当前位置: 首页>>代码示例>>C#>>正文


C# Framework.DetectedObject类代码示例

本文整理汇总了C#中OpenSim.Framework.DetectedObject的典型用法代码示例。如果您正苦于以下问题:C# DetectedObject类的具体用法?C# DetectedObject怎么用?C# DetectedObject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。


DetectedObject类属于OpenSim.Framework命名空间,在下文中一共展示了DetectedObject类的10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: PhysicsCollision

        public void PhysicsCollision(EventArgs e)
        {
//            m_log.DebugFormat("Invoking PhysicsCollision on {0} {1} {2}", Name, LocalId, UUID);

            // single threaded here

            CollisionEventUpdate a = (CollisionEventUpdate)e;
            Dictionary<uint, ContactPoint> collissionswith = a.m_objCollisionList;
            List<uint> thisHitColliders = new List<uint>();
            List<uint> endedColliders = new List<uint>();
            List<uint> startedColliders = new List<uint>();

            // calculate things that started colliding this time
            // and build up list of colliders this time
            foreach (uint localid in collissionswith.Keys)
            {
                thisHitColliders.Add(localid);
                if (!m_lastColliders.Contains(localid))
                {
                    startedColliders.Add(localid);
                }
                //m_log.Debug("[OBJECT]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
            }

            // calculate things that ended colliding
            foreach (uint localID in m_lastColliders)
            {
                if (!thisHitColliders.Contains(localID))
                {
                    endedColliders.Add(localID);
                }
            }

            //add the items that started colliding this time to the last colliders list.
            foreach (uint localID in startedColliders)
            {
                m_lastColliders.Add(localID);
            }
            // remove things that ended colliding from the last colliders list
            foreach (uint localID in endedColliders)
            {
                m_lastColliders.Remove(localID);
            }

            if (ParentGroup.IsDeleted)
                return;

            // play the sound.
            if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f)
            {
                SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false);
            }

            if ((ParentGroup.RootPart.ScriptEvents & scriptEvents.collision_start) != 0)
            {
                // do event notification
                if (startedColliders.Count > 0)
                {
                    ColliderArgs StartCollidingMessage = new ColliderArgs();
                    List<DetectedObject> colliding = new List<DetectedObject>();
                    foreach (uint localId in startedColliders)
                    {
                        if (localId == 0)
                            continue;

                        if (ParentGroup.Scene == null)
                            return;

                        SceneObjectPart obj = ParentGroup.Scene.GetSceneObjectPart(localId);
                        string data = "";
                        if (obj != null)
                        {
                            if (ParentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString())
                                || ParentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name))
                            {
                                bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                //If it is 1, it is to accept ONLY collisions from this object
                                if (found)
                                {
                                    DetectedObject detobj = new DetectedObject();
                                    detobj.keyUUID = obj.UUID;
                                    detobj.nameStr = obj.Name;
                                    detobj.ownerUUID = obj.OwnerID;
                                    detobj.posVector = obj.AbsolutePosition;
                                    detobj.rotQuat = obj.GetWorldRotation();
                                    detobj.velVector = obj.Velocity;
                                    detobj.colliderType = 0;
                                    detobj.groupUUID = obj.GroupID;
                                    colliding.Add(detobj);
                                }
                                //If it is 0, it is to not accept collisions from this object
                                else
                                {
                                }
                            }
                            else
                            {
                                bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                //If it is 1, it is to accept ONLY collisions from this object, so this other object will not work
                                if (!found)
//.........这里部分代码省略.........
开发者ID:justasabc,项目名称:opensim,代码行数:101,代码来源:SceneObjectPart.cs

示例2: CreateDetObject

        private DetectedObject CreateDetObject(ScenePresence av)
        {
            DetectedObject detobj = new DetectedObject();
            detobj.keyUUID = av.UUID;
            detobj.nameStr = av.ControllingClient.Name;
            detobj.ownerUUID = av.UUID;
            detobj.posVector = av.AbsolutePosition;
            detobj.rotQuat = av.Rotation;
            detobj.velVector = av.Velocity;
            detobj.colliderType = 0;
            detobj.groupUUID = av.ControllingClient.ActiveGroupId;
            detobj.linkNumber = 0;

            return detobj;
        }
开发者ID:CassieEllen,项目名称:opensim,代码行数:15,代码来源:ScenePresence.cs

