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C# SceneObjectGroup.SetGroup方法代码示例

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

        /// <summary>
        /// Create a New SceneObjectGroup/Part by raycasting
        /// </summary>
        /// <param name="ownerID"></param>
        /// <param name="groupID"></param>
        /// <param name="RayEnd"></param>
        /// <param name="rot"></param>
        /// <param name="shape"></param>
        /// <param name="bypassRaycast"></param>
        /// <param name="RayStart"></param>
        /// <param name="RayTargetID"></param>
        /// <param name="RayEndIsIntersection"></param>
        public virtual ISceneEntity AddNewPrim(
            UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
        {
            //m_log.DebugFormat(
            //    "[SCENE]: Scene.AddNewPrim() pcode {0} called for {1} in {2}", shape.PCode, ownerID, RegionInfo.RegionName);

            SceneObjectGroup sceneObject = new SceneObjectGroup (ownerID, pos, rot, shape, m_DefaultObjectName, m_parentScene);

            // If an entity creator has been registered for this prim type then use that
            if (m_entityCreators.ContainsKey((PCode)shape.PCode))
            {
                sceneObject = (SceneObjectGroup)m_entityCreators[(PCode)shape.PCode].CreateEntity (sceneObject, ownerID, groupID, pos, rot, shape);
            }
            else
            {
                // Otherwise, use this default creation code;
                
                sceneObject.SetGroup(groupID, null);
                AddPrimToScene(sceneObject);
                sceneObject.ScheduleGroupUpdate(PrimUpdateFlags.FullUpdate);
            }


            return sceneObject;
        }
开发者ID:x8ball,项目名称:Aurora-Sim,代码行数:37,代码来源:SceneGraph.cs

示例2: AddNewPrim

        public virtual SceneObjectGroup AddNewPrim(
            UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
        {
            //m_log.DebugFormat(
            //    "[SCENE]: Scene.AddNewPrim() pcode {0} called for {1} in {2}", shape.PCode, ownerID, RegionInfo.RegionName);

            SceneObjectGroup sceneObject = null;
            
            // If an entity creator has been registered for this prim type then use that
            if (m_entityCreators.ContainsKey((PCode)shape.PCode))
            {
                sceneObject = m_entityCreators[(PCode)shape.PCode].CreateEntity(ownerID, groupID, pos, rot, shape);
            }
            else
            {
                // Otherwise, use this default creation code;
                sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape);
                AddNewSceneObject(sceneObject, true);
                sceneObject.SetGroup(groupID, null);
            }

            if (UserManagementModule != null)
                sceneObject.RootPart.CreatorIdentification = UserManagementModule.GetUserUUI(ownerID);

            sceneObject.ScheduleGroupForFullUpdate();

            return sceneObject;
        }
开发者ID:CCIR,项目名称:opensim,代码行数:28,代码来源:Scene.cs

示例3: AddNewPrim

        public virtual SceneObjectGroup AddNewPrim(
            UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
        {
            //m_log.DebugFormat(
            //    "[SCENE]: Scene.AddNewPrim() pcode {0} called for {1} in {2}", shape.PCode, ownerID, RegionInfo.RegionName);

            SceneObjectGroup sceneObject = null;

            // If an entity creator has been registered for this prim type then use that
            if (m_entityCreators.ContainsKey((PCode)shape.PCode))
            {
                sceneObject = m_entityCreators[(PCode)shape.PCode].CreateEntity(ownerID, groupID, pos, rot, shape);
            }
            else
            {
                // Otherwise, use this default creation code;
                sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape);
                AddNewSceneObject(sceneObject, true);
                sceneObject.SetGroup(groupID, null);

                if (AgentPreferencesService != null) // This will override the brave new full perm world!
                {
                    AgentPrefs prefs = AgentPreferencesService.GetAgentPreferences(ownerID);
                    // Only apply user selected prefs if the user set them
                    if (prefs != null && prefs.PermNextOwner != 0)
                    {
                        sceneObject.RootPart.GroupMask = (uint)prefs.PermGroup;
                        sceneObject.RootPart.EveryoneMask = (uint)prefs.PermEveryone;
                        sceneObject.RootPart.NextOwnerMask = (uint)prefs.PermNextOwner;
                    }
                }
            }

            if (UserManagementModule != null)
                sceneObject.RootPart.CreatorIdentification = UserManagementModule.GetUserUUI(ownerID);

            sceneObject.ScheduleGroupForFullUpdate();

            return sceneObject;
        }
开发者ID:emperorstarfinder,项目名称:Opensim2,代码行数:40,代码来源:Scene.cs

示例4: AddNewPrim

        public virtual SceneObjectGroup AddNewPrim(
            UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
        {
            //m_log.DebugFormat(
            //    "[SCENE]: Scene.AddNewPrim() pcode {0} called for {1} in {2}", shape.PCode, ownerID, RegionInfo.RegionName);

            // If an entity creator has been registered for this prim type then use that
            if (m_entityCreators.ContainsKey((PCode)shape.PCode))
                return m_entityCreators[(PCode)shape.PCode].CreateEntity(ownerID, groupID, pos, rot, shape);

            // Otherwise, use this default creation code;
            SceneObjectGroup sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape);
            AddNewSceneObject(sceneObject, true);
            sceneObject.SetGroup(groupID, null);

            return sceneObject;
        }
开发者ID:Ideia-Boa,项目名称:opensim,代码行数:17,代码来源:Scene.cs

示例5: 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.........
开发者ID:MatthewBeardmore,项目名称:halcyon,代码行数:101,代码来源:Scene.Inventory.cs

