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C# SceneObjectGroup.DeleteGroupFromScene方法代码示例

本文整理汇总了C#中OpenSim.Region.Framework.Scenes.SceneObjectGroup.DeleteGroupFromScene方法的典型用法代码示例。如果您正苦于以下问题:C# SceneObjectGroup.DeleteGroupFromScene方法的具体用法?C# SceneObjectGroup.DeleteGroupFromScene怎么用?C# SceneObjectGroup.DeleteGroupFromScene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.DeleteGroupFromScene方法的3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: DeleteSceneObject

        /// <summary>
        /// Synchronously delete the given object from the scene.
        /// </summary>
        /// <param name="group">Object Id</param>
        /// <param name="silent">Suppress broadcasting changes to other clients.</param>
        public void DeleteSceneObject(SceneObjectGroup group, bool silent)
        {
            //            m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID);

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

            // Serialise calls to RemoveScriptInstances to avoid
            // deadlocking on m_parts inside SceneObjectGroup
            lock (m_deleting_scene_object)
            {
                group.RemoveScriptInstances(true);
            }

            SceneObjectPart[] partList = group.Parts;

            if (group.RootPart.PhysActor != null)
                group.RootPart.PhysActor.Building = true;

            foreach (SceneObjectPart part in partList)
            {
                if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
                {
                    PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
                }
                else if (part.PhysActor != null)
                {
                    part.RemoveFromPhysics();
                }
            }

            //            if (rootPart.PhysActor != null)
            //            {
            //                PhysicsScene.RemovePrim(rootPart.PhysActor);
            //                rootPart.PhysActor = null;
            //            }

            if (UnlinkSceneObject(group, false))
            {
                EventManager.TriggerObjectBeingRemovedFromScene(group);
                EventManager.TriggerParcelPrimCountTainted();
            }

            group.DeleteGroupFromScene(silent);

            //            m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);            
        }
开发者ID:UbitUmarov,项目名称:Ubit-opensim,代码行数:51,代码来源:Scene.cs

示例2: DeleteSceneObject

        /// <summary>
        /// Synchronously delete the given object from the scene.
        /// </summary>
        /// <param name="group">Object Id</param>
        /// <param name="silent">Suppress broadcasting changes to other clients.</param>
        /// <param name="removeScripts">If true, then scripts are removed.  If false, then they are only stopped.</para>
        public void DeleteSceneObject(SceneObjectGroup group, bool silent, bool removeScripts)
        {            
//            m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID);

            if (removeScripts)
                group.RemoveScriptInstances(true);
            else
                group.StopScriptInstances();

            SceneObjectPart[] partList = group.Parts;

            foreach (SceneObjectPart part in partList)
            {
                if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
                {
                    PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
                }
                else if (part.PhysActor != null)
                {
                    part.RemoveFromPhysics();
                }
            }

            if (UnlinkSceneObject(group, false))
            {
                EventManager.TriggerObjectBeingRemovedFromScene(group);
                EventManager.TriggerParcelPrimCountTainted();
            }

            group.DeleteGroupFromScene(silent);

//            m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);            
        }
开发者ID:CCIR,项目名称:opensim,代码行数:39,代码来源:Scene.cs

示例3: DeleteSceneObject

        /// <summary>
        /// Synchronously delete the given object from the scene.
        /// </summary>
        /// <param name="group">Object Id</param>
        /// <param name="silent">Suppress broadcasting changes to other clients.</param>
        /// <param name="removeScripts">If true, then scripts are removed.  If false, then they are only stopped.</para>
        public void DeleteSceneObject(SceneObjectGroup group, bool silent, bool removeScripts)
        {
            // m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID);

            if (removeScripts)
                group.RemoveScriptInstances(true);
            else
                group.StopScriptInstances();

            List<ScenePresence> avatars = group.GetSittingAvatars();
            foreach (ScenePresence av in avatars)
            {
                if(av.ParentUUID == UUID.Zero)
                    av.StandUp();
            }

            SceneObjectPart[] partList = group.Parts;

            foreach (SceneObjectPart part in partList)
            {
                if (part.KeyframeMotion != null)
                {
                    part.KeyframeMotion.Delete();
                    part.KeyframeMotion = null;
                }

                if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
                {
                    PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
                }
                else if (part.PhysActor != null)
                {
                    part.RemoveFromPhysics();
                }
            }

            if (UnlinkSceneObject(group, false))
            {
                EventManager.TriggerObjectBeingRemovedFromScene(group);
                EventManager.TriggerParcelPrimCountTainted();
            }

            group.DeleteGroupFromScene(silent);

            // use this to mean also full delete
            if (removeScripts)
                group.Clear();
            partList = null;
            // m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);          
        }
开发者ID:emperorstarfinder,项目名称:Opensim2,代码行数:56,代码来源:Scene.cs


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