本文整理汇总了C#中OpenSim.Region.Framework.Scenes.SceneObjectGroup.GetParts方法的典型用法代码示例。如果您正苦于以下问题:C# SceneObjectGroup.GetParts方法的具体用法?C# SceneObjectGroup.GetParts怎么用?C# SceneObjectGroup.GetParts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.GetParts方法的11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: RezSingleObjectToWorld
private SceneObjectGroup RezSingleObjectToWorld(IClientAPI remoteClient, UUID itemID,
SceneObjectGroup group, Vector3 RayEnd, Vector3 RayStart,
UUID RayTargetID, byte BypassRayCast, byte bRayEndIsIntersection,
bool RezSelected, bool attachment, Vector3 pos, string name,
string description, IInventoryItem item, ItemPermissionBlock itemPermissions,
int? startParam, UUID? newAvatarGroupId, UUID? rezzedByObjectUUID)
{
bool ownerChanged = false; // record this for the CHANGED_OWNER changed event
if (IsBadUserLoad(group))
{
if (remoteClient != null)
remoteClient.SendAgentAlertMessage("You are currently not allowed to rez objects in this region.", false);
return null; // already reported above
}
if (IsBlacklistedLoad(group))
{
if (remoteClient != null)
remoteClient.SendAgentAlertMessage("Cannot rez blacklisted object '" + group.Name + "'.", false);
return null; // already reported above
}
//set the group here so that positioning in world will enable/disable the
//script correctly based on the group the use is currently in
// Initialize the server weight (LI)
group.RecalcPrimWeights();
group.RezzedFromFolderId = item.Folder;
//group.FromAssetId = item.AssetID; //not needed yet
if (newAvatarGroupId.HasValue)
{
//set the object's land group
group.SetGroup(newAvatarGroupId.Value, null);
}
if (attachment)
{
group.SetFromItemID(itemID);
}
else
{
group.RootPart.SetGroupPositionDirect(pos);
if (RezSelected)
{
//also tell the client there is a new object being rezzed
foreach (SceneObjectPart part in group.GetParts())
{
part.AddFlag(PrimFlags.CreateSelected);
}
}
}
SceneObjectPart rootPart = group.GetChildPart(group.UUID);
if (rootPart == null) {
string what = "object ";
if (attachment)
what = " attachment ";
m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + what + " root part not found.");
return null;
}
// 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)
//.........这里部分代码省略.........
示例2: ResetGroupAfterDeserialization
private static void ResetGroupAfterDeserialization(UUID itemId, SceneObjectGroup grp)
{
grp.ResetInstance(true, false, UUID.Zero);
foreach (var part in grp.GetParts())
{
part.DoPostDeserializationCleanups(itemId);
part.TrimPermissions();
}
}
示例3: GatherAssetUuids
/// <summary>
/// Gather all the asset uuids associated with a given object.
/// </summary>
///
/// This includes both those directly associated with
/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
/// within this object).
///
/// <param name="sceneObject">The scene object for which to gather assets</param>
/// <param name="assetUuids">The assets gathered</param>
public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids)
{
// m_log.DebugFormat(
// "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
foreach (SceneObjectPart part in sceneObject.GetParts())
{
// m_log.DebugFormat(
// "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
try
{
Primitive.TextureEntry textureEntry = part.Shape.Textures;
if (textureEntry != null)
{
// Get the prim's default texture. This will be used for faces which don't have their own texture
if (textureEntry.DefaultTexture != null)
assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture;
if (textureEntry.FaceTextures != null)
{
// Loop through the rest of the texture faces (a non-null face means the face is different from DefaultTexture)
foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
{
if (texture != null)
assetUuids[texture.TextureID] = AssetType.Texture;
}
}
}
// If the prim is a sculpt then preserve this information too
if (part.Shape.SculptTexture != UUID.Zero)
assetUuids[part.Shape.SculptTexture] = AssetType.Texture;
TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
// Now analyze this prim's inventory items to preserve all the uuids that they reference
foreach (TaskInventoryItem tii in taskDictionary.Values)
{
// m_log.DebugFormat(
// "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}",
// tii.Name, tii.Type, part.Name, part.UUID);
if (!assetUuids.ContainsKey(tii.AssetID))
GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids);
}
}
catch (Exception e)
{
m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e);
m_log.DebugFormat(
"[UUID GATHERER]: Texture entry length for prim was {0} (min is 46)",
part.Shape.TextureEntry.Length);
}
}
}
示例4: GatherAssetUuids
/// <summary>
/// Gather all the asset uuids associated with a given object.
