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



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

 public void Remove(ISceneEntity sceneEntity)
 {
     if (!_items.Contains(sceneEntity)) 
         throw new ItemDoesNotExistException(Resources.Message_Scene_entity_does_not_exists_in_the_stage);
     _items.Remove(sceneEntity);
     OnSceneEntityRemoved(sceneEntity);
 }
开发者ID:satr,项目名称:VirtualSceneConstructor,代码行数:7,代码来源:Stage.cs


示例2: AddOrUpdate

        /// <summary>
        /// 
        /// </summary>
        /// <param name="entity"></param>
        /// <returns>True if the entity was added to the scene graph, false if 
        /// it was updated</returns>
        public bool AddOrUpdate(ISceneEntity entity)
        {
            bool added;

            m_syncRoot.EnterWriteLock();
            try
            {
                if (!m_entityLocalIDs.ContainsKey(entity.LocalID))
                {
                    // Sanity check
                    if (m_entityUUIDs.ContainsKey(entity.ID))
                        throw new ArgumentException("Cannot add entity with LocalID " + entity.LocalID + ", ID " + entity.ID + " already exists in the scene");

                    // Insert this entity into the scene graph, uint map, and UUID map
                    m_entityLocalIDs.Add(entity.LocalID, entity);
                    m_entityUUIDs.Add(entity.ID, entity);
                    added = true;
                }
                else
                {
                    added = false;
                }

                // If this is a scene presence, add/update it in the presence collection
                if (entity is IScenePresence)
                    m_presences.Add(entity.ID, (IScenePresence)entity);
            }
            finally { m_syncRoot.ExitWriteLock(); }

            return added;
        }
开发者ID:osgrid,项目名称:openmetaverse,代码行数:37,代码来源:SceneGraph.cs


示例3: GetPriorityByDistance

        private double GetPriorityByDistance(IClientAPI client, ISceneEntity entity)
        {
            ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
            if (presence != null)
            {
                // If this is an update for our own avatar give it the highest priority
                if (presence == entity)
                    return 0.0;

                // Use the camera position for local agents and avatar position for remote agents
                Vector3 presencePos = (presence.IsChildAgent) ?
                    presence.AbsolutePosition :
                    presence.CameraPosition;

                // Use group position for child prims
                Vector3 entityPos;
                if (entity is SceneObjectPart)
                    entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
                else
                    entityPos = entity.AbsolutePosition;

                return Vector3.DistanceSquared(presencePos, entityPos);
            }

            return double.NaN;
        }
开发者ID:AlexRa,项目名称:opensim-mods-Alex,代码行数:26,代码来源:Prioritizer.cs


示例4: Add

 public void Add(ISceneEntity sceneEntity)
 {
     if (_items.Contains(sceneEntity)) 
         throw new ItemAlreadyExistsException(Resources.Message_Scene_entity_already_exists_in_the_stage);
     _items.Add(sceneEntity);
     OnSceneEntityAdded(sceneEntity);
 }
开发者ID:satr,项目名称:VirtualSceneConstructor,代码行数:7,代码来源:Stage.cs


示例5: PreloadSound

 public void PreloadSound(ISceneEntity source, UUID soundID, float radius)
 {
     m_scene.CreateInterestListEvent(new InterestListEvent(
         UUID.Combine(soundID, PRELOAD_EVENT_ID),
         PRELOAD_SOUND,
         source.ScenePosition,
         new Vector3(radius),
         new object[] { source, soundID })
     );
 }
开发者ID:thoys,项目名称:simian,代码行数:10,代码来源:Sounds.cs


示例6: GetColor

        /// <summary>
        /// Gets the color representation of the given entity.
        /// </summary>
        /// <returns>The color.</returns>
        /// <param name="entity">Entity.</param>
        public static Color GetColor(ISceneEntity entity)
        {
            // Build Color
            if (entity.InBuild) {
                if (entity.IsEnabled)
                    return SceneOpenButton_InBuild_Enabled;
                else
                    return SceneOpenButton_InBuild_Disabled;
            }

            return SceneOpenButton_Regular;
        }
开发者ID:TuxedoBerries,项目名称:ScenePanel,代码行数:17,代码来源:ColorPalette.cs


