本文整理汇总了C#中ISceneEntity.SetGroup方法的典型用法代码示例。如果您正苦于以下问题:C# ISceneEntity.SetGroup方法的具体用法?C# ISceneEntity.SetGroup怎么用?C# ISceneEntity.SetGroup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.SetGroup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: CreateEntity
public ISceneEntity CreateEntity(
ISceneEntity baseEntity, UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
{
if (Array.IndexOf(creationCapabilities, (PCode) shape.PCode) < 0)
{
MainConsole.Instance.DebugFormat("[VEGETATION]: PCode {0} not handled by {1}", shape.PCode, Name);
return null;
}
ISceneChildEntity rootPart = baseEntity.GetChildPart(baseEntity.UUID);
// if grass or tree, make phantom
//rootPart.TrimPermissions();
rootPart.AddFlag(PrimFlags.Phantom);
if (rootPart.Shape.PCode != (byte) PCode.Grass)
AdaptTree(ref shape);
m_scene.SceneGraph.AddPrimToScene(baseEntity);
baseEntity.SetGroup(groupID, ownerID, true);
baseEntity.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);
return baseEntity;
}
示例2: CreateEntity
/// <summary>
/// Create a tree entity
/// </summary>
/// <param name="sceneObject">Scene object.</param>
/// <param name="ownerID"></param>
/// <param name="groupID"></param>
/// <param name="pos"></param>
/// <param name="rot"></param>
/// <param name="shape"></param>
/// <returns>The tree entity created, or null if the creation failed</returns>
public ISceneEntity CreateEntity(
ISceneEntity sceneObject, UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
{
if ( Array.IndexOf( creationCapabilities, ( PCode)shape.PCode ) < 0 )
{
MainConsole.Instance.Debug ( "[VEGETATION]: PCode " + shape.PCode + " not handled by "+ Name );
return null;
}
ISceneChildEntity rootPart = sceneObject.GetChildPart(sceneObject.UUID);
rootPart.AddFlag(PrimFlags.Phantom);
if ( rootPart.Shape.PCode != (byte)PCode.Grass )
{
// Tree size has to be adapted depending on its type
switch ( (Tree)rootPart.Shape.State )
{
case Tree.Cypress1:
case Tree.Cypress2:
case Tree.Palm1:
case Tree.Palm2:
case Tree.WinterAspen:
rootPart.Scale = new Vector3(4, 4, 10);
break;
case Tree.WinterPine1:
case Tree.WinterPine2:
rootPart.Scale = new Vector3(4, 4, 20);
break;
case Tree.Dogwood:
rootPart.Scale = new Vector3(6.5f, 6.5f, 6.5f);
break;
// case... other tree types
// tree.Scale = new Vector3(?, ?, ?);
// break;
default:
rootPart.Scale = new Vector3(4, 4, 4);
break;
}
}
sceneObject.SetGroup( groupID, UUID.Zero, false );
m_scene.SceneGraph.AddPrimToScene( sceneObject );
sceneObject.ScheduleGroupUpdate( PrimUpdateFlags.ForcedFullUpdate );
return sceneObject;
}