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C# PrimFlags类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中PrimFlags的典型用法代码示例。如果您正苦于以下问题:C# PrimFlags类的具体用法?C# PrimFlags怎么用?C# PrimFlags使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



PrimFlags类属于命名空间,在下文中一共展示了PrimFlags类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: BuildFullUpdate

        public static ObjectUpdatePacket BuildFullUpdate(Primitive obj, ulong regionHandle, PrimFlags flags)
        {
            ObjectUpdatePacket update = new ObjectUpdatePacket();
            update.RegionData.RegionHandle = regionHandle;
            update.RegionData.TimeDilation = UInt16.MaxValue;
            update.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1];
            update.ObjectData[0] = BuildUpdateBlock(obj, regionHandle, flags);

            return update;
        }
开发者ID:3di,项目名称:3di-viewer-rei-libs,代码行数:10,代码来源:SimulationObject.cs


示例2: BuildUpdateBlock

        public static ObjectUpdatePacket.ObjectDataBlock BuildUpdateBlock(Primitive obj, ulong regionHandle, PrimFlags flags)
        {
            byte[] objectData = BuildObjectData(obj.Position, obj.Rotation, obj.Velocity,
                obj.Acceleration, obj.AngularVelocity);

            ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
            update.ClickAction = (byte)obj.ClickAction;
            update.CRC = 0;
            update.ExtraParams = obj.GetExtraParamsBytes();
            update.Flags = (byte)flags;
            update.FullID = obj.ID;
            update.Gain = obj.SoundGain;
            update.ID = obj.LocalID;
            update.JointAxisOrAnchor = obj.JointAxisOrAnchor;
            update.JointPivot = obj.JointPivot;
            update.JointType = (byte)obj.Joint;
            update.Material = (byte)obj.PrimData.Material;
            update.MediaURL = Utils.StringToBytes(obj.MediaURL);
            update.NameValue = Utils.StringToBytes(NameValue.NameValuesToString(obj.NameValues));
            update.ObjectData = objectData;
            update.OwnerID = (obj.Properties != null ? obj.Properties.OwnerID : UUID.Zero);
            update.ParentID = obj.ParentID;
            update.PathBegin = Primitive.PackBeginCut(obj.PrimData.PathBegin);
            update.PathCurve = (byte)obj.PrimData.PathCurve;
            update.PathEnd = Primitive.PackEndCut(obj.PrimData.PathEnd);
            update.PathRadiusOffset = Primitive.PackPathTwist(obj.PrimData.PathRadiusOffset);
            update.PathRevolutions = Primitive.PackPathRevolutions(obj.PrimData.PathRevolutions);
            update.PathScaleX = Primitive.PackPathScale(obj.PrimData.PathScaleX);
            update.PathScaleY = Primitive.PackPathScale(obj.PrimData.PathScaleY);
            update.PathShearX = (byte)Primitive.PackPathShear(obj.PrimData.PathShearX);
            update.PathShearY = (byte)Primitive.PackPathShear(obj.PrimData.PathShearY);
            update.PathSkew = Primitive.PackPathTwist(obj.PrimData.PathSkew);
            update.PathTaperX = Primitive.PackPathTaper(obj.PrimData.PathTaperX);
            update.PathTaperY = Primitive.PackPathTaper(obj.PrimData.PathTaperY);
            update.PathTwist = Primitive.PackPathTwist(obj.PrimData.PathTwist);
            update.PathTwistBegin = Primitive.PackPathTwist(obj.PrimData.PathTwistBegin);
            update.PCode = (byte)obj.PrimData.PCode;
            update.ProfileBegin = Primitive.PackBeginCut(obj.PrimData.ProfileBegin);
            update.ProfileCurve = (byte)obj.PrimData.ProfileCurve;
            update.ProfileEnd = Primitive.PackEndCut(obj.PrimData.ProfileEnd);
            update.ProfileHollow = Primitive.PackProfileHollow(obj.PrimData.ProfileHollow);
            update.PSBlock = obj.ParticleSys.GetBytes();
            update.TextColor = obj.TextColor.GetBytes(true);
            update.TextureAnim = obj.TextureAnim.GetBytes();
            update.TextureEntry = obj.Textures == null ? new byte[0] : obj.Textures.ToBytes();
            update.Radius = obj.SoundRadius;
            update.Scale = obj.Scale;
            update.Sound = obj.Sound;
            update.State = obj.PrimData.State;
            update.Text = Utils.StringToBytes(obj.Text);
            update.UpdateFlags = (uint)flags;
            update.Data = obj.GenericData == null ? new byte[0] : obj.GenericData;

            return update;
        }
开发者ID:3di,项目名称:3di-viewer-rei-libs,代码行数:55,代码来源:SimulationObject.cs


