diff options
author | lbsa71 | 2007-10-30 09:05:31 +0000 |
---|---|---|
committer | lbsa71 | 2007-10-30 09:05:31 +0000 |
commit | 67e12b95ea7b68f4904a7484d77ecfd787d16d0c (patch) | |
tree | 20b00d24c8a7617017960432ec044852e3ad5fa9 /OpenSim/Region/Physics/PhysXPlugin | |
parent | * Deleted .user file (diff) | |
download | opensim-SC-67e12b95ea7b68f4904a7484d77ecfd787d16d0c.zip opensim-SC-67e12b95ea7b68f4904a7484d77ecfd787d16d0c.tar.gz opensim-SC-67e12b95ea7b68f4904a7484d77ecfd787d16d0c.tar.bz2 opensim-SC-67e12b95ea7b68f4904a7484d77ecfd787d16d0c.tar.xz |
* Optimized usings
* Shortened type references
* Removed redundant 'this' qualifier
Diffstat (limited to 'OpenSim/Region/Physics/PhysXPlugin')
-rw-r--r-- | OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs | 22 | ||||
-rw-r--r-- | OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs | 643 |
2 files changed, 296 insertions, 369 deletions
diff --git a/OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs index 3f840cc..d110a17 100644 --- a/OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs +++ b/OpenSim/Region/Physics/PhysXPlugin/AssemblyInfo.cs | |||
@@ -27,24 +27,26 @@ | |||
27 | */ | 27 | */ |
28 | using System.Reflection; | 28 | using System.Reflection; |
29 | using System.Runtime.InteropServices; | 29 | using System.Runtime.InteropServices; |
30 | |||
30 | // Information about this assembly is defined by the following | 31 | // Information about this assembly is defined by the following |
31 | // attributes. | 32 | // attributes. |
32 | // | 33 | // |
33 | // change them to the information which is associated with the assembly | 34 | // change them to the information which is associated with the assembly |
34 | // you compile. | 35 | // you compile. |
35 | 36 | ||
36 | [assembly: AssemblyTitle("RealPhysXplugin")] | 37 | [assembly : AssemblyTitle("RealPhysXplugin")] |
37 | [assembly: AssemblyDescription("")] | 38 | [assembly : AssemblyDescription("")] |
38 | [assembly: AssemblyConfiguration("")] | 39 | [assembly : AssemblyConfiguration("")] |
39 | [assembly: AssemblyCompany("")] | 40 | [assembly : AssemblyCompany("")] |
40 | [assembly: AssemblyProduct("RealPhysXplugin")] | 41 | [assembly : AssemblyProduct("RealPhysXplugin")] |
41 | [assembly: AssemblyCopyright("")] | 42 | [assembly : AssemblyCopyright("")] |
42 | [assembly: AssemblyTrademark("")] | 43 | [assembly : AssemblyTrademark("")] |
43 | [assembly: AssemblyCulture("")] | 44 | [assembly : AssemblyCulture("")] |
44 | 45 | ||
45 | // This sets the default COM visibility of types in the assembly to invisible. | 46 | // This sets the default COM visibility of types in the assembly to invisible. |
46 | // If you need to expose a type to COM, use [ComVisible(true)] on that type. | 47 | // If you need to expose a type to COM, use [ComVisible(true)] on that type. |
47 | [assembly: ComVisible(false)] | 48 | |
49 | [assembly : ComVisible(false)] | ||
48 | 50 | ||
49 | // The assembly version has following format : | 51 | // The assembly version has following format : |
50 | // | 52 | // |
@@ -53,4 +55,4 @@ using System.Runtime.InteropServices; | |||
53 | // You can specify all values by your own or you can build default build and revision | 55 | // You can specify all values by your own or you can build default build and revision |
54 | // numbers with the '*' character (the default): | 56 | // numbers with the '*' character (the default): |
55 | 57 | ||
56 | [assembly: AssemblyVersion("1.0.*")] | 58 | [assembly : AssemblyVersion("1.0.*")] \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs index a7cef88..4896359 100644 --- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs +++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs | |||
