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C# ScenePresence.GetAttachments方法代码示例

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


在下文中一共展示了ScenePresence.GetAttachments方法的10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: CrossAttachmentsIntoNewRegion

        protected bool CrossAttachmentsIntoNewRegion(GridRegion destination, ScenePresence sp, bool silent)
        {
            List<SceneObjectGroup> m_attachments = sp.GetAttachments();

            // Validate
//            foreach (SceneObjectGroup gobj in m_attachments)
//            {
//                if (gobj == null || gobj.IsDeleted)
//                    return false;
//            }

            foreach (SceneObjectGroup gobj in m_attachments)
            {
                // If the prim group is null then something must have happened to it!
                if (gobj != null && !gobj.IsDeleted)
                {
                    // Set the parent localID to 0 so it transfers over properly.
                    gobj.RootPart.SetParentLocalId(0);
                    gobj.AbsolutePosition = gobj.RootPart.AttachedPos;
                    gobj.IsAttachment = false;
                    //gobj.RootPart.LastOwnerID = gobj.GetFromAssetID();
                    m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending attachment {0} to region {1}", gobj.UUID, destination.RegionName);
                    CrossPrimGroupIntoNewRegion(destination, gobj, silent);
                }
            }

            sp.ClearAttachments();

            return true;
        }
开发者ID:UbitUmarov,项目名称:Ubit-opensim,代码行数:30,代码来源:EntityTransferModule.cs

示例2: ReInstantiateScripts

        protected void ReInstantiateScripts(ScenePresence sp)
        {
            int i = 0;
            if (sp.InTransitScriptStates.Count > 0)
            {
                List<SceneObjectGroup> attachments = sp.GetAttachments();

                foreach (SceneObjectGroup sog in attachments)
                {
                    if (i < sp.InTransitScriptStates.Count)
                    {
                        sog.SetState(sp.InTransitScriptStates[i++], sp.Scene);
                        sog.CreateScriptInstances(0, false, sp.Scene.DefaultScriptEngine, 0);
                        sog.ResumeScripts();
                    }
                    else
                        m_log.ErrorFormat(
                            "[ENTITY TRANSFER MODULE]: InTransitScriptStates.Count={0} smaller than Attachments.Count={1}",
                            sp.InTransitScriptStates.Count, attachments.Count);
                }

                sp.InTransitScriptStates.Clear();
            }
        }
开发者ID:UbitUmarov,项目名称:Ubit-opensim,代码行数:24,代码来源:EntityTransferModule.cs

示例3: GetAttachmentsReport

        private void GetAttachmentsReport(ScenePresence sp, StringBuilder sb)
        {
            sb.AppendFormat("Attachments for {0}\n", sp.Name);

            ConsoleDisplayTable ct = new ConsoleDisplayTable() { Indent = 2 };
            ct.Columns.Add(new ConsoleDisplayTableColumn("Attachment Name", 50));
            ct.Columns.Add(new ConsoleDisplayTableColumn("Local ID", 10));
            ct.Columns.Add(new ConsoleDisplayTableColumn("Item ID", 36));
            ct.Columns.Add(new ConsoleDisplayTableColumn("Attach Point", 14));
            ct.Columns.Add(new ConsoleDisplayTableColumn("Position", 15));

//            sb.AppendFormat(
//                "  {0,-36}  {1,-10}  {2,-36}  {3,-14}  {4,-15}\n",
//                "Attachment Name", "Local ID", "Item ID", "Attach Point", "Position");

            List<SceneObjectGroup> attachmentObjects = sp.GetAttachments();
            foreach (SceneObjectGroup attachmentObject in attachmentObjects)
            {
//                InventoryItemBase attachmentItem
//                    = m_scenes[0].InventoryService.GetItem(new InventoryItemBase(attachmentObject.FromItemID));

//                if (attachmentItem == null)
//                {
//                    sb.AppendFormat(
//                        "WARNING: Couldn't find attachment for item {0} at point {1}\n",
//                        attachmentData.ItemID, (AttachmentPoint)attachmentData.AttachPoint);
//                        continue;
//                }
//                else
//                {
//                    sb.AppendFormat(
//                        "  {0,-36}  {1,-10}  {2,-36}  {3,-14}  {4,-15}\n",
//                        attachmentObject.Name, attachmentObject.LocalId, attachmentObject.FromItemID,
//                        (AttachmentPoint)attachmentObject.AttachmentPoint, attachmentObject.RootPart.AttachedPos);

                    ct.AddRow(
                        attachmentObject.Name,
                        attachmentObject.LocalId,
                        attachmentObject.FromItemID,
                        ((AttachmentPoint)attachmentObject.AttachmentPoint),
                        attachmentObject.RootPart.AttachedPos);
//                }
            }

            ct.AddToStringBuilder(sb);
            sb.Append("\n");
        }
开发者ID:BogusCurry,项目名称:arribasim-dev,代码行数:47,代码来源:AttachmentsCommandModule.cs

