AddNewSceneObject() public method

Add a newly created object to the scene. Updates are also sent to viewers.
public AddNewSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup ) : bool
sceneObject SceneObjectGroup
attachToBackup bool /// If true, the object is made persistent into the scene. /// If false, the object will not persist over server restarts ///
return bool
Ejemplo n.º 1
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        public static void LoadPrimsFromXml(Scene scene, string fileName, bool newIDS, Vector3 loadOffset)
        {
            XmlDocument doc = new XmlDocument();
            XmlNode rootNode;

            if (fileName.StartsWith("http:") || File.Exists(fileName))
            {
                XmlTextReader reader = new XmlTextReader(fileName);
                reader.WhitespaceHandling = WhitespaceHandling.None;
                doc.Load(reader);
                reader.Close();
                rootNode = doc.FirstChild;
                foreach (XmlNode aPrimNode in rootNode.ChildNodes)
                {
                    SceneObjectGroup obj = SceneObjectSerializer.FromOriginalXmlFormat(aPrimNode.OuterXml);

                    if (newIDS)
                    {
                        obj.ResetIDs();
                    }
                    //if we want this to be a import method then we need new uuids for the object to avoid any clashes
                    //obj.RegenerateFullIDs();

                    scene.AddNewSceneObject(obj, true);
                }
            }
            else
            {
                throw new Exception("Could not open file " + fileName + " for reading");
            }
        }
Ejemplo n.º 2
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        private void CreateTestObjects(Scene scene, out SceneObjectGroup sog1, out SceneObjectGroup sog2, out UUID ncAssetUuid)
        {
            SceneObjectPart part1 = CreateSceneObjectPart1();
            sog1 = new SceneObjectGroup(part1);
            scene.AddNewSceneObject(sog1, false);

            AssetNotecard nc = new AssetNotecard();
            nc.BodyText = "Hello World!";
            nc.Encode();
            ncAssetUuid = UUID.Random();
            UUID ncItemUuid = UUID.Random();
            AssetBase ncAsset
                = AssetHelpers.CreateAsset(ncAssetUuid, AssetType.Notecard, nc.AssetData, UUID.Zero);
            m_scene.AssetService.Store(ncAsset);

            TaskInventoryItem ncItem
                = new TaskInventoryItem { Name = "ncItem", AssetID = ncAssetUuid, ItemID = ncItemUuid };
            SceneObjectPart part2 = CreateSceneObjectPart2();
            sog2 = new SceneObjectGroup(part2);
            part2.Inventory.AddInventoryItem(ncItem, true);

            scene.AddNewSceneObject(sog2, false);
        }
Ejemplo n.º 3
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        /// <summary>
        /// Add a test object
        /// </summary>
        /// <param name="scene"></param>
        /// <param name="parts">
        /// The number of parts that should be in the scene object
        /// </param>
        /// <param name="ownerId"></param>
        /// <param name="partNamePrefix">
        /// The prefix to be given to part names.  This will be suffixed with "Part<part no>"
        /// (e.g. mynamePart1 for the root part)
        /// </param>
        /// <param name="uuidTail">
        /// The hexadecimal last part of the UUID for parts created.  A UUID of the form "00000000-0000-0000-0000-{0:XD12}"
        /// will be given to the root part, and incremented for each part thereafter.
        /// </param>
        /// <returns></returns>
        public static SceneObjectGroup AddSceneObject(Scene scene, int parts, UUID ownerId, string partNamePrefix, int uuidTail)
        {
            SceneObjectGroup so = CreateSceneObject(parts, ownerId, partNamePrefix, uuidTail);

            scene.AddNewSceneObject(so, false);

            return so;
        }
Ejemplo n.º 4
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        /// <summary>
        /// Add a test object
        /// </summary>
        /// <param name="scene"></param>
        /// <param name="name"></param>
        /// <param name="ownerId"></param>
        /// <returns></returns>
        public static SceneObjectGroup AddSceneObject(Scene scene, string name, UUID ownerId)
        {
            SceneObjectGroup so = new SceneObjectGroup(CreateSceneObjectPart(name, UUID.Random(), ownerId));

            //part.UpdatePrimFlags(false, false, true);
            //part.ObjectFlags |= (uint)PrimFlags.Phantom;

            scene.AddNewSceneObject(so, true);

            return so;
        }
Ejemplo n.º 5
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        /// <summary>
        /// Add a test object
        /// </summary>
        /// <param name="scene"></param>
        /// <param name="name"></param>
        /// <returns></returns>
        public static SceneObjectPart AddSceneObject(Scene scene, string name)
        {
            SceneObjectPart part
                = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero);
            part.Name = name;

            //part.UpdatePrimFlags(false, false, true);
            //part.ObjectFlags |= (uint)PrimFlags.Phantom;

            scene.AddNewSceneObject(new SceneObjectGroup(part), false);

            return part;
        }
Ejemplo n.º 6
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        /// <summary>
        /// Add a test object
        /// </summary>
        /// <param name="scene"></param>
        /// <param name="name"></param>
        /// <returns></returns>
        public static SceneObjectPart AddSceneObject(Scene scene, string name)
        {
            SceneObjectPart part = CreateSceneObjectPart(name, UUID.Random(), UUID.Zero);