示例7: GetUpdatePriority

        public double GetUpdatePriority(IClientAPI client, ISceneEntity entity)
        {
            double priority = 0;

            if (entity == null)
                return 100000;
            
            switch (m_scene.UpdatePrioritizationScheme)
            {
                case UpdatePrioritizationSchemes.Time:
                    priority = GetPriorityByTime();
                    break;
                case UpdatePrioritizationSchemes.Distance:
                    priority = GetPriorityByDistance(client, entity);
                    break;
                case UpdatePrioritizationSchemes.SimpleAngularDistance:
                    priority = GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance
                    break;
                case UpdatePrioritizationSchemes.FrontBack:
                    priority = GetPriorityByFrontBack(client, entity);
                    break;
                case UpdatePrioritizationSchemes.BestAvatarResponsiveness:
                    priority = GetPriorityByBestAvatarResponsiveness(client, entity);
                    break;
                default:
                    throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
            }
            
            // Adjust priority so that root prims are sent to the viewer first.  This is especially important for 
            // attachments acting as huds, since current viewers fail to display hud child prims if their updates
            // arrive before the root one.
            if (entity is SceneObjectPart)
            {
                SceneObjectPart sop = ((SceneObjectPart)entity);
                
                if (sop.IsRoot)
                {
                    if (priority >= double.MinValue + m_childPrimAdjustmentFactor)
                        priority -= m_childPrimAdjustmentFactor;
                }
                else
                {
                    if (priority <= double.MaxValue - m_childPrimAdjustmentFactor)
                        priority += m_childPrimAdjustmentFactor;
                }
            }
            
            return priority;
        }
开发者ID:N3X15,项目名称:VoxelSim,代码行数:49,代码来源:Prioritizer.cs


示例8: GetUpdatePriority

 public double GetUpdatePriority(IClientAPI client, ISceneEntity entity)
 {
     switch (m_scene.UpdatePrioritizationScheme)
     {
         case UpdatePrioritizationSchemes.Time:
             return GetPriorityByTime();
         case UpdatePrioritizationSchemes.Distance:
             return GetPriorityByDistance(client, entity);
         case UpdatePrioritizationSchemes.SimpleAngularDistance:
             return GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance
         case UpdatePrioritizationSchemes.FrontBack:
             return GetPriorityByFrontBack(client, entity);
         case UpdatePrioritizationSchemes.BestAvatarResponsiveness:
             return GetPriorityByBestAvatarResponsiveness(client, entity);
         default:
             throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
     }
 }
开发者ID:AlexRa,项目名称:opensim-mods-Alex,代码行数:18,代码来源:Prioritizer.cs


示例9: GetUpdatePriority

        /// <summary>
        /// Returns the priority queue into which the update should be placed. Updates within a
        /// queue will be processed in arrival order. There are currently 12 priority queues
        /// implemented in PriorityQueue class in LLClientView. Queue 0 is generally retained
        /// for avatar updates. The fair queuing discipline for processing the priority queues
        /// assumes that the number of entities in each priority queues increases exponentially.
        /// So for example... if queue 1 contains all updates within 10m of the avatar or camera
        /// then queue 2 at 20m is about 3X bigger in space & about 3X bigger in total number
        /// of updates.
        /// </summary>
        public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity)
        {
            // If entity is null we have a serious problem
            if (entity == null)
            {
                m_log.WarnFormat("[PRIORITIZER] attempt to prioritize null entity");
                throw new InvalidOperationException("Prioritization entity not defined");
            }

            // If this is an update for our own avatar give it the highest priority
            if (client.AgentId == entity.UUID)
                return 0;

            uint priority;


            // HACK 
            return GetPriorityByBestAvatarResponsiveness(client, entity);

            
            switch (m_scene.UpdatePrioritizationScheme)
            {
                case UpdatePrioritizationSchemes.Time:
                    priority = GetPriorityByTime(client, entity);
                    break;
                case UpdatePrioritizationSchemes.Distance:
                    priority = GetPriorityByDistance(client, entity);
                    break;
                case UpdatePrioritizationSchemes.SimpleAngularDistance:
                    priority = GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance
                    break;
                case UpdatePrioritizationSchemes.FrontBack:
                    priority = GetPriorityByFrontBack(client, entity);
                    break;
                case UpdatePrioritizationSchemes.BestAvatarResponsiveness:
                    priority = GetPriorityByBestAvatarResponsiveness(client, entity);
                    break;
                default:
                    throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
            }
            
            return priority;
        }
开发者ID:CassieEllen,项目名称:opensim,代码行数:53,代码来源:Prioritizer.cs


