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C# ISceneObject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ISceneObject的典型用法代码示例。如果您正苦于以下问题:C# ISceneObject类的具体用法?C# ISceneObject怎么用?C# ISceneObject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。



ISceneObject类属于命名空间,在下文中一共展示了ISceneObject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: AddObject

        public override void AddObject(ISceneObject obj)
        {
            Assert.Fatal(obj is ISceneObject2D, "Only ISceneContainerObject objects can be added to this SceneGraph");
            ISceneObject2D o = (ISceneObject2D)obj;

            _container.CheckSceneObjectBins(o);
        }
开发者ID:andrewstrauch,项目名称:The-Scarab-Gauntlet,代码行数:7,代码来源:T2DSceneGraph.cs


示例2: IncomingCreateObject

        /// <summary>
        /// Called when objects or attachments cross the border, or teleport, between regions.
        /// </summary>
        /// <param name="sog"></param>
        /// <returns></returns>
        public bool IncomingCreateObject(Vector3 newPosition, ISceneObject sog)
        {
            //m_log.DebugFormat(" >>> IncomingCreateObject(sog) <<< {0} deleted? {1} isAttach? {2}", ((SceneObjectGroup)sog).AbsolutePosition,
            //    ((SceneObjectGroup)sog).IsDeleted, ((SceneObjectGroup)sog).RootPart.IsAttachment);

            SceneObjectGroup newObject;
            try
            {
                newObject = (SceneObjectGroup)sog;
            }
            catch (Exception e)
            {
                m_log.WarnFormat("[INTERREGION]: Problem casting object, exception {0}{1}", e.Message, e.StackTrace);
                return false;
            }

            // If the user is banned, we won't let any of their objects
            // enter. Period.
            //
            if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID))
            {
                m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
                return false;
            }

            if (newPosition != Vector3.Zero)
                newObject.RootPart.GroupPosition = newPosition;

            if (!AddSceneObject(newObject))
            {
                m_log.DebugFormat(
                    "[INTERREGION]: Problem adding scene object {0} in {1} ", newObject.UUID, RegionInfo.RegionName);
                return false;
            }

            if (!newObject.IsAttachment)
            {
                // FIXME: It would be better to never add the scene object at all rather than add it and then delete
                // it
                if (!Permissions.CanObjectEntry(newObject.UUID, true, newObject.AbsolutePosition))
                {
                    // Deny non attachments based on parcel settings
                    //
                    m_log.Info("[INTERREGION]: Denied prim crossing because of parcel settings");

                    DeleteSceneObject(newObject, false);

                    return false;
                }

                // For attachments, we need to wait until the agent is root
                // before we restart the scripts, or else some functions won't work.
                newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
                newObject.ResumeScripts();
            }

            // Do this as late as possible so that listeners have full access to the incoming object
            EventManager.TriggerOnIncomingSceneObject(newObject);

            return true;
        }
开发者ID:CCIR,项目名称:opensim,代码行数:66,代码来源:Scene.cs


示例3: CreateObject

        /**
         * Object-related communications
         */

        public bool CreateObject(GridRegion destination, Vector3 newPosition, ISceneObject sog, bool isLocalCall)
        {
            if (destination == null)
                return false;

            // Try local first
            if (m_localBackend.CreateObject(destination, newPosition, sog, isLocalCall))
            {
                //m_log.Debug("[REST COMMS]: LocalBackEnd SendCreateObject succeeded");
                return true;
            }

            // else do the remote thing
            if (!m_localBackend.IsLocalRegion(destination.RegionID))
                return m_remoteConnector.CreateObject(destination, newPosition, sog, isLocalCall);

            return false;
        }
开发者ID:Kubwa,项目名称:opensim,代码行数:22,代码来源:RemoteSimulationConnector.cs


示例4: EntityPropertyCollection

 public EntityPropertyCollection(ISceneObject owner, DynamicPropertyCollectionType collectionType)
     : base(owner, collectionType)
 {
 }
开发者ID:shuaiharry,项目名称:projectanarchy,代码行数:4,代码来源:EntityShape.cs


