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C# Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.list.GetQuaternionItem方法代码示例

本文整理汇总了C#中Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.list.GetQuaternionItem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.list.GetQuaternionItem方法的具体用法?C# Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.list.GetQuaternionItem怎么用?C# Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.list.GetQuaternionItem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.list的用法示例。


在下文中一共展示了Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.list.GetQuaternionItem方法的4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: SetPrimParams

        protected void SetPrimParams(ISceneEntity part, LSL_List rules)
        {
            int idx = 0;

            while (idx < rules.Length)
            {
                int code = rules.GetLSLIntegerItem(idx++);

                int remain = rules.Length - idx;

                int face;
                LSL_Vector v;

                if (code == (int)ScriptBaseClass.PRIM_NAME)
                {
                    if (remain < 1)
                        return;

                    string name = rules.Data[idx++].ToString();
                    if (part is SceneObjectPart)
                        (part as SceneObjectPart).Name = name;
                }

                else if (code == (int)ScriptBaseClass.PRIM_DESC)
                {
                    if (remain < 1)
                        return;

                    string desc = rules.Data[idx++].ToString();
                    if (part is SceneObjectPart)
                        (part as SceneObjectPart).Description = desc;
                }

                else if (code == (int)ScriptBaseClass.PRIM_ROT_LOCAL)
                {
                    if (remain < 1)
                        return;
                    LSL_Rotation lr = rules.GetQuaternionItem(idx++);
                    if (part is SceneObjectPart)
                        SetRot((part as SceneObjectPart), Rot2Quaternion(lr));
                }

                else if (code == (int)ScriptBaseClass.PRIM_POSITION)
                {
                    if (remain < 1)
                        return;

                    v = rules.GetVector3Item(idx++);
                    if (part is SceneObjectPart)
                        SetPos(part as SceneObjectPart, v);
                    else if (part is ScenePresence)
                    {
                        (part as ScenePresence).OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
                        (part as ScenePresence).SendTerseUpdateToAllClients();
                    }
                }
                else if (code == (int)ScriptBaseClass.PRIM_SIZE)
                {
                    if (remain < 1)
                        return;


                    v = rules.GetVector3Item(idx++);
                    if (part is SceneObjectPart)
                        SetScale(part as SceneObjectPart, v);

                }
                else if (code == (int)ScriptBaseClass.PRIM_ROTATION)
                {
                    if (remain < 1)
                        return;

                    if (part is SceneObjectPart) { }
                    else return;

                    LSL_Rotation q = rules.GetQuaternionItem(idx++);
                    // try to let this work as in SL...
                    if ((part as SceneObjectPart).ParentID == 0)
                    {
                        // special case: If we are root, rotate complete SOG to new rotation
                        SetRot(part as SceneObjectPart, Rot2Quaternion(q));
                    }
                    else
                    {
                        // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
                        SceneObjectGroup group = (part as SceneObjectPart).ParentGroup;
                        if (group != null) // a bit paranoid, maybe
                        {
                            SceneObjectPart rootPart = group.RootPart;
                            if (rootPart != null) // again, better safe than sorry
                            {
                                SetRot((part as SceneObjectPart), rootPart.RotationOffset * Rot2Quaternion(q));
                            }
                        }
                    }

                }

                else if (code == (int)ScriptBaseClass.PRIM_TYPE)
                {
//.........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2: llSetKeyframedMotion

