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C# SceneObjectGroup.SetAttachmentPoint方法代碼示例

本文整理匯總了C#中OpenSim.Region.Framework.Scenes.SceneObjectGroup.SetAttachmentPoint方法的典型用法代碼示例。如果您正苦於以下問題:C# SceneObjectGroup.SetAttachmentPoint方法的具體用法?C# SceneObjectGroup.SetAttachmentPoint怎麽用?C# SceneObjectGroup.SetAttachmentPoint使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在OpenSim.Region.Framework.Scenes.SceneObjectGroup的用法示例。


在下文中一共展示了SceneObjectGroup.SetAttachmentPoint方法的6個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。

示例1: AttachToAgent

        /// <summary>
        /// Attach this scene object to the given avatar.
        /// </summary>
        /// 
        /// This isn't publicly available since attachments should always perform the corresponding inventory 
        /// operation (to show the attach in user inventory and update the asset with positional information).
        /// 
        /// <param name="sp"></param>
        /// <param name="so"></param>
        /// <param name="attachmentpoint"></param>
        /// <param name="AttachOffset"></param>
        /// <param name="silent"></param>
        protected void AttachToAgent(ScenePresence avatar, SceneObjectGroup so, int attachmentpoint, Vector3 AttachOffset, bool silent)
        {
            // don't attach attachments to child agents
            if (avatar.IsChildAgent) return;

            //                m_log.DebugFormat("[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1}", Name, avatar.Name);

            so.DetachFromBackup();

            // Remove from database and parcel prim count
            m_scene.DeleteFromStorage(so.UUID);
            m_scene.EventManager.TriggerParcelPrimCountTainted();

            so.RootPart.AttachedAvatar = avatar.UUID;

            //Anakin Lohner bug #3839 
            SceneObjectPart[] parts = so.Parts;
            for (int i = 0; i < parts.Length; i++)
                parts[i].AttachedAvatar = avatar.UUID;

            if (so.RootPart.PhysActor != null)
            {
                m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
                so.RootPart.PhysActor = null;
            }

            so.AbsolutePosition = AttachOffset;
            so.RootPart.AttachedPos = AttachOffset;
            so.RootPart.IsAttachment = true;

            so.RootPart.SetParentLocalId(avatar.LocalId);
            so.SetAttachmentPoint(Convert.ToByte(attachmentpoint));

            avatar.AddAttachment(so);

            if (!silent)
            {
                // Killing it here will cause the client to deselect it
                // It then reappears on the avatar, deselected
                // through the full update below
                //
                if (so.IsSelected)
                {
                    m_scene.SendKillObject(so.RootPart.LocalId);
                }

                so.IsSelected = false; // fudge....
                so.ScheduleGroupForFullUpdate(PrimUpdateFlags.FullUpdate);
            }

            // In case it is later dropped again, don't let
            // it get cleaned up
            so.RootPart.RemFlag(PrimFlags.TemporaryOnRez);
            so.HasGroupChanged = false;
        }
開發者ID:shangcheng,項目名稱:Aurora,代碼行數:67,代碼來源:AttachmentsModule.cs

示例2: UpdateAttachmentPosition

 public void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos)
 {
     // If this is an attachment, then we need to save the modified
     // object back into the avatar's inventory. First we save the
     // attachment point information, then we update the relative 
     // positioning (which caused this method to get driven in the
     // first place. Then we have to mark the object as NOT an
     // attachment. This is necessary in order to correctly save
     // and retrieve GroupPosition information for the attachment.
     // Then we save the asset back into the appropriate inventory
     // entry. Finally, we restore the object's attachment status.
     byte attachmentPoint = (byte)sog.RootPart.AttachmentPoint;
     sog.UpdateGroupPosition(pos, true);
     sog.RootPart.IsAttachment = false;
     sog.AbsolutePosition = sog.RootPart.AttachedPos;
     UpdateKnownItem(client, sog, sog.GetFromItemID(), sog.OwnerID);
     sog.SetAttachmentPoint(attachmentPoint);
 }
開發者ID:shangcheng,項目名稱:Aurora,代碼行數:18,代碼來源:AttachmentsModule.cs

示例3: AttachObject

        public bool AttachObject(IClientAPI remoteClient, SceneObjectGroup group, int AttachmentPt, bool silent)
        {
            Vector3 attachPos = group.AbsolutePosition;

            if (m_scene.Permissions.CanTakeObject(group.UUID, remoteClient.AgentId))
            {
                // 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;

                // If the attachment point isn't the same as the one previously used
                // set it's offset position = 0 so that it appears on the attachment point
                // and not in a weird location somewhere unknown.
                if (AttachmentPt != 0 && AttachmentPt != (int)group.GetAttachmentPoint())
                {
                    attachPos = Vector3.Zero;
                }

