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C# ObjectShapePacket类代码示例

本文整理汇总了C#中ObjectShapePacket的典型用法代码示例。如果您正苦于以下问题:C# ObjectShapePacket类的具体用法?C# ObjectShapePacket怎么用?C# ObjectShapePacket使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


ObjectShapePacket类属于命名空间,在下文中一共展示了ObjectShapePacket类的12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: UpdateShape

        /// <summary>
        /// Update the shape of this part.
        /// </summary>
        /// <param name="shapeBlock"></param>
        public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock)
        {
            m_shape.PathBegin = shapeBlock.PathBegin;
            m_shape.PathEnd = shapeBlock.PathEnd;
            m_shape.PathScaleX = shapeBlock.PathScaleX;
            m_shape.PathScaleY = shapeBlock.PathScaleY;
            m_shape.PathShearX = shapeBlock.PathShearX;
            m_shape.PathShearY = shapeBlock.PathShearY;
            m_shape.PathSkew = shapeBlock.PathSkew;
            m_shape.ProfileBegin = shapeBlock.ProfileBegin;
            m_shape.ProfileEnd = shapeBlock.ProfileEnd;
            m_shape.PathCurve = shapeBlock.PathCurve;
            m_shape.ProfileCurve = shapeBlock.ProfileCurve;
            m_shape.ProfileHollow = shapeBlock.ProfileHollow;
            m_shape.PathRadiusOffset = shapeBlock.PathRadiusOffset;
            m_shape.PathRevolutions = shapeBlock.PathRevolutions;
            m_shape.PathTaperX = shapeBlock.PathTaperX;
            m_shape.PathTaperY = shapeBlock.PathTaperY;
            m_shape.PathTwist = shapeBlock.PathTwist;
            m_shape.PathTwistBegin = shapeBlock.PathTwistBegin;

            if (PhysActor != null)
            {
                PhysActor.Shape = m_shape;
                ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
            }

            // This is what makes vehicle trailers work
            // A script in a child prim re-issues
            // llSetPrimitiveParams(PRIM_TYPE) every few seconds. That
            // prevents autoreturn. This is not well known. It also works
            // in SL.
            //
            if (ParentGroup.RootPart != this)
                ParentGroup.RootPart.Rezzed = DateTime.UtcNow;

            ParentGroup.HasGroupChanged = true;
            TriggerScriptChangedEvent(Changed.SHAPE);
            ScheduleFullUpdate();
        }
开发者ID:justasabc,项目名称:opensim,代码行数:44,代码来源:SceneObjectPart.cs

示例2: UpdateShape

        /// <summary>
        ///
        /// </summary>
        /// <param name="shapeBlock"></param>
        public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock, uint localID)
        {
            SceneObjectPart part = GetChildPart(localID);
            if (part != null)
            {
                part.UpdateShape(shapeBlock);

                if (part.PhysActor != null)
                    m_scene.SceneGraph.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
            }
        }
开发者ID:KristenMynx,项目名称:Aurora-Sim,代码行数:15,代码来源:SceneObjectGroup.cs

示例3: SetSculpt

        /// <summary>
        /// Set the sculptie texture and data on an object
        /// </summary>
        /// <param name="simulator">A reference to the <seealso cref="OpenMetaverse.Simulator"/> object where the object resides</param>
        /// <param name="localID">The objects ID which is local to the simulator the object is in</param>
        /// <param name="sculpt">A <seealso cref="Primitive.SculptData"/> object containing the data to set</param>
        public void SetSculpt(Simulator simulator, uint localID, Primitive.SculptData sculpt)
        {
            ObjectExtraParamsPacket extra = new ObjectExtraParamsPacket();

            extra.AgentData.AgentID = Client.Self.AgentID;
            extra.AgentData.SessionID = Client.Self.SessionID;

            extra.ObjectData = new ObjectExtraParamsPacket.ObjectDataBlock[1];
            extra.ObjectData[0] = new ObjectExtraParamsPacket.ObjectDataBlock();
            extra.ObjectData[0].ObjectLocalID = localID;
            extra.ObjectData[0].ParamType = (byte)ExtraParamType.Sculpt;
            extra.ObjectData[0].ParamInUse = true;
            extra.ObjectData[0].ParamData = sculpt.GetBytes();
            extra.ObjectData[0].ParamSize = (uint)extra.ObjectData[0].ParamData.Length;

