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



Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.Vector3类属于命名空间,在下文中一共展示了Aurora.ScriptEngine.AuroraDotNetEngine.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: botCreateBot

 public LSL_String botCreateBot(string FirstName, string LastName, string appearanceToClone, LSL_Vector startPos)
 {
     if (!ScriptProtection.CheckThreatLevel(ThreatLevel.Moderate, "botCreateBot", m_host, "bot", m_itemID))
         return "";
     IBotManager manager = World.RequestModuleInterface<IBotManager>();
     if (manager != null)
         return
             new LSL_String(
                 manager.CreateAvatar(FirstName, LastName, m_host.ParentEntity.Scene,
                                      UUID.Parse(appearanceToClone), m_host.OwnerID,
                                      new Vector3((float) startPos.x, (float) startPos.y, (float) startPos.z)).
                     ToString());
     return new LSL_String("");
 }
开发者ID:savino1976,项目名称:Aurora-Sim,代码行数:14,代码来源:Bot_API.cs


示例2: 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;
                Primitive.TextureEntry tex = part.Shape.Textures;
                int face = 0;
                if (idx < rules.Length)
                    face = (int)rules.GetLSLIntegerItem(idx++);

                Primitive.TextureEntryFace texFace = tex.GetFace((uint)face);

                if (code == (int)ScriptBaseClass.PRIM_NAME)
                {
                    res.Add(new LSL_Integer(part.Name));
                }

                if (code == (int)ScriptBaseClass.PRIM_DESC)
                {
                    res.Add(new LSL_Integer(part.Description));
                }

                if (code == (int)ScriptBaseClass.PRIM_MATERIAL)
                {
                    res.Add(new LSL_Integer(part.Material));
                }

                if (code == (int)ScriptBaseClass.PRIM_PHYSICS)
                {
                    if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.Physics) != 0)
                        res.Add(new LSL_Integer(1));
                    else
                        res.Add(new LSL_Integer(0));
                }

                if (code == (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));
                }

                if (code == (int)ScriptBaseClass.PRIM_PHANTOM)
                {
                    if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0)
                        res.Add(new LSL_Integer(1));
                    else
                        res.Add(new LSL_Integer(0));
                }

                if (code == (int)ScriptBaseClass.PRIM_POSITION)
                {
                    Vector3 tmp = part.AbsolutePosition;
                    LSL_Vector v = new LSL_Vector(tmp.X,
                                                  tmp.Y,
                                                  tmp.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)
                        {
                        LSL_Rotation rtmp = llGetRootRotation();
                        LSL_Vector rpos = llGetRootPosition();
                        v = ((v - rpos) * rtmp) + rpos;
                        }
                    res.Add(v);
                }

                if (code == (int)ScriptBaseClass.PRIM_SIZE)
                {
                    Vector3 tmp = part.Scale;
                    res.Add(new LSL_Vector(tmp.X,
                                                  tmp.Y,
                                                  tmp.Z));
                }

                if (code == (int)ScriptBaseClass.PRIM_ROTATION)
                {
                    res.Add(GetPartRot(part));
                }

                if (code == (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.
                    if (primType == ScriptBaseClass.PRIM_TYPE_BOX ||
                         ScriptBaseClass.PRIM_TYPE_CYLINDER ||
                         ScriptBaseClass.PRIM_TYPE_PRISM)
                    {
                        res.Add(new LSL_Integer(Shape.ProfileCurve));
//.........这里部分代码省略.........
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:101,代码来源:LSL_Api.cs


示例3: llSetCameraAtOffset

 public void llSetCameraAtOffset(LSL_Vector offset)
 {
     ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL");
     
     m_host.CameraAtOffset = new Vector3((float)offset.x, (float)offset.y, (float)offset.z);
 }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:6,代码来源:LSL_Api.cs


示例4: llSetVehicleVectorParam

 //CFK 9/28: Most, but not all of the underlying plumbing between here and the physics modules is in
 //CFK 9/28: so these are not complete yet.
 public void llSetVehicleVectorParam(int param, LSL_Vector vec)
 {
     ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL");
     
     if (m_host.ParentGroup != null)
     {
         if (!m_host.ParentGroup.IsDeleted)
         {
             m_host.ParentGroup.RootPart.SetVehicleVectorParam(param,
                 new Vector3((float)vec.x, (float)vec.y, (float)vec.z));
         }
     }
 }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:15,代码来源:LSL_Api.cs