示例3: CreateDetObjectForGround

 private DetectedObject CreateDetObjectForGround()
 {
     DetectedObject detobj = new DetectedObject();
     detobj.keyUUID = UUID.Zero;
     detobj.nameStr = "";
     detobj.ownerUUID = UUID.Zero;
     detobj.posVector = AbsolutePosition;
     detobj.rotQuat = Quaternion.Identity;
     detobj.velVector = Vector3.Zero;
     detobj.colliderType = 0;
     detobj.groupUUID = UUID.Zero;
     detobj.linkNumber = 0;
     return detobj;
 }
开发者ID:CassieEllen,项目名称:opensim,代码行数:14,代码来源:ScenePresence.cs

示例4: PhysicsCollision

        public void PhysicsCollision(EventArgs e)
        {
            // single threaded here
            if (e == null)
            {
                return;
            }

            CollisionEventUpdate a = (CollisionEventUpdate)e;
            Dictionary<uint, ContactPoint> collissionswith = a.m_objCollisionList;
            List<uint> thisHitColliders = new List<uint>();
            List<uint> endedColliders = new List<uint>();
            List<uint> startedColliders = new List<uint>();

            // calculate things that started colliding this time
            // and build up list of colliders this time
            foreach (uint localid in collissionswith.Keys)
            {
                if (localid != 0)
                {
                    thisHitColliders.Add(localid);
                    if (!m_lastColliders.Contains(localid))
                    {
                        startedColliders.Add(localid);
                    }

                    //m_log.Debug("[OBJECT]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
                }
            }

            // calculate things that ended colliding
            foreach (uint localID in m_lastColliders)
            {
                if (!thisHitColliders.Contains(localID))
                {
                    endedColliders.Add(localID);
                }
            }

            //add the items that started colliding this time to the last colliders list.
            foreach (uint localID in startedColliders)
            {
                m_lastColliders.Add(localID);
            }
            // remove things that ended colliding from the last colliders list
            foreach (uint localID in endedColliders)
            {
                m_lastColliders.Remove(localID);
            }
            if (m_parentGroup == null)
                return;
            if (m_parentGroup.IsDeleted)
                return;

            // play the sound.
            if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f)
            {
                SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0);
            }

            if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision_start) != 0)
            {
                // do event notification
                if (startedColliders.Count > 0)
                {
                    ColliderArgs StartCollidingMessage = new ColliderArgs();
                    List<DetectedObject> colliding = new List<DetectedObject>();
                    foreach (uint localId in startedColliders)
                    {
                        // always running this check because if the user deletes the object it would return a null reference.
                        if (m_parentGroup == null)
                            return;
                        
                        if (m_parentGroup.Scene == null)
                            return;
                        
                        SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
                        if (obj != null)
                        {
                            DetectedObject detobj = new DetectedObject();
                            detobj.keyUUID = obj.UUID;
                            detobj.nameStr = obj.Name;
                            detobj.ownerUUID = obj._ownerID;
                            detobj.posVector = obj.AbsolutePosition;
                            detobj.rotQuat = obj.GetWorldRotation();
                            detobj.velVector = obj.Velocity;
                            detobj.colliderType = 0;
                            detobj.groupUUID = obj._groupID;
                            colliding.Add(detobj);
                        }
                        else
                        {
                            ScenePresence[] avlist = m_parentGroup.Scene.GetScenePresences();

                            for (int i = 0; i < avlist.Length; i++)
                            {
                                ScenePresence av = avlist[i];

                                if (av.LocalId == localId)
                                {
//.........这里部分代码省略.........
开发者ID:intari,项目名称:OpenSimMirror,代码行数:101,代码来源:SceneObjectPart.cs

示例5: CreateDetObjectForGround

        private DetectedObject CreateDetObjectForGround()
        {
            DetectedObject detobj = new DetectedObject();
            detobj.keyUUID = UUID.Zero;
            detobj.nameStr = "";
            detobj.ownerUUID = UUID.Zero;
            detobj.posVector = ParentGroup.RootPart.AbsolutePosition;
            detobj.rotQuat = Quaternion.Identity;
            detobj.velVector = Vector3.Zero;
            detobj.colliderType = 0;
            detobj.groupUUID = UUID.Zero;
            detobj.linkNumber = LinkNum; // pass my link number not sure needed.. but no harm

            return detobj;
        }
开发者ID:CassieEllen,项目名称:opensim,代码行数:15,代码来源:SceneObjectPart.cs

