本文整理汇总了C#中OpenSim.Region.Framework.Scenes.SceneObjectPart.ClearUndoState方法的典型用法代码示例。如果您正苦于以下问题:C# SceneObjectPart.ClearUndoState方法的具体用法?C# SceneObjectPart.ClearUndoState怎么用?C# SceneObjectPart.ClearUndoState使用的例子?那么恭喜您, 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.SceneObjectPart
的用法示例。
在下文中一共展示了SceneObjectPart.ClearUndoState方法的6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: DelinkFromGroup
/// <summary>
/// Delink the given prim from this group. The delinked prim is established as
/// an independent SceneObjectGroup.
/// </summary>
/// <remarks>
/// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
/// condition. But currently there is no
/// alternative method that does take a lock to delink a single prim.
/// </remarks>
/// <param name="partID"></param>
/// <param name="sendEvents"></param>
/// <returns>The object group of the newly delinked prim.</returns>
public SceneObjectGroup DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents)
{
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
linkPart.ClearUndoState();
Vector3 worldPos = linkPart.GetWorldPosition();
Quaternion worldRot = linkPart.GetWorldRotation();
// Remove the part from this object
lock (m_parts.SyncRoot)
{
m_parts.Remove(linkPart.UUID);
SceneObjectPart[] parts = m_parts.GetArray();
// Rejigger the linknum's of the remaining SOP's to fill any gap
if (parts.Length == 1 && RootPart != null)
{
// Single prim left
RootPart.LinkNum = 0;
}
else
{
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
if (part.LinkNum > linkPart.LinkNum)
part.LinkNum--;
}
}
}
linkPart.ParentID = 0;
linkPart.LinkNum = 0;
PhysicsActor linkPartPa = linkPart.PhysActor;
// Remove the SOP from the physical scene.
// If the new SOG is physical, it is re-created later.
// (There is a problem here in that we have not yet told the physics
// engine about the delink. Someday, linksets should be made first
// class objects in the physics engine interface).
if (linkPartPa != null)
m_scene.PhysicsScene.RemovePrim(linkPartPa);
// We need to reset the child part's position
// ready for life as a separate object after being a part of another object
/* This commented out code seems to recompute what GetWorldPosition already does.
* Replace with a call to GetWorldPosition (before unlinking)
Quaternion parentRot = m_rootPart.RotationOffset;
Vector3 axPos = linkPart.OffsetPosition;
axPos *= parentRot;
linkPart.OffsetPosition = new Vector3(axPos.X, axPos.Y, axPos.Z);
linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
linkPart.OffsetPosition = new Vector3(0, 0, 0);
*/
linkPart.GroupPosition = worldPos;
linkPart.OffsetPosition = Vector3.Zero;
linkPart.RotationOffset = worldRot;
// Create a new SOG to go around this unlinked and unattached SOP
SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
m_scene.AddNewSceneObject(objectGroup, true);
if (sendEvents)
linkPart.TriggerScriptChangedEvent(Changed.LINK);
linkPart.Rezzed = RootPart.Rezzed;
// When we delete a group, we currently have to force persist to the database if the object id has changed
// (since delete works by deleting all rows which have a given object id)
objectGroup.HasGroupChangedDueToDelink = true;
return objectGroup;
}
示例2: SetPartAsNonRoot
/// <summary>
///
/// </summary>
/// <param name="part"></param>
private void SetPartAsNonRoot(SceneObjectPart part)
{
part.ParentID = m_rootPart.LocalId;
part.ClearUndoState();
}
示例3: DelinkFromGroup
/// <summary>
/// Delink the given prim from this group. The delinked prim is established as
/// an independent SceneObjectGroup.