示例3: RemFlag

 public void RemFlag(PrimFlags flag)
 {
     // PrimFlags prevflag = Flags;
     if ((Flags & flag) != 0)
     {
         //m_log.Debug("Removing flag: " + ((PrimFlags)flag).ToString());
         Flags &= ~flag;
     }
     //m_log.Debug("prev: " + prevflag.ToString() + " curr: " + Flags.ToString());
     //ScheduleFullUpdate();
 }
开发者ID:justasabc,项目名称:opensim,代码行数:11,代码来源:SceneObjectPart.cs


示例4: SendFullUpdateToClient

        /// <summary>
        /// Sends a full update to the client
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <param name="lPos"></param>
        /// <param name="clientFlags"></param>
        public void SendFullUpdateToClient(IClientAPI remoteClient, Vector3 lPos, uint clientFlags)
        {
            // Suppress full updates during attachment editing
            //
            if (ParentGroup.IsSelected && IsAttachment)
                return;
            
            if (ParentGroup.IsDeleted)
                return;

            clientFlags &= ~(uint) PrimFlags.CreateSelected;

            if (remoteClient.AgentId == _ownerID)
            {
                if ((uint) (_flags & PrimFlags.CreateSelected) != 0)
                {
                    clientFlags |= (uint) PrimFlags.CreateSelected;
                    _flags &= ~PrimFlags.CreateSelected;
                }
            }
            //bool isattachment = IsAttachment;
            //if (LocalId != ParentGroup.RootPart.LocalId)
                //isattachment = ParentGroup.RootPart.IsAttachment;

            byte[] color = new byte[] {m_color.R, m_color.G, m_color.B, m_color.A};
            remoteClient.SendPrimitiveToClient(new SendPrimitiveData(m_regionHandle, m_parentGroup.GetTimeDilation(), LocalId, m_shape,
                                               lPos, Velocity, Acceleration, RotationOffset, RotationalVelocity, clientFlags, m_uuid, _ownerID,
                                               m_text, color, _parentID, m_particleSystem, m_clickAction, (byte)m_material, m_TextureAnimation, IsAttachment,
                                               AttachmentPoint,FromItemID, Sound, SoundGain, SoundFlags, SoundRadius, ParentGroup.GetUpdatePriority(remoteClient)));
        }
开发者ID:intari,项目名称:OpenSimMirror,代码行数:36,代码来源:SceneObjectPart.cs


示例5: aggregateScriptEvents

        public void aggregateScriptEvents()
        {
            AggregateScriptEvents = 0;

            // Aggregate script events
            lock (m_scriptEvents)
            {
                foreach (scriptEvents s in m_scriptEvents.Values)
                {
                    AggregateScriptEvents |= s;
                }
            }

            uint objectflagupdate = 0;

            if (
                ((AggregateScriptEvents & scriptEvents.touch) != 0) ||
                ((AggregateScriptEvents & scriptEvents.touch_end) != 0) ||
                ((AggregateScriptEvents & scriptEvents.touch_start) != 0)
                )
            {
                objectflagupdate |= (uint) PrimFlags.Touch;
            }

            if ((AggregateScriptEvents & scriptEvents.money) != 0)
            {
                objectflagupdate |= (uint) PrimFlags.Money;
            }

            if (AllowedDrop)
            {
                objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
            }

            // subscribe to physics updates.
            if (PhysActor != null)
            {
                PhysActor.OnCollisionUpdate += PhysicsCollision;
                PhysActor.SubscribeEvents(1000);
            }

            if (m_parentGroup == null)
            {
//                m_log.DebugFormat(
//                    "[SCENE OBJECT PART]: Scheduling part {0} {1} for full update in aggregateScriptEvents() since m_parentGroup == null", Name, LocalId);
                ScheduleUpdate(PrimUpdateFlags.FullUpdate);
                return;
            }

            LocalFlags=(PrimFlags)objectflagupdate;

            if (m_parentGroup != null && m_parentGroup.RootPart == this)
            {
                m_parentGroup.aggregateScriptEvents();
            }
            else
            {
//                m_log.DebugFormat(
//                    "[SCENE OBJECT PART]: Scheduling part {0} {1} for full update in aggregateScriptEvents()", Name, LocalId);
                ScheduleUpdate(PrimUpdateFlags.PrimFlags);
            }
        }
开发者ID:KristenMynx,项目名称:Aurora-Sim,代码行数:62,代码来源:SceneObjectPart.cs


