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C# SceneObjectPart.ScheduleTerseUpdate方法代码示例

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

        public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
        {
            // TODO  this still as excessive *.Schedule*Update()s

            if (part != null && part.ParentGroup != null)
            {
                ObjectChangeType change = data.change;
                bool togroup = ((change & ObjectChangeType.Group) != 0);
                //                bool uniform = ((what & ObjectChangeType.UniformScale) != 0);  not in use

                SceneObjectGroup group = part.ParentGroup;
                PhysicsActor pha = group.RootPart.PhysActor;

                updatetype updateType = updatetype.none;

                if (togroup)
                {
                    // related to group
                    if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
                    {
                        if ((change & ObjectChangeType.Rotation) != 0)
                        {
                            group.RootPart.UpdateRotation(data.rotation);
                            updateType = updatetype.none;
                        }
                        if ((change & ObjectChangeType.Position) != 0)
                        {
                            if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
                                UpdateGroupPosition(data.position);
                            updateType = updatetype.groupterse;
                        }
                        else
                        // ugly rotation update of all parts
                        {
                            group.ResetChildPrimPhysicsPositions();
                        }

                    }
                    if ((change & ObjectChangeType.Scale) != 0)
                    {
                        if (pha != null)
                            pha.Building = true;

                        group.GroupResize(data.scale);
                        updateType = updatetype.none;

                        if (pha != null)
                            pha.Building = false;
                    }
                }
                else
                {
                    // related to single prim in a link-set ( ie group)
                    if (pha != null)
                        pha.Building = true;

                    // root part is special
                    // parts offset positions or rotations need to change also

                    if (part == group.RootPart)
                    {
                        if ((change & ObjectChangeType.Rotation) != 0)
                            group.UpdateRootRotation(data.rotation);
                        if ((change & ObjectChangeType.Position) != 0)
                            group.UpdateRootPosition(data.position);
                        if ((change & ObjectChangeType.Scale) != 0)
                            part.Resize(data.scale);
                    }
                    else
                    {
                        if ((change & ObjectChangeType.Position) != 0)
                        {
                            part.OffsetPosition = data.position;
                            updateType = updatetype.partterse;
                        }
                        if ((change & ObjectChangeType.Rotation) != 0)
                        {
                            part.UpdateRotation(data.rotation);
                            updateType = updatetype.none;
                        }
                        if ((change & ObjectChangeType.Scale) != 0)
                        {
                            part.Resize(data.scale);
                            updateType = updatetype.none;
                        }
                    }

                    if (pha != null)
                        pha.Building = false;
                }

                if (updateType != updatetype.none)
                {
                    group.HasGroupChanged = true;

                    switch (updateType)
                    {
                        case updatetype.partterse:
                            part.ScheduleTerseUpdate();
                            break;
//.........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

示例2: PlaybackState

        public void PlaybackState(SceneObjectPart part)
        {
            if (part != null)
            {
                part.Undoing = true;

                if (part.ParentID == 0)
                {
                    part.ParentGroup.AbsolutePosition = Position;
                    part.UpdateRotation(Rotation);
                    part.ParentGroup.ScheduleGroupForTerseUpdate();
                }
                else
                {
                    part.OffsetPosition = Position;
                    part.UpdateRotation(Rotation);
                    part.Resize(Scale);
                    part.ScheduleTerseUpdate();
                }
                part.Undoing = false;

            }
        }
开发者ID:ChrisD,项目名称:opensim,代码行数:23,代码来源:UndoState.cs

示例3: SetPrimParams


//.........这里部分代码省略.........
                            {
                               Error(originFunc, string.Format("Error running rule #{0} -> PRIM_ROT_LOCAL: arg #{1} - parameter 2 must be rotation", rulesParsed, idx - idxStart - 1));
                               return new LSL_List();
                            }
                            SetRot(part, rot);
                            break;

                        case ScriptBaseClass.PRIM_OMEGA:
                            if (remain < 3)
                                return new LSL_List();
                            LSL_Vector axis;
                            LSL_Float spinrate;
                            LSL_Float gain;

                            try
                            {
                                axis = rules.GetVector3Item(idx++);
                            }
                            catch(InvalidCastException)
                            {
                                Error(originFunc, string.Format("Error running rule #{0} -> PRIM_OMEGA: arg #{1} - parameter 2 must be vector", rulesParsed, idx - idxStart - 1));
                                return new LSL_List();
                            }
                            try
                            {
                                spinrate = rules.GetLSLFloatItem(idx++);
                            }
                            catch(InvalidCastException)
                            {
                                Error(originFunc, string.Format("Error running rule #{0} -> PRIM_OMEGA: arg #{1} - parameter 3 must be float", rulesParsed, idx - idxStart - 1));
                                return new LSL_List();
                            }
                            try
                            {
                                gain = rules.GetLSLFloatItem(idx++);
                            }
                            catch(InvalidCastException)
                            {
                                Error(originFunc, string.Format("Error running rule #{0} -> PRIM_OMEGA: arg #{1} - parameter 4 must be float", rulesParsed, idx - idxStart - 1));
                                return new LSL_List();
                            }
                            TargetOmega(part, axis, (double)spinrate, (double)gain);
                            break;

                        case ScriptBaseClass.PRIM_SLICE:
                            if (remain < 1)
                                return new LSL_List();
                            LSL_Vector slice;
                            try
                            {
                                slice = rules.GetVector3Item(idx++);
                            }
                            catch(InvalidCastException)
                            {
                                Error(originFunc, string.Format("Error running rule #{0} -> PRIM_SLICE: arg #{1} - parameter 2 must be vector", rulesParsed, idx - idxStart - 1));
                                return new LSL_List();
                            }
                            part.UpdateSlice((float)slice.x, (float)slice.y);
                            break;

