本文整理汇总了C#中ISceneChildEntity.startLookAt方法的典型用法代码示例。如果您正苦于以下问题:C# ISceneChildEntity.startLookAt方法的具体用法?C# ISceneChildEntity.startLookAt怎么用?C# ISceneChildEntity.startLookAt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类ISceneChildEntity
的用法示例。
在下文中一共展示了ISceneChildEntity.startLookAt方法的2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: 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);
}
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);
}