示例6: aggregateScriptEvents

        public void aggregateScriptEvents()
        {
            if (ParentGroup == null || ParentGroup.RootPart == null)
                return;

            AggregateScriptEvents = 0;

            // Aggregate script events
            lock (m_scriptEvents)
            {
                foreach (scriptEvents s in m_scriptEvents.Values)
                {
                    AggregateScriptEvents |= s;
                }
            }

            uint objectflagupdate = 0;

            if (
                ((AggregateScriptEvents & scriptEvents.touch) != 0) ||
                ((AggregateScriptEvents & scriptEvents.touch_end) != 0) ||
                ((AggregateScriptEvents & scriptEvents.touch_start) != 0)
                )
            {
                objectflagupdate |= (uint) PrimFlags.Touch;
            }

            if ((AggregateScriptEvents & scriptEvents.money) != 0)
            {
                objectflagupdate |= (uint) PrimFlags.Money;
            }

            if (AllowedDrop)
            {
                objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
            }

            SubscribeForCollisionEvents();

            //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
            //{
            //    ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
            //}
            //else
            //{
            //    ParentGroup.Scene.EventManager.OnScriptTimerEvent -= handleTimerAccounting;
            //}

            LocalFlags = (PrimFlags)objectflagupdate;

            if (ParentGroup != null && ParentGroup.RootPart == this)
            {
                ParentGroup.aggregateScriptEvents();
            }
            else
            {
//                m_log.DebugFormat(
//                    "[SCENE OBJECT PART]: Scheduling part {0} {1} for full update in aggregateScriptEvents()", Name, LocalId);
                ScheduleFullUpdate();
            }
        }
开发者ID:VirTecIO,项目名称:opensim,代码行数:61,代码来源:SceneObjectPart.cs


示例7: SendFullUpdateToClientImmediate

        public void SendFullUpdateToClientImmediate(IClientAPI remoteClient, Vector3 lPos, uint clientFlags)
        {
            clientFlags &= ~(uint)PrimFlags.CreateSelected;
            if ((uint)(_flags & PrimFlags.Scripted) != 0)
                clientFlags |= (uint)PrimFlags.Scripted;
            else
                clientFlags &= ~(uint)PrimFlags.Scripted;

            if (remoteClient.AgentId == _ownerID)
            {
                if ((uint)(_flags & PrimFlags.CreateSelected) != 0)
                {
                    clientFlags |= (uint)PrimFlags.CreateSelected;
                    _flags &= ~PrimFlags.CreateSelected;
                }
            }
            else
            {   // Someone else's object
                // If it's worn as a HUD, don't send this no matter what
                if (ParentGroup.IsAttachedHUD)
                    return;
            }

            remoteClient.SendPrimitiveToClientImmediate(this, clientFlags, lPos);
        }
开发者ID:kf6kjg,项目名称:halcyon,代码行数:25,代码来源:SceneObjectPart.cs


示例8: AddFlag

        public void AddFlag(PrimFlags flag)
        {
            // PrimFlags prevflag = Flags;
            if ((ObjectFlags & (uint) flag) == 0)
            {
                _flags |= flag;

                if (flag == PrimFlags.TemporaryOnRez)
                    ResetExpire();
                if (ParentGroup != null)    // null when called from the persistence backup
                    if((flag & PrimFlags.Scripted) != 0 && !ParentGroup.IsScripted)
                        ParentGroup.RecalcScriptedStatus();
            }
        }
开发者ID:kf6kjg,项目名称:halcyon,代码行数:14,代码来源:SceneObjectPart.cs


示例9: AddFlag

        public void AddFlag(PrimFlags flag)
        {
            // PrimFlags prevflag = Flags;
            if ((ObjectFlags & (uint) flag) == 0)
            {
                _flags |= flag;

                if (flag == PrimFlags.TemporaryOnRez)
                    ResetExpire();
                if((flag & PrimFlags.Scripted) != 0 && !ParentGroup.IsScripted)
                    ParentGroup.CheckIfScriptedStatusChanged();
            }
        }
开发者ID:digitalmystic,项目名称:halcyon,代码行数:13,代码来源:SceneObjectPart.cs


示例10: AddFlag

        public void AddFlag(PrimFlags flag)
        {
            // PrimFlags prevflag = Flags;
            if ((ObjectFlags & (uint) flag) == 0)
            {
		        _flags |= flag;

                if (flag == PrimFlags.TemporaryOnRez)
                    ResetExpire();
            }
        }
开发者ID:BogusCurry,项目名称:halcyon,代码行数:11,代码来源:SceneObjectPart.cs