示例5: llPushObject

        public void llPushObject(string target, LSL_Vector impulse, LSL_Vector ang_impulse, int local)
        {
            ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL");
            
            bool pushrestricted = World.RegionInfo.RegionSettings.RestrictPushing;
            bool pushAllowed = false;

            bool pusheeIsAvatar = false;
            UUID targetID = UUID.Zero;

            if (!UUID.TryParse(target,out targetID))
                return;

            ScenePresence pusheeav = null;
            Vector3 PusheePos = Vector3.Zero;
            SceneObjectPart pusheeob = null;

            ScenePresence avatar = World.GetScenePresence(targetID);
            if (avatar != null)
            {
                pusheeIsAvatar = true;

                // Pushee doesn't have a physics actor
                if (avatar.PhysicsActor == null)
                    return;

                // Pushee is in GodMode this pushing object isn't owned by them
                if (avatar.GodLevel > 0 && m_host.OwnerID != targetID)
                    return;

                pusheeav = avatar;

                // Find pushee position
                // Pushee Linked?
                if (pusheeav.ParentID != UUID.Zero)
                {
                    SceneObjectPart parentobj = World.GetSceneObjectPart(pusheeav.ParentID);
                    if (parentobj != null)
                    {
                        PusheePos = parentobj.AbsolutePosition;
                    }
                    else
                    {
                        PusheePos = pusheeav.AbsolutePosition;
                    }
                }
                else
                {
                    PusheePos = pusheeav.AbsolutePosition;
                }
            }

            if (!pusheeIsAvatar)
            {
                // not an avatar so push is not affected by parcel flags
                pusheeob = World.GetSceneObjectPart((UUID)target);

                // We can't find object
                if (pusheeob == null)
                    return;

                // Object not pushable.  Not an attachment and has no physics component
                if (!pusheeob.IsAttachment && pusheeob.PhysActor == null)
                    return;

                PusheePos = pusheeob.AbsolutePosition;
                pushAllowed = true;
            }
            else
            {
                IParcelManagementModule parcelManagement = World.RequestModuleInterface<IParcelManagementModule>();
                if (pushrestricted)
                {
                    if (parcelManagement != null)
                    {
                        ILandObject targetlandObj = parcelManagement.GetLandObject(PusheePos.X, PusheePos.Y);

                        // We didn't find the parcel but region is push restricted so assume it is NOT ok
                        if (targetlandObj == null)
                            return;

                        // Need provisions for Group Owned here
                        if (m_host.OwnerID == targetlandObj.LandData.OwnerID ||
                            targetlandObj.LandData.IsGroupOwned || m_host.OwnerID == targetID)
                        {
                            pushAllowed = true;
                        }
                    }
                }
                else
                {
                    if (parcelManagement != null)
                    {
                        ILandObject targetlandObj = parcelManagement.GetLandObject(PusheePos.X, PusheePos.Y);
                        if (targetlandObj == null)
                        {
                            // We didn't find the parcel but region isn't push restricted so assume it's ok
                            pushAllowed = true;
                        }
                        else
//.........这里部分代码省略.........
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:101,代码来源:LSL_Api.cs


示例6: SetParticleSystem

        private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
        {
            if (rules.Length == 0)
            {
                part.RemoveParticleSystem();
                part.ParentGroup.HasGroupChanged = true;
            }
            else
            {
                Primitive.ParticleSystem prules = getNewParticleSystemWithSLDefaultValues();
                LSL_Vector tempv = new LSL_Vector();

                float tempf = 0;