示例5: CreateObject

        public bool CreateObject(GridRegion destination, ISceneObject sog)
        {
            // Try local first
            if (m_localBackend != null && m_localBackend.CreateObject(destination, sog))
            {
                //MainConsole.Instance.Debug("[REST COMMS]: LocalBackEnd SendCreateObject succeeded");
                return true;
            }

            // else do the remote thing
            bool successful = false;
            if (m_localBackend == null || !m_localBackend.IsLocalRegion(destination.RegionHandle))
            {
                string uri = MakeUri(destination, false) + sog.UUID + "/";
                //MainConsole.Instance.Debug("   >>> DoCreateObjectCall <<< " + uri);

                OSDMap args = new OSDMap(7);
                args["sog"] = OSD.FromString(sog.ToXml2());
                args["extra"] = OSD.FromString(sog.ExtraToXmlString());
                // Add the input general arguments
                args["destination_x"] = OSD.FromString(destination.RegionLocX.ToString());
                args["destination_y"] = OSD.FromString(destination.RegionLocY.ToString());
                args["destination_name"] = OSD.FromString(destination.RegionName);
                args["destination_uuid"] = OSD.FromString(destination.RegionID.ToString());

                OSDMap result = WebUtils.PostToService(uri, args, true, false);
                if (bool.TryParse(result["_RawResult"], out successful))
                    return successful;
            }
            return successful;
        }
开发者ID:savino1976,项目名称:Aurora-Sim,代码行数:31,代码来源:SimulationServiceConnector.cs


示例6: HavokNavMeshGlobalSettings

        protected HavokNavMeshGlobalSettings(SerializationInfo info, StreamingContext context)
        {
            // Nav Mesh Generation Settings
              m_parent = (ISceneObject)info.GetValue("Parent", typeof(ISceneObject));
              m_name = info.GetString("Name");
              m_characterHeight = info.GetSingle("CharacterHeight");
              m_maxWalkableSlopeDeg = info.GetSingle("MaxWalkableSlope");
              m_minRegionArea = info.GetSingle("MinRegionArea");
              m_minDistanceToSeedPoints = info.GetSingle("MinDistanceToSeedPoints");
              m_borderPreservationTolerance = info.GetSingle("BorderPreservationTolerance");
              m_minCharacterWidth = info.GetSingle("MinCharacterWidth");

              m_characterWidthUsage = (eCharacterWidthUsage)info.GetValue("CharacterWidthUsage", typeof(eCharacterWidthUsage));

              if (m_characterWidthUsage > eCharacterWidthUsage.BlockEdges)
              {
              m_characterWidthUsage = eCharacterWidthUsage.BlockEdges;
              }

              m_restrictToGeometryFromSameZoneOnly = info.GetBoolean("RestrictToZoneGeometry");
              if (SerializationHelper.HasElement(info, "TerrainLOD"))
            m_terrainLOD = (eTerrainLOD)info.GetValue("TerrainLOD", typeof(eTerrainLOD));

              // Nav Mesh Generation Settings (Advanced)
              m_quantizationGridSize = info.GetSingle("QuantizationGridSize");
              m_degenerateAreaThreshold = info.GetSingle("DegenerateAreaThreshold");
              m_degenerateWidthThreshold = info.GetSingle("DegenerateWidthThreshold");
              m_convexThreshold = info.GetSingle("ConvexThreshold");
              m_maxNumEdgesPerFace = info.GetInt32("MaxNumEdgesPerFace");
              m_weldInputVertices = info.GetBoolean("WeldInputVertices");
              m_weldThreshold = info.GetSingle("WeldThreshold");
              if (SerializationHelper.HasElement(info, "VertexSelectionMethod"))
              m_vertexSelectionMethod = (eVertexSelectionMethod)info.GetValue("VertexSelectionMethod", typeof(eVertexSelectionMethod));
              if (SerializationHelper.HasElement(info, "AreaFraction"))
              m_areaFraction = info.GetSingle("AreaFraction");
              if (SerializationHelper.HasElement(info, "VertexFraction"))
              m_vertexFraction = info.GetSingle("VertexFraction");