示例11: BuildUpdateBlock

        public static ObjectUpdatePacket.ObjectDataBlock BuildUpdateBlock(Primitive prim, PrimFlags flags, uint crc)
        {
            byte[] objectData = new byte[60];
            prim.Position.ToBytes(objectData, 0);
            prim.Velocity.ToBytes(objectData, 12);
            prim.Acceleration.ToBytes(objectData, 24);
            prim.Rotation.ToBytes(objectData, 36);
            prim.AngularVelocity.ToBytes(objectData, 48);

            ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
            update.ClickAction = (byte)prim.ClickAction;
            update.CRC = crc;
            update.ExtraParams = prim.GetExtraParamsBytes();
            update.Flags = (byte)flags;
            update.FullID = prim.ID;
            update.Gain = prim.SoundGain;
            update.ID = prim.LocalID;
            update.JointAxisOrAnchor = prim.JointAxisOrAnchor;
            update.JointPivot = prim.JointPivot;
            update.JointType = (byte)prim.Joint;
            update.Material = (byte)prim.PrimData.Material;
            update.MediaURL = Utils.StringToBytes(prim.MediaURL);
            update.NameValue = Utils.StringToBytes(NameValue.NameValuesToString(prim.NameValues));
            update.ObjectData = objectData;
            update.OwnerID = (prim.Properties != null ? prim.Properties.OwnerID : UUID.Zero);
            update.ParentID = prim.ParentID;
            update.PathBegin = Primitive.PackBeginCut(prim.PrimData.PathBegin);
            update.PathCurve = (byte)prim.PrimData.PathCurve;
            update.PathEnd = Primitive.PackEndCut(prim.PrimData.PathEnd);
            update.PathRadiusOffset = Primitive.PackPathTwist(prim.PrimData.PathRadiusOffset);
            update.PathRevolutions = Primitive.PackPathRevolutions(prim.PrimData.PathRevolutions);
            update.PathScaleX = Primitive.PackPathScale(prim.PrimData.PathScaleX);
            update.PathScaleY = Primitive.PackPathScale(prim.PrimData.PathScaleY);
            update.PathShearX = (byte)Primitive.PackPathShear(prim.PrimData.PathShearX);
            update.PathShearY = (byte)Primitive.PackPathShear(prim.PrimData.PathShearY);
            update.PathSkew = Primitive.PackPathTwist(prim.PrimData.PathSkew);
            update.PathTaperX = Primitive.PackPathTaper(prim.PrimData.PathTaperX);
            update.PathTaperY = Primitive.PackPathTaper(prim.PrimData.PathTaperY);
            update.PathTwist = Primitive.PackPathTwist(prim.PrimData.PathTwist);
            update.PathTwistBegin = Primitive.PackPathTwist(prim.PrimData.PathTwistBegin);
            update.PCode = (byte)prim.PrimData.PCode;
            update.ProfileBegin = Primitive.PackBeginCut(prim.PrimData.ProfileBegin);
            update.ProfileCurve = (byte)prim.PrimData.ProfileCurve;
            update.ProfileEnd = Primitive.PackEndCut(prim.PrimData.ProfileEnd);
            update.ProfileHollow = Primitive.PackProfileHollow(prim.PrimData.ProfileHollow);
            update.PSBlock = prim.ParticleSys.GetBytes();
            update.TextColor = prim.TextColor.GetBytes(true);
            update.TextureAnim = prim.TextureAnim.GetBytes();
            update.TextureEntry = prim.Textures == null ? Utils.EmptyBytes : prim.Textures.GetBytes();
            update.Radius = prim.SoundRadius;
            update.Scale = prim.Scale;
            update.Sound = prim.Sound;
            update.State = prim.PrimData.State;
            update.Text = Utils.StringToBytes(prim.Text);
            update.UpdateFlags = (uint)flags;
            switch (prim.PrimData.PCode)
            {
                case PCode.Grass:
                case PCode.Tree:
                case PCode.NewTree:
                    update.Data = new byte[1];
                    update.Data[0] = (byte)prim.TreeSpecies;
                    break;
                default:
                    if (prim.ScratchPad != null)
                    {
                        update.Data = new byte[prim.ScratchPad.Length];
                        Buffer.BlockCopy(prim.ScratchPad, 0, update.Data, 0, update.Data.Length);
                    }
                    else
                    {
                        update.Data = new byte[0];
                    }
                    break;
            }

            return update;
        }
开发者ID:RavenB,项目名称:gridsearch,代码行数:78,代码来源:SimulationObject.cs


