本文整理汇总了C#中OpenSim.Region.Framework.Scenes.SceneObjectGroup.BoundingBox方法的典型用法代码示例。如果您正苦于以下问题:C# SceneObjectGroup.BoundingBox方法的具体用法?C# SceneObjectGroup.BoundingBox怎么用?C# SceneObjectGroup.BoundingBox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.BoundingBox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
/// <summary>
/// Add an object to the scene. This will both update the scene, and send information about the
/// new object to all clients interested in the scene.
/// </summary>
/// <param name="sceneObject"></param>
/// <param name="attachToBackup">
/// If true, the object is made persistent into the scene.
/// If false, the object will not persist over server restarts
/// </param>
/// <returns>true if the object was added, false if an object with the same uuid was already in the scene
/// </returns>
public bool AddGroupToSceneGraph(SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool fromStorage,
bool fromCrossing)
{
if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero)
{
m_log.ErrorFormat("[SceneGraph]: {0} AddGroupToSceneGraph failed, invalid or null object.", m_parentScene.RegionInfo.RegionName);
return false;
}
foreach (SceneObjectPart part in sceneObject.Children.Values)
{
Vector3 scale = part.Shape.Scale;
if (scale.X < SceneObjectPart.MIN_PART_SCALE)
{
scale.X = SceneObjectPart.MIN_PART_SCALE;
sceneObject.HasGroupChanged = true;
}
if (scale.Y < SceneObjectPart.MIN_PART_SCALE)
{
scale.Y = SceneObjectPart.MIN_PART_SCALE;
sceneObject.HasGroupChanged = true;
}
if (scale.Z < SceneObjectPart.MIN_PART_SCALE)
{
scale.Z = SceneObjectPart.MIN_PART_SCALE;
sceneObject.HasGroupChanged = true;
}
if (m_parentScene.m_clampPrimSize)
{
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;
//.........这里部分代码省略.........