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C# SceneObjectPart.DefaultPhysicsShapeType方法代码示例

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


在下文中一共展示了SceneObjectPart.DefaultPhysicsShapeType方法的2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: SOPToXml2


//.........这里部分代码省略.........
            }

            WriteUUID(writer, "FolderID", sop.FolderID, options);
            writer.WriteElementString("InventorySerial", sop.InventorySerial.ToString());

            WriteTaskInventory(writer, sop.TaskInventory, options, sop.ParentGroup.Scene);

            WriteUUID(writer, "UUID", sop.UUID, options);
            writer.WriteElementString("LocalId", sop.LocalId.ToString());
            writer.WriteElementString("Name", sop.Name);
            writer.WriteElementString("Material", sop.Material.ToString());
            writer.WriteElementString("PassTouches", sop.PassTouches.ToString().ToLower());
            writer.WriteElementString("PassCollisions", sop.PassCollisions.ToString().ToLower());
            writer.WriteElementString("RegionHandle", sop.RegionHandle.ToString());
            writer.WriteElementString("ScriptAccessPin", sop.ScriptAccessPin.ToString());

            WriteVector(writer, "GroupPosition", sop.GroupPosition);
            WriteVector(writer, "OffsetPosition", sop.OffsetPosition);

            WriteQuaternion(writer, "RotationOffset", sop.RotationOffset);
            WriteVector(writer, "Velocity", sop.Velocity);
            WriteVector(writer, "AngularVelocity", sop.AngularVelocity);
            WriteVector(writer, "Acceleration", sop.Acceleration);
            writer.WriteElementString("Description", sop.Description);

            writer.WriteStartElement("Color");
            writer.WriteElementString("R", sop.Color.R.ToString(Utils.EnUsCulture));
            writer.WriteElementString("G", sop.Color.G.ToString(Utils.EnUsCulture));
            writer.WriteElementString("B", sop.Color.B.ToString(Utils.EnUsCulture));
            writer.WriteElementString("A", sop.Color.A.ToString(Utils.EnUsCulture));
            writer.WriteEndElement();

            writer.WriteElementString("Text", sop.Text);
            writer.WriteElementString("SitName", sop.SitName);
            writer.WriteElementString("TouchName", sop.TouchName);

            writer.WriteElementString("LinkNum", sop.LinkNum.ToString());
            writer.WriteElementString("ClickAction", sop.ClickAction.ToString());

            WriteShape(writer, sop.Shape, options);

            WriteVector(writer, "Scale", sop.Scale);
            WriteQuaternion(writer, "SitTargetOrientation", sop.SitTargetOrientation); 
            WriteVector(writer, "SitTargetPosition", sop.SitTargetPosition);
            WriteVector(writer, "SitTargetPositionLL", sop.SitTargetPositionLL);
            WriteQuaternion(writer, "SitTargetOrientationLL", sop.SitTargetOrientationLL);
            writer.WriteElementString("ParentID", sop.ParentID.ToString());
            writer.WriteElementString("CreationDate", sop.CreationDate.ToString());
            writer.WriteElementString("Category", sop.Category.ToString());
            writer.WriteElementString("SalePrice", sop.SalePrice.ToString());
            writer.WriteElementString("ObjectSaleType", sop.ObjectSaleType.ToString());
            writer.WriteElementString("OwnershipCost", sop.OwnershipCost.ToString());
            WriteUUID(writer, "GroupID", sop.GroupID, options);

            UUID ownerID = options.ContainsKey("wipe-owners") ? UUID.Zero : sop.OwnerID;
            WriteUUID(writer, "OwnerID", ownerID, options);

            UUID lastOwnerID = options.ContainsKey("wipe-owners") ? UUID.Zero : sop.LastOwnerID;
            WriteUUID(writer, "LastOwnerID", lastOwnerID, options);

            writer.WriteElementString("BaseMask", sop.BaseMask.ToString());
            writer.WriteElementString("OwnerMask", sop.OwnerMask.ToString());
            writer.WriteElementString("GroupMask", sop.GroupMask.ToString());
            writer.WriteElementString("EveryoneMask", sop.EveryoneMask.ToString());
            writer.WriteElementString("NextOwnerMask", sop.NextOwnerMask.ToString());
            WriteFlags(writer, "Flags", sop.Flags.ToString(), options);
            WriteUUID(writer, "CollisionSound", sop.CollisionSound, options);
            writer.WriteElementString("CollisionSoundVolume", sop.CollisionSoundVolume.ToString());
            if (sop.MediaUrl != null)
                writer.WriteElementString("MediaUrl", sop.MediaUrl.ToString());
            WriteVector(writer, "AttachedPos", sop.AttachedPos);
            
            if (sop.DynAttrs.CountNamespaces > 0)
            {
                writer.WriteStartElement("DynAttrs");
                sop.DynAttrs.WriteXml(writer);
                writer.WriteEndElement();
            }

            WriteBytes(writer, "TextureAnimation", sop.TextureAnimation);
            WriteBytes(writer, "ParticleSystem", sop.ParticleSystem);
            writer.WriteElementString("PayPrice0", sop.PayPrice[0].ToString());
            writer.WriteElementString("PayPrice1", sop.PayPrice[1].ToString());
            writer.WriteElementString("PayPrice2", sop.PayPrice[2].ToString());
            writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
            writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());

            if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
                writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
            if (sop.Density != 1000.0f)
                writer.WriteElementString("Density", sop.Density.ToString().ToLower());
            if (sop.Friction != 0.6f)
                writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
            if (sop.Restitution != 0.5f)
                writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower());
            if (sop.GravityModifier != 1.0f)
                writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());

            writer.WriteEndElement();
        }
开发者ID:SignpostMarv,项目名称:opensim,代码行数:101,代码来源:SceneObjectSerializer.cs

示例2: 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);

            if (m_rootPart.PhysActor != null)
                m_rootPart.PhysActor.Building = true;

            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.setGroupPosition(worldPos);
            linkPart.setOffsetPosition(Vector3.Zero);
            linkPart.setRotationOffset(worldRot);

            // Create a new SOG to go around this unlinked and unattached SOP
            SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);

            m_scene.AddNewSceneObject(objectGroup, true);

            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)

            // this is as it seems to be in sl now
            if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
                linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now

            if (m_rootPart.PhysActor != null)
                m_rootPart.PhysActor.Building = false;

            objectGroup.HasGroupChangedDueToDelink = true;

            InvalidBoundsRadius();

//.........这里部分代码省略.........
开发者ID:emperorstarfinder,项目名称:Opensim2,代码行数:101,代码来源:SceneObjectGroup.cs


注:本文中的OpenSim.Region.Framework.Scenes.SceneObjectPart.DefaultPhysicsShapeType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。