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类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;
}
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;
}
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;
}
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;
}
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();
}