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C# SceneObjectPart.SetParentLocalId方法代码示例

本文整理汇总了C#中OpenSim.Region.Framework.Scenes.SceneObjectPart.SetParentLocalId方法的典型用法代码示例。如果您正苦于以下问题:C# SceneObjectPart.SetParentLocalId方法的具体用法?C# SceneObjectPart.SetParentLocalId怎么用?C# SceneObjectPart.SetParentLocalId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.SetParentLocalId方法的7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: SetRootPart

        /// <summary>
        /// Set a part to act as the root part for this scene object
        /// </summary>
        /// <param name="part"></param>
        public void SetRootPart(SceneObjectPart part)
        {
            if (part == null)
                throw new ArgumentNullException("Cannot give SceneObjectGroup a null root SceneObjectPart");

            m_rootPart = part;
            if (!IsAttachment)
                part.SetParentLocalId(0);
            AddChild(part, part.LinkNum);
        }
开发者ID:KristenMynx,项目名称:Aurora-Sim,代码行数:14,代码来源:SceneObjectGroup.cs

示例2: 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);

            Quaternion worldRot = linkPart.GetWorldRotation();

            // Remove the part from this object
            m_scene.SceneGraph.DeLinkPartFromEntity(this, linkPart);

            /* this is already done in DeLinkPartFromEntity
                        if (m_partsList.Count == 1 && RootPart != null) //Single prim is left
                            RootPart.LinkNum = 0;
                        else
                        {
                            lock (m_partsLock)
                            {
                                foreach (SceneObjectPart p in m_partsList)
                                {
                                    if (p.LinkNum > linkPart.LinkNum)
                                        p.LinkNum--;
                                }
                            }
                        }
            */
            linkPart.SetParentLocalId(0);
            linkPart.LinkNum = 0;

            if (linkPart.PhysActor != null)
            {
                m_scene.SceneGraph.PhysicsScene.RemovePrim(linkPart.PhysActor);
//            linkPart.PhysActor.delink();
            }

            // 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.SetOffsetPosition(axPos);
            linkPart.FixGroupPosition(AbsolutePosition + linkPart.OffsetPosition,false);
            linkPart.FixOffsetPosition(Vector3.Zero, false);

            linkPart.RotationOffset = worldRot;

            SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart, Scene);
            m_scene.SceneGraph.DelinkPartToScene(objectGroup);

            if (sendEvents)
                linkPart.TriggerScriptChangedEvent(Changed.LINK);

            linkPart.Rezzed = RootPart.Rezzed;

 

            //This is already set multiple places, no need to do it again
            //HasGroupChanged = true;
            //We need to send this so that we don't have issues with the client not realizing that the prims were unlinked
            ScheduleGroupUpdate(PrimUpdateFlags.FullUpdate);

            return objectGroup;
        }
开发者ID:KristenMynx,项目名称:Aurora-Sim,代码行数:72,代码来源:SceneObjectGroup.cs

示例3: SetPropertyValue

        /// <summary>
        /// Set the property's value based on the value maintained in SyncInfoManager.
        /// Assumption: caller will call ScheduleFullUpdate to enqueue updates properly to
        /// update viewers.
        /// This function should only be triggered when a prim update is received (i.e. 
        /// triggered by remote update instead of local update).
        /// </summary>
        /// <param name="part"></param>
        /// <param name="property"></param>
        /// 
        /*
        private void SetPropertyValue(SceneObjectPart part, SyncedProperty syncedProperty)
        {
            //DebugLog.WarnFormat("[SYNC INFO PRIM] SetPropertyValue(part={0}, property={1})", part.UUID, property.ToString());

            if (part == null)
                return;

            SyncableProperties.Type property = syncedProperty.Property;

            // If this is a physical property but the part's PhysActor is null, then we can't set it.
            if (SyncableProperties.PhysActorProperties.Contains(property) && syncedProperty == null && part.PhysActor == null)
            {
                // DebugLog.WarnFormat("{0}: SetPropertyValue: property {1} not in record.", LogHeader, property.ToString());
                //For phantom prims, they don't have physActor properties, so for those properties, simply return
                return;
            }

            if (syncedProperty == null)
            {
                DebugLog.ErrorFormat("{0}: SetPropertyValue: property {1} not in sync cache for uuid {2}. CSP.Count={3} ", LogHeader, property, UUID, CurrentlySyncedProperties.Count);
                return;
            }
            SetPropertyValue(part, property, syncedProperty);
        }
        */
        private void SetPropertyValue(SceneObjectPart part, SyncedProperty pSyncInfo)
        {
            if (part == null || pSyncInfo == null)
                return;

            SyncableProperties.Type property = pSyncInfo.Property;
            Object LastUpdateValue = pSyncInfo.LastUpdateValue;