@@ -34,102 +34,99 @@ using Quaternion=Axiom.Math.Quaternion; | |||
34 | 34 | ||
35 | namespace OpenSim.Region.Physics.PhysXPlugin | 35 | namespace OpenSim.Region.Physics.PhysXPlugin |
36 | { | 36 | { |
37 | /// <summary> | 37 | /// <summary> |
38 | /// Will be the PhysX plugin but for now will be a very basic physics engine | 38 | /// Will be the PhysX plugin but for now will be a very basic physics engine |
39 | /// </summary> | 39 | /// </summary> |
40 | public class PhysXPlugin : IPhysicsPlugin | 40 | public class PhysXPlugin : IPhysicsPlugin |
41 | { | 41 | { |
42 | private PhysXScene _mScene; | 42 | private PhysXScene _mScene; |
43 | 43 | ||
44 | public PhysXPlugin() | 44 | public PhysXPlugin() |
45 | { | 45 | { |
46 | 46 | } | |
47 | } | 47 | |
48 | 48 | public bool Init() | |
49 | public bool Init() | 49 | { |
50 | { | 50 | return true; |
51 | return true; | 51 | } |
52 | } | 52 | |
53 | 53 | public PhysicsScene GetScene() | |
54 | public PhysicsScene GetScene() | 54 | { |
55 | { | 55 | if (_mScene == null) |
56 | if(_mScene == null) | 56 | { |
57 | { | 57 | _mScene = new PhysXScene(); |
58 | _mScene = new PhysXScene(); | 58 | } |
59 | } | 59 | return (_mScene); |
60 | return(_mScene); | 60 | } |
61 | } | 61 | |
62 | 62 | public string GetName() | |
63 | public string GetName() | 63 | { |
64 | { | 64 | return ("RealPhysX"); |
65 | return("RealPhysX"); | 65 | } |
66 | } | 66 | |
67 | 67 | public void Dispose() | |
68 | public void Dispose() | 68 | { |
69 | { | 69 | } |
70 | 70 | } | |
71 | } | 71 | |
72 | } | 72 | public class PhysXScene : PhysicsScene |
73 | 73 | { | |
74 | public class PhysXScene :PhysicsScene | 74 | private List<PhysXCharacter> _characters = new List<PhysXCharacter>(); |
75 | { | 75 | private List<PhysXPrim> _prims = new List<PhysXPrim>(); |
76 | private List<PhysXCharacter> _characters = new List<PhysXCharacter>(); | 76 | private float[] _heightMap = null; |
77 | private List<PhysXPrim> _prims = new List<PhysXPrim>(); | 77 | private NxPhysicsSDK mySdk; |
78 | private float[] _heightMap = null; | 78 | private NxScene scene; |
79 | private NxPhysicsSDK mySdk; | 79 | |
80 | private NxScene scene; | 80 | public PhysXScene() |
81 | 81 | { | |
82 | public PhysXScene() | 82 | mySdk = NxPhysicsSDK.CreateSDK(); |
83 | { | 83 | Console.WriteLine("Sdk created - now creating scene"); |
84 | mySdk = NxPhysicsSDK.CreateSDK(); | 84 | scene = mySdk.CreateScene(); |
85 | Console.WriteLine("Sdk created - now creating scene"); | 85 | } |
86 | scene = mySdk.CreateScene(); | 86 | |
87 | 87 | public override PhysicsActor AddAvatar(string avName, PhysicsVector position) | |
88 | } | 88 | { |
89 | 89 | Vec3 pos = new Vec3(); | |
90 | public override PhysicsActor AddAvatar(string avName, PhysicsVector position) | 90 | pos.X = position.X; |
91 | { | 91 | pos.Y = position.Y; |
92 | Vec3 pos = new Vec3(); | 92 | pos.Z = position.Z; |
93 | pos.X = position.X; | 93 | PhysXCharacter act = new PhysXCharacter(scene.AddCharacter(pos)); |
94 | pos.Y = position.Y; | ||
95 | pos.Z = position.Z; | ||
96 | PhysXCharacter act = new PhysXCharacter( scene.AddCharacter(pos)); | ||
97 | act.Position = position; | 94 | act.Position = position; |
98 | _characters.Add(act); | 95 | _characters.Add(act); |
99 | return act; | 96 | return act; |
100 | } | 97 | } |
101 | 98 | ||
102 | public override void RemovePrim(PhysicsActor prim) | 99 | public override void RemovePrim(PhysicsActor prim) |
103 | { | 100 | { |
104 | |||
105 | } | 101 | } |