示例12: AgentAdd

        public bool AgentAdd(object sender, Agent agent, PrimFlags creatorFlags)
        {
            // Sanity check, since this should have already been done
            agent.Avatar.Prim.ID = agent.Info.ID;

            // Check if the agent already exists in the scene
            lock (sceneAgents)
            {
                if (sceneAgents.ContainsKey(agent.ID))
                    sceneAgents.Remove(agent.ID);
            }

            // Update the current region handle
            agent.Avatar.Prim.RegionHandle = regionHandle;

            // Avatars always have physics
            agent.Avatar.Prim.Flags |= PrimFlags.Physics;

            // Default avatar values
            agent.Avatar.Prim.Position = new Vector3(128f, 128f, 25f);
            agent.Avatar.Prim.Rotation = Quaternion.Identity;
            agent.Avatar.Prim.Scale = new Vector3(0.45f, 0.6f, 1.9f);
            agent.Avatar.Prim.PrimData.Material = Material.Flesh;
            agent.Avatar.Prim.PrimData.PCode = PCode.Avatar;
            agent.Avatar.Prim.Textures = new Primitive.TextureEntry(new UUID("c228d1cf-4b5d-4ba8-84f4-899a0796aa97"));

            // Set the avatar name
            NameValue[] name = new NameValue[2];
            name[0] = new NameValue("FirstName", NameValue.ValueType.String, NameValue.ClassType.ReadWrite,
                NameValue.SendtoType.SimViewer, agent.Info.FirstName);
            name[1] = new NameValue("LastName", NameValue.ValueType.String, NameValue.ClassType.ReadWrite,
                NameValue.SendtoType.SimViewer, agent.Info.LastName);
            agent.Avatar.Prim.NameValues = name;

            // Give testers a provisionary balance of 1000L
            agent.Info.Balance = 1000;

            // Some default avatar prim properties
            agent.Avatar.Prim.Properties = new Primitive.ObjectProperties();
            agent.Avatar.Prim.Properties.CreationDate = Utils.UnixTimeToDateTime(agent.Info.CreationTime);
            agent.Avatar.Prim.Properties.Name = agent.FullName;
            agent.Avatar.Prim.Properties.ObjectID = agent.ID;

            if (agent.Avatar.Prim.LocalID == 0)
            {
                // Assign a unique LocalID to this agent
                agent.Avatar.Prim.LocalID = (uint)Interlocked.Increment(ref currentLocalID);
            }

            if (OnAgentAdd != null)
                OnAgentAdd(sender, agent, creatorFlags);

            // Add the agent to the scene dictionary
            lock (sceneAgents) sceneAgents[agent.ID] = agent;

            Logger.Log("Added agent " + agent.FullName + " to the scene", Helpers.LogLevel.Info);

            return true;
        }
开发者ID:RavenB,项目名称:gridsearch,代码行数:59,代码来源:SceneManager.cs


示例13: ObjectAddOrUpdate

        public void ObjectAddOrUpdate(object sender, SimulationObject obj, UUID ownerID, int scriptStartParam, PrimFlags creatorFlags, UpdateFlags updateFlags)
        {
            if (OnObjectAddOrUpdate != null)
            {
                OnObjectAddOrUpdate(sender, obj, ownerID, scriptStartParam, creatorFlags, updateFlags);
            }

            #region Initialize new objects

            // Check if the object already exists in the scene
            if (!sceneObjects.ContainsKey(obj.Prim.ID))
            {
                // Enable some default flags that all objects will have
                obj.Prim.Flags |= server.Permissions.GetDefaultObjectFlags();

                // Object did not exist before, so there's no way it could contain inventory
                obj.Prim.Flags |= PrimFlags.InventoryEmpty;

                // Fun Fact: Prim.OwnerID is only used by the LL viewer to mute sounds
                obj.Prim.OwnerID = ownerID;

                // Other than storing tree species, I have no idea what this does
                obj.Prim.ScratchPad = Utils.EmptyBytes;

                // Assign a unique LocalID to this object if no LocalID is set
                if (obj.Prim.LocalID == 0)
                    obj.Prim.LocalID = (uint)Interlocked.Increment(ref currentLocalID);

                // Assign a random ID to this object if no ID is set
                if (obj.Prim.ID == UUID.Zero)
                    obj.Prim.ID = UUID.Random();

                // Set the RegionHandle if no RegionHandle is set
                if (obj.Prim.RegionHandle == 0)
                    obj.Prim.RegionHandle = regionHandle;