            Client.Network.SendPacket(extra, simulator);

            // Not sure why, but if you don't send this the sculpted prim disappears
            ObjectShapePacket shape = new ObjectShapePacket();

            shape.AgentData.AgentID = Client.Self.AgentID;
            shape.AgentData.SessionID = Client.Self.SessionID;

            shape.ObjectData = new OpenMetaverse.Packets.ObjectShapePacket.ObjectDataBlock[1];
            shape.ObjectData[0] = new OpenMetaverse.Packets.ObjectShapePacket.ObjectDataBlock();
            shape.ObjectData[0].ObjectLocalID = localID;
            shape.ObjectData[0].PathScaleX = 100;
            shape.ObjectData[0].PathScaleY = 150;
            shape.ObjectData[0].PathCurve = 32;

            Client.Network.SendPacket(shape, simulator);
        }
开发者ID:RavenB,项目名称:gridsearch,代码行数:38,代码来源:ObjectManager.cs

示例4: SetShape

        /// <summary>
        /// Set the Shape data of an object
        /// </summary>
        /// <param name="simulator">A reference to the <seealso cref="OpenMetaverse.Simulator"/> object where the object resides</param>
        /// <param name="localID">The objects ID which is local to the simulator the object is in</param>
        /// <param name="prim">Data describing the prim shape</param>
        public void SetShape(Simulator simulator, uint localID, Primitive.ConstructionData prim)
        {
            ObjectShapePacket shape = new ObjectShapePacket();

            shape.AgentData.AgentID = Client.Self.AgentID;
            shape.AgentData.SessionID = Client.Self.SessionID;

            shape.ObjectData = new OpenMetaverse.Packets.ObjectShapePacket.ObjectDataBlock[1];
            shape.ObjectData[0] = new OpenMetaverse.Packets.ObjectShapePacket.ObjectDataBlock();

            shape.ObjectData[0].ObjectLocalID = localID;

            shape.ObjectData[0].PathCurve = (byte)prim.PathCurve;
            shape.ObjectData[0].PathBegin = Primitive.PackBeginCut(prim.PathBegin);
            shape.ObjectData[0].PathEnd = Primitive.PackEndCut(prim.PathEnd);
            shape.ObjectData[0].PathScaleX = Primitive.PackPathScale(prim.PathScaleX);
            shape.ObjectData[0].PathScaleY = Primitive.PackPathScale(prim.PathScaleY);
            shape.ObjectData[0].PathShearX = (byte)Primitive.PackPathShear(prim.PathShearX);
            shape.ObjectData[0].PathShearY = (byte)Primitive.PackPathShear(prim.PathShearY);
            shape.ObjectData[0].PathTwist = Primitive.PackPathTwist(prim.PathTwist);
            shape.ObjectData[0].PathTwistBegin = Primitive.PackPathTwist(prim.PathTwistBegin);
            shape.ObjectData[0].PathRadiusOffset = Primitive.PackPathTwist(prim.PathRadiusOffset);
            shape.ObjectData[0].PathTaperX = Primitive.PackPathTaper(prim.PathTaperX);
            shape.ObjectData[0].PathTaperY = Primitive.PackPathTaper(prim.PathTaperY);
            shape.ObjectData[0].PathRevolutions = Primitive.PackPathRevolutions(prim.PathRevolutions);
            shape.ObjectData[0].PathSkew = Primitive.PackPathTwist(prim.PathSkew);

            shape.ObjectData[0].ProfileCurve = prim.profileCurve;
            shape.ObjectData[0].ProfileBegin = Primitive.PackBeginCut(prim.ProfileBegin);
            shape.ObjectData[0].ProfileEnd = Primitive.PackEndCut(prim.ProfileEnd);
            shape.ObjectData[0].ProfileHollow = Primitive.PackProfileHollow(prim.ProfileHollow);

            Client.Network.SendPacket(shape, simulator);
        }
开发者ID:RavenB,项目名称:gridsearch,代码行数:40,代码来源:ObjectManager.cs