106 | 102 | ||
107 | public override void RemoveAvatar(PhysicsActor actor) | 103 | public override void RemoveAvatar(PhysicsActor actor) |
108 | { | 104 | { |
105 | } | ||
109 | 106 | ||
107 | private PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation) | ||
108 | { | ||
109 | Vec3 pos = new Vec3(); | ||
110 | pos.X = position.X; | ||
111 | pos.Y = position.Y; | ||
112 | pos.Z = position.Z; | ||
113 | Vec3 siz = new Vec3(); | ||
114 | siz.X = size.X; | ||
115 | siz.Y = size.Y; | ||
116 | siz.Z = size.Z; | ||
117 | PhysXPrim act = new PhysXPrim(scene.AddNewBox(pos, siz)); | ||
118 | _prims.Add(act); | ||
119 | return act; | ||
110 | } | 120 | } |
111 | 121 | ||
112 | PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation) | 122 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, |
113 | { | 123 | PhysicsVector size, Quaternion rotation) |
114 | Vec3 pos = new Vec3(); | ||
115 | pos.X = position.X; | ||
116 | pos.Y = position.Y; | ||
117 | pos.Z = position.Z; | ||
118 | Vec3 siz = new Vec3(); | ||
119 | siz.X = size.X; | ||
120 | siz.Y = size.Y; | ||
121 | siz.Z = size.Z; | ||
122 | PhysXPrim act = new PhysXPrim( scene.AddNewBox(pos, siz)); | ||
123 | _prims.Add(act); | ||
124 | return act; | ||
125 | } | ||
126 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation) | ||
127 | { | 124 | { |
128 | return AddPrim(position, size, rotation); | 125 | return AddPrim(position, size, rotation); |
129 | } | 126 | } |
130 | 127 | ||
131 | public override void Simulate(float timeStep) | 128 | public override void Simulate(float timeStep) |
132 | { | 129 | { |
133 | try | 130 | try |
134 | { | 131 | { |
135 | foreach (PhysXCharacter actor in _characters) | 132 | foreach (PhysXCharacter actor in _characters) |
@@ -149,309 +146,237 @@ namespace OpenSim.Region.Physics.PhysXPlugin | |||
149 | { | 146 | { |
150 | Console.WriteLine(e.Message); | 147 | Console.WriteLine(e.Message); |
151 | } | 148 | } |
152 | 149 | } | |
153 | } | 150 | |
154 | 151 | public override void GetResults() | |
155 | public override void GetResults() | 152 | { |
156 | { | 153 | } |
157 | 154 | ||
158 | } | 155 | public override bool IsThreaded |
159 | 156 | { | |
160 | public override bool IsThreaded | 157 | get { return (false); // for now we won't be multithreaded |
161 | { | 158 | } |
162 | get | 159 | } |
163 | { | 160 | |
164 | return(false); // for now we won't be multithreaded | 161 | public override void SetTerrain(float[] heightMap) |
165 | } | 162 | { |
166 | } | 163 | if (_heightMap != null) |
167 | |||
168 | public override void SetTerrain(float[] heightMap) | ||
169 | { | ||
170 | if (this._heightMap != null) | ||
171 | { | 164 | { |
172 | Console.WriteLine("PhysX - deleting old terrain"); | 165 | Console.WriteLine("PhysX - deleting old terrain"); |
173 | this.scene.DeleteTerrain(); | 166 | scene.DeleteTerrain(); |
174 | } | 167 | } |
175 | this._heightMap = heightMap; | 168 | _heightMap = heightMap; |
176 | this.scene.AddTerrain(heightMap); | 169 | scene.AddTerrain(heightMap); |
177 | } | 170 | } |
178 | 171 | ||
179 | public override void DeleteTerrain() | 172 | public override void DeleteTerrain() |
180 | { | 173 | { |
181 | this.scene.DeleteTerrain(); | 174 | scene.DeleteTerrain(); |
182 | } | 175 | } |
183 | } | 176 | } |
184 | 177 | ||
185 | public class PhysXCharacter : PhysicsActor | 178 | public class PhysXCharacter : PhysicsActor |
186 | { | 179 | { |
187 | private PhysicsVector _position; | 180 | private PhysicsVector _position; |
188 | private PhysicsVector _velocity; | 181 | private PhysicsVector _velocity; |