              // Nav Mesh Edge Matching Settings
              m_edgeConnectionIterations = info.GetInt32("EdgeConnectionIterations");
              m_edgeMatchingMetric = (eEdgeMatchingMetric)info.GetValue("EdgeMatchingMetric", typeof(eEdgeMatchingMetric));
              m_maxStepHeight = info.GetSingle("MaxStepHeight");
              m_maxSeparation = info.GetSingle("MaxSeparation");
              m_maxOverhang = info.GetSingle("MaxOverhang");
              m_planarAlignmentAngleDeg = info.GetSingle("PlanarAlignmentAngle");
              m_verticalAlignmentAngleDeg = info.GetSingle("VerticalAlignmentAngle");
              m_minEdgeOverlap = info.GetSingle("MinEdgeOverlap");

              // Nav Mesh Simplification Settings
              m_enableSimplification = info.GetBoolean("EnableSimplification");
              m_maxBorderSimplifyArea = info.GetSingle("MaxBorderSimplifyArea");
              m_maxConcaveBorderSimplifyArea = info.GetSingle("MaxConcaveBorderSimplifyArea");
              m_useHeightPartitioning = info.GetBoolean("UseHeightPartitioning");
              m_maxPartitionHeightError = info.GetSingle("MaxPartitionHeightError");

              // Nav Mesh Simplification Settings (Advanced)
              m_minCorridorWidth = info.GetSingle("MinCorridorWidth");
              m_maxCorridorWidth = info.GetSingle("MaxCorridorWidth");
              m_holeReplacementArea = info.GetSingle("HoleReplacementArea");
              m_maxLoopShrinkFraction = info.GetSingle("MaxLoopShrinkFraction");
              m_maxBorderHeightError = info.GetSingle("MaxBorderHeightError");
              m_maxBorderDistanceError = info.GetSingle("MaxBorderDistanceError");
              m_maxPartitionSize = info.GetInt32("MaxPartitionSize");
              m_useConservativeHeightPartitioning = info.GetBoolean("UseConservativeHeightPartitioning");
              m_hertelMehlhornHeightError = info.GetSingle("HertelMehlhornHeightError");
              m_planarityThresholdDeg = info.GetSingle("PlanarityThreshold");
              m_nonconvexityThreshold = info.GetSingle("NonconvexityThreshold");
              m_boundaryEdgeFilterThreshold = info.GetSingle("BoundaryEdgeFilterThreshold");
              m_maxSharedVertexHorizontalError = info.GetSingle("MaxSharedVertexHorizontalError");
              m_maxSharedVertexVerticalError = info.GetSingle("MaxSharedVertexVerticalError");
              m_maxBoundaryVertexHorizontalError = info.GetSingle("MaxBoundaryVertexHorizontalError");
              m_maxBoundaryVertexVerticalError = info.GetSingle("MaxBoundaryVertexVerticalError");
              m_mergeLongestEdgesFirst = info.GetBoolean("MergeLongestEdgesFirst");

              // Nav Mesh Split Generation Settings
              m_numTilesX = info.GetInt32("NumTilesX");
              m_numTilesY = info.GetInt32("NumTilesY");
              m_splitGenerationMethod = (eSplitGenerationMethod)info.GetValue("SplitGenerationMethod", typeof(eSplitGenerationMethod));
              m_shelverType = (eShelverType)info.GetValue("ShelverType", typeof(eShelverType));