示例6: 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7: CreateEntity

        public SceneObjectGroup CreateEntity(
            UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
        {
            if (Array.IndexOf(creationCapabilities, (PCode)shape.PCode) < 0)
            {
                m_log.DebugFormat("[VEGETATION]: PCode {0} not handled by {1}", shape.PCode, Name);
                return null;
            }

            SceneObjectGroup sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape, m_scene);
            SceneObjectPart rootPart = sceneObject.GetChildPart(sceneObject.UUID);

            rootPart.AddFlag(PrimFlags.Phantom);
            if (rootPart.Shape.PCode != (byte)PCode.Grass)
            {
                // Tree size has to be adapted depending on its type
                switch ((Tree)rootPart.Shape.State)
                {
                    case Tree.Cypress1:
                    case Tree.Cypress2:
                    case Tree.Palm1:
                    case Tree.Palm2:
                    case Tree.WinterAspen:
                        rootPart.Scale = new Vector3(4, 4, 10);
                        break;
                    case Tree.WinterPine1:
                    case Tree.WinterPine2:
                        rootPart.Scale = new Vector3(4, 4, 20);
                        break;

                    case Tree.Dogwood:
                        rootPart.Scale = new Vector3(6.5f, 6.5f, 6.5f);
                        break;

                    // case... other tree types
                    // tree.Scale = new Vector3(?, ?, ?);
                    // break;

                    default:
                        rootPart.Scale = new Vector3(4, 4, 4);
                        break;
                }
            }

            m_scene.AddPrimToScene(sceneObject);
            sceneObject.ScheduleGroupForFullUpdate(PrimUpdateFlags.FullUpdate);
            sceneObject.SetGroup(groupID, null);

            return sceneObject;
        }
开发者ID:NickyPerian,项目名称:Aurora,代码行数:50,代码来源:TreePopulatorModule.cs

示例8: CreateEntity

 public SceneObjectGroup CreateEntity(
     UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
 {
     if (Array.IndexOf(creationCapabilities, (PCode)shape.PCode) < 0)
     {
         m_log.DebugFormat("[VEGETATION]: PCode {0} not handled by {1}", shape.PCode, Name);
         return null;
     }
     
     SceneObjectGroup sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape);
     SceneObjectPart rootPart = sceneObject.GetChildPart(sceneObject.UUID);
     
     // if grass or tree, make phantom
     //rootPart.TrimPermissions();
     rootPart.AddFlag(PrimFlags.Phantom);
     if (rootPart.Shape.PCode != (byte)PCode.Grass)
         AdaptTree(ref shape);
     
     m_scene.AddNewSceneObject(sceneObject, true);
     sceneObject.SetGroup(groupID, null);
     
     return sceneObject;
 }
开发者ID:BackupTheBerlios,项目名称:seleon,代码行数:23,代码来源:VegetationModule.cs

示例9: AddNewPrim

        public virtual SceneObjectGroup AddNewPrim(
            UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
        {
            //m_log.DebugFormat(
            //    "[SCENE]: Scene.AddNewPrim() pcode {0} called for {1} in {2}", shape.PCode, ownerID, RegionInfo.RegionName);

            SceneObjectGroup sceneObject = null;
            
            // If an entity creator has been registered for this prim type then use that
            if (m_entityCreators.ContainsKey((PCode)shape.PCode))
            {
                sceneObject = m_entityCreators[(PCode)shape.PCode].CreateEntity(ownerID, groupID, pos, rot, shape);
            }
            else
            {
                // Otherwise, use this default creation code;
                sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape, this);
                //This has to be set, otherwise it will break things like rezzing objects in an area where crossing is disabled, but rez isn't
                sceneObject.m_lastSignificantPosition = pos;

                AddNewSceneObject(sceneObject, true);
                sceneObject.SetGroup(groupID, null);
            }


            return sceneObject;
        }
开发者ID:shangcheng,项目名称:Aurora,代码行数:27,代码来源:Scene.cs

示例10: CreateEntity

        public SceneObjectGroup CreateEntity(
            UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
        {
            if (Array.IndexOf(creationCapabilities, (PCode)shape.PCode) < 0)
            {
                m_log.DebugFormat("[VEGETATION]: PCode {0} not handled by {1}", shape.PCode, Name);
                return null;
            }

            SceneObjectGroup sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape);
            SceneObjectPart rootPart = sceneObject.GetPart(sceneObject.UUID);

            rootPart.AddFlag(PrimFlags.Phantom);

            m_scene.AddNewSceneObject(sceneObject, true);
            sceneObject.SetGroup(groupID, null);

            return sceneObject;
        }
开发者ID:CassieEllen,项目名称:opensim,代码行数:19,代码来源:TreePopulatorModule.cs

示例11: AddNewPrim

        /// <summary>
        /// Create a New SceneObjectGroup/Part by raycasting
        /// </summary>
        /// <param name="ownerID"></param>
        /// <param name="groupID"></param>
        /// <param name="pos"></param>
        /// <param name="rot"></param>
        /// <param name="shape"></param>
        public virtual ISceneEntity AddNewPrim(
            UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
        {
            SceneObjectGroup sceneObject = new SceneObjectGroup (ownerID, pos, rot, shape, m_DefaultObjectName, m_parentScene);

            // If an entity creator has been registered for this prim type then use that
            if (m_entityCreators.ContainsKey((PCode)shape.PCode))
            {
                sceneObject = (SceneObjectGroup)m_entityCreators[(PCode)shape.PCode].CreateEntity (sceneObject, ownerID, groupID, pos, rot, shape);
            }
            else
            {
                // Otherwise, use this default creation code;
                sceneObject.SetGroup(groupID, ownerID, false);
                AddPrimToScene(sceneObject);
                sceneObject.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);
            }


            return sceneObject;
        }
开发者ID:nathanmarck,项目名称:Aurora-Sim,代码行数:29,代码来源:SceneGraph.cs


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