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C# LSL_Types.Vector3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OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3的典型用法代码示例。如果您正苦于以下问题:C# OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3类的具体用法?C# OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3怎么用?C# OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3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。



OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3类属于命名空间,在下文中一共展示了OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3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: llScriptDanger

        public LSL_Integer llScriptDanger(LSL_Vector pos)
        {
            m_host.AddScriptLPS(1);
            bool result = World.ScriptDanger(m_host.LocalId, new Vector3((float)pos.x, (float)pos.y, (float)pos.z));
            if (result)
            {
                return 1;
            }
            else
            {
                return 0;
            }

        }
开发者ID:OpenPlex-Sim,项目名称:opensim,代码行数:14,代码来源:LSL_Api.cs


示例2: llSetCameraAtOffset

 public void llSetCameraAtOffset(LSL_Vector offset)
 {
     m_host.AddScriptLPS(1);
     m_host.SetCameraAtOffset(new Vector3((float)offset.x, (float)offset.y, (float)offset.z));
 }
开发者ID:OpenPlex-Sim,项目名称:opensim,代码行数:5,代码来源:LSL_Api.cs


示例3: llGetBoundingBox

        /// <summary>
        /// A partial implementation.
        /// http://lslwiki.net/lslwiki/wakka.php?wakka=llGetBoundingBox
        /// So far only valid for standing/flying/ground sitting avatars and single prim objects.
        /// If the object has multiple prims and/or a sitting avatar then the bounding
        /// box is for the root prim only.
        /// </summary>
        public LSL_List llGetBoundingBox(string obj)
        {
            m_host.AddScriptLPS(1);
            UUID objID = UUID.Zero;
            LSL_List result = new LSL_List();
            if (!UUID.TryParse(obj, out objID))
            {
                result.Add(new LSL_Vector());
                result.Add(new LSL_Vector());
                return result;
            }
            ScenePresence presence = World.GetScenePresence(objID);
            if (presence != null)
            {
                if (presence.ParentID == 0) // not sat on an object
                {
                    LSL_Vector lower;
                    LSL_Vector upper;
                    if (presence.Animator.Animations.DefaultAnimation.AnimID
                        == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
                    {
                        // This is for ground sitting avatars
                        float height = presence.Appearance.AvatarHeight / 2.66666667f;
                        lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
                        upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
                    }
                    else
                    {
                        // This is for standing/flying avatars
                        float height = presence.Appearance.AvatarHeight / 2.0f;
                        lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
                        upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
                    }
                    result.Add(lower);
                    result.Add(upper);
                    return result;
                }
                else
                {
                    // sitting on an object so we need the bounding box of that
                    // which should include the avatar so set the UUID to the
                    // UUID of the object the avatar is sat on and allow it to fall through
                    // to processing an object
                    SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
                    objID = p.UUID;
                }
            }
            SceneObjectPart part = World.GetSceneObjectPart(objID);
            // Currently only works for single prims without a sitting avatar
            if (part != null)
            {
                Vector3 halfSize = part.Scale / 2.0f;
                LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f);
                LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z);
                result.Add(lower);
                result.Add(upper);
                return result;
            }

            // Not found so return empty values
            result.Add(new LSL_Vector());
            result.Add(new LSL_Vector());
            return result;
        }
开发者ID:OpenPlex-Sim,项目名称:opensim,代码行数:71,代码来源:LSL_Api.cs


示例4: NpcCreate

        private LSL_Key NpcCreate(
            string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent, bool hostGroupID)
        {
            if (!World.Permissions.CanRezObject(1, m_host.OwnerID, new Vector3((float)position.x, (float)position.y, (float)position.z)))
            {
                OSSLError("no permission to rez NPC at requested location");
                return new LSL_Key(UUID.Zero.ToString());
            }