            //part.UpdatePrimFlags(false, false, true);
            //part.ObjectFlags |= (uint)PrimFlags.Phantom;

            scene.AddNewSceneObject(new SceneObjectGroup(part), false);

            return part;
        }
Ejemplo n.º 7
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        private void CreateHelloWorldObject(Scene scene)
        {
            // We're going to write HELLO with prims
            // SOG represents a linked group of objects, the link sets in SL, with root part and all
            List<SceneObjectGroup> prims = new List<SceneObjectGroup>();

            // First prim: |
            Vector3 pos = new Vector3(120, 128, 30);
            SceneObjectGroup sog = new SceneObjectGroup(UUID.Zero, pos, PrimitiveBaseShape.CreateBox());
            sog.RootPart.Scale = new Vector3(0.3f, 0.3f, 2f);
            prims.Add(sog);

            // Second prim: -
            pos = new Vector3(120.5f, 128f, 30f);
            sog = new SceneObjectGroup(UUID.Zero, pos, PrimitiveBaseShape.CreateBox());
            sog.RootPart.Scale = new Vector3(1, 0.3f, 0.3f);
            prims.Add(sog);

            // Third prim: |
            pos = new Vector3(121, 128, 30);
            sog = new SceneObjectGroup(UUID.Zero, pos, PrimitiveBaseShape.CreateBox());
            sog.RootPart.Scale = new Vector3(0.3f, 0.3f, 2);
            prims.Add(sog);

            // Fourth prim: |
            pos = new Vector3(122, 128, 30);
            sog = new SceneObjectGroup(UUID.Zero, pos, PrimitiveBaseShape.CreateBox());
            sog.RootPart.Scale = new Vector3(0.3f, 0.3f, 2);
            prims.Add(sog);

            // Fifth prim: - (up)
            pos = new Vector3(122.5f, 128, 31);
            sog = new SceneObjectGroup(UUID.Zero, pos, PrimitiveBaseShape.CreateBox());
            sog.RootPart.Scale = new Vector3(1, 0.3f, 0.3f);
            prims.Add(sog);

            // Sixth prim: - (middle)
            pos = new Vector3(122.5f, 128, 30);
            sog = new SceneObjectGroup(UUID.Zero, pos, PrimitiveBaseShape.CreateBox());
            sog.RootPart.Scale = new Vector3(1, 0.3f, 0.3f);
            prims.Add(sog);

            // Seventh prim: - (low)
            pos = new Vector3(122.5f, 128, 29);
            sog = new SceneObjectGroup(UUID.Zero, pos, PrimitiveBaseShape.CreateBox());
            sog.RootPart.Scale = new Vector3(1, 0.3f, 0.3f);
            prims.Add(sog);

            // Eighth prim: | 
            pos = new Vector3(124, 128, 30);
            sog = new SceneObjectGroup(UUID.Zero, pos, PrimitiveBaseShape.CreateBox());
            sog.RootPart.Scale = new Vector3(0.3f, 0.3f, 2);
            prims.Add(sog);

            // Ninth prim: _
            pos = new Vector3(124.5f, 128, 29);
            sog = new SceneObjectGroup(UUID.Zero, pos, PrimitiveBaseShape.CreateBox());
            sog.RootPart.Scale = new Vector3(1, 0.3f, 0.3f);
            prims.Add(sog);

            // Tenth prim: | 
            pos = new Vector3(126, 128, 30);
            sog = new SceneObjectGroup(UUID.Zero, pos, PrimitiveBaseShape.CreateBox());
            sog.RootPart.Scale = new Vector3(0.3f, 0.3f, 2);
            prims.Add(sog);

            // Eleventh prim: _
            pos = new Vector3(126.5f, 128, 29);
            sog = new SceneObjectGroup(UUID.Zero, pos, PrimitiveBaseShape.CreateBox());
            sog.RootPart.Scale = new Vector3(1, 0.3f, 0.3f);
            prims.Add(sog);

            // Twelveth prim: O
            pos = new Vector3(129, 128, 30);
            sog = new SceneObjectGroup(UUID.Zero, pos, PrimitiveBaseShape.CreateBox());
            sog.RootPart.Scale = new Vector3(2, 0.3f, 2);
            prims.Add(sog);

            // Add these to the managed objects
            scene_prims.Add(scene, prims);

            // Now place them visibly on the scene
            foreach (SceneObjectGroup sogr in prims)
            {
                scene.AddNewSceneObject(sogr, false);
            }