                // Make sure this object has properties
                if (obj.Prim.Properties == null)
                {
                    obj.Prim.Properties = new Primitive.ObjectProperties();
                    obj.Prim.Properties.CreationDate = DateTime.Now;
                    obj.Prim.Properties.CreatorID = ownerID;
                    obj.Prim.Properties.Name = "New Object";
                    obj.Prim.Properties.ObjectID = obj.Prim.ID;
                    obj.Prim.Properties.OwnerID = ownerID;
                    obj.Prim.Properties.Permissions = server.Permissions.GetDefaultPermissions();
                    obj.Prim.Properties.SalePrice = 10;
                }

                // Set the default scale
                if (obj.Prim.Scale == Vector3.Zero)
                    obj.Prim.Scale = new Vector3(0.5f, 0.5f, 0.5f);

                // Set the collision plane
                if (obj.Prim.CollisionPlane == Vector4.Zero)
                    obj.Prim.CollisionPlane = Vector4.UnitW;

                // Set default textures if none are set
                if (obj.Prim.Textures == null)
                    obj.Prim.Textures = new Primitive.TextureEntry(new UUID("89556747-24cb-43ed-920b-47caed15465f")); // Plywood

                // Add the object to the scene dictionary
                sceneObjects.Add(obj.Prim.LocalID, obj.Prim.ID, obj);
            }

            #endregion Initialize new objects

            // Reset the prim CRC
            obj.CRC = 0;

            #region UpdateFlags to packet type conversion

            bool canUseCompressed = true;
            bool canUseImproved = true;

            if ((updateFlags & UpdateFlags.FullUpdate) == UpdateFlags.FullUpdate || creatorFlags != PrimFlags.None)
            {
                canUseCompressed = false;
                canUseImproved = false;
            }
            else
            {
                if ((updateFlags & UpdateFlags.Velocity) != 0 ||
                    (updateFlags & UpdateFlags.Acceleration) != 0 ||
                    (updateFlags & UpdateFlags.CollisionPlane) != 0 ||
                    (updateFlags & UpdateFlags.Joint) != 0)
                {
                    canUseCompressed = false;
                }
                
                if ((updateFlags & UpdateFlags.PrimFlags) != 0 ||
                    (updateFlags & UpdateFlags.ParentID) != 0 ||
                    (updateFlags & UpdateFlags.Scale) != 0 ||
                    (updateFlags & UpdateFlags.PrimData) != 0 ||
                    (updateFlags & UpdateFlags.Text) != 0 ||
                    (updateFlags & UpdateFlags.NameValue) != 0 ||
                    (updateFlags & UpdateFlags.ExtraData) != 0 ||
                    (updateFlags & UpdateFlags.TextureAnim) != 0 ||
                    (updateFlags & UpdateFlags.Sound) != 0 ||
                    (updateFlags & UpdateFlags.Particles) != 0 ||
//.........这里部分代码省略.........
开发者ID:RavenB,项目名称:gridsearch,代码行数:101,代码来源:SceneManager.cs


示例14: SendObjectPacket

        void SendObjectPacket(SimulationObject obj, bool canUseCompressed, bool canUseImproved, PrimFlags creatorFlags, UpdateFlags updateFlags)
        {
            if (!canUseImproved && !canUseCompressed)
            {
                #region ObjectUpdate

                Logger.DebugLog("Sending ObjectUpdate");

                if (sceneAgents.ContainsKey(obj.Prim.OwnerID))
                {
                    // Send an update out to the creator
                    ObjectUpdatePacket updateToOwner = new ObjectUpdatePacket();
                    updateToOwner.RegionData.RegionHandle = regionHandle;
                    updateToOwner.RegionData.TimeDilation = (ushort)(timeDilation * (float)UInt16.MaxValue);
                    updateToOwner.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1];
                    updateToOwner.ObjectData[0] = SimulationObject.BuildUpdateBlock(obj.Prim,
                        obj.Prim.Flags | creatorFlags | PrimFlags.ObjectYouOwner, obj.CRC);

                    udp.SendPacket(obj.Prim.OwnerID, updateToOwner, PacketCategory.State);
                }

                // Send an update out to everyone else
                ObjectUpdatePacket updateToOthers = new ObjectUpdatePacket();
                updateToOthers.RegionData.RegionHandle = regionHandle;
                updateToOthers.RegionData.TimeDilation = UInt16.MaxValue;
                updateToOthers.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1];
                updateToOthers.ObjectData[0] = SimulationObject.BuildUpdateBlock(obj.Prim,
                    obj.Prim.Flags, obj.CRC);