                for (int i = 0; i < rules.Length; i += 2)
                {
                    LSL_Integer rule = rules.GetLSLIntegerItem(i);
                    if (rule == (int)ScriptBaseClass.PSYS_PART_FLAGS)
                    {
                        prules.PartDataFlags = (Primitive.ParticleSystem.ParticleDataFlags)(uint)rules.GetLSLIntegerItem(i + 1);
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_PART_START_COLOR)
                    {
                        tempv = rules.GetVector3Item(i + 1);
                        prules.PartStartColor.R = (float)tempv.x;
                        prules.PartStartColor.G = (float)tempv.y;
                        prules.PartStartColor.B = (float)tempv.z;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_PART_START_ALPHA)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.PartStartColor.A = tempf;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_PART_END_COLOR)
                    {
                        tempv = rules.GetVector3Item(i + 1);
                        prules.PartEndColor.R = (float)tempv.x;
                        prules.PartEndColor.G = (float)tempv.y;
                        prules.PartEndColor.B = (float)tempv.z;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_PART_END_ALPHA)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.PartEndColor.A = tempf;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_PART_START_SCALE)
                    {
                        tempv = rules.GetVector3Item(i + 1);
                        prules.PartStartScaleX = (float)tempv.x;
                        prules.PartStartScaleY = (float)tempv.y;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_PART_END_SCALE)
                    {
                        tempv = rules.GetVector3Item(i + 1);
                        prules.PartEndScaleX = (float)tempv.x;
                        prules.PartEndScaleY = (float)tempv.y;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_PART_MAX_AGE)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.PartMaxAge = tempf;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_ACCEL)
                    {
                        tempv = rules.GetVector3Item(i + 1);
                        prules.PartAcceleration.X = (float)tempv.x;
                        prules.PartAcceleration.Y = (float)tempv.y;
                        prules.PartAcceleration.Z = (float)tempv.z;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_PATTERN)
                    {
                        int tmpi = (int)rules.GetLSLIntegerItem(i + 1);
                        prules.Pattern = (Primitive.ParticleSystem.SourcePattern)tmpi;
                    }

                    // PSYS_SRC_INNERANGLE and PSYS_SRC_ANGLE_BEGIN use the same variables. The
                    // PSYS_SRC_OUTERANGLE and PSYS_SRC_ANGLE_END also use the same variable. The
                    // client tells the difference between the two by looking at the 0x02 bit in
                    // the PartFlags variable.
                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_INNERANGLE)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.InnerAngle = (float)tempf;
                        prules.PartFlags &= 0xFFFFFFFD; // Make sure new angle format is off.
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_OUTERANGLE)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.OuterAngle = (float)tempf;
                        prules.PartFlags &= 0xFFFFFFFD; // Make sure new angle format is off.
//.........这里部分代码省略.........
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:101,代码来源:LSL_Api.cs


示例7: llSitTarget

        public void llSitTarget(LSL_Vector offset, LSL_Rotation rot)
        {
            ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL");
            
            // LSL quaternions can normalize to 0, normal Quaternions can't.
            if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0)
                rot.z = 1; // ZERO_ROTATION = 0,0,0,1

            m_host.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z);
            m_host.SitTargetOrientation = Rot2Quaternion(rot);
            m_host.ParentGroup.HasGroupChanged = true;
        }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:12,代码来源:LSL_Api.cs


示例8: llScriptDanger

        public LSL_Integer llScriptDanger(LSL_Vector pos)
        {
            ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL");

            bool result = m_ScriptEngine.PipeEventsForScript(m_host, new Vector3((float)pos.x, (float)pos.y, (float)pos.z));
            if (result)
            {
                return 1;
            }
            else
            {
                return 0;
            }
        }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:14,代码来源:LSL_Api.cs


示例9: llGroundSlope

        public LSL_Vector llGroundSlope(LSL_Vector offset)
        {
            ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL");
            
            //Get the slope normal.  This gives us the equation of the plane tangent to the slope.
            LSL_Vector vsn = llGroundNormal(offset);

            //Plug the x,y coordinates of the slope normal into the equation of the plane to get
            //the height of that point on the plane.  The resulting vector gives the slope.
            Vector3 vsl = new Vector3();
            vsl.X = (float)vsn.x;
            vsl.Y = (float)vsn.y;
            vsl.Z = (float)(((vsn.x * vsn.x) + (vsn.y * vsn.y)) / (-1 * vsn.z));
            vsl.Normalize();
            //Normalization might be overkill here

            return new LSL_Vector(vsl.X, vsl.Y, vsl.Z);
        }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:18,代码来源:LSL_Api.cs


