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using System;
using System.Collections.Generic;
using System.Text;
using OpenSim.Region.Environment.Scenes;
using Axiom.Math;
using libsecondlife;
using OpenSim.Framework.Types;
namespace SimpleApp
{
public class ComplexObject : SceneObjectGroup
{
private LLQuaternion m_rotationDirection;
private class RotatingWheel : SceneObjectPart
{
private static LLQuaternion m_rotationDirection = new LLQuaternion(0.05f, 0, 0);
public RotatingWheel(ulong regionHandle, SceneObjectGroup parent, LLUUID ownerID, uint localID, LLVector3 groupPosition, LLVector3 offsetPosition)
: base(regionHandle, parent, ownerID, localID, BoxShape.Default, groupPosition, offsetPosition )
{
}
public override void UpdateMovement()
{
UpdateRotation(RotationOffset * m_rotationDirection);
}
}
public override void UpdateMovement()
{
UpdateGroupRotation(Rotation * m_rotationDirection);
base.UpdateMovement();
}
public ComplexObject(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos )
: base(scene, regionHandle, ownerID, localID, pos, BoxShape.Default )
{
m_rotationDirection = new LLQuaternion(0.05f, 0.1f, 0.15f);
AddPart(new RotatingWheel(regionHandle, this, ownerID, scene.PrimIDAllocate(), pos, new LLVector3(0, 0, 1f)));
AddPart(new RotatingWheel(regionHandle, this, ownerID, scene.PrimIDAllocate(), pos, new LLVector3(0, 0, -1f)));
}
}
}
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