示例6: TryExtractCollider

        private void TryExtractCollider(uint localId, List<DetectedObject> colliding, bool isPrim, UUID fallbackUuid)
        {
            //TODO: this extracts a DetectedObject from the collision, BUT this is then further changed into a 
            //detectparams later making most of this information useless since the change will rediscover
            //the colliding object again. I have no idea why opensim did it this way.

            if (isPrim)
            {
                // always running this check because if the user deletes the object it would return a null reference.
                SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);

                if (obj != null)
                {
                    DetectedObject detobj = new DetectedObject();
                    detobj.keyUUID = obj.UUID;
                    detobj.nameStr = obj.Name;
                    detobj.ownerUUID = obj._ownerID;
                    detobj.posVector = obj.AbsolutePosition;
                    detobj.rotQuat = obj.GetWorldRotation();
                    detobj.velVector = obj.Velocity;
                    detobj.groupUUID = obj._groupID;
                    detobj.colliderType = (int)DetermineColliderType(obj);
                    detobj.linkNum = this.LinkNum;
                    colliding.Add(detobj);
                }
                else
                {
                    DetectedObject detobj = new DetectedObject();
                    detobj.keyUUID = fallbackUuid;
                    colliding.Add(detobj);
                }
            }
            else
            {
                ScenePresence presence = m_parentGroup.Scene.GetScenePresence(localId);

                if (presence != null)
                {
                    DetectedObject detobj = new DetectedObject();
                    detobj.keyUUID = presence.UUID;
                    detobj.nameStr = presence.Firstname + " " + presence.Lastname;
                    detobj.ownerUUID = presence.UUID;
                    detobj.posVector = presence.AbsolutePosition;
                    detobj.rotQuat = presence.Rotation;
                    detobj.velVector = presence.Velocity;
                    detobj.linkNum = this.LinkNum;
                    detobj.colliderType = (int)DetectedType.Agent | (int)(presence.Velocity != OpenMetaverse.Vector3.Zero ? DetectedType.Active : DetectedType.Passive);
                    colliding.Add(detobj);
                }
            }
        }
开发者ID:kf6kjg,项目名称:halcyon,代码行数:51,代码来源:SceneObjectPart.cs

示例7: FromDetectedObject

        public static DetectParams FromDetectedObject(DetectedObject detobj)
        {
            DetectParams parms = new DetectParams();
            parms.Key = detobj.keyUUID;
            parms.Group = detobj.groupUUID;
            parms.LinkNum = detobj.linkNum;
            parms.Name = detobj.nameStr;
            parms.Owner = detobj.ownerUUID;
            parms.Position = detobj.posVector;
            parms.Rotation = detobj.rotQuat;
            parms.Type = detobj.colliderType;
            parms.Velocity = detobj.velVector;

            return parms;
        }
开发者ID:digitalmystic,项目名称:halcyon,代码行数:15,代码来源:Helpers.cs

示例8: PhysicsCollision


//.........这里部分代码省略.........
                        else if (m_material == OpenMetaverse.Material.Rubber)
                            SendSound(SoundRubberCollision, 1, true, 0, 0, false, false);
                        else if (m_material == OpenMetaverse.Material.Stone)
                            SendSound(SoundStoneCollision, 1, true, 0, 0, false, false);
                        else if (m_material == OpenMetaverse.Material.Wood)
                            SendSound(SoundWoodCollision, 1, true, 0, 0, false, false);
                        break; //Play based on material type in prim2prim collisions

                    default:
                        break; //Unclear of what this object is, no sounds
                }
            }
            if (CollisionSprite != UUID.Zero && CollisionSoundVolume > 0.0f) // The collision volume isn't a mistake, its an SL feature/bug
            {
                // TODO: make a sprite!

