OpenSim.Region.Framework.Scenes.SceneObjectPart.GetWorldPosition C# (CSharp) Method

GetWorldPosition() public method

Method for a prim to get it's world position from the group. Remember, the Group Position simply gives the position of the group itself
public GetWorldPosition ( ) : System.Vector3
return System.Vector3
        public Vector3 GetWorldPosition()
        {
            Quaternion parentRot = ParentGroup.RootPart.RotationOffset;

            Vector3 axPos = OffsetPosition;

            axPos *= parentRot;
            Vector3 translationOffsetPosition = axPos;
            return GroupPosition + translationOffsetPosition;
        }

Usage Example

        /// <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);
            
            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.GroupPosition = worldPos;
            linkPart.OffsetPosition = Vector3.Zero;
            linkPart.RotationOffset = worldRot;

            // Create a new SOG to go around this unlinked and unattached SOP
            SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);

            m_scene.AddNewSceneObject(objectGroup, true);

            if (sendEvents)
                linkPart.TriggerScriptChangedEvent(Changed.LINK);

            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)
            objectGroup.HasGroupChangedDueToDelink = true;

            return objectGroup;
        }
All Usage Examples Of OpenSim.Region.Framework.Scenes.SceneObjectPart::GetWorldPosition
SceneObjectPart