              // Nav Mesh Link Settings
              if (SerializationHelper.HasElement(info, "LinkEdgeMatchTolerance"))
            m_linkEdgeMatchTolerance = info.GetSingle("LinkEdgeMatchTolerance");

              if (SerializationHelper.HasElement(info, "LinkMaxStepHeight"))
            m_linkMaxStepHeight = info.GetSingle("LinkMaxStepHeight");

              if (SerializationHelper.HasElement(info, "LinkMaxSeparation"))
            m_linkMaxSeparation = info.GetSingle("LinkMaxSeparation");

              if (SerializationHelper.HasElement(info, "LinkMaxOverhang"))
            m_linkMaxOverhang = info.GetSingle("LinkMaxOverhang");

              if (SerializationHelper.HasElement(info, "LinkPlanarAlignmentAngle"))
            m_linkPlanarAlignmentAngle = info.GetSingle("LinkPlanarAlignmentAngle");

              if (SerializationHelper.HasElement(info, "LinkVerticalAlignmentAngle"))
            m_linkVerticalAlignmentAngle = info.GetSingle("LinkVerticalAlignmentAngle");

              if (SerializationHelper.HasElement(info, "LinkMinEdgeOverlap"))
//.........这里部分代码省略.........
开发者ID:elemen,项目名称:projectanarchy,代码行数:101,代码来源:HavokNavMeshGlobalSettings.cs


示例7: HavokNavMeshGlobalSettingsDictionary

 public HavokNavMeshGlobalSettingsDictionary(ISceneObject parent)
 {
     m_parent = parent;
       m_settingsDictionary = new Dictionary<string, HavokNavMeshGlobalSettings>();
 }
开发者ID:elemen,项目名称:projectanarchy,代码行数:5,代码来源:HavokNavMeshGlobalSettings.cs


示例8: IncomingCreateObject

        /// <summary>
        /// Called when objects or attachments cross the border, or teleport, between regions.
        /// </summary>
        /// <param name="sog"></param>
        /// <returns></returns>
        public virtual bool IncomingCreateObject(UUID regionID, ISceneObject sog)
        {
            Scene scene = GetScene(regionID);
            if (scene == null)
                return false;
            
            //m_log.Debug(" >>> IncomingCreateObject(sog) <<< " + ((SceneObjectGroup)sog).AbsolutePosition + " deleted? " + ((SceneObjectGroup)sog).IsDeleted);
            SceneObjectGroup newObject;
            try
            {
                newObject = (SceneObjectGroup)sog;
            }
            catch (Exception e)
            {
                m_log.WarnFormat("[EntityTransferModule]: Problem casting object: {0}", e.Message);
                return false;
            }

            if (!AddSceneObject(scene, newObject))
            {
                m_log.WarnFormat("[EntityTransferModule]: Problem adding scene object {0} in {1} ", sog.UUID, scene.RegionInfo.RegionName);
                return false;
            }

            newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, 1, UUID.Zero);
            newObject.RootPart.ParentGroup.ResumeScripts();

            if (newObject.RootPart.SitTargetAvatar.Count != 0)
            {
                lock (newObject.RootPart.SitTargetAvatar)
                {
                    foreach (UUID avID in newObject.RootPart.SitTargetAvatar)
                    {
                        ScenePresence SP = scene.GetScenePresence(avID);
                        while (SP == null)
                        {
                            Thread.Sleep(20);
                        }
                        SP.AbsolutePosition = newObject.AbsolutePosition;
                        SP.CrossSittingAgent(SP.ControllingClient, newObject.RootPart.UUID);
                    }
                }
            }

            return true;
        }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:51,代码来源:EntityTransferModule.cs


示例9: CreateObject

        public bool CreateObject(GridRegion destination, ISceneObject sog, bool isLocalCall)
        {
            string uri
                = "http://" + destination.ExternalEndPoint.Address + ":" + destination.HttpPort + ObjectPath() + sog.UUID + "/";
            //m_log.Debug("   >>> DoCreateObjectCall <<< " + uri);

            WebRequest ObjectCreateRequest = WebRequest.Create(uri);
            ObjectCreateRequest.Method = "POST";
            ObjectCreateRequest.ContentType = "application/json";
            ObjectCreateRequest.Timeout = 10000;