            // Do not generate undo information for this update
            part.IgnoreUndoUpdate = true;

            switch (property)
            {
                ///////////////////////
                //SOP properties
                ///////////////////////
                case SyncableProperties.Type.AggregateScriptEvents:
                    part.AggregateScriptEvents = (scriptEvents)(int)LastUpdateValue;
                    //DebugLog.DebugFormat("set {0} value to be {1}", property.ToString(), part.AggregateScriptEvents);
                    // Have the part process the new values for collision events.
                    part.SubscribeForCollisionEvents();
                    break;

                case SyncableProperties.Type.AllowedDrop:
                    part.AllowedDrop = (bool)LastUpdateValue;
                    break;

                case SyncableProperties.Type.AngularVelocity:
                    part.AngularVelocity = (Vector3)LastUpdateValue;
                    break;

                case SyncableProperties.Type.AttachedAvatar:
                    //part.AttachedAvatar = (UUID)LastUpdateValue;
                    UUID attachedAvatar = (UUID)LastUpdateValue;
                    if (part.ParentGroup != null && !part.ParentGroup.AttachedAvatar.Equals(attachedAvatar))
                    {
                        part.ParentGroup.AttachedAvatar = attachedAvatar;
                        if (attachedAvatar != UUID.Zero)
                        {
                            ScenePresence avatar = Scene.GetScenePresence(attachedAvatar);
                            //It is possible that the avatar has not been fully
                            //created locally when attachment objects are sync'ed.
                            //So we need to check if the avatar already exists.
                            //If not, handling of NewPresence will evetually trigger
                            //calling of SetParentLocalId.
                            if (avatar != null)
                            {
                                if (part.ParentGroup != null)
                                {
                                    part.ParentGroup.RootPart.SetParentLocalId(avatar.LocalId);
                                }
                                else
                                {
                                    //If this SOP is not a part of group yet, record the
                                    //avatar's localID for now. If this SOP is rootpart of
                                    //the group, then the localID is the right setting;
                                    //otherwise, this SOP will be linked to the SOG it belongs
                                    //to later, and that will rewrite the parent localID.
                                    part.SetParentLocalId(avatar.LocalId);
                                }
                            }
                        }
                        else
                        {
//.........这里部分代码省略.........
开发者ID:QuillLittlefeather,项目名称:DSG,代码行数:101,代码来源:SyncInfoPrim.cs

示例4: LinkNonRootPart

        private void LinkNonRootPart(SceneObjectPart part, Vector3 oldGroupPosition, Quaternion oldGroupRotation, int linkNum)
        {
            Quaternion parentRot = oldGroupRotation;
            Quaternion oldRot = part.RotationOffset;
            Quaternion worldRot = parentRot * oldRot;

            parentRot = oldGroupRotation;

            Vector3 axPos = part.OffsetPosition;

            axPos *= parentRot;
            part.OffsetPosition = axPos;
            part.GroupPosition = oldGroupPosition + part.OffsetPosition;
            part.OffsetPosition = Vector3.Zero;
            part.RotationOffset = worldRot;

            part.SetParent(this);
            part.SetParentLocalId(m_rootPart.LocalId);

            UpdatePartList(part);

            part.LinkNum = linkNum;

            part.OffsetPosition = part.GroupPosition - AbsolutePosition;

            Quaternion rootRotation = m_rootPart.RotationOffset;

            Vector3 pos = part.OffsetPosition;
            pos *= Quaternion.Inverse(rootRotation);
            part.OffsetPosition = pos;

            parentRot = m_rootPart.RotationOffset;
            oldRot = part.RotationOffset;
            Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot;
            part.RotationOffset = newRot;
        }
开发者ID:shangcheng,项目名称:Aurora,代码行数:36,代码来源:SceneObjectGroup.cs

示例5: 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();

            foreach (SceneObjectPart child in ChildrenList)
            {
                child.ClearUndoState();
            }
            

            Quaternion worldRot = linkPart.GetWorldRotation();

            // Remove the part from this object
            RemovePartList(linkPart);

            if (m_parts.Count == 1 && RootPart != null) //Single prim is left
                RootPart.LinkNum = 0;
            else
            {
                lock (m_partsLock)
                {
                    foreach (SceneObjectPart p in m_partsList)
                    {
                        if (p.LinkNum > linkPart.LinkNum)
                            p.LinkNum--;
                    }
                }
            }

            linkPart.SetParentLocalId(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, Scene);
            m_scene.AddNewSceneObject(objectGroup, true);

            if (sendEvents)
                linkPart.TriggerScriptChangedEvent(Changed.LINK);

            linkPart.Rezzed = RootPart.Rezzed;

            //HasGroupChanged = true;
            //ScheduleGroupForFullUpdate();

            return objectGroup;
        }
开发者ID:shangcheng,项目名称:Aurora,代码行数:74,代码来源:SceneObjectGroup.cs

示例6: SetPartAsNonRoot

 /// <summary>
 ///
 /// </summary>
 /// <param name="part"></param>
 private void SetPartAsNonRoot(SceneObjectPart part)
 {
     part.SetParentLocalId(m_rootPart.LocalId);
     part.ClearUndoState();
 }
开发者ID:shangcheng,项目名称:Aurora,代码行数:9,代码来源:SceneObjectGroup.cs

示例7: LinkPartToSOG

 public bool LinkPartToSOG(SceneObjectGroup grp, SceneObjectPart part, int linkNum)
 {
     part.SetParentLocalId(grp.RootPart.LocalId);
     part.SetParent(grp);
     // Insert in terms of link numbers, the new links
     // before the current ones (with the exception of 
     // the root prim. Shuffle the old ones up
     foreach (ISceneEntity otherPart in grp.ChildrenEntities())
     {
         if (otherPart.LinkNum >= linkNum)
         {
             // Don't update root prim link number
             otherPart.LinkNum += 1;
         }
     }
     part.LinkNum = linkNum;
     return LinkPartToEntity(grp, part);
 }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:18,代码来源:SceneGraph.cs


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