示例10: LinkChild

        /// <summary>
        /// Add this child to the group and set the parent ID's,
        /// but do NOT set the link number,
        /// the caller wants to deal with it if they call this
        /// </summary>
        /// <param name="child"></param>
        /// <returns></returns>
        public override bool LinkChild(ISceneEntity child)
        {
            lock (m_partsLock)
            {
                if (child is SceneObjectPart)
                {
                    SceneObjectPart part = (SceneObjectPart)child;
                    //Root part is first
                    if (m_partsList.Count == 0)
                    {
                        m_rootPart = part;
                    }
                    //Set the parent prim
                    part.SetParent(this);
                    part.SetParentLocalId(m_rootPart.LocalId);

                    if (!m_parts.ContainsKey(child.UUID))
                    {
                        m_parts.Add(child.UUID, part);
                        m_partsList.Add(part);
                    }
                    m_partsList.Sort(m_scene.SceneGraph.linkSetSorter);
                    return true;
                }
            }
            return false;
        }
开发者ID:KristenMynx,项目名称:Aurora-Sim,代码行数:34,代码来源:SceneObjectGroup.cs


示例11: GetChildPrim

 /// <summary>
 /// Get a child prim of this group by UUID
 /// </summary>
 /// <param name="UUID"></param>
 /// <param name="entity"></param>
 /// <returns></returns>
 public override bool GetChildPrim(UUID UUID, out ISceneEntity entity)
 {
     entity = GetChildPart(UUID);
     return entity != null;
 }
开发者ID:KristenMynx,项目名称:Aurora-Sim,代码行数:11,代码来源:SceneObjectGroup.cs


示例12: SendAgentTerseUpdate

 // this is diferente from SendTerseUpdateToClient
 // this sends bypassing entities updates 
 public void SendAgentTerseUpdate(ISceneEntity p)
 {
     ControllingClient.SendAgentTerseUpdate(p);
 }
开发者ID:CassieEllen,项目名称:opensim,代码行数:6,代码来源:ScenePresence.cs


示例13: AddPrimBackupTaint

 /// <summary>
 /// Add a backup taint to the prim
 /// </summary>
 /// <param name="sceneObjectGroup"></param>
 public void AddPrimBackupTaint (ISceneEntity sceneObjectGroup)
 {
     lock (m_backupTaintedPrims)
     {
         if (sceneObjectGroup is SceneObjectGroup)
         {
             if (!m_backupTaintedPrims.ContainsKey(sceneObjectGroup.UUID))
                 m_backupTaintedPrims.Add(sceneObjectGroup.UUID, (SceneObjectGroup)sceneObjectGroup);
         }
     }
 }
开发者ID:x8ball,项目名称:Aurora-Sim,代码行数:15,代码来源:Backup.cs


示例14: TriggerSignificantObjectMovement

 public void TriggerSignificantObjectMovement (ISceneEntity group)
 {
     SignificantObjectMovement handlerSignificantObjectMovement = OnSignificantObjectMovement;
     if (handlerSignificantObjectMovement != null)
     {
         foreach (SignificantObjectMovement d in handlerSignificantObjectMovement.GetInvocationList ())
         {
             try
             {
                 d (group);
             }
             catch (Exception e)
             {
                 m_log.ErrorFormat (
                     "[EVENT MANAGER]: Delegate for TriggerSignificantObjectMovement failed - continuing.  {0} {1}",
                     e.ToString (), e.StackTrace);
             }
         }
     }
 }
开发者ID:salahzar,项目名称:Aurora-Sim,代码行数:20,代码来源:ISceneEntity.cs


示例15: ReturnObjects

        /// <summary>
        /// Return the given objects to the agent given
        /// </summary>
        /// <param name="returnobjects">The objects to return</param>
        /// <param name="AgentId">The agent UUID that will get the inventory items for these objects</param>
        /// <returns></returns>
        public bool ReturnObjects(ISceneEntity[] returnobjects,
                UUID AgentId)
        {
            if (returnobjects.Length == 0)
                return true;
            //AddReturns(returnobjects[0].OwnerID, returnobjects[0].Name, returnobjects.Length, returnobjects[0].AbsolutePosition, "parcel owner return");
#if (!ISWIN)
            List<uint> IDs = new List<uint>();
            foreach (ISceneEntity grp in returnobjects)
                IDs.Add(grp.LocalId);
#else
            List<uint> IDs = returnobjects.Select(grp => grp.LocalId).ToList();
#endif
            IClientAPI client;
            m_scene.ClientManager.TryGetValue(AgentId, out client);
            //Its ok if the client is null, its taken care of
            DeRezObjects(client, IDs, returnobjects[0].RootChild.GroupID, DeRezAction.Return, UUID.Zero);
            return true;
        }
开发者ID:samiam123,项目名称:Aurora-Sim,代码行数:25,代码来源:LLClientInventory.cs