            //
            //ScenePresence avatar = scene.GetScenePresence("Test", "User");
            //Vector3 location = new Vector3(128, 128, 50);
            //avatar.MoveToTarget(location, true, true);
        }
        void DoCoverview(Scene scene)
        {
            // We're going to place objects in world
            displayed = slideCount - 1;
            current = slideCount - 1;
            for (int x=0;x<=(2*displayed);x++)
            {
                if (x< displayed)
                {
                    position[x] = x;
                    updatedPosition[x] = x;
                    offset[x] = (x - (displayed + 10f)) * spacing;
                }
                if (x == displayed)
                {
                    position[x] = x;
                    updatedPosition[x] = x;
                    offset[x] = 0.0f;
                }
                if (x > displayed)
                {
                    offset[x] = (x - (displayed - 10f)) * spacing;
                }
            }

            //Place prims in the region
            for (int x=0; x<=displayed; x++)
                {
                Vector3 pos = new Vector3(rootPosition + offset[position[x]], yPosition, zPosition);
                SceneObjectGroup sog = new SceneObjectGroup(UUID.Zero, pos, PrimitiveBaseShape.CreateBox());
                if (x==displayed)
                {
                    sog.UpdateGroupRotationR(new Quaternion(0,0,1,1));
                }
                sog.RootPart.Scale = size;
                prims.Add(sog);
            }

            // Now make them visible
            foreach (SceneObjectGroup sogr in prims)
            {
                scene.AddNewSceneObject(sogr, false);
            }
        }
 void SetupMatrix(Scene scene)
 {
     // We're going to place a torus of dead cells in world
     float twoPi = 2f * (float)Math.PI;
     float uSpacing = twoPi / m_xCells;
     float vSpacing = twoPi / m_yCells;
     float uRadians = 0;
     float vRadians = 0;
     int counter = 0;
     for (int y=0; y<m_yCells; y++)
     {
         for (int x=0; x<m_xCells; x++)
         {
             //Calculate the cell's position
             float xPos = m_xCenter + ((m_aRadius + (m_bRadius *
                                       (float)Math.Cos(vRadians))) *
                                       (float)Math.Cos(uRadians));
             float yPos = m_yCenter + ((m_aRadius + (m_bRadius *
                                       (float)Math.Cos(vRadians))) *
                                       (float)Math.Sin(uRadians));
             float zPos = m_zCenter + (m_bRadius * (float)Math.Sin(vRadians));
             Vector3 pos = new Vector3(xPos, yPos, zPos);
             //Set the size, shape, texture, and color of the cell
             PrimitiveBaseShape prim = PrimitiveBaseShape.CreateSphere();
             //blank texture
             prim.Textures = new Primitive.TextureEntry(new UUID("5748decc-f629-461c-9a36-a35a236fe36f"));
             SceneObjectGroup sog = new SceneObjectGroup(UUID.Zero, pos, prim);
             float size = 0.5f + (Math.Abs(((m_xCells-1) / 2f) - (float)x) / ((m_xCells-1) / 3f));
             sog.RootPart.Scale = new Vector3(size, size, size);
             Primitive.TextureEntry tex = sog.RootPart.Shape.Textures;
             m_cellStatus[counter] = 0;
             tex.DefaultTexture.RGBA = m_deadColor;
             sog.RootPart.UpdateTexture(tex);
             sog.RootPart.UpdatePrimFlags(false, false, true, false);
             //Add the cell to the list of managed objects
             m_prims.Add(sog);
             vRadians = vRadians + vSpacing;
             counter++;
         }
         uRadians = uRadians + uSpacing;
     }
     //Place the managed objects visibly into the scene
     m_running = false;
     foreach (SceneObjectGroup sogr in m_prims)
     {
         scene.AddNewSceneObject(sogr, false);
     }
 }
 void InitializeMatrix(Scene scene)
 {
     // We're going to place a grid of objects in world
     for (int y=0; y<m_yCells; y++)
     {
         for (int x=0; x<m_xCells; x++)
         {
             Vector3 pos = new Vector3(m_xPos + (x * (m_cellSize + m_cellSpacing)),
                                                 m_yPos + (y * (m_cellSize + m_cellSpacing)),
                                                 m_zPos);
             PrimitiveBaseShape prim = PrimitiveBaseShape.CreateBox();
             prim.Textures = new Primitive.TextureEntry(new UUID("5748decc-f629-461c-9a36-a35a221fe21f"));
             SceneObjectGroup sog = new SceneObjectGroup(UUID.Zero, pos, prim);
             sog.RootPart.Scale = new Vector3(m_cellSize, m_cellSize, 0.1f);
             Primitive.TextureEntry tex = sog.RootPart.Shape.Textures;
             float randomValue = (float)m_random.NextDouble();
             Color4 texcolor = new Color4(randomValue, randomValue, randomValue, 1.0f);
             m_matrix[y * m_xCells + x] = randomValue;
             tex.DefaultTexture.RGBA = texcolor;
             sog.RootPart.UpdateTexture(tex);
             m_prims.Add(sog);
         }
     }
     //Add these objects to the list of managed objects
     //Place the objects visibly on the scene
     foreach (SceneObjectGroup sogr in m_prims)
     {
         scene.AddNewSceneObject(sogr, false);
     }
     m_isHidden = false;
 }