            INPCModule module = World.RequestModuleInterface<INPCModule>();
            if(module == null)
            {
                OSSLError("NPC module not enabled");
                return new LSL_Key(UUID.Zero.ToString());
            }

            string groupTitle = String.Empty;
            UUID groupID = UUID.Zero;

            AvatarAppearance appearance = null;

            // check creation options
            NPCOptionsFlags createFlags = module.NPCOptionFlags;

            if((createFlags & NPCOptionsFlags.AllowNotOwned) == 0 && !owned)
            {
                OSSLError("Not owned NPCs disabled");
                owned = true; // we should get here...
            }

            if((createFlags & NPCOptionsFlags.AllowSenseAsAvatar) == 0 && senseAsAgent)
            {
                OSSLError("NPC allow sense as Avatar disabled");
                senseAsAgent = false;
            }

            if(hostGroupID && m_host.GroupID != UUID.Zero)
            {
                IGroupsModule groupsModule = m_ScriptEngine.World.RequestModuleInterface<IGroupsModule>();
                if (groupsModule != null)
                {
                    GroupMembershipData member = groupsModule.GetMembershipData(m_host.GroupID, m_host.OwnerID);
                    if (member == null)
                    {
                        OSSLError(string.Format("osNpcCreate: the object owner is not member of the object group"));
                        return new LSL_Key(UUID.Zero.ToString());
                    }

                    groupID = m_host.GroupID;

                    if((createFlags & NPCOptionsFlags.NoNPCGroup) != 0)
                    {
                        GroupRecord grprec = groupsModule.GetGroupRecord(m_host.GroupID);
                        if(grprec != null && grprec.GroupName != "")
                            groupTitle = grprec.GroupName;
                    }
                }
            }

            if((createFlags & NPCOptionsFlags.NoNPCGroup) == 0)
            {
                if (firstname != String.Empty || lastname != String.Empty)
                {
                    if (firstname != "Shown outfit:")
                        groupTitle = "- NPC -";
                }
            }
               
            if((createFlags & NPCOptionsFlags.AllowCloneOtherAvatars) != 0)
            {
                UUID id;
                if (UUID.TryParse(notecard, out id))
                {
                    ScenePresence clonePresence = World.GetScenePresence(id);
                    if (clonePresence != null)
                        appearance = clonePresence.Appearance;
                }
            }

            if (appearance == null)
            {
                string appearanceSerialized = LoadNotecard(notecard);

                if (appearanceSerialized != null)
                {
                    try
                    {
                        OSDMap appearanceOsd = (OSDMap)OSDParser.DeserializeLLSDXml(appearanceSerialized);
                        appearance = new AvatarAppearance();
                        appearance.Unpack(appearanceOsd);
                    }
                    catch
                    {
                        OSSLError(string.Format("osNpcCreate: Error processing notcard '{0}'", notecard));
                        return new LSL_Key(UUID.Zero.ToString());
                    }
                }
            else
                {
                    OSSLError(string.Format("osNpcCreate: Notecard reference '{0}' not found.", notecard));
//.........这里部分代码省略.........
开发者ID:nebadon2025,项目名称:opensimulator,代码行数:101,代码来源:OSSL_Api.cs


示例5: llMapDestination

        public void llMapDestination(string simname, LSL_Vector pos, LSL_Vector lookAt)
        {
            m_host.AddScriptLPS(1);
            DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, 0);
            if (detectedParams == null) return; // only works on the first detected avatar

            ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
            if (avatar != null)
            {
                avatar.ControllingClient.SendScriptTeleportRequest(m_host.Name, simname,
                                                                   new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
                                                                   new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
            }
            ScriptSleep(1000);
        }
开发者ID:OpenPlex-Sim,项目名称:opensim,代码行数:15,代码来源:LSL_Api.cs