            OSDMap args = new OSDMap(2);
            args["sog"] = OSD.FromString(sog.ToXml2());
            args["extra"] = OSD.FromString(sog.ExtraToXmlString());
            string state = sog.GetStateSnapshot();
            if (state.Length > 0)
                args["state"] = OSD.FromString(state);
            // Add the input general arguments
            args["destination_x"] = OSD.FromString(destination.RegionLocX.ToString());
            args["destination_y"] = OSD.FromString(destination.RegionLocY.ToString());
            args["destination_name"] = OSD.FromString(destination.RegionName);
            args["destination_uuid"] = OSD.FromString(destination.RegionID.ToString());

            string strBuffer = "";
            byte[] buffer = new byte[1];
            try
            {
                strBuffer = OSDParser.SerializeJsonString(args);
                Encoding str = Util.UTF8;
                buffer = str.GetBytes(strBuffer);

            }
            catch (Exception e)
            {
                m_log.WarnFormat("[REMOTE SIMULATION CONNECTOR]: Exception thrown on serialization of CreateObject: {0}", e.Message);
                // ignore. buffer will be empty, caller should check.
            }

            Stream os = null;
            try
            { // send the Post
                ObjectCreateRequest.ContentLength = buffer.Length;   //Count bytes to send
                os = ObjectCreateRequest.GetRequestStream();
                os.Write(buffer, 0, strBuffer.Length);         //Send it
                m_log.InfoFormat("[REMOTE SIMULATION CONNECTOR]: Posted CreateObject request to remote sim {0}", uri);
            }
            catch (WebException ex)
            {
                m_log.InfoFormat("[REMOTE SIMULATION CONNECTOR]: Bad send on CreateObject {0}", ex.Message);
                return false;
            }
            finally
            {
                if (os != null)
                    os.Close();
            }

            // Let's wait for the response
            //m_log.Info("[REMOTE SIMULATION CONNECTOR]: Waiting for a reply after DoCreateChildAgentCall");

            StreamReader sr = null;
            try
            {
                WebResponse webResponse = ObjectCreateRequest.GetResponse();
                if (webResponse == null)
                {
                    m_log.Info("[REMOTE SIMULATION CONNECTOR]: Null reply on CreateObject post");
                    return false;
                }

                sr = new StreamReader(webResponse.GetResponseStream());
                //reply = sr.ReadToEnd().Trim();
                sr.ReadToEnd().Trim();
                //m_log.InfoFormat("[REMOTE SIMULATION CONNECTOR]: DoCreateChildAgentCall reply was {0} ", reply);

            }
            catch (WebException ex)
            {
                m_log.InfoFormat("[REMOTE SIMULATION CONNECTOR]: exception on reply of CreateObject {0}", ex.Message);
                return false;
            }
            finally
            {
                if (sr != null)
                    sr.Close();
            }

            return true;
        }
开发者ID:NickyPerian,项目名称:Aurora,代码行数:89,代码来源:SimulationServiceConnector.cs


示例10: IncomingCreateObject

        /// <summary>
        /// Called when objects or attachments cross the border, or teleport, between regions.
        /// </summary>
        /// <param name="sog"></param>
        /// <returns></returns>
        public bool IncomingCreateObject(Vector3 newPosition, ISceneObject sog)
        {
            //m_log.DebugFormat(" >>> IncomingCreateObject(sog) <<< {0} deleted? {1} isAttach? {2}", ((SceneObjectGroup)sog).AbsolutePosition,
            //    ((SceneObjectGroup)sog).IsDeleted, ((SceneObjectGroup)sog).RootPart.IsAttachment);

            SceneObjectGroup newObject;
            try
            {
                newObject = (SceneObjectGroup)sog;
            }
            catch (Exception e)
            {
                m_log.WarnFormat("[SCENE]: Problem casting object, exception {0}{1}", e.Message, e.StackTrace);
                return false;
            }

            if (newPosition != Vector3.Zero)
                newObject.RootPart.GroupPosition = newPosition;

            if (!AddSceneObject(newObject))
            {
                m_log.DebugFormat("[SCENE]: Problem adding scene object {0} in {1} ", sog.UUID, RegionInfo.RegionName);
                return false;
            }

            // For attachments, we need to wait until the agent is root
            // before we restart the scripts, or else some functions won't work.
            if (!newObject.IsAttachment)
            {
                newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
                newObject.ResumeScripts();
            }