                ForEachAgent(
                    delegate(Agent recipient)
                    {
                        if (recipient.ID != obj.Prim.OwnerID)
                            udp.SendPacket(recipient.ID, updateToOthers, PacketCategory.State);
                    }
                );

                #endregion ObjectUpdate
            }
            else if (!canUseImproved)
            {
                #region ObjectUpdateCompressed

                #region Size calculation and field serialization

                CompressedFlags flags = 0;
                int size = 84;
                byte[] textBytes = null;
                byte[] mediaURLBytes = null;
                byte[] particleBytes = null;
                byte[] extraParamBytes = null;
                byte[] nameValueBytes = null;
                byte[] textureBytes = null;
                byte[] textureAnimBytes = null;

                if ((updateFlags & UpdateFlags.AngularVelocity) != 0)
                {
                    flags |= CompressedFlags.HasAngularVelocity;
                    size += 12;
                }
                if ((updateFlags & UpdateFlags.ParentID) != 0)
                {
                    flags |= CompressedFlags.HasParent;
                    size += 4;
                }
                if ((updateFlags & UpdateFlags.ScratchPad) != 0)
                {
                    switch (obj.Prim.PrimData.PCode)
                    {
                        case PCode.Grass:
                        case PCode.Tree:
                        case PCode.NewTree:
                            flags |= CompressedFlags.Tree;
                            size += 2; // Size byte plus one byte
                            break;
                        default:
                            flags |= CompressedFlags.ScratchPad;
                            size += 1 + obj.Prim.ScratchPad.Length; // Size byte plus bytes
                            break;
                    }
                }
                if ((updateFlags & UpdateFlags.Text) != 0)
                {
                    flags |= CompressedFlags.HasText;
                    textBytes = Utils.StringToBytes(obj.Prim.Text);
                    size += textBytes.Length; // Null-terminated, no size byte
                    size += 4; // Text color
                }
                if ((updateFlags & UpdateFlags.MediaURL) != 0)
                {
                    flags |= CompressedFlags.MediaURL;
                    mediaURLBytes = Utils.StringToBytes(obj.Prim.MediaURL);
                    size += mediaURLBytes.Length; // Null-terminated, no size byte
                }
                if ((updateFlags & UpdateFlags.Particles) != 0)
                {
                    flags |= CompressedFlags.HasParticles;
                    particleBytes = obj.Prim.ParticleSys.GetBytes();
                    size += particleBytes.Length; // Should be exactly 86 bytes
                }
//.........这里部分代码省略.........
开发者ID:RavenB,项目名称:gridsearch,代码行数:101,代码来源:SceneManager.cs


示例15: RemFlag

 public bool RemFlag(PrimFlags flag)
 {
     // PrimFlags prevflag = Flags;
     if ((Flags & flag) != 0)
     {
         //MainConsole.Instance.Debug("Removing flag: " + ((PrimFlags)flag).ToString());
         Flags &= ~flag;
         object[] o = new object[2];
         o[0] = this;
         o[1] = flag;
         m_parentGroup.Scene.AuroraEventManager.FireGenericEventHandler("ObjectRemovedFlag", o);
         return true;
     }
     return false;
     //MainConsole.Instance.Debug("prev: " + prevflag.ToString() + " curr: " + Flags.ToString());
     //ScheduleFullUpdate();
 }
开发者ID:JAllard,项目名称:Aurora-Sim,代码行数:17,代码来源:SceneObjectPart.cs


示例16: SetSOPFlags

        private void SetSOPFlags(SceneObjectPart part, PrimFlags flags)
        {
            //Do not set part.Flags yet,
            //part.Flags = flags;
            // DebugLog.WarnFormat("[SYNC INFO PRIM] SetSOPFlags");

            bool UsePhysics = (flags & PrimFlags.Physics) != 0;
            bool IsTemporary = (flags & PrimFlags.TemporaryOnRez) != 0;
            //bool IsVolumeDetect = part.VolumeDetectActive;
            bool IsPhantom = (flags & PrimFlags.Phantom) != 0;

            if (part.ParentGroup != null)
            {
                //part.ParentGroup.UpdatePrimFlagsBySync(part.LocalId, UsePhysics, IsTemporary, IsPhantom, part.VolumeDetectActive);
                part.ParentGroup.UpdatePrimFlags(part.LocalId, UsePhysics, IsTemporary, IsPhantom, part.VolumeDetectActive);
                //part.UpdatePrimFlagsBySync(UsePhysics, IsTemporary, IsPhantom, part.VolumeDetectActive);
            }
            part.Flags = flags;
            //DSL part.aggregateScriptEventSubscriptions();
            part.ScheduleFullUpdate();
        }
开发者ID:QuillLittlefeather,项目名称:DSG,代码行数:21,代码来源:SyncInfoPrim.cs


