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C# Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.Vector3.ToVector3方法代码示例

本文整理汇总了C#中Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.Vector3.ToVector3方法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.ToVector3方法的具体用法?C# Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.Vector3.ToVector3怎么用?C# Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.Vector3.ToVector3使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.Vector3的用法示例。


在下文中一共展示了Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.Vector3.ToVector3方法的7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,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: osTeleportAgent

        // Teleport functions
        public DateTime osTeleportAgent(string agent, int regionX, int regionY, LSL_Vector position, LSL_Vector lookat)
        {
            // High because there is no security check. High griefer potential
            //
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.High, "osTeleportAgent", m_host, "OSSL", m_itemID))
                return DateTime.Now;

            ulong regionHandle = Utils.UIntsToLong(((uint) regionX*Constants.RegionSize),
                                                   ((uint) regionY*Constants.RegionSize));

            UUID agentId = new UUID();
            if (UUID.TryParse(agent, out agentId))
            {
                return TeleportAgent(agentId, regionHandle,
                                     position.ToVector3(),
                                     lookat.ToVector3());
            }
            return DateTime.Now;
        }
开发者ID:justasabc,项目名称:Aurora-Sim,代码行数:20,代码来源:OSSL_Api.cs

示例2: llGetClosestNavPoint

 public LSL_List llGetClosestNavPoint(LSL_Vector point, LSL_List options)
 {
     Vector3 diff = new Vector3(0, 0, 0.1f)*
                    (Vector3.RotationBetween(m_host.ParentEntity.AbsolutePosition, point.ToVector3()));
     return new LSL_List(new LSL_Vector((m_host.ParentEntity.AbsolutePosition + diff)));
 }
开发者ID:velus,项目名称:Async-Sim-Testing,代码行数:6,代码来源:LSL_Api.cs

示例3: llNavigateTo

 public void llNavigateTo(LSL_Vector point, LSL_List options)
 {
     List<Vector3> positions = new List<Vector3>() {point.ToVector3()};
     List<TravelMode> travelMode = new List<TravelMode>() {TravelMode.Walk};
     IBotManager botManager = World.RequestModuleInterface<IBotManager>();
     int flags = 0;
     if (options.Length > 0)
         flags |= options.GetLSLIntegerItem(0);
     if (botManager != null)
         botManager.SetBotMap(m_host.ParentEntity.UUID, positions, travelMode, flags, m_host.ParentEntity.OwnerID);
 }
开发者ID:velus,项目名称:Async-Sim-Testing,代码行数:11,代码来源:LSL_Api.cs

示例4: llCastRay

        public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
                return new LSL_List();

            LSL_List list = new LSL_List();

            Vector3 rayStart = start.ToVector3();
            Vector3 rayEnd = end.ToVector3();
            Vector3 dir = rayEnd - rayStart;

            float dist = Vector3.Mag(dir);

            int count = 1;
            bool detectPhantom = false;
            int dataFlags = 0;
            int rejectTypes = 0;

            for (int i = 0; i < options.Length; i += 2)
            {
                if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS)
                    count = options.GetLSLIntegerItem(i + 1);
                else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM)
                    detectPhantom = (options.GetLSLIntegerItem(i + 1) > 0);
                else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS)
                    dataFlags = options.GetLSLIntegerItem(i + 1);
                else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES)
                    rejectTypes = options.GetLSLIntegerItem(i + 1);
            }

            if (count > 16)
                count = 16;

            List<ContactResult> results = new List<ContactResult>();

            bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND);
            bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS);
            bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL);
            bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);


            if (checkAgents)
            {
                ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
                foreach (ContactResult r in agentHits)
                    results.Add(r);
            }

            if (checkPhysical || checkNonPhysical || detectPhantom)
            {
                ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
                for (int iter = 0; iter < objectHits.Length; iter++)
                {
                    // Redistance the Depth because the Scene RayCaster returns distance from center to make the rezzing code simpler.
                    objectHits[iter].Depth = Vector3.Distance(objectHits[iter].Pos, rayStart);
                    results.Add(objectHits[iter]);
                }
            }

            if (checkTerrain)
            {
                ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
                if (groundContact != null)
                    results.Add((ContactResult)groundContact);
            }

            results.Sort(delegate(ContactResult a, ContactResult b)
            {
                return a.Depth.CompareTo(b.Depth);
            });

            int values = 0;
            ISceneEntity thisgrp = m_host.ParentEntity;

            foreach (ContactResult result in results)
            {
                if (result.Depth > dist)
                    continue;