示例4: Teleport

        public void Teleport(ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags)
        {
            if (!sp.Scene.Permissions.CanTeleport(sp.UUID))
                return;

            IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();

            // Reset animations; the viewer does that in teleports.
            sp.Animator.ResetAnimations();

            try
            {
                if (regionHandle == sp.Scene.RegionInfo.RegionHandle)
                {
                    m_log.DebugFormat(
                        "[ENTITY TRANSFER MODULE]: RequestTeleportToLocation {0} within {1}",
                        position, sp.Scene.RegionInfo.RegionName);

                    // Teleport within the same region
                    if (IsOutsideRegion(sp.Scene, position) || position.Z < 0)
                    {
                        Vector3 emergencyPos = new Vector3(128, 128, 128);

                        m_log.WarnFormat(
                            "[ENTITY TRANSFER MODULE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}.  Substituting {3}",
                            position, sp.Name, sp.UUID, emergencyPos);
                        position = emergencyPos;
                    }

                    // TODO: Get proper AVG Height
                    float localAVHeight = 1.56f;
                    float posZLimit = 22;

                    // TODO: Check other Scene HeightField
                    if (position.X > 0 && position.X <= (int)Constants.RegionSize && position.Y > 0 && position.Y <= (int)Constants.RegionSize)
                    {
                        posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y];
                    }

                    float newPosZ = posZLimit + localAVHeight;
                    if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
                    {
                        position.Z = newPosZ;
                    }

                    sp.ControllingClient.SendTeleportStart(teleportFlags);

                    sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
                    sp.Teleport(position);

                    foreach (SceneObjectGroup grp in sp.GetAttachments())
                    {
                        if (grp.IsDeleted)
                            sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT);
                    }
                }
                else // Another region possibly in another simulator
                {
                    uint x = 0, y = 0;
                    Utils.LongToUInts(regionHandle, out x, out y);
                    GridRegion reg = m_aScene.GridService.GetRegionByPosition(sp.Scene.RegionInfo.ScopeID, (int)x, (int)y);

                    if (reg != null)
                    {
                        GridRegion finalDestination = GetFinalDestination(reg);
                        if (finalDestination == null)
                        {
                            m_log.WarnFormat("[ENTITY TRANSFER MODULE]: Final destination is having problems. Unable to teleport agent.");
                            sp.ControllingClient.SendTeleportFailed("Problem at destination");
                            return;
                        }

                        uint curX = 0, curY = 0;
                        Utils.LongToUInts(sp.Scene.RegionInfo.RegionHandle, out curX, out curY);
                        int curCellX = (int)(curX / Constants.RegionSize);
                        int curCellY = (int)(curY / Constants.RegionSize);
                        int destCellX = (int)(finalDestination.RegionLocX / Constants.RegionSize);
                        int destCellY = (int)(finalDestination.RegionLocY / Constants.RegionSize);

//                        m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Source co-ords are x={0} y={1}", curRegionX, curRegionY);
//
//                        m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final dest is x={0} y={1} {2}@{3}",
//                            destRegionX, destRegionY, finalDestination.RegionID, finalDestination.ServerURI);

                        // Check that these are not the same coordinates
                        if (finalDestination.RegionLocX == sp.Scene.RegionInfo.RegionLocX &&
                            finalDestination.RegionLocY == sp.Scene.RegionInfo.RegionLocY)
                        {
                            // Can't do. Viewer crashes
                            sp.ControllingClient.SendTeleportFailed("Space warp! You would crash. Move to a different region and try again.");
                            return;
                        }

                        if (Math.Abs(curCellX - destCellX) > MaxTransferDistance || Math.Abs(curCellY - destCellY) > MaxTransferDistance)
                        {
                            sp.ControllingClient.SendTeleportFailed(
                                string.Format(
                                  "Can't teleport to {0} ({1},{2}) from {3} ({4},{5}), destination is more than {6} regions way",
                                  finalDestination.RegionName, destCellX, destCellY,
                                  sp.Scene.RegionInfo.RegionName, curCellX, curCellY,
//.........这里部分代码省略.........
开发者ID:UbitUmarov,项目名称:Ubit-opensim,代码行数:101,代码来源:EntityTransferModule.cs