示例5: UpdateShape

        /// <summary>
        ///
        /// </summary>
        /// <param name="shapeBlock"></param>
        public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock, uint localID)
        {
            SceneObjectPart part = GetPart(localID);
            if (part != null)
            {
                part.UpdateShape(shapeBlock);

                PhysicsActor pa = m_rootPart.PhysActor;

                if (pa != null)
                    m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
            }
        }
开发者ID:justasabc,项目名称:opensim75grid,代码行数:17,代码来源:SceneObjectGroup.cs

示例6: UpdateShape

        /// <summary>
        /// Update the shape of this part.
        /// </summary>
        /// <param name="shapeBlock"></param>
        public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock)
        {
            IOpenRegionSettingsModule module = ParentGroup.Scene.RequestModuleInterface<IOpenRegionSettingsModule>();
            if (module != null)
            {
                if (shapeBlock.ProfileHollow > module.MaximumHollowSize * 500 &&
                    module.MaximumHollowSize != -1) //This is so that it works correctly, since the packet sends (N * 500)
                {
                    shapeBlock.ProfileHollow = (ushort)(module.MaximumHollowSize * 500);
                }
                if (shapeBlock.PathScaleY > (200 - (module.MinimumHoleSize * 100)) &&
                    module.MinimumHoleSize != -1 && shapeBlock.PathCurve == 32) //This is how the packet is set up... so this is how we check for it...
                {
                    shapeBlock.PathScaleY = Convert.ToByte((200 - (module.MinimumHoleSize * 100)));
                }
            }

            m_shape.PathBegin = shapeBlock.PathBegin;
            m_shape.PathEnd = shapeBlock.PathEnd;
            m_shape.PathScaleX = shapeBlock.PathScaleX;
            m_shape.PathScaleY = shapeBlock.PathScaleY;
            m_shape.PathShearX = shapeBlock.PathShearX;
            m_shape.PathShearY = shapeBlock.PathShearY;
            m_shape.PathSkew = shapeBlock.PathSkew;
            m_shape.ProfileBegin = shapeBlock.ProfileBegin;
            m_shape.ProfileEnd = shapeBlock.ProfileEnd;
            m_shape.PathCurve = shapeBlock.PathCurve;
            m_shape.ProfileCurve = shapeBlock.ProfileCurve;

            m_shape.ProfileHollow = shapeBlock.ProfileHollow;
            m_shape.PathRadiusOffset = shapeBlock.PathRadiusOffset;
            m_shape.PathRevolutions = shapeBlock.PathRevolutions;
            m_shape.PathTaperX = shapeBlock.PathTaperX;
            m_shape.PathTaperY = shapeBlock.PathTaperY;
            m_shape.PathTwist = shapeBlock.PathTwist;
            m_shape.PathTwistBegin = shapeBlock.PathTwistBegin;

            Shape = m_shape;

            if (PhysActor != null)
            {
                PhysActor.Shape = m_shape;
                m_parentGroup.Scene.SceneGraph.PhysicsScene.AddPhysicsActorTaint(PhysActor);
            }

            // This is what makes vehicle trailers work
            // A script in a child prim re-issues
            // llSetPrimitiveParams(PRIM_TYPE) every few seconds. That
            // prevents autoreturn. This is not well known. It also works
            // in SL.
            //
            if (ParentGroup.RootPart != this)
                ParentGroup.RootPart.Rezzed = DateTime.UtcNow;

            ParentGroup.HasGroupChanged = true;
            ScheduleUpdate(PrimUpdateFlags.Shape);
        }
开发者ID:KristenMynx,项目名称:Aurora-Sim,代码行数:61,代码来源:SceneObjectPart.cs