/// </summary>
/// <param name="partID"></param>
/// <param name="sendEvents"></param>
/// <returns>The object group of the newly delinked prim.</returns>
public SceneObjectGroup DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents)
{
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
linkPart.ClearUndoState();
Quaternion worldRot = linkPart.GetWorldRotation();
// Remove the part from this object
lock (m_parts.SyncRoot)
{
m_parts.Remove(linkPart.UUID);
SceneObjectPart[] parts = m_parts.GetArray();
if (parts.Length == 1 && RootPart != null)
{
// Single prim left
RootPart.LinkNum = 0;
}
else
{
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
if (part.LinkNum > linkPart.LinkNum)
part.LinkNum--;
}
}
}
linkPart.ParentID = 0;
linkPart.LinkNum = 0;
if (linkPart.PhysActor != null)
{
m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
}
// We need to reset the child part's position
// ready for life as a separate object after being a part of another object
Quaternion parentRot = m_rootPart.RotationOffset;
Vector3 axPos = linkPart.OffsetPosition;
axPos *= parentRot;
linkPart.OffsetPosition = new Vector3(axPos.X, axPos.Y, axPos.Z);
linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
linkPart.OffsetPosition = new Vector3(0, 0, 0);
linkPart.RotationOffset = worldRot;
SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
m_scene.AddNewSceneObject(objectGroup, true);
if (sendEvents)
linkPart.TriggerScriptChangedEvent(Changed.LINK);
linkPart.Rezzed = RootPart.Rezzed;
// When we delete a group, we currently have to force persist to the database if the object id has changed
// (since delete works by deleting all rows which have a given object id)
objectGroup.HasGroupChangedDueToDelink = true;
return objectGroup;
}
示例4: DelinkFromGroup
/// <summary>
/// Delink the given prim from this group. The delinked prim is established as
/// an independent SceneObjectGroup.
/// </summary>
/// <param name="partID"></param>
/// <param name="sendEvents"></param>
/// <returns>The object group of the newly delinked prim.</returns>
public SceneObjectGroup DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents)
{
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
linkPart.ClearUndoState();
Quaternion worldRot = linkPart.GetWorldRotation();
// Remove the part from this object
lock (m_parts)
{
m_parts.Remove(linkPart.UUID);
}
if (m_parts.Count == 1 && RootPart != null) //Single prim is left
RootPart.LinkNum = 0;
else
{
foreach (SceneObjectPart p in m_parts.Values)
{
if (p.LinkNum > linkPart.LinkNum)
p.LinkNum--;
}
}
linkPart.ParentID = 0;
linkPart.LinkNum = 0;
if (linkPart.PhysActor != null)
{
m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
}
// We need to reset the child part's position
// ready for life as a separate object after being a part of another object
Quaternion parentRot = m_rootPart.RotationOffset;
Vector3 axPos = linkPart.OffsetPosition;
axPos *= parentRot;
linkPart.OffsetPosition = new Vector3(axPos.X, axPos.Y, axPos.Z);
linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
linkPart.OffsetPosition = new Vector3(0, 0, 0);
linkPart.RotationOffset = worldRot;
SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
m_scene.AddNewSceneObject(objectGroup, true);
if (sendEvents)
linkPart.TriggerScriptChangedEvent(Changed.LINK);
linkPart.Rezzed = RootPart.Rezzed;
//HasGroupChanged = true;
//ScheduleGroupForFullUpdate();
return objectGroup;
}
示例5: DelinkFromGroup
/// <summary>
/// Delink the given prim from this group. The delinked prim is established as
/// an independent SceneObjectGroup.
/// </summary>
/// <remarks>
/// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
/// condition. But currently there is no
/// alternative method that does take a lock to delink a single prim.
/// </remarks>
/// <param name="partID"></param>
/// <param name="sendEvents"></param>
/// <returns>The object group of the newly delinked prim.</returns>
public SceneObjectGroup DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents)
{
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
linkPart.ClearUndoState();
Vector3 worldPos = linkPart.GetWorldPosition();
Quaternion worldRot = linkPart.GetWorldRotation();
// Remove the part from this object
lock (m_parts.SyncRoot)
{
m_parts.Remove(linkPart.UUID);
SceneObjectPart[] parts = m_parts.GetArray();
// Rejigger the linknum's of the remaining SOP's to fill any gap
if (parts.Length == 1 && RootPart != null)
{
// Single prim left
RootPart.LinkNum = 0;
}
else
{
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
if (part.LinkNum > linkPart.LinkNum)
part.LinkNum--;
}
}
}
linkPart.ParentID = 0;
linkPart.LinkNum = 0;
PhysicsActor linkPartPa = linkPart.PhysActor;
// Remove the SOP from the physical scene.
