本文整理汇总了C#中ISceneEntity.RebuildPhysicalRepresentation方法的典型用法代码示例。如果您正苦于以下问题:C# ISceneEntity.RebuildPhysicalRepresentation方法的具体用法?C# ISceneEntity.RebuildPhysicalRepresentation怎么用?C# ISceneEntity.RebuildPhysicalRepresentation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ISceneEntity
的用法示例。
在下文中一共展示了ISceneEntity.RebuildPhysicalRepresentation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: DelinkPartToScene
/// <summary>
/// Move this group from inside of another group into the Scene as a full member
/// This does not reset IDs so that it is updated correctly in the client
/// </summary>
/// <param name="entity"></param>
public void DelinkPartToScene(ISceneEntity entity)
{
//Force the prim to backup now that it has been added
entity.ForcePersistence();
//Tell the entity that they are being added to a scene
entity.RebuildPhysicalRepresentation(true, null);
//Now save the entity that we have
AddEntity(entity, false);
}
示例2: EventManagerOnSignificantObjectMovement
//Like handleEventManagerOnSignificantClientMovement, but for objects for parcel incoming object permissions
public void EventManagerOnSignificantObjectMovement(ISceneEntity group)
{
ILandObject over = GetLandObject((int) group.AbsolutePosition.X, (int) group.AbsolutePosition.Y);
if (over != null)
{
//Entered this new parcel
if (over.LandData.GlobalID != group.LastParcelUUID)
{
if (!m_scene.Permissions.CanObjectEntry(group.UUID,
false, group.AbsolutePosition, group.OwnerID))
{
//Revert the position and do not update the parcel ID
group.AbsolutePosition = group.LastSignificantPosition;
//If the object has physics, stop it from moving
if ((group.RootChild.Flags & PrimFlags.Physics) == PrimFlags.Physics)
{
bool wasTemporary = ((group.RootChild.Flags & PrimFlags.TemporaryOnRez) != 0);
bool wasPhantom = ((group.RootChild.Flags & PrimFlags.Phantom) != 0);
bool wasVD = group.RootChild.VolumeDetectActive;
bool needsPhysicalRebuild = group.RootChild.UpdatePrimFlags(false,
wasTemporary,
wasPhantom,
wasVD, null);
if (needsPhysicalRebuild)
group.RebuildPhysicalRepresentation(true);
}
//Send an update so that all clients see it
group.ScheduleGroupTerseUpdate();
}
else
{
UUID oldParcelUUID = group.LastParcelUUID;
//Update the UUID then
group.LastParcelUUID = over.LandData.GlobalID;
//Trigger the event
object[] param = new object[3];
param[0] = group;
param[1] = over.LandData.GlobalID;
param[2] = oldParcelUUID;
m_scene.AuroraEventManager.FireGenericEventHandler("ObjectEnteringNewParcel", param);
}
}
}
}