示例10: llGroundNormal

        public LSL_Vector llGroundNormal(LSL_Vector offset)
        {
            ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL");
            
            Vector3 pos = m_host.GetWorldPosition() + new Vector3((float)offset.x,
                                                                (float)offset.y,
                                                                (float)offset.z);
            ITerrainChannel heightmap = World.RequestModuleInterface<ITerrainChannel>();
            // Clamp to valid position
            if (pos.X < 0)
                pos.X = 0;
            else if (pos.X >= heightmap.Width)
                pos.X = heightmap.Width - 1;
            if (pos.Y < 0)
                pos.Y = 0;
            else if (pos.Y >= heightmap.Height)
                pos.Y = heightmap.Height - 1;

            //Find two points in addition to the position to define a plane
            Vector3 p0 = new Vector3(pos.X, pos.Y,
                                     (float)heightmap[(int)pos.X, (int)pos.Y]);
            Vector3 p1 = new Vector3();
            Vector3 p2 = new Vector3();
            if ((pos.X + 1.0f) >= heightmap.Width)
                p1 = new Vector3(pos.X + 1.0f, pos.Y,
                            (float)heightmap[(int)pos.X, (int)pos.Y]);
            else
                p1 = new Vector3(pos.X + 1.0f, pos.Y,
                            (float)heightmap[(int)(pos.X + 1.0f), (int)pos.Y]);
            if ((pos.Y + 1.0f) >= heightmap.Height)
                p2 = new Vector3(pos.X, pos.Y + 1.0f,
                            (float)heightmap[(int)pos.X, (int)pos.Y]);
            else
                p2 = new Vector3(pos.X, pos.Y + 1.0f,
                            (float)heightmap[(int)pos.X, (int)(pos.Y + 1.0f)]);

            //Find normalized vectors from p0 to p1 and p0 to p2
            Vector3 v0 = new Vector3(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z);
            Vector3 v1 = new Vector3(p2.X - p0.X, p2.Y - p0.Y, p2.Z - p0.Z);
//            v0.Normalize();
//            v1.Normalize();

            //Find the cross product of the vectors (the slope normal).
            Vector3 vsn = new Vector3();
            vsn.X = (v0.Y * v1.Z) - (v0.Z * v1.Y);
            vsn.Y = (v0.Z * v1.X) - (v0.X * v1.Z);
            vsn.Z = (v0.X * v1.Y) - (v0.Y * v1.X);
            vsn.Normalize();
            //I believe the crossproduct of two normalized vectors is a normalized vector so
            //this normalization may be overkill
            // then don't normalize them just the result

            return new LSL_Vector(vsn.X, vsn.Y, vsn.Z);
        }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:54,代码来源:LSL_Api.cs


示例11: 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)
        {
            ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL");
            
            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 == UUID.Zero) // not sat on an object
                {
                    LSL_Vector lower;
                    LSL_Vector upper;
                    if (presence.Animator.Animations.DefaultAnimation.AnimID 
                        == AnimationSet.Animations.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 * 0.5f;
                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:mugginsm,项目名称:Aurora-Sim,代码行数:72,代码来源:LSL_Api.cs


示例12: llWater

 public LSL_Float llWater(LSL_Vector offset)
 {
     ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL");
     
     return World.RegionInfo.RegionSettings.WaterHeight;
 }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:6,代码来源:LSL_Api.cs


示例13: llRotBetween

 public LSL_Rotation llRotBetween(LSL_Vector a, LSL_Vector b)
 {
     ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL");
     //A and B should both be normalized
     
     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:mugginsm,项目名称:Aurora-Sim,代码行数:75,代码来源:LSL_Api.cs


示例14: SetPrimitiveShapeParams

        protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge)
        {
            ObjectShapePacket.ObjectDataBlock shapeBlock;

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

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

            shapeBlock.ProfileCurve += fudge;