            // Do this as late as possible so that listeners have full access to the incoming object
            EventManager.TriggerOnIncomingSceneObject(newObject);

            return true;
        }
开发者ID:JAllard,项目名称:opensim,代码行数:43,代码来源:Scene.cs


示例11: DoCreateObjectCall

        public bool DoCreateObjectCall(GridRegion region, ISceneObject sog, string sogXml2, bool allowScriptCrossing)
        {
            ulong regionHandle = GetRegionHandle(region.RegionHandle);
            string uri 
                = "http://" + region.ExternalEndPoint.Address + ":" + region.HttpPort 
                    + "/object/" + sog.UUID + "/" + regionHandle.ToString() + "/";
            //m_log.Debug("   >>> DoCreateChildAgentCall <<< " + uri);

            WebRequest ObjectCreateRequest = WebRequest.Create(uri);
            ObjectCreateRequest.Method = "POST";
            ObjectCreateRequest.ContentType = "application/json";
            ObjectCreateRequest.Timeout = 10000;

            OSDMap args = new OSDMap(2);
            args["sog"] = OSD.FromString(sogXml2);
            args["extra"] = OSD.FromString(sog.ExtraToXmlString());
            if (allowScriptCrossing)
            {
                string state = sog.GetStateSnapshot();
                if (state.Length > 0)
                    args["state"] = OSD.FromString(state);
            }

            string strBuffer = "";
            byte[] buffer = new byte[1];
            try
            {
                strBuffer = OSDParser.SerializeJsonString(args);
                Encoding str = Util.UTF8;
                buffer = str.GetBytes(strBuffer);

            }
            catch (Exception e)
            {
                m_log.WarnFormat("[REST COMMS]: Exception thrown on serialization of CreateObject: {0}", e.Message);
                // ignore. buffer will be empty, caller should check.
            }

            Stream os = null;
            try
            { // send the Post
                ObjectCreateRequest.ContentLength = buffer.Length;   //Count bytes to send
                os = ObjectCreateRequest.GetRequestStream();
                os.Write(buffer, 0, strBuffer.Length);         //Send it
                m_log.InfoFormat("[REST COMMS]: Posted ChildAgentUpdate request to remote sim {0}", uri);
            }
            //catch (WebException ex)
            catch
            {
                // m_log.InfoFormat("[REST COMMS]: Bad send on CreateObject {0}", ex.Message);

                return false;
            }
            finally
            {
                if (os != null)
                    os.Close();
            }

            // Let's wait for the response
            //m_log.Info("[REST COMMS]: Waiting for a reply after DoCreateChildAgentCall");

            StreamReader sr = null;
            try
            {
                WebResponse webResponse = ObjectCreateRequest.GetResponse();
                if (webResponse == null)
                {
                    m_log.Info("[REST COMMS]: Null reply on DoCreateObjectCall post");
                }

                sr = new StreamReader(webResponse.GetResponseStream());
                //reply = sr.ReadToEnd().Trim();
                sr.ReadToEnd().Trim();
                //m_log.InfoFormat("[REST COMMS]: DoCreateChildAgentCall reply was {0} ", reply);

            }
            catch (WebException ex)
            {
                m_log.InfoFormat("[REST COMMS]: exception on reply of DoCreateObjectCall {0}", ex.Message);
                // ignore, really
            }
            finally
            {
                if (sr != null)
                    sr.Close();
            }

            return true;