示例6: modInvokeL

        public LSL_List modInvokeL(string fname, params object[] parms)
        {
            Type returntype = m_comms.LookupReturnType(fname);
            if (returntype != typeof(object[]))
                MODError(String.Format("return type mismatch for {0}",fname));

            object[] result = (object[])modInvoke(fname,parms);
            object[] llist = new object[result.Length];
            for (int i = 0; i < result.Length; i++)
            {
                if (result[i] is string)
                {
                    llist[i] = new LSL_String((string)result[i]);
                }
                else if (result[i] is int)
                {
                    llist[i] = new LSL_Integer((int)result[i]);
                }
                else if (result[i] is float)
                {
                    llist[i] = new LSL_Float((float)result[i]);
                }
                else if (result[i] is UUID)
                {
                    llist[i] = new LSL_Key(result[i].ToString());
                }
                else if (result[i] is OpenMetaverse.Vector3)
                {
                    OpenMetaverse.Vector3 vresult = (OpenMetaverse.Vector3)result[i];
                    llist[i] = new LSL_Vector(vresult.X, vresult.Y, vresult.Z);
                }
                else if (result[i] is OpenMetaverse.Quaternion)
                {
                    OpenMetaverse.Quaternion qresult = (OpenMetaverse.Quaternion)result[i];
                    llist[i] = new LSL_Rotation(qresult.X, qresult.Y, qresult.Z, qresult.W);
                }
                else
                {
                    MODError(String.Format("unknown list element {1} returned by {0}", fname, result[i].GetType().Name));
                }
            }

            return new LSL_List(llist);
        }
开发者ID:p07r0457,项目名称:opensim,代码行数:44,代码来源:MOD_Api.cs


示例7: llLinkSitTarget

 public void llLinkSitTarget(LSL_Integer link, LSL_Vector offset, LSL_Rotation rot)
 {
     m_host.AddScriptLPS(1);
     if (link == ScriptBaseClass.LINK_ROOT)
         SitTarget(m_host.ParentGroup.RootPart, offset, rot);
     else if (link == ScriptBaseClass.LINK_THIS)
         SitTarget(m_host, offset, rot);
     else
     {
         SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(link);
         if (null != part)
         {
             SitTarget(part, offset, rot);
         }
     }
 }
开发者ID:OpenPlex-Sim,项目名称:opensim,代码行数:16,代码来源:LSL_Api.cs


示例8: DropAttachmentAt

        protected void DropAttachmentAt(bool checkPerms, LSL_Vector pos, LSL_Rotation rot)
        {
            if (checkPerms && ShoutErrorOnLackingOwnerPerms(ScriptBaseClass.PERMISSION_ATTACH, "Cannot drop attachment"))
            {
                return;
            }

            IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
            ScenePresence sp = attachmentsModule == null ? null : m_host.ParentGroup.Scene.GetScenePresence(m_host.ParentGroup.OwnerID);

            if (attachmentsModule != null && sp != null)
            {
                attachmentsModule.DetachSingleAttachmentToGround(sp, m_host.ParentGroup.LocalId, pos, rot);
            }
        }
开发者ID:nebadon2025,项目名称:opensimulator,代码行数:15,代码来源:OSSL_Api.cs


示例9: osForceDropAttachmentAt

        public void osForceDropAttachmentAt(LSL_Vector pos, LSL_Rotation rot)
        {
            CheckThreatLevel(ThreatLevel.High, "osForceDropAttachmentAt");
            m_host.AddScriptLPS(1);

            DropAttachmentAt(false, pos, rot);
        }
开发者ID:nebadon2025,项目名称:opensimulator,代码行数:7,代码来源:OSSL_Api.cs


示例10: osNpcCreate

        public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options)
        {
            CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
            m_host.AddScriptLPS(1);

            return NpcCreate(
                firstname, lastname, position, notecard,
                (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0,
                (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0,
                (options & ScriptBaseClass.OS_NPC_OBJECT_GROUP) != 0);
        }
开发者ID:nebadon2025,项目名称:opensimulator,代码行数:11,代码来源:OSSL_Api.cs