/// </summary>
///
/// This includes both those directly associated with
/// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
/// within this object).
///
/// <param name="sceneObject">The scene object for which to gather assets</param>
/// <param name="assetUuids">The assets gathered</param>
public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, int> assetUuids)
{
// m_log.DebugFormat(
// "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);
foreach (SceneObjectPart part in sceneObject.GetParts())
{
//m_log.DebugFormat(
// "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
try
{
Primitive.TextureEntry textureEntry = part.Shape.Textures;
// Get the prim's default texture. This will be used for faces which don't have their own texture
assetUuids[textureEntry.DefaultTexture.TextureID] = 1;
// XXX: Not a great way to iterate through face textures, but there's no
// other method available to tell how many faces there actually are
//int i = 0;
foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
{
if (texture != null)
{
//m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
assetUuids[texture.TextureID] = 1;
}
}
// If the prim is a sculpt then preserve this information too
if (part.Shape.SculptTexture != UUID.Zero)
assetUuids[part.Shape.SculptTexture] = 1;
TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
// Now analyze this prim's inventory items to preserve all the uuids that they reference
foreach (TaskInventoryItem tii in taskDictionary.Values)
{
//m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type);
if (!assetUuids.ContainsKey(tii.AssetID))
GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids);
}
}
catch (Exception e)
{
m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e);
m_log.DebugFormat(
"[UUID GATHERER]: Texture entry length for prim was {0} (min is 46)",
part.Shape.TextureEntry.Length);
}
}
}
示例5: OnObjectAdded
private void OnObjectAdded(SceneObjectGroup obj)
{
lock (m_knownMaterials)
{
foreach (SceneObjectPart part in obj.GetParts())
{
// scan through the rendermaterials of this part for any textures used as materials
if ((part.Shape.TextureEntry == null) || (part.Shape.RenderMaterials == null))
continue;
var te = new Primitive.TextureEntry(part.Shape.TextureEntry, 0, part.Shape.TextureEntry.Length);
if (te == null)
continue;
var matIds = getMaterialIDsFromTextureEntry(te);
foreach (var key in matIds)
{
if (m_knownMaterials.ContainsKey(key))
{
var entry = m_knownMaterials[key];
if (entry.partIds.Contains(part.LocalId) == false)
entry.partIds.Add(part.LocalId);
m_log.DebugFormat("[MaterialsModule]: KNOWN Material {0} for SOP {1}", key, part.LocalId);
}
else if (part.Shape.RenderMaterials.ContainsMaterial(key))
{
RenderMaterial mat = part.Shape.RenderMaterials.GetMaterial(key);
m_knownMaterials.Add(key, new RenderMaterialEntry(mat, part.LocalId));
m_log.DebugFormat("[MaterialsModule]: NEW Material {0} for SOP {1} ", key, part.LocalId);
}
else
{
m_log.ErrorFormat("[MaterialsModule]: ORPHANED Material {0} for SOP {1}!", key, part.LocalId);
}
}
}
}
}
示例6: OnObjectRemoved
private void OnObjectRemoved(SceneObjectGroup obj)
{
lock (m_knownMaterials)
{
foreach (SceneObjectPart part in obj.GetParts())
{
// scan through the rendermaterials of this part for any textures used as materials
if ((part.Shape.TextureEntry == null) || (part.Shape.RenderMaterials == null))
continue;
var te = new Primitive.TextureEntry(part.Shape.TextureEntry, 0, part.Shape.TextureEntry.Length);
if (te == null)
continue;
var matIds = getMaterialIDsFromTextureEntry(te);
m_log.DebugFormat("[MaterialsModule]: OnObjectRemoved for SOP {0}: {1}", part.LocalId, DebugMaterialsListToString(matIds));
foreach (var key in matIds)
{
if (m_knownMaterials.ContainsKey(key))
{
var entry = m_knownMaterials[key];
entry.partIds.Remove(part.LocalId);
if (entry.partIds.Count <= 0)
{
m_knownMaterials.Remove(key);
m_log.DebugFormat("[MaterialsModule]: OnObjectRemoved Material {0} not referenced. Removed from cache.", key);
}
}
}
}
}
}
示例7: RemoveFromUpdateList
protected internal void RemoveFromUpdateList(SceneObjectGroup obj)
{
//done here so that it happens outside the lock
SceneObjectPart[] objParts = obj.GetParts();
lock (m_updateList)
{
foreach (var part in objParts)
{
m_updateList.Remove(part.LocalId);
}
}
}
示例8: FromSceneObjectGroup
/// <summary>
/// Creates a new snapshot from the given group
/// </summary>
/// <param name="sog"></param>
/// <returns></returns>
public static SceneObjectGroupSnapshot FromSceneObjectGroup(SceneObjectGroup sog, SerializationFlags flags)
{
SceneObjectGroupSnapshot snapshot = new SceneObjectGroupSnapshot
{
RootPart = SceneObjectPartSnapshot.FromSceneObjectPart(sog.RootPart, flags)
};
var parts = sog.GetParts();
SceneObjectPartSnapshot[] partsSnap;
//do we have more than just the root?