示例7: UpdateShape

        /// <summary>
        /// Update the shape of this part.
        /// </summary>
        /// <param name="shapeBlock"></param>
        public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock)
        {
            m_shape.PathBegin = shapeBlock.PathBegin;
            m_shape.PathEnd = shapeBlock.PathEnd;
            m_shape.PathScaleX = shapeBlock.PathScaleX;
            m_shape.PathScaleY = shapeBlock.PathScaleY;
            m_shape.PathShearX = shapeBlock.PathShearX;
            m_shape.PathShearY = shapeBlock.PathShearY;
            m_shape.PathSkew = shapeBlock.PathSkew;
            m_shape.ProfileBegin = shapeBlock.ProfileBegin;
            m_shape.ProfileEnd = shapeBlock.ProfileEnd;
            m_shape.PathCurve = shapeBlock.PathCurve;
            m_shape.ProfileCurve = shapeBlock.ProfileCurve;
            m_shape.ProfileHollow = shapeBlock.ProfileHollow;
            m_shape.PathRadiusOffset = shapeBlock.PathRadiusOffset;
            m_shape.PathRevolutions = shapeBlock.PathRevolutions;
            m_shape.PathTaperX = shapeBlock.PathTaperX;
            m_shape.PathTaperY = shapeBlock.PathTaperY;
            m_shape.PathTwist = shapeBlock.PathTwist;
            m_shape.PathTwistBegin = shapeBlock.PathTwistBegin;

            PhysicsActor physActor = PhysActor;
            if (physActor != null)
            {
                physActor.Shape = m_shape;
            }

            // We calculate mesh ServerWeight seperately on upload.  Any change to the shape
            // however is to a non-mesh one (there is no way to force a prim to be a mesh).
            // So reset ServerWeight and StreamingCost to be 1.0 which is default for all other prims.
            ServerWeight = 1.0f;
            StreamingCost = 1.0f;

            // This is what makes vehicle trailers work
            // A script in a child prim re-issues
            // llSetPrimitiveParams(PRIM_TYPE) every few seconds. That
            // prevents autoreturn. This is not well known. It also works
            // in SL.
            //
            if (ParentGroup.RootPart != this)
                ParentGroup.RootPart.Rezzed = DateTime.Now;

            ParentGroup.HasGroupChanged = true;
            ScheduleFullUpdate(PrimUpdateFlags.Shape);
        }
开发者ID:kf6kjg,项目名称:halcyon,代码行数:49,代码来源:SceneObjectPart.cs

示例8: UpdateShape

        ///<summary>
        ///</summary>
        ///<param name = "shapeBlock"></param>
        ///<param name="localID"></param>
        public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock, uint localID)
        {
            SceneObjectPart part = (SceneObjectPart) GetChildPart(localID);
            if (part != null)
            {
                part.UpdateShape(shapeBlock);

                if (part.PhysActor != null)
                    m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
                m_ValidgrpOOB = false;
            }
        }
开发者ID:Gnu32,项目名称:Silverfin,代码行数:16,代码来源:SceneObjectGroup.cs

示例9: UpdateShape

 /// <summary>
 /// </summary>
 /// <param name="shapeBlock"></param>
 /// <param name="localID"></param>
 public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock, uint localID)
 {
     SceneObjectPart part = (SceneObjectPart) GetChildPart(localID);
     if (part != null)
     {
         part.UpdateShape(shapeBlock);
         m_ValidgrpOOB = false;
     }
 }
开发者ID:BogusCurry,项目名称:WhiteCore-Dev,代码行数:13,代码来源:SceneObjectGroup.cs

示例10: UpdateShape

        /// <summary>
        ///   Having this function because I found when scripts updated the shape.. over and over, it would fill up the memory
        ///   Having the extra paramater updatePhysics can prevent physics updates on the changes
        ///   The onlyplace this effects is if a script changes the shape
        ///   If the LocklessQueue gets updated this can be removed
        /// </summary>
        /// <param name = "shapeBlock"></param>
        /// <param name="UpdatePhysics"></param>
        public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock, bool UpdatePhysics)
        {
            IOpenRegionSettingsModule module = ParentGroup.Scene.RequestModuleInterface<IOpenRegionSettingsModule>();
            if (module != null)
            {
                if (shapeBlock.ProfileHollow > (module.MaximumHollowSize * 500) &&
                    module.MaximumHollowSize != -1)
                //This is so that it works correctly, since the packet sends (N * 500)
                {
                    shapeBlock.ProfileHollow = (ushort)(module.MaximumHollowSize * 500);
                }
                if (shapeBlock.PathScaleY > (200 - (module.MinimumHoleSize * 100)) &&
                    module.MinimumHoleSize != -1 && shapeBlock.PathCurve == 32)
                //This is how the packet is set up... so this is how we check for it...
                {
                    shapeBlock.PathScaleY = Convert.ToByte((200 - (module.MinimumHoleSize * 100)));
                }
            }