            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:mugginsm,项目名称:Aurora-Sim,代码行数:41,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)
        {
            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.ProfileCurve = (byte)holeshape;
            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 (hollow > 0.95)
            {
                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;
            }
            shapeBlock.PathTwistBegin = (sbyte)(100 * twist.x);
            shapeBlock.PathTwist = (sbyte)(100 * twist.y);

            shapeBlock.ObjectLocalID = part.LocalId;

            // retain pathcurve
            shapeBlock.PathCurve = part.Shape.PathCurve;

            part.Shape.SculptEntry = false;
            return shapeBlock;
        }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:75,代码来源:LSL_Api.cs


示例16: llEdgeOfWorld

        public LSL_Integer llEdgeOfWorld(LSL_Vector pos, LSL_Vector dir)
        {
            ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL");
            

            // edge will be used to pass the Region Coordinates offset
            // we want to check for a neighboring sim
            LSL_Vector edge = new LSL_Vector(0, 0, 0);

            if (dir.x == 0)
            {
                if (dir.y == 0)
                {
                    // Direction vector is 0,0 so return
                    // false since we're staying in the sim
                    return 0;
                }
                else
                {
                    // Y is the only valid direction
                    edge.y = dir.y / Math.Abs(dir.y);
                }
            }
            else
            {
                LSL_Float mag;
                if (dir.x > 0)
                {
                    mag = (World.RegionInfo.RegionSizeX - pos.x) / dir.x;
                }
                else
                {
                    mag = (pos.x/dir.x);
                }

                mag = Math.Abs(mag);

                edge.y = pos.y + (dir.y * mag);

                if (edge.y > World.RegionInfo.RegionSizeY || edge.y < 0)
                {
                    // Y goes out of bounds first
                    edge.y = dir.y / Math.Abs(dir.y);
                }
                else
                {
                    // X goes out of bounds first or its a corner exit
                    edge.y = 0;
                    edge.x = dir.x / Math.Abs(dir.x);
                }
            }
            INeighborService service = World.RequestModuleInterface<INeighborService>();
            List<GridRegion> neighbors = new List<GridRegion>();
            if (service != null)
            {
                neighbors = service.GetNeighbors(World.RegionInfo);
            }

            int neighborX = World.RegionInfo.RegionLocX + (int)dir.x;
            int neighborY = World.RegionInfo.RegionLocY + (int)dir.y;

            foreach (GridRegion sri in neighbors)
            {
                if (sri.RegionLocX == neighborX && sri.RegionLocY == neighborY)
                    return 0;
            }

            return 1;
        }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:69,代码来源:LSL_Api.cs


示例17: llVecDist

 public LSL_Float llVecDist(LSL_Vector a, LSL_Vector b)
 {
     ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL");
     
     double dx = a.x - b.x;
     double dy = a.y - b.y;
     double dz = a.z - b.z;
     return Math.Sqrt(dx * dx + dy * dy + dz * dz);
 }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:9,代码来源:LSL_Api.cs


示例18: llVecNorm

 public LSL_Vector llVecNorm(LSL_Vector v)
 {
     ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL");
     return LSL_Vector.Norm(v);
 }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:5,代码来源:LSL_Api.cs


示例19: llVecMag

 //This next group are vector operations involving squaring and square root. ckrinke
 public LSL_Float llVecMag(LSL_Vector v)
 {
     ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL");
     
     return LSL_Vector.Mag(v);
 }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:7,代码来源:LSL_Api.cs


示例20: GetTextureOffset

 protected LSL_Vector GetTextureOffset(SceneObjectPart part, int face)
 {
     Primitive.TextureEntry tex = part.Shape.Textures;
     LSL_Vector offset = new LSL_Vector();
     if (face == ScriptBaseClass.ALL_SIDES)
     {
         face = 0;
     }
     if (face >= 0 && face < GetNumberOfSides(part))
     {
         offset.x = tex.GetFace((uint)face).OffsetU;
         offset.y = tex.GetFace((uint)face).OffsetV;
         offset.z = 0.0;
         return offset;
     }
     else
     {
         return offset;
     }
 }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:20,代码来源:LSL_Api.cs



注:本文中的Aurora.ScriptEngine.AuroraDotNetEngine.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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