示例11: osNpcMoveTo

        public void osNpcMoveTo(LSL_Key npc, LSL_Vector pos)
        {
            CheckThreatLevel(ThreatLevel.High, "osNpcMoveTo");
            m_host.AddScriptLPS(1);

            INPCModule module = World.RequestModuleInterface<INPCModule>();
            if (module != null)
            {
                UUID npcId;
                if (!UUID.TryParse(npc.m_string, out npcId))
                    return;

                if (!module.CheckPermissions(npcId, m_host.OwnerID))
                    return;
                
                module.MoveToTarget(npcId, World, pos, false, true, false);
            }
        }
开发者ID:nebadon2025,项目名称:opensimulator,代码行数:18,代码来源:OSSL_Api.cs


示例12: osParcelSubdivide

        public void osParcelSubdivide(LSL_Vector pos1, LSL_Vector pos2)
        {
            CheckThreatLevel(ThreatLevel.High, "osParcelSubdivide");
            m_host.AddScriptLPS(1);

            int startx = (int)(pos1.x < pos2.x ? pos1.x : pos2.x);
            int starty = (int)(pos1.y < pos2.y ? pos1.y : pos2.y);
            int endx = (int)(pos1.x > pos2.x ? pos1.x : pos2.x);
            int endy = (int)(pos1.y > pos2.y ? pos1.y : pos2.y);

            World.LandChannel.Subdivide(startx,starty,endx,endy,m_host.OwnerID);
        }
开发者ID:nebadon2025,项目名称:opensimulator,代码行数:12,代码来源:OSSL_Api.cs


示例13: SetParcelDetails

        private void SetParcelDetails(LSL_Vector pos, LSL_List rules, string functionName)
        {
            m_host.AddScriptLPS(1);

            // Get a reference to the land data and make sure the owner of the script
            // can modify it

            ILandObject startLandObject = World.LandChannel.GetLandObject((int)pos.x, (int)pos.y);
            if (startLandObject == null)
            {
                OSSLShoutError("There is no land at that location");
                return;
            }

            if (!World.Permissions.CanEditParcelProperties(m_host.OwnerID, startLandObject, GroupPowers.LandOptions, false))
            {
                OSSLShoutError("You do not have permission to modify the parcel");
                return;
            }

            // Create a new land data object we can modify
            LandData newLand = startLandObject.LandData.Copy();
            UUID uuid;

            // Process the rules, not sure what the impact would be of changing owner or group
            for (int idx = 0; idx < rules.Length;)
            {
                int code = rules.GetLSLIntegerItem(idx++);
                string arg = rules.GetLSLStringItem(idx++);
                switch (code)
                {
                    case ScriptBaseClass.PARCEL_DETAILS_NAME:
                        newLand.Name = arg;
                        break;

                    case ScriptBaseClass.PARCEL_DETAILS_DESC:
                        newLand.Description = arg;
                        break;

                    case ScriptBaseClass.PARCEL_DETAILS_OWNER:
                        CheckThreatLevel(ThreatLevel.VeryHigh, functionName);
                        if (UUID.TryParse(arg, out uuid))
                            newLand.OwnerID = uuid;
                        break;

                    case ScriptBaseClass.PARCEL_DETAILS_GROUP:
                        CheckThreatLevel(ThreatLevel.VeryHigh, functionName);
                        if (UUID.TryParse(arg, out uuid))
                            newLand.GroupID = uuid;
                        break;

                    case ScriptBaseClass.PARCEL_DETAILS_CLAIMDATE:
                        CheckThreatLevel(ThreatLevel.VeryHigh, functionName);
                        newLand.ClaimDate = Convert.ToInt32(arg);
                        if (newLand.ClaimDate == 0)
                            newLand.ClaimDate = Util.UnixTimeSinceEpoch();
                        break;
                 }
             }

