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C# ISceneChildEntity.GetRotationOffset方法代码示例

本文整理汇总了C#中ISceneChildEntity.GetRotationOffset方法的典型用法代码示例。如果您正苦于以下问题:C# ISceneChildEntity.GetRotationOffset方法的具体用法?C# ISceneChildEntity.GetRotationOffset怎么用?C# ISceneChildEntity.GetRotationOffset使用的例子?那么恭喜您, 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ISceneChildEntity的用法示例。


在下文中一共展示了ISceneChildEntity.GetRotationOffset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: UndoState

 public UndoState (ISceneChildEntity part)
 {
     if (part != null) {
         if (part.UUID == part.ParentEntity.UUID) {
             Position = part.ParentEntity.AbsolutePosition;
             Rotation = part.GetRotationOffset ();
             Scale = part.Shape.Scale;
         } else {
             Position = part.OffsetPosition;
             Rotation = part.GetRotationOffset ();
             Scale = part.Shape.Scale;
         }
     }
 }
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:14,代码来源:UndoState.cs

示例2: Compare

 public bool Compare (ISceneChildEntity part)
 {
     if (part != null) {
         if (part.UUID == part.ParentEntity.UUID) {
             if (Position == part.AbsolutePosition && Rotation == part.GetRotationOffset () &&
                 Scale == part.Shape.Scale)
                 return true;
             return false;
         }
         if (Position == part.OffsetPosition && Rotation == part.GetRotationOffset () &&
             Scale == part.Shape.Scale)
             return true;
         return false;
     }
     return false;
 }
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:16,代码来源:UndoState.cs

示例3: CreatePrim

        void CreatePrim (WarpRenderer renderer, ISceneChildEntity prim)
        {
            try {

                if ((PCode)prim.Shape.PCode != PCode.Prim)
                    return;
                if (prim.Scale.LengthSquared () < MIN_PRIM_SIZE * MIN_PRIM_SIZE)
                    return;

                Primitive omvPrim = prim.Shape.ToOmvPrimitive (prim.OffsetPosition, prim.GetRotationOffset ());
                FacetedMesh renderMesh = null;

                // Are we dealing with a sculptie or mesh?
                if (omvPrim.Sculpt != null && omvPrim.Sculpt.SculptTexture != UUID.Zero) {
                    // Try fetching the asset
                    byte [] sculptAsset = m_scene.AssetService.GetData (omvPrim.Sculpt.SculptTexture.ToString ());
                    if (sculptAsset != null) {
                        // Is it a mesh?
                        if (omvPrim.Sculpt.Type == SculptType.Mesh) {
                            AssetMesh meshAsset = new AssetMesh (omvPrim.Sculpt.SculptTexture, sculptAsset);
                            FacetedMesh.TryDecodeFromAsset (omvPrim, meshAsset, DetailLevel.Highest, out renderMesh);
                            meshAsset = null;
                        } else // It's sculptie
                          {
                            Image sculpt = m_imgDecoder.DecodeToImage (sculptAsset);
                            if (sculpt != null) {
                                renderMesh = m_primMesher.GenerateFacetedSculptMesh (omvPrim, (Bitmap)sculpt,
                                                                                    DetailLevel.Medium);
                                sculpt.Dispose ();
                            }
                        }
                        sculptAsset = null;
                    } else {
                        // missing sculpt data... replace with something
                        renderMesh = m_primMesher.GenerateFacetedMesh (omvPrim, DetailLevel.Medium);
                    }

                } else // Prim
                  {
                    renderMesh = m_primMesher.GenerateFacetedMesh (omvPrim, DetailLevel.Medium);
                }

                if (renderMesh == null)
                    return;

                warp_Vector primPos = ConvertVector (prim.GetWorldPosition ());
                warp_Quaternion primRot = ConvertQuaternion (prim.GetRotationOffset ());

                warp_Matrix m = warp_Matrix.quaternionMatrix (primRot);

                if (prim.ParentID != 0) {
                    ISceneEntity group = m_scene.GetGroupByPrim (prim.LocalId);
                    if (group != null)
                        m.transform (warp_Matrix.quaternionMatrix (ConvertQuaternion (group.RootChild.GetRotationOffset ())));
                }

                warp_Vector primScale = ConvertVector (prim.Scale);

                string primID = prim.UUID.ToString ();

                // Create the prim faces
                for (int i = 0; i < renderMesh.Faces.Count; i++) {
                    Face renderFace = renderMesh.Faces [i];
                    string meshName = primID + "-Face-" + i;

                    warp_Object faceObj = new warp_Object (renderFace.Vertices.Count, renderFace.Indices.Count / 3);

                    foreach (Vertex v in renderFace.Vertices) {
                        warp_Vector pos = ConvertVector (v.Position);
                        warp_Vector norm = ConvertVector (v.Normal);

                        if (prim.Shape.SculptTexture == UUID.Zero)
                            norm = norm.reverse ();
                        warp_Vertex vert = new warp_Vertex (pos, norm, v.TexCoord.X, v.TexCoord.Y);