                // AttachmentPt 0 means the client chose to 'wear' the attachment.
                /*if (AttachmentPt == 0)
                {
                    // Check object for stored attachment point
                    AttachmentPt = (int)group.GetAttachmentPoint();
                    attachPos = group.GetAttachmentPos();
                }*/

                if (AttachmentPt == 0)
                {
                    // Check object for older stored attachment point
                    AttachmentPt = group.RootPart.Shape.State;
                    //attachPos = group.AbsolutePosition;
                }

                // if we still didn't find a suitable attachment point.......
                if (AttachmentPt == 0)
                {
                    // Stick it on right hand with Zero Offset from the attachment point.
                    AttachmentPt = (int)AttachmentPoint.RightHand;
                    attachPos = Vector3.Zero;
                }

                group.SetAttachmentPoint((byte)AttachmentPt);
                group.AbsolutePosition = attachPos;

                // Remove any previous attachments
                ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
                UUID itemID = UUID.Zero;
                if (sp != null)
                {
                    foreach (SceneObjectGroup grp in sp.GetAttachments(AttachmentPt))
                    {
                        itemID = grp.GetFromItemID();
                        if (itemID != UUID.Zero)
                            DetachSingleAttachmentToInv(itemID, remoteClient);
                    }
                }

                if (group.GetFromItemID() == UUID.Zero)
                {
                    m_scene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId, out itemID);
                }
                else
                {
                    itemID = group.GetFromItemID();
                }

                ShowAttachInUserInventory(remoteClient, AttachmentPt, itemID, group);

                AttachToAgent(sp, group, AttachmentPt, attachPos, silent);
            }
            else
            {
                remoteClient.SendAgentAlertMessage(
                    "You don't have sufficient permissions to attach this object", false);

                return false;
            }

            return true;
        }
開發者ID:shangcheng,項目名稱:Aurora,代碼行數:80,代碼來源:AttachmentsModule.cs

示例4: FindAttachmentPoint

        /// <summary>
        /// Attach the object to the avatar
        /// </summary>
        /// <param name="remoteClient">The client that is having the attachment done</param>
        /// <param name="localID">The localID (SceneObjectPart) that is being attached (for the attach script event)</param>
        /// <param name="group">The group (SceneObjectGroup) that is being attached</param>
        /// <param name="AttachmentPt">The point to where the attachment will go</param>
        /// <param name="item">If this is not null, it saves a query in this method to the InventoryService
        /// This is the Item that the object is in (if it is in one yet)</param>
        protected void FindAttachmentPoint(IClientAPI remoteClient, uint localID, SceneObjectGroup group,
            int AttachmentPt, InventoryItemBase item)
        {
            //Make sure that we arn't over the limit of attachments
            SceneObjectGroup[] attachments = GetAttachmentsForAvatar(remoteClient.AgentId);
            if (attachments.Length + 1 > m_maxNumberOfAttachments)
            {
                //Too many
                remoteClient.SendAgentAlertMessage(
                    "You are wearing too many attachments. Take one off to attach this object", false);

                return;
            }
            Vector3 attachPos = group.GetAttachmentPos();
            if(!m_allowMultipleAttachments)
                AttachmentPt &= 0x7f; //Disable it!

            //Did the attachment change position or attachment point?
            bool changedPositionPoint = false;

            // If the attachment point isn't the same as the one previously used
            // set it's offset position = 0 so that it appears on the attachment point
            // and not in a weird location somewhere unknown.
            //Simplier terms: the attachment point changed, set it to the default 0,0,0 location
            if ((AttachmentPt & 0x7f) != 0 && (AttachmentPt & 0x7f) != (int)group.GetAttachmentPoint())
            {
                attachPos = Vector3.Zero;
                changedPositionPoint = true;
            }
            else
            {
                // AttachmentPt 0 means the client chose to 'wear' the attachment.
                if ((AttachmentPt & 0x7f) == 0)
                {
                    // Check object for stored attachment point
                    AttachmentPt = (int)group.GetSavedAttachmentPoint();
                    attachPos = group.GetAttachmentPos();
                }

                //Check state afterwards... use the newer GetSavedAttachmentPoint and Pos above first
                if ((AttachmentPt & 0x7f) == 0)
                {
                    // Check object for older stored attachment point
                    AttachmentPt = group.RootPart.Shape.State;
                    //attachPos = group.AbsolutePosition;
                }

                // if we still didn't find a suitable attachment point, force it to the default
                //This happens on the first time an avatar 'wears' an object
                if ((AttachmentPt & 0x7f) == 0)
                {
                    // Stick it on right hand with Zero Offset from the attachment point.
                    AttachmentPt = (int)AttachmentPoint.RightHand;
                    //Default location
                    attachPos = Vector3.Zero;
                    changedPositionPoint = true;
                }
            }

            group.HasGroupChanged = changedPositionPoint;

            //Update where we are put
            group.SetAttachmentPoint((byte)AttachmentPt);
            //Fix the position with the one we found
            group.AbsolutePosition = attachPos;