            World.LandChannel.UpdateLandObject(newLand.LocalID,newLand);
        }
开发者ID:nebadon2025,项目名称:opensimulator,代码行数:62,代码来源:OSSL_Api.cs


示例14: SetPrimitiveShapeParams

        // Prim type sphere.
        protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve)
        {
            ObjectShapePacket.ObjectDataBlock shapeBlock;

            shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);

            // profile/path swapped for a sphere
            shapeBlock.PathBegin = shapeBlock.ProfileBegin;
            shapeBlock.PathEnd = shapeBlock.ProfileEnd;

            shapeBlock.PathScaleX = 100;
            shapeBlock.PathScaleY = 100;

            if (dimple.x < 0f)
            {
                dimple.x = 0f;
            }
            if (dimple.x > 1f)
            {
                dimple.x = 1f;
            }
            if (dimple.y < 0f)
            {
                dimple.y = 0f;
            }
            if (dimple.y > 1f)
            {
                dimple.y = 1f;
            }
            if (dimple.y - cut.x < 0.05f)
            {
                dimple.x = cut.y - 0.05f;
            }
            shapeBlock.ProfileBegin = (ushort)(50000 * dimple.x);
            shapeBlock.ProfileEnd   = (ushort)(50000 * (1 - dimple.y));

            part.Shape.SculptEntry = false;
            part.UpdateShape(shapeBlock);
        }
开发者ID:OpenPlex-Sim,项目名称:opensim,代码行数:40,代码来源:LSL_Api.cs


示例15: SetPrimitiveBlockShapeParams

        protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
        {
            float tempFloat;                                    // Use in float expressions below to avoid byte cast precision issues.
            ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();

            if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
                holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
                holeshape != (int)ScriptBaseClass.PRIM_HOLE_SQUARE &&
                holeshape != (int)ScriptBaseClass.PRIM_HOLE_TRIANGLE)
            {
                holeshape = (int)ScriptBaseClass.PRIM_HOLE_DEFAULT;
            }
            shapeBlock.PathCurve = pathcurve;
            shapeBlock.ProfileCurve = (byte)holeshape;          // Set the hole shape.
            shapeBlock.ProfileCurve += profileshape;            // Add in the profile shape.
            if (cut.x < 0f)
            {
                cut.x = 0f;
            }
            if (cut.x > 1f)
            {
                cut.x = 1f;
            }
            if (cut.y < 0f)
            {
                cut.y = 0f;
            }
            if (cut.y > 1f)
            {
                cut.y = 1f;
            }
            if (cut.y - cut.x < 0.05f)
            {
                cut.x = cut.y - 0.05f;
                if (cut.x < 0.0f)
                {
                    cut.x = 0.0f;
                    cut.y = 0.05f;
                }
            }
            shapeBlock.ProfileBegin = (ushort)(50000 * cut.x);
            shapeBlock.ProfileEnd = (ushort)(50000 * (1 - cut.y));
            if (hollow < 0f)
            {
                hollow = 0f;
            }
            // If the prim is a Cylinder, Prism, Sphere, Torus or Ring (or not a
            // Box or Tube) and the hole shape is a square, hollow is limited to
            // a max of 70%. The viewer performs its own check on this value but
            // we need to do it here also so llGetPrimitiveParams can have access
            // to the correct value.
            if (profileshape != (byte)ProfileCurve.Square &&
                holeshape == (int)ScriptBaseClass.PRIM_HOLE_SQUARE)
            {
                if (hollow > 0.70f)
                {
                    hollow = 0.70f;
                }
            }
            // Otherwise, hollow is limited to 95%. 
            else
            {
                if (hollow > 0.95f)
                {
                    hollow = 0.95f;
                }
            }
            shapeBlock.ProfileHollow = (ushort)(50000 * hollow);
            if (twist.x < -1.0f)
            {
                twist.x = -1.0f;
            }
            if (twist.x > 1.0f)
            {
                twist.x = 1.0f;
            }
            if (twist.y < -1.0f)
            {
                twist.y = -1.0f;
            }
            if (twist.y > 1.0f)
            {
                twist.y = 1.0f;
            }
            // A fairly large precision error occurs for some calculations,
            // if a float or double is directly cast to a byte or sbyte
            // variable, in both .Net and Mono. In .Net, coding
            // "(sbyte)(float)(some expression)" corrects the precision
            // errors. But this does not work for Mono. This longer coding
            // form of creating a tempoary float variable from the
            // expression first, then casting that variable to a byte or
            // sbyte, works for both .Net and Mono. These types of
            // assignments occur in SetPrimtiveBlockShapeParams and
            // SetPrimitiveShapeParams in support of llSetPrimitiveParams.
            tempFloat = (float)(100.0d * twist.x);
            shapeBlock.PathTwistBegin = (sbyte)tempFloat;
            tempFloat = (float)(100.0d * twist.y);
            shapeBlock.PathTwist = (sbyte)tempFloat;

