本文整理汇总了C#中OpenSim.Region.Framework.Scenes.SceneObjectPart.StampLastRez方法的典型用法代码示例。如果您正苦于以下问题:C# SceneObjectPart.StampLastRez方法的具体用法?C# SceneObjectPart.StampLastRez怎么用?C# SceneObjectPart.StampLastRez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.StampLastRez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: 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;
}
示例2: RezObject
/// <summary>
/// Rez an object into the scene from a prim's inventory.
/// </summary>
/// <param name="sourcePart"></param>
/// <param name="item"></param>
/// <param name="pos"></param>
/// <param name="rot"></param>
/// <param name="vel"></param>
/// <param name="param"></param>
/// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful</returns>
///
public virtual IEnumerable<SceneObjectGroup> RezObject(
SceneObjectPart sourcePart, TaskInventoryItem item, bool rezAtRoot,
Vector3 pos, Quaternion rot, Vector3 vel, int? param, out string reason)
{
// Rez object
if (item != null)
{
UUID ownerID = item.OwnerID;
AssetBase rezAsset = CommsManager.AssetCache.GetAsset(item.AssetID, AssetRequestInfo.InternalRequest());
if (rezAsset != null)
{
CoalescedObject cobj = null;
SceneObjectGroup grp = null;
List<SceneObjectGroup> allGroups = new List<SceneObjectGroup>();
int totalLandImpact = 0;
bool isTemp = true;
if (item.ContainsMultipleItems)
{
cobj = this.DoDeserializeCoalesced(item.ItemID, rezAsset.Data);
foreach (var subGrp in cobj.Groups)
{
totalLandImpact += subGrp.LandImpact;
//for a coalesced, we set istemp to false if any parts are not temp
if ((subGrp.RootPart.GetEffectiveObjectFlags() & PrimFlags.TemporaryOnRez) == 0)
{
isTemp = false;
}
allGroups.Add(subGrp);
}
}
else
{
grp = this.DoDeserializeGroup(item.ItemID, rezAsset.Data);
totalLandImpact = grp.LandImpact;
isTemp = (grp.RootPart.GetEffectiveObjectFlags() & PrimFlags.TemporaryOnRez) != 0;
allGroups.Add(grp);
}
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, ownerID, sourcePart.UUID, pos, isTemp))
{
reason = "permission";
return null;
}
if (!CheckLandImpact(parcel, totalLandImpact, out reason))
{
return null;
}
foreach (var subGrp in allGroups)
{
// Check for grey goo fence
if (!CheckGreyGoo(sourcePart, subGrp))
{
reason = "fence";
return null;
}
Vector3 actualPos = pos;
if (!rezAtRoot)
actualPos += (subGrp.RootPart.AbsolutePosition - subGrp.BoundingBox().Center);
// update the last rez time and the new group fields
sourcePart.StampLastRez();
subGrp.CurrentParcel = parcel; // initialize _currentParcel (and auto-return)
subGrp.SetGeneration(subGrp.RootPart.Generation); // now update the rest of the parts
//change the velocity for rez
subGrp.RootPart.ReplaceSerializedVelocity(vel);
}
bool rezSucceeded;
if (!item.ContainsMultipleItems)
{
// 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
//.........这里部分代码省略.........