                // physics ray can return colisions with host prim
                if (m_host.LocalId == result.ConsumerID)
                    continue;

                UUID itemID = UUID.Zero;
                int linkNum = 0;

                ISceneChildEntity part = World.GetSceneObjectPart(result.ConsumerID);
                // It's a prim!
                if (part != null)
                {
                    // dont detect members of same object ???
                    if (part.ParentEntity == thisgrp)
                        continue;

                    if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY)
                        itemID = part.ParentEntity.UUID;
                    else
                        itemID = part.UUID;

                    linkNum = part.LinkNum;
//.........这里部分代码省略.........
开发者ID:velus,项目名称:Async-Sim-Testing,代码行数:101,代码来源:LSL_Api.cs

示例5: llTeleportAgentGlobalCoords

        public void llTeleportAgentGlobalCoords(LSL_Key agent, LSL_Vector global_coordinates,
                                                LSL_Vector region_coordinates, LSL_Vector look_at)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID)) return;

            UUID invItemID = InventorySelf();

            if (invItemID == UUID.Zero)
                return;

            lock (m_host.TaskInventory)
            {
                if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
                {
                    ShoutError("No permissions to teleport the agent");
                    return;
                }

                if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TELEPORT) == 0)
                {
                    ShoutError("No permissions to teleport the agent");
                    return;
                }
            }

            IScenePresence presence = World.GetScenePresence(m_host.OwnerID);
            if (presence != null)
            {
                IEntityTransferModule module = World.RequestModuleInterface<IEntityTransferModule>();
                if (module != null)
                {
                    module.Teleport(presence,
                                    Utils.UIntsToLong((uint) global_coordinates.x, (uint) global_coordinates.y),
                                    region_coordinates.ToVector3(), look_at.ToVector3(),
                                    (uint) TeleportFlags.ViaLocation);
                }
            }
        }
开发者ID:velus,项目名称:Async-Sim-Testing,代码行数:38,代码来源:LSL_Api.cs

示例6: llTeleportAgent

        public void llTeleportAgent(LSL_Key avatar, LSL_String landmark, LSL_Vector position, LSL_Vector look_at)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID)) return;

            UUID invItemID = InventorySelf();

            if (invItemID == UUID.Zero)
                return;

            lock (m_host.TaskInventory)
            {
                if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
                {
                    ShoutError("No permissions to teleport the agent");
                    return;
                }

                if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TELEPORT) == 0)
                {
                    ShoutError("No permissions to teleport the agent");
                    return;
                }
            }

            TaskInventoryItem item = null;
            lock (m_host.TaskInventory)
            {
                foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
                {
                    if (inv.Value.Name == landmark)
                        item = inv.Value;
                }
            }
            if (item == null && landmark != "")
                return;

            IScenePresence presence = World.GetScenePresence(m_host.OwnerID);
            if (presence != null)
            {
                IEntityTransferModule module = World.RequestModuleInterface<IEntityTransferModule>();
                if (module != null)
                {
                    if (landmark == "")
                        module.Teleport(presence, World.RegionInfo.RegionHandle,
                                        position.ToVector3(), look_at.ToVector3(), (uint) TeleportFlags.ViaLocation);
                    else
                    {
                        AssetLandmark lm = new AssetLandmark(
                            World.AssetService.Get(item.AssetID.ToString()));
                        module.Teleport(presence, lm.RegionHandle, lm.Position,
                                        look_at.ToVector3(), (uint) TeleportFlags.ViaLocation);
                    }
                }
            }
        }
开发者ID:velus,项目名称:Async-Sim-Testing,代码行数:55,代码来源:LSL_Api.cs

示例7: DropAttachmentAt

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

            IAttachmentsModule attachmentsModule = World.RequestModuleInterface<IAttachmentsModule>();
            IScenePresence sp = attachmentsModule == null ? null : World.GetScenePresence(m_host.OwnerID);

            if (attachmentsModule != null && sp != null)
            {
                attachmentsModule.DetachSingleAttachmentToGround(m_host.ParentEntity.UUID, sp.ControllingClient, pos.ToVector3(), rot.ToQuaternion());
            }
        }
开发者ID:samiam123,项目名称:sam2Aurora,代码行数:15,代码来源:OSSL_Api.cs


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