            shapeBlock.ObjectLocalID = part.LocalId;
//.........这里部分代码省略.........
开发者ID:OpenPlex-Sim,项目名称:opensim,代码行数:101,代码来源:LSL_Api.cs


示例16: llRotBetween

 public LSL_Rotation llRotBetween(LSL_Vector a, LSL_Vector b)
 {
     //A and B should both be normalized
     m_host.AddScriptLPS(1);
     LSL_Rotation rotBetween;
     // Check for zero vectors. If either is zero, return zero rotation. Otherwise,
     // continue calculation.
     if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f))
     {
         rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
     }
     else
     {
         a = LSL_Vector.Norm(a);
         b = LSL_Vector.Norm(b);
         double dotProduct = LSL_Vector.Dot(a, b);
         // There are two degenerate cases possible. These are for vectors 180 or
         // 0 degrees apart. These have to be detected and handled individually.
         //
         // Check for vectors 180 degrees apart.
         // A dot product of -1 would mean the angle between vectors is 180 degrees.
         if (dotProduct < -0.9999999f)
         {
             // First assume X axis is orthogonal to the vectors.
             LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f);
             orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a));
             // Check for near zero vector. A very small non-zero number here will create
             // a rotation in an undesired direction.
             if (LSL_Vector.Mag(orthoVector) > 0.0001)
             {
                 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f);
             }
             // If the magnitude of the vector was near zero, then assume the X axis is not
             // orthogonal and use the Z axis instead.
             else
             {
                 // Set 180 z rotation.
                 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
             }
         }
         // Check for parallel vectors.
         // A dot product of 1 would mean the angle between vectors is 0 degrees.
         else if (dotProduct > 0.9999999f)
         {
             // Set zero rotation.
             rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
         }
         else
         {
             // All special checks have been performed so get the axis of rotation.
             LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
             // Quarternion s value is the length of the unit vector + dot product.
             double qs = 1.0 + dotProduct;
             rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
             // Normalize the rotation.
             double mag = LSL_Rotation.Mag(rotBetween);
             // We shouldn't have to worry about a divide by zero here. The qs value will be
             // non-zero because we already know if we're here, then the dotProduct is not -1 so
             // qs will not be zero. Also, we've already handled the input vectors being zero so the
             // crossProduct vector should also not be zero.
             rotBetween.x = rotBetween.x / mag;
             rotBetween.y = rotBetween.y / mag;
             rotBetween.z = rotBetween.z / mag;
             rotBetween.s = rotBetween.s / mag;
             // Check for undefined values and set zero rotation if any found. This code might not actually be required
             // any longer since zero vectors are checked for at the top.
             if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
             {
                 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
             }
         }
     }
     return rotBetween;
 }
开发者ID:OpenPlex-Sim,项目名称:opensim,代码行数:74,代码来源:LSL_Api.cs


