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C# SceneObjectGroup.ClearPartAttachmentData方法代码示例

本文整理汇总了C#中OpenSim.Region.Framework.Scenes.SceneObjectGroup.ClearPartAttachmentData方法的典型用法代码示例。如果您正苦于以下问题:C# SceneObjectGroup.ClearPartAttachmentData方法的具体用法?C# SceneObjectGroup.ClearPartAttachmentData怎么用?C# SceneObjectGroup.ClearPartAttachmentData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OpenSim.Region.Framework.Scenes.SceneObjectGroup的用法示例。


在下文中一共展示了SceneObjectGroup.ClearPartAttachmentData方法的5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: AddNewSceneObject

        /// <summary>
        /// Add a newly created object to the scene.
        /// </summary>
        /// 
        /// This method does not send updates to the client - callers need to handle this themselves.
        /// Caller should also trigger EventManager.TriggerObjectAddedToScene
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup"></param>
        /// <param name="pos">Position of the object.  If null then the position stored in the object is used.</param>
        /// <param name="rot">Rotation of the object.  If null then the rotation stored in the object is used.</param>
        /// <param name="vel">Velocity of the object.  This parameter only has an effect if the object is physical</param>
        /// <returns></returns>
        public bool AddNewSceneObject(
            SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel)
        {
            AddNewSceneObject(sceneObject, attachToBackup, false);

            if (pos != null)
                sceneObject.AbsolutePosition = (Vector3)pos;

            if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
            {
                sceneObject.ClearPartAttachmentData();
            }

            if (rot != null)
                sceneObject.UpdateGroupRotationR((Quaternion)rot);

            PhysicsActor pa = sceneObject.RootPart.PhysActor;
            if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
            {
                sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
                sceneObject.Velocity = vel;
            }
        
            return true;
        }
开发者ID:rryk,项目名称:omp-server,代码行数:37,代码来源:SceneGraph.cs

示例2: RezPrim

        public virtual SceneObjectGroup RezPrim(SceneObjectPart sourcePart, SceneObjectPart newPart, int param, out string reason)
        {
            // Rez object
            Vector3 pos = newPart.AbsolutePosition;
            SceneObjectGroup group = new SceneObjectGroup(newPart);
            bool isTemp = (group.RootPart.GetEffectiveObjectFlags() & PrimFlags.TemporaryOnRez) != 0;

            ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y);
            if (parcel == null)
            {
                reason = "land";
                return null;
            }

            // Pass 0 for landImpact here so that it can be tested separately.
            if (!Permissions.CanRezObject(0, newPart.OwnerID, sourcePart.UUID, pos, isTemp))
            {
                reason = "permission";
                return null;
            }

            if (!CheckLandImpact(parcel, group.LandImpact, out reason))
            {
                return null;
            }

            // Check for grey goo fence
            if (!CheckGreyGoo(sourcePart, group))
            {
                reason = "fence";
                return null;
            }

            // Allowing the rez... update the last rez time and the new group fields
            sourcePart.StampLastRez();
            group.CurrentParcel = parcel;   // initialize _currentParcel (and auto-return)
            group.SetGeneration(group.RootPart.Generation); // now update the rest of the parts
            group.ResetIDs();

            //set the group's group before setting the object's position.
            //this will make sure that the group id is correct during the script
            //engine's group check
            group.SetGroup(sourcePart.ParentGroup.RootPart.GroupID, null);

            AddNewSceneObject(group, !isTemp);

            SceneObjectPart rootPart = group.GetChildPart(group.UUID);

            rootPart.TrimPermissions();

            if (group.RootPart.IsPrim)
            {
                group.ClearPartAttachmentData();
            }

            group.CreateScriptInstances(param, ScriptStartFlags.PostOnRez, DefaultScriptEngine, (int)ScriptStateSource.PrimData, null);
            rootPart.ScheduleFullUpdate(PrimUpdateFlags.ForcedFullUpdate);

            reason = "success";
            return rootPart.ParentGroup;
        }
开发者ID:MatthewBeardmore,项目名称:halcyon,代码行数:61,代码来源:Scene.Inventory.cs

示例3: AddNewSceneObject

        /// <summary>
        /// Add a newly created object to the scene.
        /// </summary>
        /// 
        /// This method does not send updates to the client - callers need to handle this themselves.
        /// <param name="sceneObject"></param>
        /// <param name="attachToBackup"></param>
        /// <param name="pos">Position of the object</param>
        /// <param name="rot">Rotation of the object</param>
        /// <param name="vel">Velocity of the object.  This parameter only has an effect if the object is physical</param>
        /// <returns></returns>
        public bool AddNewSceneObject(
            SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
        {
            AddNewSceneObject(sceneObject, true, false);

            // we set it's position in world.
            sceneObject.AbsolutePosition = pos;

            if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
            {
                sceneObject.ClearPartAttachmentData();
            }
            
            sceneObject.UpdateGroupRotationR(rot);
            
            //group.ApplyPhysics(m_physicalPrim);
            if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
            {
                sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
                sceneObject.Velocity = vel;
            }
        
            return true;
        }
开发者ID:phantasmagoric,项目名称:InfiniteGrid-Opensim,代码行数:35,代码来源:SceneGraph.cs

示例4: RezSingleObjectToWorld


//.........这里部分代码省略.........

