TriggerObjectGrabbing() public méthode

public TriggerObjectGrabbing ( uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs ) : void
localID uint
originalID uint
offsetPos Vector3
remoteClient IClientAPI
surfaceArgs SurfaceTouchEventArgs
Résultat void
        public virtual void ProcessObjectGrabUpdate(
            UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List <SurfaceTouchEventArgs> surfaceArgs)
        {
            SceneObjectPart part = GetSceneObjectPart(objectID);

            if (part == null)
            {
                return;
            }

            SceneObjectGroup obj = part.ParentGroup;

            SurfaceTouchEventArgs surfaceArg = null;

            if (surfaceArgs != null && surfaceArgs.Count > 0)
            {
                surfaceArg = surfaceArgs[0];
            }

            // If the touched prim handles touches, deliver it
            // If not, deliver to root prim
            if ((part.ScriptEvents & scriptEvents.touch) != 0)
            {
                EventManager.TriggerObjectGrabbing(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg);
            }
            // Deliver to the root prim if the touched prim doesn't handle touches
            // or if we're meant to pass on touches anyway. Don't send to root prim
            // if prim touched is the root prim as we just did it
            if (((part.ScriptEvents & scriptEvents.touch) == 0) ||
                (part.PassTouches && (part.LocalId != obj.RootPart.LocalId)))
            {
                EventManager.TriggerObjectGrabbing(obj.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg);
            }
        }
Exemple #2
0
        public virtual void ProcessObjectGrabUpdate(
            UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List <SurfaceTouchEventArgs> surfaceArgs)
        {
            SceneObjectPart part = GetSceneObjectPart(objectID);

            if (part == null)
            {
                return;
            }

            SceneObjectGroup group = part.ParentGroup;

            if (group == null || group.IsDeleted)
            {
                return;
            }

            if (Permissions.CanMoveObject(group, remoteClient))
            {
                group.GrabMovement(objectID, offset, pos, remoteClient);
            }

            // This is outside the above permissions condition
            // so that if the object is locked the client moving the object
            // get's it's position on the simulator even if it was the same as before
            // This keeps the moving user's client in sync with the rest of the world.
            group.SendGroupTerseUpdate();

            SurfaceTouchEventArgs surfaceArg = null;

            if (surfaceArgs != null && surfaceArgs.Count > 0)
            {
                surfaceArg = surfaceArgs[0];
            }

            Vector3 grabOffset = pos - part.AbsolutePosition;
            // If the touched prim handles touches, deliver it
            uint partLocalId = part.LocalId;

            if ((part.ScriptEvents & scriptEvents.touch) != 0)
            {
                EventManager.TriggerObjectGrabbing(partLocalId, 0, grabOffset, remoteClient, surfaceArg);
                if (!part.PassTouches)
                {
                    return;
                }
            }

            uint rootLocalId = group.RootPart.LocalId;

            // Deliver to the root prim if the touched prim doesn't handle touches
            // or if we're meant to pass on touches anyway.
            if (partLocalId != rootLocalId && (group.RootPart.ScriptEvents & scriptEvents.touch) != 0)
            {
                EventManager.TriggerObjectGrabbing(rootLocalId, partLocalId, grabOffset, remoteClient, surfaceArg);
            }
        }
        public virtual void ProcessObjectGrabUpdate(UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List <SurfaceTouchEventArgs> surfaceArgs)
        {
            List <EntityBase> EntityList = GetEntities();

            SurfaceTouchEventArgs surfaceArg = null;

            if (surfaceArgs != null && surfaceArgs.Count > 0)
            {
                surfaceArg = surfaceArgs[0];
            }

            foreach (EntityBase ent in EntityList)
            {
                if (ent is SceneObjectGroup)
                {
                    SceneObjectGroup obj = ent as SceneObjectGroup;
                    if (obj != null)
                    {
                        // Is this prim part of the group
                        if (obj.HasChildPrim(objectID))
                        {
                            SceneObjectPart part = obj.GetChildPart(objectID);

                            // If the touched prim handles touches, deliver it
                            // If not, deliver to root prim
                            if ((part.ScriptEvents & scriptEvents.touch) != 0)
                            {
                                EventManager.TriggerObjectGrabbing(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg);
                            }
                            // Deliver to the root prim if the touched prim doesn't handle touches
                            // or if we're meant to pass on touches anyway. Don't send to root prim
                            // if prim touched is the root prim as we just did it
                            if (((part.ScriptEvents & scriptEvents.touch) == 0) ||
                                (part.PassTouches && (part.LocalId != obj.RootPart.LocalId)))
                            {
                                EventManager.TriggerObjectGrabbing(obj.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg);
                            }

                            return;
                        }
                    }
                }
            }
        }