            // Remove any previous attachments
            ScenePresence presence = m_scene.GetScenePresence(remoteClient.AgentId);
            if (presence == null)
                return;
            UUID itemID = UUID.Zero;
            //Check for multiple attachment bits
            //If the numbers are the same, it wants to have the old attachment taken off
            if ((AttachmentPt & 0x7f) == AttachmentPt) 
            {
                foreach (SceneObjectGroup grp in attachments)
                {
                    if (grp.GetAttachmentPoint() == (byte)AttachmentPt)
                    {
                        itemID = grp.GetFromItemID();
                        break;
                    }
                }
                if (itemID != UUID.Zero)
                    DetachSingleAttachmentToInventory(itemID, remoteClient);
            }
            itemID = group.GetFromItemID();

            group.RootPart.AttachedAvatar = presence.UUID;

            //Anakin Lohner bug #3839 
//.........這裏部分代碼省略.........
開發者ID:mugginsm,項目名稱:Aurora-Sim,代碼行數:101,代碼來源:AttachmentsModule.cs

示例5: UpdateAttachmentPosition

 public void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos)
 {
     // First we save the
     // attachment point information, then we update the relative 
     // positioning. Then we have to mark the object as NOT an
     // attachment. This is necessary in order to correctly save
     // and retrieve GroupPosition information for the attachment.
     // Finally, we restore the object's attachment status.
     byte attachmentPoint = sog.GetAttachmentPoint();
     sog.UpdateGroupPosition(pos);
     sog.RootPart.IsAttachment = false;
     sog.AbsolutePosition = sog.RootPart.AttachedPos;
     sog.SetAttachmentPoint(attachmentPoint);                                       
     sog.HasGroupChanged = true;            
 }
開發者ID:HGExchange,項目名稱:opensim,代碼行數:15,代碼來源:AttachmentsModule.cs

示例6: AttachToAgent

        /// <summary>
        /// Attach this scene object to the given avatar.
        /// </summary>
        /// 
        /// This isn't publicly available since attachments should always perform the corresponding inventory 
        /// operation (to show the attach in user inventory and update the asset with positional information).
        /// 
        /// <param name="sp"></param>
        /// <param name="so"></param>
        /// <param name="attachmentpoint"></param>
        /// <param name="AttachOffset"></param>
        /// <param name="silent"></param>
        protected void AttachToAgent(ScenePresence avatar, SceneObjectGroup so, int attachmentpoint, Vector3 AttachOffset)
        {
            // don't attach attachments to child agents
            if (avatar.IsChildAgent) return;

            //                m_log.DebugFormat("[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1}", Name, avatar.Name);

            // Remove from database and parcel prim count
            IBackupModule backup = so.Scene.RequestModuleInterface<IBackupModule>();
            if (backup != null)
                backup.DeleteFromStorage(so.UUID);

            so.RootPart.AttachedAvatar = avatar.UUID;

            //Anakin Lohner bug #3839 
            SceneObjectPart[] parts = so.Parts;
            for (int i = 0; i < parts.Length; i++)
                parts[i].AttachedAvatar = avatar.UUID;

            if (so.RootPart.PhysActor != null)
            {
                m_scene.SceneGraph.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
                so.RootPart.PhysActor = null;
            }

            so.AbsolutePosition = AttachOffset;
            so.RootPart.AttachedPos = AttachOffset;
            so.RootPart.IsAttachment = true;

            so.RootPart.SetParentLocalId(avatar.LocalId);
            so.SetAttachmentPoint(Convert.ToByte(attachmentpoint));

            avatar.AddAttachment(so);

            // Killing it here will cause the client to deselect it
            // It then reappears on the avatar, deselected
            // through the full update below
            //
            if (so.IsSelected)
            {
                m_scene.ForEachClient(delegate(IClientAPI client)
                {
                    client.SendKillObject(m_scene.RegionInfo.RegionHandle, new ISceneEntity[] { so.RootPart }); 
                });
                foreach (SceneObjectPart part in so.ChildrenList)
                {
                    part.CreateSelected = true;
                }
            }

            //NOTE: This MUST be here, otherwise we limit full updates during attachments when they are selected and it will block the first update.
            // So until that is changed, this MUST stay. The client will instantly reselect it, so this value doesn't stay borked for long.
            so.IsSelected = false;

            so.ScheduleGroupUpdate(PrimUpdateFlags.FullUpdate);

            // In case it is later dropped again, don't let
            // it get cleaned up
            so.RootPart.RemFlag(PrimFlags.TemporaryOnRez);
            so.HasGroupChanged = false;
        }
開發者ID:KristenMynx,項目名稱:Aurora-Sim,代碼行數:73,代碼來源:AttachmentsModule.cs


注:本文中的OpenSim.Region.Framework.Scenes.SceneObjectGroup.SetAttachmentPoint方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。