            m_shape.PathBegin = shapeBlock.PathBegin;
            m_shape.PathEnd = shapeBlock.PathEnd;
            m_shape.PathScaleX = shapeBlock.PathScaleX;
            m_shape.PathScaleY = shapeBlock.PathScaleY;
            m_shape.PathShearX = shapeBlock.PathShearX;
            m_shape.PathShearY = shapeBlock.PathShearY;
            m_shape.PathSkew = shapeBlock.PathSkew;
            m_shape.ProfileBegin = shapeBlock.ProfileBegin;
            m_shape.ProfileEnd = shapeBlock.ProfileEnd;
            m_shape.PathCurve = shapeBlock.PathCurve;
            m_shape.ProfileCurve = shapeBlock.ProfileCurve;

            m_shape.ProfileHollow = shapeBlock.ProfileHollow;
            m_shape.PathRadiusOffset = shapeBlock.PathRadiusOffset;
            m_shape.PathRevolutions = shapeBlock.PathRevolutions;
            m_shape.PathTaperX = shapeBlock.PathTaperX;
            m_shape.PathTaperY = shapeBlock.PathTaperY;
            m_shape.PathTwist = shapeBlock.PathTwist;
            m_shape.PathTwistBegin = shapeBlock.PathTwistBegin;

            if (m_shape.SculptEntry && UpdatePhysics)
                m_parentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), true, AssetReceived);
            else
            {
                Shape = m_shape;

                if ((UpdatePhysics) && (PhysActor != null))
                    PhysActor.Shape = m_shape;
            }

            // This is what makes vehicle trailers work
            // A script in a child prim re-issues
            // llSetPrimitiveParams(PRIM_TYPE) every few seconds. That
            // prevents autoreturn. This also works in SL.
            if (ParentGroup.RootPart != this)
                ParentGroup.RootPart.Rezzed = DateTime.UtcNow;

            ValidpartOOB = false;
            ParentGroup.HasGroupChanged = true;
            ScheduleUpdate(PrimUpdateFlags.FullUpdate);
        }
开发者ID:JAllard,项目名称:Aurora-Sim,代码行数:68,代码来源:SceneObjectPart.cs

示例11: UpdateShape

 /// <summary>
 ///
 /// </summary>
 /// <param name="shapeBlock"></param>
 public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock, uint localID)
 {
     SceneObjectPart part = GetChildPart(localID);
     if (part != null)
     {
         part.UpdateShape(shapeBlock);
     }
 }
开发者ID:zwagoth,项目名称:halcyon,代码行数:12,代码来源:SceneObjectGroup.cs

示例12: UpdateShape

 public void UpdateShape(ObjectShapePacket.ObjectDataBlock addPacket)
 {
     this.primData.PathBegin = addPacket.PathBegin;
     this.primData.PathEnd = addPacket.PathEnd;
     this.primData.PathScaleX = addPacket.PathScaleX;
     this.primData.PathScaleY = addPacket.PathScaleY;
     this.primData.PathShearX = addPacket.PathShearX;
     this.primData.PathShearY = addPacket.PathShearY;
     this.primData.PathSkew = addPacket.PathSkew;
     this.primData.ProfileBegin = addPacket.ProfileBegin;
     this.primData.ProfileEnd = addPacket.ProfileEnd;
     this.primData.PathCurve = addPacket.PathCurve;
     this.primData.ProfileCurve = addPacket.ProfileCurve;
     this.primData.ProfileHollow = addPacket.ProfileHollow;
     this.primData.PathRadiusOffset = addPacket.PathRadiusOffset;
     this.primData.PathRevolutions = addPacket.PathRevolutions;
     this.primData.PathTaperX = addPacket.PathTaperX;
     this.primData.PathTaperY = addPacket.PathTaperY;
     this.primData.PathTwist = addPacket.PathTwist;
     this.primData.PathTwistBegin = addPacket.PathTwistBegin;
     this.dirtyFlag = true;
 }
开发者ID:BackupTheBerlios,项目名称:ulife-svn,代码行数:22,代码来源:Primitive.cs


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