// If the new SOG is physical, it is re-created later.
// (There is a problem here in that we have not yet told the physics
// engine about the delink. Someday, linksets should be made first
// class objects in the physics engine interface).
if (linkPartPa != null)
m_scene.PhysicsScene.RemovePrim(linkPartPa);
// We need to reset the child part's position
// ready for life as a separate object after being a part of another object
/* This commented out code seems to recompute what GetWorldPosition already does.
* Replace with a call to GetWorldPosition (before unlinking)
Quaternion parentRot = m_rootPart.RotationOffset;
Vector3 axPos = linkPart.OffsetPosition;
axPos *= parentRot;
linkPart.OffsetPosition = new Vector3(axPos.X, axPos.Y, axPos.Z);
linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
linkPart.OffsetPosition = new Vector3(0, 0, 0);
*/
linkPart.GroupPosition = worldPos;
linkPart.OffsetPosition = Vector3.Zero;
linkPart.RotationOffset = worldRot;
// Create a new SOG to go around this unlinked and unattached SOP
SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
m_scene.AddNewSceneObject(objectGroup, true);
if (sendEvents)
linkPart.TriggerScriptChangedEvent(Changed.LINK);
linkPart.Rezzed = RootPart.Rezzed;
// We must persist the delinked group to the database immediately, for safety. The problem
// is that although in memory the new group has a new SceneGroupID, in the database it
// still has the parent group's SceneGroupID (until the next backup). This means that if the
// parent group is deleted then the delinked group will also be deleted from the database.
// This problem will disappear if the region remains alive long enough for another backup,
// since at that time the delinked group's new SceneGroupID will be written to the database.
// But if the region crashes before that then the prims will be permanently gone, and this must
// not happen. (We can't use a just-in-time trick like GroupContainsForeignPrims in this case
// because the delinked group doesn't know when the source group is deleted.)
m_scene.ForceSceneObjectBackup(objectGroup);
return objectGroup;
}
示例6: DelinkFromGroup
public void DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents, bool sendGroupUpdate)
{
linkPart.ClearUndoState();
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
Quaternion worldRot = linkPart.GetWorldRotation();
// Remove the part from this object
lock (m_parts)
{
m_parts.Remove(linkPart.UUID);
_partsByLocalId.Remove(linkPart.LocalId);
if (m_parts.Count == 1 && RootPart != null) //Single prim is left
{
RootPart.LinkNum = 0;
}
else
{
foreach (SceneObjectPart p in m_parts.Values)
{
if (p.LinkNum > linkPart.LinkNum)
p.LinkNum--;
}
}
}
linkPart.ParentID = 0;
linkPart.LinkNum = 0;
// We need to reset the child part's position
// ready for life as a separate object after being a part of another object
Quaternion parentRot = m_rootPart.RotationOffset;
Vector3 axPos = linkPart.OffsetPosition;
axPos *= parentRot;
Vector3 groupPosition = AbsolutePosition + axPos;
linkPart.SetGroupPositionDirect(groupPosition);
linkPart.SetOffsetPositionDirect(Vector3.Zero);
linkPart.SetRotationOffsetDirect(worldRot);
SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
PhysicsActor partActor = linkPart.PhysActor;
if (partActor != null)
{
partActor.DelinkFromParent(groupPosition, worldRot);
}
m_scene.AddNewSceneObject(objectGroup, true);
if (sendEvents)
linkPart.TriggerScriptChangedEvent(Changed.LINK);
linkPart.Rezzed = RootPart.Rezzed;
//Rebuild the bounding box
ClearBoundingBoxCache();
// Update the ServerWeight/LandImpact and StreamingCost
RecalcPrimWeights();
if (sendGroupUpdate)
{
HasGroupChanged = true;
ScheduleGroupForFullUpdate();
objectGroup.ScheduleGroupForFullUpdate();
}
}