示例17: aggregateScriptEvents

        public void aggregateScriptEvents()
        {
            AggregateScriptEvents = 0;

            // Aggregate script events
            lock (m_scriptEvents)
            {
                foreach (scriptEvents s in m_scriptEvents.Values)
                {
                    AggregateScriptEvents |= s;
                }
            }

            uint objectflagupdate = 0;

            if (
                ((AggregateScriptEvents & scriptEvents.touch) != 0) ||
                ((AggregateScriptEvents & scriptEvents.touch_end) != 0) ||
                ((AggregateScriptEvents & scriptEvents.touch_start) != 0)
                )
            {
                objectflagupdate |= (uint) PrimFlags.Touch;
            }

            if ((AggregateScriptEvents & scriptEvents.money) != 0)
            {
                objectflagupdate |= (uint) PrimFlags.Money;
            }

            if (AllowedDrop)
            {
                objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
            }

            // subscribe to physics updates.
            //We subscribe by default now... so 'shouldn't' need this
            if ((((AggregateScriptEvents & scriptEvents.collision) != 0) ||
                 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
                 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
                 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
                 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
                 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0)
                ) && PhysActor != null)
            {
                if (!m_hasSubscribedToCollisionEvent)
                {
                    m_hasSubscribedToCollisionEvent = true;
                    PhysActor.OnCollisionUpdate += PhysicsCollision;
                    PhysActor.SubscribeEvents(1000);
                }
            }
            else if (PhysActor != null)
            {
                if (m_hasSubscribedToCollisionEvent)
                {
                    m_hasSubscribedToCollisionEvent = false;
                    PhysActor.OnCollisionUpdate -= PhysicsCollision;
                }
            }

            if (m_parentGroup == null)
            {
//                MainConsole.Instance.DebugFormat(
//                    "[SCENE OBJECT PART]: Scheduling part {0} {1} for full update in aggregateScriptEvents() since m_parentGroup == null", Name, LocalId);
                ScheduleUpdate(PrimUpdateFlags.FullUpdate);
                return;
            }

            LocalFlags = (PrimFlags) objectflagupdate;

            if (m_parentGroup != null && m_parentGroup.RootPart == this)
            {
                m_parentGroup.aggregateScriptEvents();
            }
            else
            {
//                MainConsole.Instance.DebugFormat(
//                    "[SCENE OBJECT PART]: Scheduling part {0} {1} for full update in aggregateScriptEvents()", Name, LocalId);
                ScheduleUpdate(PrimUpdateFlags.PrimFlags);
            }
        }
开发者ID:JAllard,项目名称:Aurora-Sim,代码行数:81,代码来源:SceneObjectPart.cs


示例18: SetPrimFlags

 public void SetPrimFlags(Primitive UnPhantom, PrimFlags fs)
 {
     client.Objects.SetFlags(GetSimulator(UnPhantom),UnPhantom.LocalID, ((fs & PrimFlags.Physics) != 0), //
                             ((fs & PrimFlags.Temporary) != 0),
                             ((fs & PrimFlags.Phantom) != 0),
                             ((fs & PrimFlags.CastShadows) != 0));
 }
开发者ID:drzo,项目名称:opensim4opencog,代码行数:7,代码来源:WorldObjects.cs


示例19: RemFlag

 public void RemFlag(PrimFlags flag)
 {
     // PrimFlags prevflag = Flags;
     if ((ObjectFlags & (uint) flag) != 0)
     {
         //m_log.Debug("Removing flag: " + ((PrimFlags)flag).ToString());
         _flags &= ~flag;
         if ((flag & PrimFlags.Scripted) != 0)
             if(ParentGroup != null)
                 ParentGroup.RecalcScriptedStatus();
     }
     //m_log.Debug("prev: " + prevflag.ToString() + " curr: " + Flags.ToString());
     //ScheduleFullUpdate();
 }
开发者ID:kf6kjg,项目名称:halcyon,代码行数:14,代码来源:SceneObjectPart.cs


示例20: HasFlag

 public static bool HasFlag(this PrimFlags primFlags, PrimFlags flag)
 {
     return (primFlags & flag) == flag;
 }
开发者ID:thoys,项目名称:simian,代码行数:4,代码来源:LLPrimitive.cs



注:本文中的PrimFlags类示例整理自Github/MSDocs等源码及文档管理平台,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。


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C# PrimUpdateFlags类代码示例发布时间:2022-05-24
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