                        faceObj.addVertex (vert);
                    }

                    for (int j = 0; j < renderFace.Indices.Count;) {
                        faceObj.addTriangle (
                            renderFace.Indices [j++],
                            renderFace.Indices [j++],
                            renderFace.Indices [j++]);
                    }

                    Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace ((uint)i);
                    string materialName;
                    Color4 faceColor = GetFaceColor (teFace);

                    if (m_texturePrims && (prim.Scale.LengthSquared () > m_texturePrimSize)) {
                        materialName = GetOrCreateMaterial (renderer, faceColor, teFace.TextureID);
                    } else {
                        materialName = GetOrCreateMaterial (renderer, faceColor);
                    }

                    faceObj.transform (m);
                    faceObj.setPos (primPos);
                    faceObj.scaleSelf (primScale.x, primScale.y, primScale.z);

                    renderer.Scene.addObject (meshName, faceObj);
//.........这里部分代码省略.........
开发者ID:EnricoNirvana,项目名称:WhiteCore-Dev,代码行数:101,代码来源:WarpTileRenderer.cs

示例4: GetLinkPrimitiveParams


//.........这里部分代码省略.........
                {
                    if (remain < 1)
                        return res;

                    face = rules.GetLSLIntegerItem(idx++);
                    if (face == ScriptBaseClass.ALL_SIDES)
                    {
                        for (face = 0; face < GetNumberOfSides(part); face++)
                        {
                            MappingType texgen = tex.GetFace((uint) face).TexMapType;
                            // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc.
                            res.Add(new LSL_Integer((uint) texgen >> 1));
                        }
                    }
                    else
                    {
                        if (face >= 0 && face < GetNumberOfSides(part))
                        {
                            MappingType texgen = tex.GetFace((uint) face).TexMapType;
                            res.Add(new LSL_Integer((uint) texgen >> 1));
                        }
                    }
                }

                else if (code == (int) ScriptBaseClass.PRIM_POINT_LIGHT)
                {
                    PrimitiveBaseShape shape = part.Shape;

                    res.Add(shape.LightEntry ? new LSL_Integer(1) : new LSL_Integer(0));
                    res.Add(new LSL_Vector(shape.LightColorR, // color
                                           shape.LightColorG,
                                           shape.LightColorB));
                    res.Add(new LSL_Float(shape.LightIntensity)); // intensity
                    res.Add(new LSL_Float(shape.LightRadius)); // radius
                    res.Add(new LSL_Float(shape.LightFalloff)); // falloff
                }

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

                    face = rules.GetLSLIntegerItem(idx++);
                    if (face == ScriptBaseClass.ALL_SIDES)
                    {
                        for (face = 0; face < GetNumberOfSides(part); face++)
                        {
                            Primitive.TextureEntryFace texface = tex.GetFace((uint) face);
                            res.Add(new LSL_Float(texface.Glow));
                        }
                    }
                    else
                    {
                        if (face >= 0 && face < GetNumberOfSides(part))
                        {
                            Primitive.TextureEntryFace texface = tex.GetFace((uint) face);
                            res.Add(new LSL_Float(texface.Glow));
                        }
                    }
                }

                else if (code == (int) ScriptBaseClass.PRIM_TEXT)
                {
                    Color4 textColor = part.GetTextColor();
                    res.Add(new LSL_String(part.Text));
                    res.Add(new LSL_Vector(textColor.R,
                                           textColor.G,
                                           textColor.B));
                    res.Add(new LSL_Float(textColor.A));
                }
                else if (code == (int) ScriptBaseClass.PRIM_ROT_LOCAL)
                {
                    Quaternion rtmp = part.GetRotationOffset();
                    res.Add(new LSL_Rotation(rtmp.X, rtmp.Y, rtmp.Z, rtmp.W));
                }
                else if (code == (int) ScriptBaseClass.PRIM_OMEGA)
                {
                    Vector3 axis = part.OmegaAxis;
                    LSL_Float spinRate = part.OmegaSpinRate;
                    LSL_Float gain = part.OmegaGain;
                    res.Add(axis);
                    res.Add(spinRate);
                    res.Add(gain);
                }
                else if (code == (int) ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE)
                {
                    res.Add(new LSL_Integer(part.PhysicsType));
                }
                else if (code == (int) ScriptBaseClass.PRIM_LINK_TARGET)
                {
                    if (remain < 1)
                        continue;
                    LSL_Integer nextLink = rules.GetLSLIntegerItem(idx++);
                    List<ISceneChildEntity> entities = GetLinkParts(nextLink);
                    if (entities.Count > 0)
                        part = entities[0];
                }
            }
            return res;
        }
开发者ID:velus,项目名称:Async-Sim-Testing,代码行数:101,代码来源:LSL_Api.cs


注:本文中的ISceneChildEntity.GetRotationOffset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。