            }
            if (((AggregateScriptEvents & scriptEvents.collision) != 0) ||
               ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
               ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
               ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
               ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
               ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
               (CollisionSound != UUID.Zero) ||
                PassCollisions != 2)
            {

                if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision_start) != 0)
                {
                    // do event notification
                    if (startedColliders.Count > 0)
                    {
                        ColliderArgs StartCollidingMessage = new ColliderArgs();
                        List<DetectedObject> colliding = new List<DetectedObject>();
                        foreach (uint localId in startedColliders)
                        {
                            if (localId == 0)
                                continue;
                            // always running this check because if the user deletes the object it would return a null reference.
                            if (m_parentGroup == null)
                                return;

                            if (m_parentGroup.Scene == null)
                                return;

                            SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
                            string data = "";
                            if (obj != null)
                            {
                                if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) || m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name))
                                {
                                    bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
                                    //If it is 1, it is to accept ONLY collisions from this object
                                    if (found)
                                    {
                                        DetectedObject detobj = new DetectedObject();
                                        detobj.keyUUID = obj.UUID;
                                        detobj.nameStr = obj.Name;
                                        detobj.ownerUUID = obj._ownerID;
                                        detobj.posVector = obj.AbsolutePosition;
                                        detobj.rotQuat = obj.GetWorldRotation();
                                        detobj.velVector = obj.Velocity;
                                        detobj.colliderType = 0;
                                        detobj.groupUUID = obj._groupID;
                                        colliding.Add(detobj);
                                    }
开发者ID:NickyPerian,项目名称:Aurora,代码行数:67,代码来源:SceneObjectPart.cs

示例9: BuildLandColliders

 private void BuildLandColliders(SceneObjectPart collisionPart, OSDArray collisionUUIDs, RegionSyncModule pRegionContext)
 {
     for (int i = 0; i < collisionUUIDs.Count; i++)
     {
     OSD arg = collisionUUIDs[i];
     UUID collidingUUID = arg.AsUUID();
     if (collidingUUID.Equals(UUID.Zero))
     {
         //Hope that all is left is ground!
         DetectedObject detobj = new DetectedObject();
         detobj.keyUUID = UUID.Zero;
         detobj.nameStr = "";
         detobj.ownerUUID = UUID.Zero;
         detobj.posVector = collisionPart.ParentGroup.RootPart.AbsolutePosition;
         detobj.rotQuat = Quaternion.Identity;
         detobj.velVector = Vector3.Zero;
         detobj.colliderType = 0;
         detobj.groupUUID = UUID.Zero;
         Colliders.Add(detobj);
     }
     }
 }
开发者ID:QuillLittlefeather,项目名称:DSG,代码行数:22,代码来源:SyncMsg.cs

示例10: BuildColliders

        private void BuildColliders(OSDArray collisionUUIDs, RegionSyncModule pRegionContext)
        {
            for (int i = 0; i < collisionUUIDs.Count; i++)
            {
            OSD arg = collisionUUIDs[i];
            UUID collidingUUID = arg.AsUUID();

            SceneObjectPart obj = pRegionContext.Scene.GetSceneObjectPart(collidingUUID);
            if (obj != null)
            {
                DetectedObject detobj = new DetectedObject();
                detobj.keyUUID = obj.UUID;
                detobj.nameStr = obj.Name;
                detobj.ownerUUID = obj.OwnerID;
                detobj.posVector = obj.AbsolutePosition;
                detobj.rotQuat = obj.GetWorldRotation();
                detobj.velVector = obj.Velocity;
                detobj.colliderType = 0;
                detobj.groupUUID = obj.GroupID;
                Colliders.Add(detobj);
            }
            else
            {
                //collision object is not a prim, check if it's an avatar
                ScenePresence av = pRegionContext.Scene.GetScenePresence(collidingUUID);
                if (av != null)
                {
                    DetectedObject detobj = new DetectedObject();
                    detobj.keyUUID = av.UUID;
                    detobj.nameStr = av.ControllingClient.Name;
                    detobj.ownerUUID = av.UUID;
                    detobj.posVector = av.AbsolutePosition;
                    detobj.rotQuat = av.Rotation;
                    detobj.velVector = av.Velocity;
                    detobj.colliderType = 0;
                    detobj.groupUUID = av.ControllingClient.ActiveGroupId;
                    Colliders.Add(detobj);
                }
                else
                {
                    // m_log.WarnFormat("HandleRemoteEvent_ScriptCollidingStart for SOP {0},{1} with SOP/SP {2}, but the latter is not found in local Scene. Saved for later processing",
                    //             collisionPart.Name, collisionPart.UUID, collidingUUID);
                    CollidersNotFound.Add(collidingUUID);
                }
            }
            }
        }
开发者ID:QuillLittlefeather,项目名称:DSG,代码行数:47,代码来源:SyncMsg.cs


注:本文中的OpenSim.Framework.DetectedObject类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。