189 | private PhysicsVector _acceleration; | 182 | private PhysicsVector _acceleration; |
190 | private NxCharacter _character; | 183 | private NxCharacter _character; |
191 | private bool flying; | 184 | private bool flying; |
192 | private float gravityAccel; | 185 | private float gravityAccel; |
193 | 186 | ||
194 | public PhysXCharacter(NxCharacter character) | 187 | public PhysXCharacter(NxCharacter character) |
195 | { | 188 | { |
196 | _velocity = new PhysicsVector(); | 189 | _velocity = new PhysicsVector(); |
197 | _position = new PhysicsVector(); | 190 | _position = new PhysicsVector(); |
198 | _acceleration = new PhysicsVector(); | 191 | _acceleration = new PhysicsVector(); |
199 | _character = character; | 192 | _character = character; |
200 | } | 193 | } |
201 | 194 | ||
202 | public override bool Flying | 195 | public override bool Flying |
203 | { | 196 | { |
204 | get | 197 | get { return flying; } |
205 | { | 198 | set { flying = value; } |
206 | return flying; | 199 | } |
207 | } | 200 | |
208 | set | 201 | public override PhysicsVector Position |
209 | { | 202 | { |
210 | flying = value; | 203 | get { return _position; } |
211 | } | 204 | set |
212 | } | 205 | { |
213 | 206 | _position = value; | |
214 | public override PhysicsVector Position | ||
215 | { | ||
216 | get | ||
217 | { | ||
218 | return _position; | ||
219 | } | ||
220 | set | ||
221 | { | ||
222 | _position = value; | ||
223 | Vec3 ps = new Vec3(); | 207 | Vec3 ps = new Vec3(); |
224 | ps.X = value.X; | 208 | ps.X = value.X; |
225 | ps.Y = value.Y; | 209 | ps.Y = value.Y; |
226 | ps.Z = value.Z; | 210 | ps.Z = value.Z; |
227 | this._character.Position = ps; | 211 | _character.Position = ps; |
228 | } | 212 | } |
229 | } | 213 | } |
230 | 214 | ||
231 | public override PhysicsVector Size | 215 | public override PhysicsVector Size |
232 | { | 216 | { |
233 | get | 217 | get { return new PhysicsVector(0, 0, 0); } |
218 | set { } | ||
219 | } | ||
220 | |||
221 | public override PhysicsVector Velocity | ||
222 | { | ||
223 | get { return _velocity; } | ||
224 | set { _velocity = value; } | ||
225 | } | ||
226 | |||
227 | public override bool Kinematic | ||
228 | { | ||
229 | get { return false; } | ||
230 | set { } | ||
231 | } | ||
232 | |||
233 | public override Quaternion Orientation | ||
234 | { | ||
235 | get { return Quaternion.Identity; } | ||
236 | set { } | ||
237 | } | ||
238 | |||
239 | public override PhysicsVector Acceleration | ||
240 | { | ||
241 | get { return _acceleration; } | ||
242 | } | ||
243 | |||
244 | public void SetAcceleration(PhysicsVector accel) | ||
245 | { | ||
246 | _acceleration = accel; | ||
247 | } | ||
248 | |||
249 | public override void AddForce(PhysicsVector force) | ||
250 | { | ||
251 | } | ||
252 | |||
253 | public override void SetMomentum(PhysicsVector momentum) | ||
254 | { | ||
255 | } | ||
256 | |||
257 | public void Move(float timeStep) | ||
258 | { | ||
259 | Vec3 vec = new Vec3(); | ||
260 | vec.X = _velocity.X*timeStep; | ||
261 | vec.Y = _velocity.Y*timeStep; | ||
262 | if (flying) | ||
234 | { | 263 | { |
235 | return new PhysicsVector(0,0,0); | 264 | vec.Z = (_velocity.Z)*timeStep; |
236 | } | 265 | } |
237 | set | 266 | else |
267 | { | ||
268 | gravityAccel += -9.8f; | ||
269 | vec.Z = (gravityAccel + _velocity.Z)*timeStep; | ||
270 | } | ||
271 | int res = _character.Move(vec); | ||
272 | if (res == 1) | ||
238 | { | 273 | { |
274 | gravityAccel = 0; | ||
239 | } | 275 | } |
240 | } | 276 | } |
241 | public override PhysicsVector Velocity | ||
242 | { | ||
243 | get | ||
244 | { | ||
245 | return _velocity; | ||
246 | } | ||