示例16: CheckAllocationOfLocalIds

 /// <summary>
 ///     Check all the localIDs in this group to make sure that they have not been used previously
 /// </summary>
 /// <param name="group"></param>
 public void CheckAllocationOfLocalIds(ISceneEntity group)
 {
     foreach (ISceneChildEntity part in group.ChildrenEntities())
     {
         if (part.LocalId != 0)
             CheckAllocationOfLocalId(part.LocalId);
     }
 }
开发者ID:velus,项目名称:Async-Sim-Testing,代码行数:12,代码来源:SceneGraph.cs


示例17: CreateEntity

        public ISceneEntity CreateEntity(
            ISceneEntity baseEntity, UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
        {
            if (Array.IndexOf(creationCapabilities, (PCode) shape.PCode) < 0)
            {
                MainConsole.Instance.DebugFormat("[VEGETATION]: PCode {0} not handled by {1}", shape.PCode, Name);
                return null;
            }

            ISceneChildEntity rootPart = baseEntity.GetChildPart(baseEntity.UUID);

            // if grass or tree, make phantom
            //rootPart.TrimPermissions();
            rootPart.AddFlag(PrimFlags.Phantom);
            if (rootPart.Shape.PCode != (byte) PCode.Grass)
                AdaptTree(ref shape);

            m_scene.SceneGraph.AddPrimToScene(baseEntity);
            baseEntity.SetGroup(groupID, ownerID, true);
            baseEntity.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);

            return baseEntity;
        }
开发者ID:QueenStarfinder,项目名称:WhiteCore-Dev,代码行数:23,代码来源:VegetationModule.cs


示例18: DeLinkPartFromEntity

 /// <summary>
 ///     Delinks the object from the group in the EntityManager
 /// </summary>
 /// <param name="entity"></param>
 /// <param name="part"></param>
 /// <returns></returns>
 public bool DeLinkPartFromEntity(ISceneEntity entity, ISceneChildEntity part)
 {
     //Remove the entity so that we can rebuild
     RemoveEntity(entity);
     bool RetVal = entity.RemoveChild(part);
     AddEntity(entity, false);
     //Now that everything is linked, destroy the undo states because it will fry the object otherwise
     entity.ClearUndoState();
     return RetVal;
 }
开发者ID:velus,项目名称:Async-Sim-Testing,代码行数:16,代码来源:SceneGraph.cs


示例19: TriggerObjectBeingRemovedFromScene

 public void TriggerObjectBeingRemovedFromScene (ISceneEntity obj)
 {
     ObjectBeingRemovedFromScene handlerObjectBeingRemovedFromScene = OnObjectBeingRemovedFromScene;
     if (handlerObjectBeingRemovedFromScene != null)
     {
         foreach (ObjectBeingRemovedFromScene d in handlerObjectBeingRemovedFromScene.GetInvocationList ())
         {
             try
             {
                 d (obj);
             }
             catch (Exception e)
             {
                 m_log.ErrorFormat (
                     "[EVENT MANAGER]: Delegate for TriggerObjectBeingRemovedFromScene failed - continuing.  {0} {1}",
                     e.ToString (), e.StackTrace);
             }
         }
     }
 }
开发者ID:salahzar,项目名称:Aurora-Sim,代码行数:20,代码来源:ISceneEntity.cs


示例20: UpdateEntity

 /// <summary>
 ///     THIS IS TO ONLY BE CALLED WHEN AN OBJECT UUID IS UPDATED!!!
 ///     This method is HIGHLY unsafe and destroys the integrity of the checks above!
 ///     This is NOT to be used lightly! Do NOT use this unless you have to!
 /// </summary>
 /// <param name="entity"></param>
 /// <param name="newID">new UUID to set the root part to</param>
 public void UpdateEntity(ISceneEntity entity, UUID newID)
 {
     RemoveEntity(entity);
     //Set it to the root so that we don't create an infinite loop as the ONLY place this should be being called is from the setter in SceneObjectGroup.UUID
     entity.RootChild.UUID = newID;
     AddEntity(entity, false);
 }
开发者ID:velus,项目名称:Async-Sim-Testing,代码行数:14,代码来源:SceneGraph.cs



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