本文整理汇总了C#中OpenSim.Region.Framework.Scenes.SceneObjectGroup.AddKeyframedMotion方法的典型用法代码示例。如果您正苦于以下问题:C# SceneObjectGroup.AddKeyframedMotion方法的具体用法?C# SceneObjectGroup.AddKeyframedMotion怎么用?C# SceneObjectGroup.AddKeyframedMotion使用的例子?那么, 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OpenSim.Region.Framework.Scenes.SceneObjectGroup
的用法示例。
在下文中一共展示了SceneObjectGroup.AddKeyframedMotion方法的1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: AddGroupToSceneGraph
//.........这里部分代码省略.........
if (scale.X > m_parentScene.m_maxNonphys)
scale.X = m_parentScene.m_maxNonphys;
if (scale.Y > m_parentScene.m_maxNonphys)
scale.Y = m_parentScene.m_maxNonphys;
if (scale.Z > m_parentScene.m_maxNonphys)
scale.Z = m_parentScene.m_maxNonphys;
}
part.Shape.Scale = scale;
}
// if physical, make sure we're above the ground by at least 10 cm
if ((sceneObject.RootPart.Flags & PrimFlags.Physics) != 0)
{
OpenSim.Framework.Geom.Box bbox = sceneObject.BoundingBox();
float groundHeight = m_parentScene.Heightmap.CalculateHeightAt(sceneObject.AbsolutePosition.X, sceneObject.AbsolutePosition.Y);
if (sceneObject.AbsolutePosition.Z + bbox.Size.Z <= groundHeight)
{
Vector3 newPos = sceneObject.AbsolutePosition;
newPos.Z = (bbox.Size.Z / 2.0f) + groundHeight + 0.1f;
sceneObject.RootPart.SetGroupPositionDirect(newPos);
}
AddPhysicalObject();
}
// rationalize the group: fix any inconsistency in locked bits, and
// clear the default touch action of BUY for any objects not actually for sale, etc
sceneObject.Rationalize(sceneObject.OwnerID, fromCrossing);
sceneObject.AttachToScene(m_parentScene, fromStorage); // allocates the localIds for the prims
if (!alreadyPersisted)
{
sceneObject.HasGroupChanged = true;
}
sceneObject.IsPersisted = alreadyPersisted;
lock (sceneObject)
{
bool entityAdded = false;
lock (m_dictionary_lock)
{
if (!Entities.ContainsKey(sceneObject.LocalId))
{
Entities.Add(sceneObject);
foreach (SceneObjectPart part in sceneObject.Children.Values)
{
SceneObjectPartsByFullID[part.UUID] = part;
SceneObjectPartsByLocalID[part.LocalId] = part;
}
entityAdded = true;
}
}
if (entityAdded)
{
m_numPrim += sceneObject.Children.Count;
m_parentScene.EventManager.TriggerParcelPrimCountTainted();
if (attachToBackup)
{
sceneObject.AttachToBackup();
//this gets the new object on the taint list
if (!alreadyPersisted)
{
sceneObject.HasGroupChanged = true;
}
m_parentScene.InspectForAutoReturn(sceneObject);
}
//This property doesn't work on rezzing, only on crossings or restarts
if ((fromStorage || fromCrossing) && sceneObject.RootPart.KeyframeAnimation != null)
{
if (sceneObject.RootPart.KeyframeAnimation.CurrentCommand == KeyframeAnimation.Commands.Play)
{
if (!fromStorage)
{
//Offset the initial position so that it is in the new region's coordinates
// (only if we are actually crossing from a different region)
Vector3 regionOffset = sceneObject.AbsolutePosition - sceneObject.OriginalEnteringScenePosition;
sceneObject.RootPart.KeyframeAnimation.InitialPosition += regionOffset;
}
sceneObject.AddKeyframedMotion(null, KeyframeAnimation.Commands.Play);
}
}
if (OnObjectCreate != null)
OnObjectCreate(sceneObject);
return true;
}
}
return false;
}