247 | set | ||
248 | { | ||
249 | _velocity = value; | ||
250 | } | ||
251 | } | ||
252 | |||
253 | public override bool Kinematic | ||
254 | { | ||
255 | get | ||
256 | { | ||
257 | return false; | ||
258 | } | ||
259 | set | ||
260 | { | ||
261 | |||
262 | } | ||
263 | } | ||
264 | |||
265 | public override Quaternion Orientation | ||
266 | { | ||
267 | get | ||
268 | { | ||
269 | return Quaternion.Identity; | ||
270 | } | ||
271 | set | ||
272 | { | ||
273 | |||
274 | } | ||
275 | } | ||
276 | |||
277 | public override PhysicsVector Acceleration | ||
278 | { | ||
279 | get | ||
280 | { | ||
281 | return _acceleration; | ||
282 | } | ||
283 | |||
284 | } | ||
285 | public void SetAcceleration (PhysicsVector accel) | ||
286 | { | ||
287 | this._acceleration = accel; | ||
288 | } | ||
289 | |||
290 | public override void AddForce(PhysicsVector force) | ||
291 | { | ||
292 | |||
293 | } | ||
294 | |||
295 | public override void SetMomentum(PhysicsVector momentum) | ||
296 | { | ||
297 | |||
298 | } | ||
299 | |||
300 | public void Move(float timeStep) | ||
301 | { | ||
302 | Vec3 vec = new Vec3(); | ||
303 | vec.X = this._velocity.X * timeStep; | ||
304 | vec.Y = this._velocity.Y * timeStep; | ||
305 | if(flying) | ||
306 | { | ||
307 | vec.Z = ( this._velocity.Z) * timeStep; | ||
308 | } | ||
309 | else | ||
310 | { | ||
311 | gravityAccel+= -9.8f; | ||
312 | vec.Z = (gravityAccel + this._velocity.Z) * timeStep; | ||
313 | } | ||
314 | int res = this._character.Move(vec); | ||
315 | if(res == 1) | ||
316 | { | ||
317 | gravityAccel = 0; | ||
318 | } | ||
319 | } | ||
320 | |||
321 | public void UpdatePosition() | ||
322 | { | ||
323 | Vec3 vec = this._character.Position; | ||
324 | this._position.X = vec.X; | ||
325 | this._position.Y = vec.Y; | ||
326 | this._position.Z = vec.Z; | ||
327 | } | ||
328 | } | ||
329 | |||
330 | public class PhysXPrim : PhysicsActor | ||
331 | { | ||
332 | private PhysicsVector _position; | ||
333 | private PhysicsVector _velocity; | ||
334 | private PhysicsVector _acceleration; | ||
335 | private NxActor _prim; | ||
336 | |||
337 | public PhysXPrim(NxActor prim) | ||
338 | { | ||
339 | _velocity = new PhysicsVector(); | ||
340 | _position = new PhysicsVector(); | ||
341 | _acceleration = new PhysicsVector(); | ||
342 | _prim = prim; | ||
343 | } | ||
344 | public override bool Flying | ||
345 | { | ||
346 | get | ||
347 | { | ||
348 | return false; //no flying prims for you | ||
349 | } | ||
350 | set | ||
351 | { | ||
352 | |||
353 | } | ||
354 | } | ||
355 | public override PhysicsVector Position | ||
356 | { | ||
357 | get | ||
358 | { | ||
359 | PhysicsVector pos = new PhysicsVector(); | ||
360 | Vec3 vec = this._prim.Position; | ||
361 | pos.X = vec.X; | ||
362 | pos.Y = vec.Y; | ||
363 | pos.Z = vec.Z; | ||
364 | return pos; | ||
365 | |||
366 | } | ||
367 | set | ||
368 | { | ||
369 | PhysicsVector vec = value; | ||
370 | Vec3 pos = new Vec3(); | ||
371 | pos.X = vec.X; | ||
372 | pos.Y = vec.Y; | ||
373 | pos.Z = vec.Z; | ||
374 | this._prim.Position = pos; | ||
375 | } | ||
376 | } | ||
377 | 277 | ||
378 | public override PhysicsVector Size | 278 | public void UpdatePosition() |
279 | { | ||
280 | Vec3 vec = _character.Position; | ||
281 | _position.X = vec.X; | ||
282 | _position.Y = vec.Y; | ||
283 | _position.Z = vec.Z; | ||
284 | } | ||
285 | } | ||
286 | |||
287 | public class PhysXPrim : PhysicsActor | ||
288 | { | ||
289 | private PhysicsVector _position; | ||
290 | private PhysicsVector _velocity; | ||
291 | private PhysicsVector _acceleration; | ||
292 | private NxActor _prim; | ||