示例5: CrossAttachmentsIntoNewRegion

        /// <summary>
        /// Cross the attachments for an avatar into the destination region.
        /// </summary>
        /// <remarks>
        /// This is only invoked for simulators released prior to April 2011.  Versions of OpenSimulator since then
        /// transfer attachments in one go as part of the ChildAgentDataUpdate data passed in the update agent call.
        /// </remarks>
        /// <param name='destination'></param>
        /// <param name='sp'></param>
        /// <param name='silent'></param>
        protected void CrossAttachmentsIntoNewRegion(GridRegion destination, ScenePresence sp, bool silent)
        {
            List<SceneObjectGroup> attachments = sp.GetAttachments();

//            m_log.DebugFormat(
//                "[ENTITY TRANSFER MODULE]: Crossing {0} attachments into {1} for {2}",
//                m_attachments.Count, destination.RegionName, sp.Name);

            foreach (SceneObjectGroup gobj in attachments)
            {
                // If the prim group is null then something must have happened to it!
                if (gobj != null && !gobj.IsDeleted)
                {
                    SceneObjectGroup clone = (SceneObjectGroup)gobj.CloneForNewScene();
                    clone.RootPart.GroupPosition = gobj.RootPart.AttachedPos;
                    clone.IsAttachment = false;

                    //gobj.RootPart.LastOwnerID = gobj.GetFromAssetID();
                    m_log.DebugFormat(
                        "[ENTITY TRANSFER MODULE]: Sending attachment {0} to region {1}",
                        clone.UUID, destination.RegionName);

                    CrossPrimGroupIntoNewRegion(destination, Vector3.Zero, clone, silent);
                }
            }

            sp.ClearAttachments();
        }
开发者ID:Kubwa,项目名称:opensim,代码行数:38,代码来源:EntityTransferModule.cs

示例6: TeleportAgentWithinRegion

        /// <summary>
        /// Teleports the agent within its current region.
        /// </summary>
        /// <param name="sp"></param>
        /// <param name="position"></param>
        /// <param name="lookAt"></param>
        /// <param name="teleportFlags"></param>
        private void TeleportAgentWithinRegion(ScenePresence sp, Vector3 position, Vector3 lookAt, uint teleportFlags)
        {
            m_log.DebugFormat(
                "[ENTITY TRANSFER MODULE]: Teleport for {0} to {1} within {2}",
                sp.Name, position, sp.Scene.RegionInfo.RegionName);

            // Teleport within the same region
            if (!sp.Scene.PositionIsInCurrentRegion(position) || position.Z < 0)
            {
                Vector3 emergencyPos = new Vector3(128, 128, 128);

                m_log.WarnFormat(
                    "[ENTITY TRANSFER MODULE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2} in {3}.  Substituting {4}",
                    position, sp.Name, sp.UUID, Scene.Name, emergencyPos);

                position = emergencyPos;
            }

            // TODO: Get proper AVG Height
            float localAVHeight = 1.56f;
            float posZLimit = 22;

            // TODO: Check other Scene HeightField
            posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y];

            float newPosZ = posZLimit + localAVHeight;
            if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
            {
                position.Z = newPosZ;
            }

            if (sp.Flying)
                teleportFlags |= (uint)TeleportFlags.IsFlying;

            m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);

            sp.ControllingClient.SendTeleportStart(teleportFlags);

            sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
            sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags;
            sp.Velocity = Vector3.Zero;
            sp.Teleport(position);

            m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.ReceivedAtDestination);

            foreach (SceneObjectGroup grp in sp.GetAttachments())
            {
                sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT);
            }

            m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
        }
开发者ID:Kubwa,项目名称:opensim,代码行数:59,代码来源:EntityTransferModule.cs

示例7: CheckAppearanceForAttachmentCount

 /// <summary>
 /// Check whether the attachments of the given presence are too heavy
 /// to be allowed to be used in an outfit
 /// </summary>
 /// <param name="presence"></param>
 /// <returns></returns>
 private bool CheckAppearanceForAttachmentCount(ScenePresence presence)
 {
     int totalAttachmentLandImpact = 0;
     foreach(SceneObjectGroup grp in presence.GetAttachments())
     {
         totalAttachmentLandImpact += grp.LandImpact;
     }
     return totalAttachmentLandImpact < m_maxLandImpactAllowedByOutfitAttachments;
 }
开发者ID:MatthewBeardmore,项目名称:halcyon,代码行数:15,代码来源:BotManager.cs

示例8: OnMakeRootAgent

        protected void OnMakeRootAgent(ScenePresence sp)
        {
            m_log.InfoFormat("[WATER WARS]: Processing OnMakeRootAgent for {0}", sp.Name);

