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C# ISceneChildEntity.GetWorldPosition方法代码示例

本文整理汇总了C#中ISceneChildEntity.GetWorldPosition方法的典型用法代码示例。如果您正苦于以下问题:C# ISceneChildEntity.GetWorldPosition方法的具体用法?C# ISceneChildEntity.GetWorldPosition怎么用?C# ISceneChildEntity.GetWorldPosition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.GetWorldPosition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: 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2: LookAt

        private void LookAt(LSL_Vector target, double strength, double damping, ISceneChildEntity obj)
        {
            // Determine where we are looking from
            LSL_Vector from = new LSL_Vector(obj.GetWorldPosition());

            // The following code bit was written by Dahlia
            // from the Opensimulator Core Team. Thank you for fixing this issue

            // normalized direction to target
            LSL_Vector dir = llVecNorm(target - from);

            // use vertical to help compute left axis
            LSL_Vector up = new LSL_Vector(0.0, 0.0, 1.0);

            // find normalized left axis parallel to horizon
            LSL_Vector left = llVecNorm(LSL_Vector.Cross(up, dir));

            // make up orthogonal to left and direction
            up = LSL_Vector.Cross(dir, left);

            // compute rotation based on orthogonal axes
            LSL_Rotation rot = new LSL_Rotation(0.0, 0.707107, 0.0, 0.707107) * llAxes2Rot(dir, left, up);

            // End codebit

            //If the strength is 0, or we are non-physical, set the rotation
            if (strength == 0 || obj.PhysActor == null || !obj.PhysActor.IsPhysical)
                SetLinkRot(obj, rot);
            else
                obj.startLookAt(Rot2Quaternion(rot), (float)strength, (float)damping);
        }
开发者ID:VirtualReality,项目名称:Universe,代码行数:31,代码来源:LSL_Api.cs

示例3: LookAt

        private void LookAt(LSL_Vector target, double strength, double damping, ISceneChildEntity obj)
        {
            // Determine where we are looking from
            LSL_Vector from = new LSL_Vector(obj.GetWorldPosition());

            // Work out the normalised vector from the source to the target
            LSL_Vector delta = llVecNorm(target - from);
            LSL_Vector angle = new LSL_Vector(0, 0, 0)
                                   {
                                       x = llAtan2(delta.z, delta.y) - ScriptBaseClass.PI_BY_TWO,
                                       y = llAtan2(delta.x, llSqrt((delta.y*delta.y) + (delta.z*delta.z)))
                                   };

            // Calculate the yaw
            // subtracting PI_BY_TWO is required to compensate for the odd SL co-ordinate system

            // Calculate pitch

            // we need to convert from a vector describing
            // the angles of rotation in radians into rotation value

            LSL_Types.Quaternion rot = llEuler2Rot(angle);
            //If the strength is 0, or we are non-physical, set the rotation
            if (strength == 0 || obj.PhysActor == null || !obj.PhysActor.IsPhysical)
                SetLinkRot(obj, rot);
            else
                obj.startLookAt(Rot2Quaternion(rot), (float) strength, (float) damping);
        }
开发者ID:velus,项目名称:Async-Sim-Testing,代码行数:28,代码来源:LSL_Api.cs

示例4: CreatePrim

        private void CreatePrim (WarpRenderer renderer, ISceneChildEntity prim)
        {
            try
            {
                const float MIN_SIZE = 2f;

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

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

                // Are we dealing with a sculptie or mesh?
                if (omvPrim.Sculpt != null && omvPrim.Sculpt.SculptTexture != UUID.Zero)
                {
                    // Try fetchinng the asset
                    AssetBase sculptAsset = m_scene.AssetService.Get (omvPrim.Sculpt.SculptTexture.ToString ());
                    if (sculptAsset != null)
                    {
                        // Is it a mesh?
                        if (omvPrim.Sculpt.Type == SculptType.Mesh)
                        {
                            OpenMetaverse.Assets.AssetMesh meshAsset = new OpenMetaverse.Assets.AssetMesh (omvPrim.Sculpt.SculptTexture, sculptAsset.Data);
                            FacetedMesh.TryDecodeFromAsset (omvPrim, meshAsset, DetailLevel.Highest, out renderMesh);
                        }
                        else  // It's sculptie
                        {
                            IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface<IJ2KDecoder> ();
                            Image sculpt = imgDecoder.DecodeToImage (sculptAsset.Data);
                            if (sculpt != null)
                            {
                                renderMesh = m_primMesher.GenerateFacetedSculptMesh (omvPrim, (Bitmap)sculpt, DetailLevel.Medium);
                                sculpt.Dispose ();
                            }
                        }
                    }
                }
                else // Prim
                {
                    renderMesh = m_primMesher.GenerateFacetedMesh (omvPrim, DetailLevel.Medium);
                }

                if (renderMesh == null)
                    return;

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

                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.RotationOffset)));
                }

                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 face = renderMesh.Faces[i];
                    string meshName = primID + "-Face-" + i.ToString ();

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

                    for (int j = 0; j < face.Vertices.Count; j++)
                    {
                        Vertex v = face.Vertices[j];

                        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 < face.Indices.Count; j += 3)
                    {
                        faceObj.addTriangle (
                            face.Indices[j + 0],
                            face.Indices[j + 1],
                            face.Indices[j + 2]);
                    }

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

                    if (m_texturePrims && prim.Scale.LengthSquared () > 48 * 48)
                    {
                        materialName = GetOrCreateMaterial (renderer, faceColor, teFace.TextureID);
//.........这里部分代码省略.........
开发者ID:NickyPerian,项目名称:Aurora-Sim,代码行数:101,代码来源:WarpTileRenderer.cs


注:本文中的ISceneChildEntity.GetWorldPosition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。