示例17: NpcCreate

        private LSL_Key NpcCreate(
            string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent)
        {
            INPCModule module = World.RequestModuleInterface<INPCModule>();
            if (module != null)
            {
                AvatarAppearance appearance = null;

                UUID id;
                if (UUID.TryParse(notecard, out id))
                {
                    ScenePresence clonePresence = World.GetScenePresence(id);
                    if (clonePresence != null)
                        appearance = clonePresence.Appearance;
                }

                if (appearance == null)
                {
                    string appearanceSerialized = LoadNotecard(notecard);

                    if (appearanceSerialized != null)
                    {
                        OSDMap appearanceOsd = (OSDMap)OSDParser.DeserializeLLSDXml(appearanceSerialized);
                        appearance = new AvatarAppearance();
                        appearance.Unpack(appearanceOsd);
                    }
                }

                if (appearance == null)
                    return new LSL_Key(UUID.Zero.ToString());

                UUID ownerID = UUID.Zero;
                if (owned)
                    ownerID = m_host.OwnerID;
                UUID x = module.CreateNPC(firstname,
                                          lastname,
                                          position,
                                          ownerID,
                                          senseAsAgent,
                                          World,
                                          appearance);

                return new LSL_Key(x.ToString());
            }

            return new LSL_Key(UUID.Zero.ToString());
        }
开发者ID:p07r0457,项目名称:opensim,代码行数:47,代码来源:OSSL_Api.cs


示例18: osGetDrawStringSize

        public LSL_Vector osGetDrawStringSize(string contentType, string text, string fontName, int fontSize)
        {
            CheckThreatLevel(ThreatLevel.VeryLow, "osGetDrawStringSize");
            m_host.AddScriptLPS(1);

            LSL_Vector vec = new LSL_Vector(0,0,0);
            IDynamicTextureManager textureManager = World.RequestModuleInterface<IDynamicTextureManager>();
            if (textureManager != null)
            {
                double xSize, ySize;
                textureManager.GetDrawStringSize(contentType, text, fontName, fontSize,
                                                 out xSize, out ySize);
                vec.x = xSize;
                vec.y = ySize;
            }
            return vec;
        }
开发者ID:nebadon2025,项目名称:opensimulator,代码行数:17,代码来源:OSSL_Api.cs


示例19: GetLinkPrimitiveParams

        public LSL_List GetLinkPrimitiveParams(SceneObjectPart part, LSL_List rules)
        {
            LSL_List res = new LSL_List();
            int idx=0;
            while (idx < rules.Length)
            {
                int code=(int)rules.GetLSLIntegerItem(idx++);
                int remain=rules.Length-idx;

                switch (code)
                {
                    case (int)ScriptBaseClass.PRIM_MATERIAL:
                        res.Add(new LSL_Integer(part.Material));
                        break;

                    case (int)ScriptBaseClass.PRIM_PHYSICS:
                        if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.Physics) != 0)
                            res.Add(new LSL_Integer(1));
                        else
                            res.Add(new LSL_Integer(0));
                        break;

                    case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
                        if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.TemporaryOnRez) != 0)
                            res.Add(new LSL_Integer(1));
                        else
                            res.Add(new LSL_Integer(0));
                        break;

                    case (int)ScriptBaseClass.PRIM_PHANTOM:
                        if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0)
                            res.Add(new LSL_Integer(1));
                        else
                            res.Add(new LSL_Integer(0));
                        break;

                    case (int)ScriptBaseClass.PRIM_POSITION:
                        LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
                                                      part.AbsolutePosition.Y,
                                                      part.AbsolutePosition.Z);
                        // For some reason, the part.AbsolutePosition.* values do not change if the
                        // linkset is rotated; they always reflect the child prim's world position
                        // as though the linkset is unrotated. This is incompatible behavior with SL's
                        // implementation, so will break scripts imported from there (not to mention it
                        // makes it more difficult to determine a child prim's actual inworld position).
                        if (part.ParentID != 0)
                            v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
                        res.Add(v);
                        break;