            List<SceneObjectGroup> attachments = sp.GetAttachments();

            lock (attachments)
            {
                foreach (SceneObjectGroup sog in attachments)
                {
                    if (sog.Name != HudView.IN_WORLD_NAME)
                        continue;

                    RegisterHud(sp.UUID, sog.RootPart);
                }
            }
        }
开发者ID:cmickeyb,项目名称:waterwars,代码行数:17,代码来源:HudViewManager.cs

示例9: TeleportAgentWithinRegion

        /// <summary>
        /// Teleports the agent within its current region.
        /// </summary>
        /// <param name="sp"></param>
        /// <param name="position"></param>
        /// <param name="lookAt"></param>
        /// <param name="teleportFlags"></param
        private void TeleportAgentWithinRegion(ScenePresence sp, Vector3 position, Vector3 lookAt, uint teleportFlags)
        {
            m_log.DebugFormat(
                "[ENTITY TRANSFER MODULE]: Teleport for {0} to {1} within {2}",
                sp.Name, position, sp.Scene.RegionInfo.RegionName);

            if (!SetInTransit(sp.UUID))
            {
                m_log.DebugFormat(
                    "[ENTITY TRANSFER MODULE]: Ignoring within region teleport request of {0} {1} to {2} - agent is already in transit.",
                    sp.Name, sp.UUID, position);

                return;
            }

            // Teleport within the same region
            if (IsOutsideRegion(sp.Scene, position) || position.Z < 0)
            {
                Vector3 emergencyPos = new Vector3(128, 128, 128);

                m_log.WarnFormat(
                    "[ENTITY TRANSFER MODULE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}.  Substituting {3}",
                    position, sp.Name, sp.UUID, emergencyPos);

                position = emergencyPos;
            }

            // TODO: Get proper AVG Height
            float localAVHeight = 1.56f;
            float posZLimit = 22;

            // TODO: Check other Scene HeightField
            if (position.X > 0 && position.X <= (int)Constants.RegionSize && position.Y > 0 && position.Y <= (int)Constants.RegionSize)
            {
                posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y];
            }

            float newPosZ = posZLimit + localAVHeight;
            if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
            {
                position.Z = newPosZ;
            }

            UpdateInTransit(sp.UUID, AgentTransferState.Transferring);

            sp.ControllingClient.SendTeleportStart(teleportFlags);

            sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
            sp.Velocity = Vector3.Zero;
            sp.Teleport(position);

            UpdateInTransit(sp.UUID, AgentTransferState.ReceivedAtDestination);

            foreach (SceneObjectGroup grp in sp.GetAttachments())
            {
                sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT);
            }

            UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
            ResetFromTransit(sp.UUID);            
        }
开发者ID:OpenPlex-Sim,项目名称:opensim,代码行数:68,代码来源:EntityTransferModule.cs

示例10: RezSingleAttachmentFromInventory

        public ISceneEntity RezSingleAttachmentFromInventory(ScenePresence sp, UUID itemID, uint AttachmentPt)
        {
//            m_log.DebugFormat(
//                "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2}",
//                (AttachmentPoint)AttachmentPt, itemID, sp.Name);

            // TODO: this short circuits multiple attachments functionality  in  LL viewer 2.1+ and should
            // be removed when that functionality is implemented in opensim
            AttachmentPt &= 0x7f;

            // Viewer 2/3 sometimes asks to re-wear items that are already worn (and show up in it's inventory as such).
            // This often happens during login - not sure the exact reason.
            // For now, we will ignore the request.  Unfortunately, this means that we need to dig through all the
            // ScenePresence attachments.  We can't use the data in AvatarAppearance because that's present at login
            // before anything has actually been attached.
            bool alreadyOn = false;
            List<SceneObjectGroup> existingAttachments = sp.GetAttachments();
            foreach (SceneObjectGroup so in existingAttachments)
            {
                if (so.GetFromItemID() == itemID)
                {
                    alreadyOn = true;
                    break;
                }
            }

//            if (sp.Appearance.GetAttachmentForItem(itemID) != null)
            if (alreadyOn)
            {
//                m_log.WarnFormat(
//                    "[ATTACHMENTS MODULE]: Ignoring request by {0} to wear item {1} at {2} since it is already worn",
//                    sp.Name, itemID, AttachmentPt);

                return null;
            }

            SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt);

            if (att == null)
                DetachSingleAttachmentToInv(itemID, sp.ControllingClient);

            return att;
        }
开发者ID:NovaGrid,项目名称:opensim,代码行数:43,代码来源:AttachmentsModule.cs


注:本文中的OpenSim.Region.Framework.Scenes.ScenePresence.GetAttachments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。