 public void llSetKeyframedMotion(LSL_List keyframes, LSL_List options)
 {
     if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID)) return;
     if (!m_host.IsRoot)
     {
         ShoutError("Must be used in the root object!");
         return;
     }
     KeyframeAnimation.Data dataType = KeyframeAnimation.Data.Both;
     KeyframeAnimation.Modes currentMode = KeyframeAnimation.Modes.Forward;
     for (int i = 0; i < options.Length; i += 2)
     {
         LSL_Integer option = options.GetLSLIntegerItem(i);
         LSL_Integer value = options.GetLSLIntegerItem(i + 1);
         if (option == ScriptBaseClass.KFM_COMMAND)
         {
             m_host.ParentEntity.AddKeyframedMotion(null, (KeyframeAnimation.Commands) value.value);
             break; //Its supposed to be the only option in the list
         }
         if (option == ScriptBaseClass.KFM_MODE)
         {
             currentMode = (KeyframeAnimation.Modes) value.value;
         }
         else if (option == ScriptBaseClass.KFM_DATA)
         {
             dataType = (KeyframeAnimation.Data) value.value;
         }
     }
     List<Vector3> positions = new List<Vector3>();
     List<Quaternion> rotations = new List<Quaternion>();
     List<int> times = new List<int>();
     for (int i = 0; i < keyframes.Length; i += (dataType == KeyframeAnimation.Data.Both ? 3 : 2))
     {
         if (dataType == KeyframeAnimation.Data.Both ||
             dataType == KeyframeAnimation.Data.Translation)
         {
             LSL_Vector pos = keyframes.GetVector3Item(i);
             positions.Add(pos.ToVector3());
         }
         if (dataType == KeyframeAnimation.Data.Both ||
             dataType == KeyframeAnimation.Data.Rotation)
         {
             LSL_Rotation rot = keyframes.GetQuaternionItem(i + (dataType == KeyframeAnimation.Data.Both ? 1 : 0));
             Quaternion quat = rot.ToQuaternion();
             quat.Normalize();
             rotations.Add(quat);
         }
         int time = keyframes.GetLSLIntegerItem(i + (dataType == KeyframeAnimation.Data.Both ? 2 : 1));
         times.Add(time);
     }
     KeyframeAnimation animation = new KeyframeAnimation
                                       {
                                           CurrentMode = currentMode,
                                           PositionList = positions.ToArray(),
                                           RotationList = rotations.ToArray(),
                                           TimeList = times.ToArray(),
                                           CurrentAnimationPosition = 0,
                                           InitialPosition = m_host.AbsolutePosition,
                                           InitialRotation = m_host.GetRotationOffset()
                                       };
     m_host.ParentEntity.AddKeyframedMotion(animation, KeyframeAnimation.Commands.Play);
 }
开发者ID:velus,项目名称:Async-Sim-Testing,代码行数:62,代码来源:LSL_Api.cs

示例3: SetPrimParams

        protected void SetPrimParams(IEntity part, LSL_List rules)
        {
            int idx = 0;

            while (idx < rules.Length)
            {
                int code = rules.GetLSLIntegerItem(idx++);

                int remain = rules.Length - idx;

                int face;
                LSL_Vector v;

                if (code == (int) ScriptBaseClass.PRIM_NAME)
                {
                    if (remain < 1)
                        return;

                    string name = rules.Data[idx++].ToString();
                    if (part is ISceneChildEntity)
                        (part as ISceneChildEntity).Name = name;
                }

                else if (code == (int) ScriptBaseClass.PRIM_DESC)
                {
                    if (remain < 1)
                        return;

                    string desc = rules.Data[idx++].ToString();
                    if (part is ISceneChildEntity)
                        (part as ISceneChildEntity).Description = desc;
                }

                else if (code == (int) ScriptBaseClass.PRIM_ROT_LOCAL)
                {
                    if (remain < 1)
                        return;
                    LSL_Rotation lr = rules.GetQuaternionItem(idx++);
                    if (part is ISceneChildEntity)
                        SetRot((part as ISceneChildEntity), Rot2Quaternion(lr));
                }

                else if (code == (int) ScriptBaseClass.PRIM_POSITION)
                {
                    if (remain < 1)
                        return;

                    v = rules.GetVector3Item(idx++);
                    if (part is ISceneChildEntity)
                        SetPos(part as ISceneChildEntity, v, true);
                    else if (part is IScenePresence)
                    {
                        (part as IScenePresence).OffsetPosition = new Vector3((float) v.x, (float) v.y, (float) v.z);
                        (part as IScenePresence).SendTerseUpdateToAllClients();
                    }
                }
                else if (code == (int) ScriptBaseClass.PRIM_POS_LOCAL)
                {
                    if (remain < 1)
                        return;