                        case ScriptBaseClass.PRIM_LINK_TARGET:
                            if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
                                return new LSL_List();

                            return rules.GetSublist(idx, -1);

                        default:
                            Error(originFunc, string.Format("Error running rule #{0}: arg #{1} - unsupported parameter", rulesParsed, idx - idxStart));
                            return new LSL_List();
                    }
                }
            }
            catch (InvalidCastException e)
            {
                Error(originFunc, string.Format("Error running rule #{0}: arg #{1} - ", rulesParsed, idx - idxStart) + e.Message);
            }
            finally
            {
                if (positionChanged)
                {
                    if (part.ParentGroup.RootPart == part)
                    {
                        SceneObjectGroup parent = part.ParentGroup;
//                        Util.FireAndForget(delegate(object x) {
                            parent.UpdateGroupPosition(currentPosition);
//                        });
                    }
                    else
                    {
                        part.OffsetPosition = currentPosition;
//                        SceneObjectGroup parent = part.ParentGroup;
//                        parent.HasGroupChanged = true;
//                        parent.ScheduleGroupForTerseUpdate();
                        part.ScheduleTerseUpdate();
                    }
                }
            }

            return new LSL_List();
        }
开发者ID:TomDataworks,项目名称:opensim,代码行数:101,代码来源:LSL_Api.cs

示例4: SetPos

        /// <summary>
        /// set object position, optionally capping the distance.
        /// </summary>
        /// <param name="part"></param>
        /// <param name="targetPos"></param>
        /// <param name="adjust">if TRUE, will cap the distance to 10m.</param>
        protected void SetPos(SceneObjectPart part, LSL_Vector targetPos, bool adjust)
        {
            if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
                return;

            LSL_Vector currentPos = GetPartLocalPos(part);
            LSL_Vector toPos = GetSetPosTarget(part, targetPos, currentPos, adjust);


            if (part.ParentGroup.RootPart == part)
            {
                SceneObjectGroup parent = part.ParentGroup;
                if (!World.Permissions.CanObjectEntry(parent.UUID, false, (Vector3)toPos))
                    return;
                parent.UpdateGroupPosition((Vector3)toPos);
            }
            else
            {
                part.OffsetPosition = (Vector3)toPos;
//                SceneObjectGroup parent = part.ParentGroup;
//                parent.HasGroupChanged = true;
//                parent.ScheduleGroupForTerseUpdate();
                part.ScheduleTerseUpdate();
            }
        }
开发者ID:TomDataworks,项目名称:opensim,代码行数:31,代码来源:LSL_Api.cs

示例5: PlayfwdState

        public void PlayfwdState(SceneObjectPart part)
        {
            if (part != null)
            {
                part.Undoing = true;

                if (part.ParentID == 0)
                {
                    if (Position != Vector3.Zero)
                        part.ParentGroup.AbsolutePosition = Position;
                    if (Rotation != Quaternion.Identity)
                        part.UpdateRotation(Rotation);
                    if (Scale != Vector3.Zero)
                        part.Resize(Scale);
                    part.ParentGroup.ScheduleGroupForTerseUpdate();
                }
                else
                {
                    if (Position != Vector3.Zero)
                        part.OffsetPosition = Position;
                    if (Rotation != Quaternion.Identity)
                        part.UpdateRotation(Rotation);
                    if (Scale != Vector3.Zero)
                        part.Resize(Scale);
                    part.ScheduleTerseUpdate();
                }
                part.Undoing = false;

            }
        }
开发者ID:BackupTheBerlios,项目名称:seleon,代码行数:30,代码来源:UndoState.cs

示例6: PlaybackState

        public void PlaybackState(SceneObjectPart part)
        {
            part.Undoing = true;

            if (part.ParentID == 0)
            {
//                    m_log.DebugFormat(
//                        "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
//                        Position, part.Name, part.LocalId);

                if (Position != Vector3.Zero)
                {
                    if (ForGroup)
                        part.ParentGroup.AbsolutePosition = Position;
                    else
                        part.ParentGroup.UpdateRootPosition(Position);
                }

//                    m_log.DebugFormat(
//                        "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
//                        part.RotationOffset, Rotation, part.Name, part.LocalId);

                if (ForGroup)
                    part.UpdateRotation(Rotation);
                else
                    part.ParentGroup.UpdateRootRotation(Rotation);

                if (Scale != Vector3.Zero)
                {
//                        m_log.DebugFormat(
//                            "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
//                            part.Shape.Scale, Scale, part.Name, part.LocalId);

                    if (ForGroup)
                        part.ParentGroup.GroupResize(Scale);
                    else
                        part.Resize(Scale);
                }

                part.ParentGroup.ScheduleGroupForTerseUpdate();
            }
            else
            {
                if (Position != Vector3.Zero)
                {
//                        m_log.DebugFormat(
//                            "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
//                            part.OffsetPosition, Position, part.Name, part.LocalId);

                    part.OffsetPosition = Position;
                }

//                    m_log.DebugFormat(
//                        "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}",
//                        part.RotationOffset, Rotation, part.Name, part.LocalId);

                part.UpdateRotation(Rotation);

                if (Scale != Vector3.Zero)
                {
//                        m_log.DebugFormat(
//                            "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}",
//                            part.Shape.Scale, Scale, part.Name, part.LocalId);

                    part.Resize(Scale);
                }

                part.ScheduleTerseUpdate();
            }

            part.Undoing = false;
        }
开发者ID:NovaGrid,项目名称:opensim,代码行数:72,代码来源:UndoState.cs


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