        }
开发者ID:AlphaStaxLLC,项目名称:taiga,代码行数:91,代码来源:RegionClient.cs


示例12: ReceiveSceneObjectChange

		/// <summary>
		/// Receives the scene object change.
		/// </summary>
		/// <param name="iSceneObject">I scene object.</param>

		public void ReceiveSceneObjectChange(ISceneObject<string> iSceneObject) {

//			Debug.Log ("Receive Change : " + iSceneObject.Key);

					foreach (SceneObject sceneObject in _sceneObjects) {

						if(sceneObject.Key == iSceneObject.Key) {

							sceneObject.ReceiveData(iSceneObject);
						}
								
				
					}
			}
开发者ID:SuperAnthony,项目名称:AdventureSpace1999,代码行数:19,代码来源:SceneInfo.cs


示例13: CreateObject

 // subclasses can override this
 protected virtual bool CreateObject(GridRegion destination, Vector3 newPosition, ISceneObject sog)
 {
     return m_SimulationService.CreateObject(destination, newPosition, sog, false);
 }
开发者ID:CassieEllen,项目名称:opensim,代码行数:5,代码来源:ObjectHandlers.cs


示例14: UpdateObject

        public override void UpdateObject(ISceneObject obj)
        {
            Assert.Fatal(obj is ISceneObject2D, "Only ISceneContainerObject objects can be removed from this SceneGraph");
            ISceneObject2D o = (ISceneObject2D)obj;

            _container.CheckSceneObjectBins(o);
        }
开发者ID:andrewstrauch,项目名称:The-Scarab-Gauntlet,代码行数:7,代码来源:T2DSceneGraph.cs


示例15: CreateObject

 public static bool CreateObject(RegionInfo region, ISceneObject sog)
 {
     string reason = string.Empty;
     bool success = region_comms.DoCreateObjectCall(region, sog, sog.ToXml2(), true);
     Console.WriteLine("[GridSurfer]: posted object to " + region.ExternalHostName + ":" + region.HttpPort + " -- " + success);
     return success;
 }
开发者ID:diva,项目名称:Grider,代码行数:7,代码来源:OpenSimComms.cs


示例16: IncomingCreateObject

        public bool IncomingCreateObject(ISceneObject sog)
        {
            //m_log.Debug(" >>> IncomingCreateObject <<< " + ((SceneObjectGroup)sog).AbsolutePosition + " deleted? " + ((SceneObjectGroup)sog).IsDeleted);
            SceneObjectGroup newObject;
            try
            {
                newObject = (SceneObjectGroup)sog;
            }
            catch (Exception e)
            {
                m_log.WarnFormat("[SCENE]: Problem casting object: {0}", e.Message);
                return false;
            }

            if (!AddSceneObject(newObject))
            {
                m_log.DebugFormat("[SCENE]: Problem adding scene object {0} in {1} ", sog.UUID, RegionInfo.RegionName);
                return false;
            }
            newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, 1);
            return true;
        }
开发者ID:Ideia-Boa,项目名称:opensim,代码行数:22,代码来源:Scene.cs


示例17: IncomingCreateObject

        /// <summary>
        /// Called when objects or attachments cross the border, or teleport, between regions.
        /// </summary>
        /// <param name="regionID"></param>
        /// <param name="sog"></param>
        /// <returns></returns>
        public virtual bool IncomingCreateObject(UUID regionID, ISceneObject sog)
        {
            IScene scene = GetScene(regionID);
            if (scene == null)
                return false;
            
            //MainConsole.Instance.Debug(" >>> IncomingCreateObject(sog) <<< " + ((SceneObjectGroup)sog).AbsolutePosition + " deleted? " + ((SceneObjectGroup)sog).IsDeleted);
            SceneObjectGroup newObject;
            try
            {
                newObject = (SceneObjectGroup)sog;
            }
            catch (Exception e)
            {
                MainConsole.Instance.WarnFormat("[EntityTransferModule]: Problem casting object: {0}", e.Message);
                return false;
            }

            IAttachmentsModule attachmentsModule = scene.RequestModuleInterface<IAttachmentsModule>();
            attachmentsModule.AttachObjectFromInworldObject(sog.LocalId, scene.GetScenePresence(sog.OwnerID).ControllingClient, newObject, 0);
            /*newObject.RootPart.IsAttachment = true;
            newObject.RootPart.AttachedAvatar = sog.OwnerID;
            newObject.RootPart.AttachmentPoint = 0;
            if (!AddSceneObject(scene, newObject))
            {
                MainConsole.Instance.WarnFormat("[EntityTransferModule]: Problem adding scene object {0} in {1} ", sog.UUID, scene.RegionInfo.RegionName);
                return false;
            }

            newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, StateSource.PrimCrossing, UUID.Zero, false);*/

            return true;
        }
开发者ID:rjspence,项目名称:YourSim,代码行数:39,代码来源:EntityTransferModule.cs