            // Since renaming the item in the inventory does not affect the name stored
            // in the serialization, transfer the correct name from the inventory to the
            // object itself before we rez.
            rootPart.Name = name;
            rootPart.Description = description;

            var partList = group.GetParts();

            foreach (SceneObjectPart part in partList)
            {
                /// This fixes inconsistencies between this part and the root part.
                /// In the past, there was a bug in Link operations that did not force 
                /// these permissions on child prims when linking.
                part.SyncChildPermsWithRoot();
            }

            if (rootPart.OwnerID != item.Owner)
            {
                if (Permissions.PropagatePermissions())
                {
                    if ((itemPermissions.CurrentPermissions & ScenePermBits.SLAM) != 0)
                    {    // enforce slam bit, apply item perms to the group parts
                        foreach (SceneObjectPart part in partList)
                        {
                            part.EveryoneMask = item.EveryOnePermissions;
                            part.NextOwnerMask = item.NextPermissions;
                            part.GroupMask = 0; // DO NOT propagate here
                        }
                    }
                    group.ApplyNextOwnerPermissions();
                }
            }

            ownerChanged |= group.Rationalize(item.Owner, false);

            foreach (SceneObjectPart part in partList)
            {
                if (part.OwnerID != item.Owner)
                {
                    part.LastOwnerID = part.OwnerID;
                    part.OwnerID = item.Owner;
                    part.Inventory.ChangeInventoryOwner(item.Owner);
                    ownerChanged = true;
                }
                else if (((itemPermissions.CurrentPermissions & ScenePermBits.SLAM) != 0) && (!attachment)) // Slam!
                {
                    part.EveryoneMask = itemPermissions.EveryOnePermissions;
                    part.NextOwnerMask = itemPermissions.NextPermissions;

                    part.GroupMask = 0; // DO NOT propagate here
                }
            }

            rootPart.TrimPermissions();

            if (!attachment)
            {
                if (group.RootPart.IsPrim)
                {
                    group.ClearPartAttachmentData();
                }
            }

            if (this.AddObjectToSceneIfPermitted(group, remoteClient, pos, attachment, rezzedByObjectUUID))
            {
                if (ownerChanged)
                {
                    foreach (SceneObjectPart part in partList)
                        part.TriggerScriptChangedEvent(Changed.OWNER);
                }

                if (!attachment)
                {
                    // Fire on_rez
                    group.CreateScriptInstances(startParam, ScriptStartFlags.PostOnRez, DefaultScriptEngine, (int)ScriptStateSource.PrimData, null);

                    rootPart.ScheduleFullUpdate(PrimUpdateFlags.ForcedFullUpdate);
                }

            } 
            else 
            {
                // The viewer automatically removes no-copy items from inventory on a rez attempt.
                // Since this one did not rez, it's still in inventory so let's "put it back".
                if (remoteClient != null)
                {
                    InventoryItemBase ib = item as InventoryItemBase;

                    if (item != null)
                    {
                        //this is a folder item, not a task item. update the user
                        remoteClient.SendInventoryItemCreateUpdate(ib, 0);
                    }
                }
                return null;
            }

            return rootPart.ParentGroup;
        }
开发者ID:MatthewBeardmore,项目名称:halcyon,代码行数:101,代码来源:Scene.Inventory.cs

示例5: DetachSceneObjectToGround

        /// <summary>
        /// Detach the given scene object to the ground.
        /// </summary>
        /// <remarks>
        /// The caller has to take care of all the other work in updating avatar appearance, inventory, etc.
        /// </remarks>
        /// <param name="so">The scene object to detach.</param>
        /// <param name="sp">The scene presence from which the scene object is being detached.</param>
        private void DetachSceneObjectToGround(SceneObjectGroup so, ScenePresence sp)
        {
            SceneObjectPart rootPart = so.RootPart;

            rootPart.FromItemID = UUID.Zero;
            so.AbsolutePosition = sp.AbsolutePosition;
            so.AttachedAvatar = UUID.Zero;
            rootPart.SetParentLocalId(0);
            so.ClearPartAttachmentData();
            rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive, m_scene.m_physicalPrim);
            so.HasGroupChanged = true;
            rootPart.Rezzed = DateTime.Now;
            rootPart.RemFlag(PrimFlags.TemporaryOnRez);
            so.AttachToBackup();
            m_scene.EventManager.TriggerParcelPrimCountTainted();
            rootPart.ScheduleFullUpdate();
            rootPart.ClearUndoState();
        }
开发者ID:NovaGrid,项目名称:opensim,代码行数:26,代码来源:AttachmentsModule.cs


注:本文中的OpenSim.Region.Framework.Scenes.SceneObjectGroup.ClearPartAttachmentData方法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。