293 | |||
294 | public PhysXPrim(NxActor prim) | ||
295 | { | ||
296 | _velocity = new PhysicsVector(); | ||
297 | _position = new PhysicsVector(); | ||
298 | _acceleration = new PhysicsVector(); | ||
299 | _prim = prim; | ||
300 | } | ||
301 | |||
302 | public override bool Flying | ||
303 | { | ||
304 | get { return false; //no flying prims for you | ||
305 | } | ||
306 | set { } | ||
307 | } | ||
308 | |||
309 | public override PhysicsVector Position | ||
379 | { | 310 | { |
380 | get | 311 | get |
381 | { | 312 | { |
382 | return new PhysicsVector(0, 0, 0); | 313 | PhysicsVector pos = new PhysicsVector(); |
314 | Vec3 vec = _prim.Position; | ||
315 | pos.X = vec.X; | ||
316 | pos.Y = vec.Y; | ||
317 | pos.Z = vec.Z; | ||
318 | return pos; | ||
383 | } | 319 | } |
384 | set | 320 | set |
385 | { | 321 | { |
322 | PhysicsVector vec = value; | ||
323 | Vec3 pos = new Vec3(); | ||
324 | pos.X = vec.X; | ||
325 | pos.Y = vec.Y; | ||
326 | pos.Z = vec.Z; | ||
327 | _prim.Position = pos; | ||
386 | } | 328 | } |
387 | } | 329 | } |
388 | 330 | ||
389 | public override PhysicsVector Velocity | 331 | public override PhysicsVector Size |
390 | { | 332 | { |
391 | get | 333 | get { return new PhysicsVector(0, 0, 0); } |
392 | { | 334 | set { } |
393 | return _velocity; | 335 | } |
394 | } | 336 | |
395 | set | 337 | public override PhysicsVector Velocity |
396 | { | 338 | { |
397 | _velocity = value; | 339 | get { return _velocity; } |
398 | } | 340 | set { _velocity = value; } |
399 | } | 341 | } |
400 | 342 | ||
401 | public override bool Kinematic | 343 | public override bool Kinematic |
402 | { | 344 | { |
403 | get | 345 | get { return _prim.Kinematic; } |
404 | { | 346 | set { _prim.Kinematic = value; } |
405 | return this._prim.Kinematic; | 347 | } |
406 | } | 348 | |
407 | set | 349 | public override Quaternion Orientation |
408 | { | 350 | { |
409 | this._prim.Kinematic = value; | 351 | get |
410 | } | 352 | { |
411 | } | 353 | Quaternion res = new Quaternion(); |
412 | 354 | PhysXWrapper.Quaternion quat = _prim.GetOrientation(); | |
413 | public override Quaternion Orientation | 355 | res.w = quat.W; |
414 | { | 356 | res.x = quat.X; |
415 | get | 357 | res.y = quat.Y; |
416 | { | 358 | res.z = quat.Z; |
417 | Quaternion res = new Quaternion(); | 359 | return res; |
418 | PhysXWrapper.Quaternion quat = this._prim.GetOrientation(); | 360 | } |
419 | res.w = quat.W; | 361 | set { } |
420 | res.x = quat.X; | 362 | } |
421 | res.y = quat.Y; | 363 | |
422 | res.z = quat.Z; | 364 | public override PhysicsVector Acceleration |
423 | return res; | 365 | { |
424 | } | 366 | get { return _acceleration; } |
425 | set | 367 | } |
426 | { | 368 | |
427 | 369 | public void SetAcceleration(PhysicsVector accel) | |
428 | } | 370 | { |
429 | } | 371 | _acceleration = accel; |
430 | 372 | } | |
431 | public override PhysicsVector Acceleration | 373 | |
432 | { | 374 | public override void AddForce(PhysicsVector force) |
433 | get | 375 | { |
434 | { | 376 | } |
435 | return _acceleration; | 377 | |
436 | } | 378 | public override void SetMomentum(PhysicsVector momentum) |
437 | 379 | { | |
438 | } | 380 | } |
439 | public void SetAcceleration (PhysicsVector accel) | 381 | } |
440 | { | 382 | } \ No newline at end of file |
441 | this._acceleration = accel; | ||
442 | } | ||
443 | |||
444 | public override void AddForce(PhysicsVector force) | ||
445 | { | ||
446 | |||
447 | } | ||
448 | |||
449 | public override void SetMomentum(PhysicsVector momentum) | ||
450 | { | ||
451 | |||
452 | } | ||
453 | |||
454 | |||
455 | } | ||
456 | |||
457 | } | ||