                    case (int)ScriptBaseClass.PRIM_SIZE:
                        res.Add(new LSL_Vector(part.Scale.X,
                                                      part.Scale.Y,
                                                      part.Scale.Z));
                        break;

                    case (int)ScriptBaseClass.PRIM_ROTATION:
                        res.Add(GetPartRot(part));
                        break;

                    case (int)ScriptBaseClass.PRIM_TYPE:
                        // implementing box
                        PrimitiveBaseShape Shape = part.Shape;
                        int primType = (int)part.GetPrimType();
                        res.Add(new LSL_Integer(primType));
                        double topshearx = (double)(sbyte)Shape.PathShearX / 100.0; // Fix negative values for PathShearX
                        double topsheary = (double)(sbyte)Shape.PathShearY / 100.0; // and PathShearY.
                        switch (primType)
                        {
                            case ScriptBaseClass.PRIM_TYPE_BOX:
                            case ScriptBaseClass.PRIM_TYPE_CYLINDER:
                            case ScriptBaseClass.PRIM_TYPE_PRISM:
                                res.Add(new LSL_Integer(Shape.ProfileCurve) & 0xf0);    // Isolate hole shape nibble.
                                res.Add(new LSL_Vector(Shape.ProfileBegin / 50000.0, 1 - Shape.ProfileEnd / 50000.0, 0));
                                res.Add(new LSL_Float(Shape.ProfileHollow / 50000.0));
                                res.Add(new LSL_Vector(Shape.PathTwistBegin / 100.0, Shape.PathTwist / 100.0, 0));
                                res.Add(new LSL_Vector(1 - (Shape.PathScaleX / 100.0 - 1), 1 - (Shape.PathScaleY / 100.0 - 1), 0));
                                res.Add(new LSL_Vector(topshearx, topsheary, 0));
                                break;

                            case ScriptBaseClass.PRIM_TYPE_SPHERE:
                                res.Add(new LSL_Integer(Shape.ProfileCurve) & 0xf0);    // Isolate hole shape nibble.
                                res.Add(new LSL_Vector(Shape.PathBegin / 50000.0, 1 - Shape.PathEnd / 50000.0, 0));
                                res.Add(new LSL_Float(Shape.ProfileHollow / 50000.0));
                                res.Add(new LSL_Vector(Shape.PathTwistBegin / 100.0, Shape.PathTwist / 100.0, 0));
                                res.Add(new LSL_Vector(Shape.ProfileBegin / 50000.0, 1 - Shape.ProfileEnd / 50000.0, 0));
                                break;

                            case ScriptBaseClass.PRIM_TYPE_SCULPT:
                                res.Add(Shape.SculptTexture.ToString());
                                res.Add(new LSL_Integer(Shape.SculptType));
                                break;

                            case ScriptBaseClass.PRIM_TYPE_RING:
                            case ScriptBaseClass.PRIM_TYPE_TUBE:
                            case ScriptBaseClass.PRIM_TYPE_TORUS:
                                // holeshape
                                res.Add(new LSL_Integer(Shape.ProfileCurve) & 0xf0);    // Isolate hole shape nibble.

                                // cut
//.........这里部分代码省略.........
开发者ID:OpenPlex-Sim,项目名称:opensim,代码行数:101,代码来源:LSL_Api.cs


示例20: osSetParcelDetails

 public void osSetParcelDetails(LSL_Vector pos, LSL_List rules)
 {
     const string functionName = "osSetParcelDetails";
     CheckThreatLevel(ThreatLevel.High, functionName);
     SetParcelDetails(pos, rules, functionName);
 }
开发者ID:nebadon2025,项目名称:opensimulator,代码行数:6,代码来源:OSSL_Api.cs



注:本文中的OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3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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