if (parts.Count > 1)
{
List<SceneObjectPartSnapshot> partsCollect = new List<SceneObjectPartSnapshot>();
foreach (SceneObjectPart part in parts)
{
if (!part.IsRootPart())
{
partsCollect.Add(SceneObjectPartSnapshot.FromSceneObjectPart(part, flags));
}
}
partsSnap = partsCollect.ToArray();
}
else
{
//nope, just the root
partsSnap = new SceneObjectPartSnapshot[0];
}
snapshot.ChildParts = partsSnap;
if (sog.IsAttachment && sog.HasGroupChanged)
{
snapshot.TaintedAttachment = true;
}
else
{
snapshot.TaintedAttachment = false;
}
if (sog.IsAttachment && sog.IsTempAttachment)
{
snapshot.TempAttachment = true;
}
else
{
snapshot.TempAttachment = false;
}
return snapshot;
}
示例9: 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;
}
// Prime (cache) the owner's group list.
m_parentScene.UserGroupsGet(sceneObject.OwnerID);
foreach (SceneObjectPart part in sceneObject.GetParts())
{
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.GetParts())
{
SceneObjectPartsByFullID[part.UUID] = part;
SceneObjectPartsByLocalID[part.LocalId] = part;
}
entityAdded = true;
}
}
//.........这里部分代码省略.........
示例10: ToXml2Format
/// <summary>
/// Serialize a scene object to the 'xml2' format.
/// </summary>
/// <param name="sceneObject"></param>
/// <returns></returns>
public static void ToXml2Format(SceneObjectGroup sceneObject, XmlTextWriter writer, StopScriptReason stopScriptReason, bool saveScriptState)
{
//m_log.DebugFormat("[SERIALIZER]: Starting serialization of SOG {0} to XML2", Name);
//int time = System.Environment.TickCount;
writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
sceneObject.RootPart.ToXml(writer);
writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
foreach (SceneObjectPart part in sceneObject.GetParts())
{
if (part.UUID != sceneObject.RootPart.UUID)
{
part.ToXml(writer);
}
}
writer.WriteEndElement(); // End of OtherParts
if (saveScriptState)
{
sceneObject.SaveScriptedState(writer, stopScriptReason);
}
writer.WriteEndElement(); // End of SceneObjectGroup
//m_log.DebugFormat("[SERIALIZER]: Finished serialization of SOG {0} to XML2, {1}ms", Name, System.Environment.TickCount - time);
}
示例11: OnObjectRemoved
private void OnObjectRemoved(SceneObjectGroup obj)
{
lock (m_knownMaterials)
{
foreach (SceneObjectPart part in obj.GetParts())
{
// scan through the rendermaterials of this part for any textures used as materials
if ((part.Shape.Textures == null) || (part.Shape.RenderMaterials == null))
continue;
var matIds = part.Shape.GetMaterialIDs();
foreach (var key in matIds)
{
if (m_knownMaterials.ContainsKey(key))
{
var entry = m_knownMaterials[key];
entry.partIds.Remove(part.LocalId);
if (entry.partIds.Count <= 0)
{
m_knownMaterials.Remove(key);
m_log.DebugFormat("[MaterialsModule]: OnObjectRemoved Material {0} not referenced. Removed from cache.", key);
}
}
}
}
}
}