示例18: Collide

 public void Collide(ISceneObject obj)
 {
 }
开发者ID:PhilMoc,项目名称:Meteorocks,代码行数:3,代码来源:Ship.cs


示例19: IncomingCreateObject

        /// <summary>
        /// Called when objects or attachments cross the border, or teleport, between regions.
        /// </summary>
        /// <param name="sog"></param>
        /// <returns></returns>
        public bool IncomingCreateObject(ISceneObject sog)
        {
            //m_log.DebugFormat(" >>> IncomingCreateObject(sog) <<< {0} deleted? {1} isAttach? {2}", ((SceneObjectGroup)sog).AbsolutePosition,
            //    ((SceneObjectGroup)sog).IsDeleted, ((SceneObjectGroup)sog).RootPart.IsAttachment);

            SceneObjectGroup newObject;
            try
            {
                newObject = (SceneObjectGroup)sog;
            }
            catch (Exception e)
            {
                m_log.WarnFormat("[SCENE]: Problem casting object, exception {0}{1}", e.Message, e.StackTrace);
                return false;
            }

            if (!AddSceneObject(newObject))
            {
                m_log.DebugFormat("[SCENE]: Problem adding scene object {0} in {1} ", sog.UUID, RegionInfo.RegionName);
                return false;
            }

            // For attachments, we need to wait until the agent is root
            // before we restart the scripts, or else some functions won't work.
            if (!newObject.IsAttachment)
            {
                newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
                newObject.ResumeScripts();
            }
            else
            {
                ScenePresence sp;
                if (TryGetScenePresence(newObject.OwnerID, out sp))
                {
                    // If the scene presence is here and already a root
                    // agent, we came from a ;egacy region. Start the scripts
                    // here as they used to start.
                    // TODO: Remove in 0.7.3
                    if (!sp.IsChildAgent)
                    {
                        newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
                        newObject.ResumeScripts();
                    }
                }
            }

            // Do this as late as possible so that listeners have full access to the incoming object
            EventManager.TriggerOnIncomingSceneObject(newObject);

            return true;
        }
开发者ID:UbitUmarov,项目名称:Ubit-opensim,代码行数:56,代码来源:Scene.cs


示例20: IncomingCreateObject

        /// <summary>
        /// Called when objects or attachments cross the border, or teleport, between regions.
        /// </summary>
        /// <param name="sog"></param>
        /// <returns></returns>
        public bool IncomingCreateObject(ISceneObject sog)
        {
            //m_log.Debug(" >>> IncomingCreateObject(sog) <<< " + ((SceneObjectGroup)sog).AbsolutePosition + " deleted? " + ((SceneObjectGroup)sog).IsDeleted);
            SceneObjectGroup newObject;
            try
            {
                newObject = (SceneObjectGroup)sog;
            }
            catch (Exception e)
            {
                m_log.WarnFormat("[SCENE]: Problem casting object: " + e.ToString());
                return false;
            }

            if (!AddSceneObject(newObject))
            {
                m_log.DebugFormat("[SCENE]: Problem adding scene object {0} in {1} ", sog.UUID, RegionInfo.RegionName);
                return false;
            }
            
            newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, 2);

            newObject.ResumeScripts();

            // Do this as late as possible so that listeners have full access to the incoming object
            EventManager.TriggerOnIncomingSceneObject(newObject);

            TriggerChangedTeleport(newObject);
            
            return true;
        }
开发者ID:N3X15,项目名称:VoxelSim,代码行数:36,代码来源:Scene.cs



注:本文中的ISceneObject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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上一篇:
C# IScenePresence类代码示例发布时间:2022-05-24
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C# ISceneEntity类代码示例发布时间:2022-05-24
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