                    v = rules.GetVector3Item(idx++);
                    if (part is ISceneChildEntity)
                    {
                        if (((ISceneChildEntity) part).ParentID != 0)
                            ((ISceneChildEntity) part).OffsetPosition = new Vector3((float) v.x, (float) v.y,
                                                                                    (float) v.z);
                        else
                            part.AbsolutePosition = new Vector3((float) v.x, (float) v.y, (float) v.z);
                    }
                    else if (part is IScenePresence)
                    {
                        (part as IScenePresence).OffsetPosition = new Vector3((float) v.x, (float) v.y, (float) v.z);
                        (part as IScenePresence).SendTerseUpdateToAllClients();
                    }
                }
                else if (code == (int) ScriptBaseClass.PRIM_SIZE)
                {
                    if (remain < 1)
                        return;


                    v = rules.GetVector3Item(idx++);
                    if (part is ISceneChildEntity)
                        SetScale(part as ISceneChildEntity, v);
                }
                else if (code == (int) ScriptBaseClass.PRIM_ROTATION)
                {
                    if (remain < 1)
                        return;

                    LSL_Rotation q = rules.GetQuaternionItem(idx++);
                    if (part is ISceneChildEntity)
                    {
                        // try to let this work as in SL...
                        if ((part as ISceneChildEntity).ParentID == 0)
                        {
                            // special case: If we are root, rotate complete SOG to new rotation
                            SetRot(part as ISceneChildEntity, Rot2Quaternion(q));
                        }
//.........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4: ConvertLSLToWindlight

        private void ConvertLSLToWindlight(ref WindlightDayCycle cycle, int preset, LSL_List list)
        {
            var skyDatas = cycle.Cycle.DataSettings.Values.ToList();
            var skyData = skyDatas[preset];

            for (int i = 0; i < list.Data.Length; i += 2)
            {
                int key = list.GetLSLIntegerItem(i);
                switch (key)
                {
                    case ScriptBaseClass.WL_AMBIENT:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.ambient = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_CLOUD_COLOR:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.cloud_color = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_CLOUD_POS_DENSITY1:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.cloud_pos_density1 = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_CLOUD_POS_DENSITY2:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.cloud_pos_density2 = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_CLOUD_SCALE:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.cloud_scale = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_CLOUD_SCROLL_X:
                        {
                            LSL_Integer integer = list.GetLSLIntegerItem(i + 1);
                            skyData.cloud_scroll_rate.X = integer;
                            break;
                        }
                    case ScriptBaseClass.WL_CLOUD_SCROLL_Y:
                        {
                            LSL_Integer integer = list.GetLSLIntegerItem(i + 1);
                            skyData.cloud_scroll_rate.Y = integer;
                            break;
                        }
                    case ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
                        {
                            LSL_Integer integer = list.GetLSLIntegerItem(i + 1);
                            skyData.enable_cloud_scroll.X = integer;
                            break;
                        }
                    case ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
                        {
                            LSL_Integer integer = list.GetLSLIntegerItem(i + 1);
                            skyData.enable_cloud_scroll.Y = integer;
                            break;
                        }
                    case ScriptBaseClass.WL_CLOUD_SHADOW:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.cloud_shadow = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_SKY_BLUE_DENSITY:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.blue_density = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_SKY_BLUR_HORIZON:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.blue_horizon = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_SKY_DENSITY_MULTIPLIER:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.density_multiplier = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_SKY_DISTANCE_MULTIPLIER:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.distance_multiplier = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_SKY_GAMMA:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.gamma = rot.ToVector4();
                            break;
                        }
//.........这里部分代码省略.........
开发者ID:nathanmarck,项目名称:Aurora-Sim,代码行数:101,代码来源:AA_API.cs


注:本文中的Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.list.GetQuaternionItem方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。