[Opensim-dev] Best approach for Vanilla Opensim region module to create and manipulate scene objects.
Gould, Simon
Simon.Gould at eads.com
Tue Feb 1 09:28:51 UTC 2011
Thanks for the reply, will let you know how it goes.
Cheers
-----Original Message-----
From: opensim-dev-bounces at lists.berlios.de
[mailto:opensim-dev-bounces at lists.berlios.de] On Behalf Of Justin
Clark-Casey
Sent: 01 February 2011 00:44
To: opensim-dev at lists.berlios.de
Subject: Re: [Opensim-dev] Best approach for Vanilla Opensim region
module to create and manipulate scene objects.
On 31/01/11 14:33, Gould, Simon wrote:
> Hi All,
>
> I am new to Opensim development and was hoping I could "pick your
brains" about how to best go about creating a region
> module, using the Vanilla Opensim c# API, that will create and
manipulate objects within a scene.
API is rather strong at this point, but the internals have been stable
for quite some time. However, this isn't
guaranteed to be the case in the future.
>
> I have taken a look at the documentation and also seen the Python
Modrex visualisation of a Software project from source
> control. Unfortunately I am not very familiar with the Opensim API or
Python and we want to avoid complicating the
> project by adding in extensions.
>
> What we have is a simple region module based on the Hello world
example (I couldn't get the updated mechanism to work).
>
> Where I am struggling is with the loading and copying of the objects.
What we want is to have a set of persistent
> defined objects stored somewhere, then to create a number of these in
the scene e.g. ObjA, ObjB and ObjC are stored
> somewhere, we create 3 objAs and 2 objBs and connect them together
using ObjCs.
The technique I usually use is to place ObjA, ObjB and ObjC in another
prim's inventory. Then I rez them by retrieving
them by name, with code like the following.
SceneObjectPart part;
Scene scene;
Vector3 rezPos;
TaskInventoryItem item =
part.Inventory.GetInventoryItems(objAName)[0];
SceneObjectGroup so =
part.Inventory.GetRezReadySceneObject(item);
scene.AddNewSceneObject(so, true, rezPos, so.Rotation,
Vector3.Zero);
If you need to link then programatically that's another issue. There is
some test code in
OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkTests.cs that
should prove useful.
--
Justin Clark-Casey (justincc)
http://justincc.org/blog
http://twitter.com/justincc
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