs.PathRevolutions == sphere.PathRevolutions &&
                pbs.PathScaleY == sphere.PathScaleY && pbs.PathShearX == sphere.PathShearX &&
                pbs.PathShearY == sphere.PathShearY && pbs.PathSkew == sphere.PathSkew &&
                pbs.PathTaperY == sphere.PathTaperY && pbs.PathTwist == sphere.PathTwist &&
                pbs.PathTwistBegin == sphere.PathTwistBegin && pbs.ProfileBegin == sphere.ProfileBegin &&
                pbs.ProfileEnd == sphere.ProfileEnd && pbs.ProfileHollow == sphere.ProfileHollow &&
                pbs.ProfileShape == sphere.ProfileShape)
                return false;

            if (pbs.SculptEntry && !meshSculptedPrim)
                return false;
            else if (pbs.SculptType != (byte) SculptType.Mesh &&
                     pbs.SculptType != (byte) SculptType.None)
                return true; //Sculpty, mesh it
            else if (pbs.SculptType == (byte) SculptType.Mesh)
            {
                //Mesh, we need to see what the prims says to do with it
                if (physicalType == (byte) PhysicsShapeType.Prim)
                    return false; //Supposed to be a simple box, nothing more
                else
                    return true; //Mesh it!
            }

            // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
            if (!forceSimplePrimMeshing)
            {
                if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte) Extrusion.Straight)
                    /*|| (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
                    && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)*/)
                {
                    if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
                        && pbs.ProfileHollow == 0
                        && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
                        && pbs.PathBegin == 0 && pbs.PathEnd == 0
                        && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
                        && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
                        && pbs.PathShearX == 0 && pbs.PathShearY == 0)
                    {
            #if SPAM
                    MainConsole.Instance.Warn("NonMesh");
            #endif
                        return false;
                    }
                }
            }

            if (pbs.ProfileHollow != 0)
                iPropertiesNotSupportedDefault++;
            else if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
                iPropertiesNotSupportedDefault++;
            else if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
                iPropertiesNotSupportedDefault++;
            else if (pbs.PathBegin != 0 || pbs.PathEnd != 0)
                iPropertiesNotSupportedDefault++;
            else if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
                iPropertiesNotSupportedDefault++;
            else if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
                iPropertiesNotSupportedDefault++;
            else if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte) Extrusion.Straight)
                iPropertiesNotSupportedDefault++;
            else if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1 &&
                     (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
                iPropertiesNotSupportedDefault++;
            else if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
                iPropertiesNotSupportedDefault++;
                // test for torus
            else if ((pbs.ProfileCurve & 0x07) == (byte) ProfileShape.Square &&
                     pbs.PathCurve == (byte) Extrusion.Curve1)
                iPropertiesNotSupportedDefault++;
            else if ((pbs.ProfileCurve & 0x07) == (byte) ProfileShape.HalfCircle &&
                     (pbs.PathCurve == (byte) Extrusion.Curve1 || pbs.PathCurve == (byte) Extrusion.Curve2))
                iPropertiesNotSupportedDefault++;
            else if ((pbs.ProfileCurve & 0x07) == (byte) ProfileShape.EquilateralTriangle)
            {
//.........这里部分代码省略.........
开发者ID:justasabc,项目名称:Aurora-Sim,代码行数:101,代码来源:AODEPhysicsScene.cs


示例17: AddPrimShape

        public override PhysicsObject AddPrimShape(ISceneChildEntity entity)
        {
            bool isPhysical = ((entity.ParentEntity.RootChild.Flags & PrimFlags.Physics) != 0);
            bool isPhantom = ((entity.ParentEntity.RootChild.Flags & PrimFlags.Phantom) != 0);
            bool physical = isPhysical & !isPhantom;
            /*IOpenRegionSettingsModule WSModule = entity.ParentEntity.Scene.RequestModuleInterface<IOpenRegionSettingsModule> ();
            if (WSModule != null)
                if (!WSModule.AllowPhysicalPrims)
                    physical = false;*/
            AuroraODEPrim newPrim;
            newPrim = new AuroraODEPrim(entity, this, false);

            if (physical)
                newPrim.IsPhysical = physical;

            lock (_prims)
                _prims.Add(newPrim);

            return newPrim;
        }
开发者ID:EnricoNirvana,项目名称:Aurora-Sim,代码行数:20,代码来源:AODEPhysicsScene.cs


示例18: remActivePrim

 internal void remActivePrim(AuroraODEPrim deactivatePrim)
 {
     lock (_activeprimsLock)
         _activeprims.Remove(deactivatePrim);
 }
开发者ID:justasabc,项目名称:Aurora-Sim,代码行数:5,代码来源:AODEPhysicsScene.cs


示例19: remActivePrim

 public void remActivePrim(AuroraODEPrim deactivatePrim)
 {
     lock (_activeprimsLock)
     {
         _activeprims.Remove(deactivatePrim);
     }
 }
开发者ID:EnricoNirvana,项目名称:Aurora-Sim,代码行数:7,代码来源:AODEPhysicsScene.cs


示例20: AddPrimShape

        public override PhysicsActor AddPrimShape(UUID primID, uint localID, string name, byte physicsType, PrimitiveBaseShape shape, Vector3 position, 
            Vector3 size, Quaternion rotation, bool isPhysical)
        {
            AuroraODEPrim newPrim = new AuroraODEPrim(name, physicsType, shape, position, size, rotation, this);
            newPrim.UUID = primID;
            newPrim.LocalID = localID;

            if (isPhysical)
                newPrim.IsPhysical = isPhysical;

            lock (_prims)
                _prims.Add(newPrim);

            return newPrim;
        }
开发者ID:justasabc,项目名称:Aurora-Sim,代码行数:15,代码来源:AODEPhysicsScene.cs



注:本文中的Aurora.Physics.AuroraOpenDynamicsEngine.AuroraODEPrim类示例整理自Github/MSDocs等源码及文档管理平台,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。


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上一篇:
C# BulletSPlugin.BulletBody类代码示例发布时间:2022-05-24
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C# AuroraOpenDynamicsEngine.AuroraODEPhysicsScene类代码示例发布时间:2022-05-24
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