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C# OpenSim.Region.ScriptEngine.Shared.LSL_Types.list.GetLSLFloatItem方法代码示例

本文整理汇总了C#中OpenSim.Region.ScriptEngine.Shared.LSL_Types.list.GetLSLFloatItem方法的典型用法代码示例。如果您正苦于以下问题:C# OpenSim.Region.ScriptEngine.Shared.LSL_Types.list.GetLSLFloatItem方法的具体用法?C# OpenSim.Region.ScriptEngine.Shared.LSL_Types.list.GetLSLFloatItem怎么用?C# OpenSim.Region.ScriptEngine.Shared.LSL_Types.list.GetLSLFloatItem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OpenSim.Region.ScriptEngine.Shared.LSL_Types.list的用法示例。


在下文中一共展示了OpenSim.Region.ScriptEngine.Shared.LSL_Types.list.GetLSLFloatItem方法的8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(SceneObjectPart part, LSL_List rules)
        {
            int idx = 0;

            bool positionChanged = false;
            LSL_Vector currentPosition = GetPartLocalPos(part);

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

                    int remain = rules.Length - idx;

                    int face;
                    LSL_Vector v;

                    switch (code)
                    {
                        case (int)ScriptBaseClass.PRIM_POSITION:
                        case (int)ScriptBaseClass.PRIM_POS_LOCAL:
                            if (remain < 1)
                                return;

                            v=rules.GetVector3Item(idx++);
                            positionChanged = true;
                            currentPosition = GetSetPosTarget(part, v, currentPosition);

                            break;
                        case (int)ScriptBaseClass.PRIM_SIZE:
                            if (remain < 1)
                                return;

                            v=rules.GetVector3Item(idx++);
                            SetScale(part, v);

                            break;
                        case (int)ScriptBaseClass.PRIM_ROTATION:
                            if (remain < 1)
                                return;

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

                            break;

                        case (int)ScriptBaseClass.PRIM_TYPE:
                            if (remain < 3)
                                return;

                            code = (int)rules.GetLSLIntegerItem(idx++);

                            remain = rules.Length - idx;
                            float hollow;
                            LSL_Vector twist;
                            LSL_Vector taper_b;
                            LSL_Vector topshear;
                            float revolutions;
                            float radiusoffset;
                            float skew;
                            LSL_Vector holesize;
                            LSL_Vector profilecut;

                            switch (code)
                            {
                                case (int)ScriptBaseClass.PRIM_TYPE_BOX:
                                    if (remain < 6)
                                        return;

                                    face = (int)rules.GetLSLIntegerItem(idx++);
                                    v = rules.GetVector3Item(idx++); // cut
                                    hollow = (float)rules.GetLSLFloatItem(idx++);
                                    twist = rules.GetVector3Item(idx++);
                                    taper_b = rules.GetVector3Item(idx++);
                                    topshear = rules.GetVector3Item(idx++);

                                    SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear,
                                        (byte)ProfileShape.Square, (byte)Extrusion.Straight);
                                    break;

                                case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER:
                                    if (remain < 6)
                                        return;

                                    face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                                    v = rules.GetVector3Item(idx++); // cut
                                    hollow = (float)rules.GetLSLFloatItem(idx++);
                                    twist = rules.GetVector3Item(idx++);
//.........这里部分代码省略.........
开发者ID:OpenPlex-Sim,项目名称:opensim,代码行数:101,代码来源:LSL_Api.cs

示例2: SetPrimParams

        protected void SetPrimParams(SceneObjectPart 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;

                switch (code)
                {
                    case (int)ScriptBaseClass.PRIM_POSITION:
                        if (remain < 1)
                            return;

                        v=rules.GetVector3Item(idx++);
                        SetPos(part, v);

                        break;
                    case (int)ScriptBaseClass.PRIM_SIZE:
                        if (remain < 1)
                            return;

                        v=rules.GetVector3Item(idx++);
                        SetScale(part, v);

                        break;
                    case (int)ScriptBaseClass.PRIM_ROTATION:
                        if (remain < 1)
                            return;

                        LSL_Rotation q = rules.GetQuaternionItem(idx++);
                        // try to let this work as in SL...
                        if (part.ParentID == 0)
                        {
                            // special case: If we are root, rotate complete SOG to new rotation
                            SetRot(part, 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.ParentGroup;
                            if (group != null) // a bit paranoid, maybe
                            {
                                SceneObjectPart rootPart = group.RootPart;
                                if (rootPart != null) // again, better safe than sorry
                                {
                                    SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q));
                                }
                            }
                        }

                        break;

                    case (int)ScriptBaseClass.PRIM_TYPE:
                        if (remain < 3)
                            return;

                        code = (int)rules.GetLSLIntegerItem(idx++);

                        remain = rules.Length - idx;
                        float hollow;
                        LSL_Vector twist;
                        LSL_Vector taper_b;
                        LSL_Vector topshear;
                        float revolutions;
                        float radiusoffset;
                        float skew;
                        LSL_Vector holesize;
                        LSL_Vector profilecut;

                        switch (code)
                        {
                            case (int)ScriptBaseClass.PRIM_TYPE_BOX:
                                if (remain < 6)
                                    return;

                                face = (int)rules.GetLSLIntegerItem(idx++);
                                v = rules.GetVector3Item(idx++); // cut
                                hollow = (float)rules.GetLSLFloatItem(idx++);
                                twist = rules.GetVector3Item(idx++);
                                taper_b = rules.GetVector3Item(idx++);
                                topshear = rules.GetVector3Item(idx++);

                                part.Shape.PathCurve = (byte)Extrusion.Straight;
                                SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear, 1);
                                break;

                            case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER:
                                if (remain < 6)
                                    return;

                                face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                                v = rules.GetVector3Item(idx++); // cut
                                hollow = (float)rules.GetLSLFloatItem(idx++);
                                twist = rules.GetVector3Item(idx++);
//.........这里部分代码省略.........
开发者ID:BackupTheBerlios,项目名称:seleon,代码行数:101,代码来源:LSL_Api.cs

示例3: SetParticleSystem

        private void SetParticleSystem(SceneObjectPart part, LSL_List rules) {


            if (rules.Length == 0)
            {
                part.RemoveParticleSystem();
                part.ParentGroup.HasGroupChanged = true;
            }
            else
            {
                Primitive.ParticleSystem prules = getNewParticleSystemWithSLDefaultValues();
                LSL_Vector tempv = new LSL_Vector();

                float tempf = 0;

                for (int i = 0; i < rules.Length; i += 2)
                {
                    switch (rules.GetLSLIntegerItem(i))
                    {
                        case (int)ScriptBaseClass.PSYS_PART_FLAGS:
                            prules.PartDataFlags = (Primitive.ParticleSystem.ParticleDataFlags)(uint)rules.GetLSLIntegerItem(i + 1);
                            break;

                        case (int)ScriptBaseClass.PSYS_PART_START_COLOR:
                            tempv = rules.GetVector3Item(i + 1);
                            prules.PartStartColor.R = (float)tempv.x;
                            prules.PartStartColor.G = (float)tempv.y;
                            prules.PartStartColor.B = (float)tempv.z;
                            break;

                        case (int)ScriptBaseClass.PSYS_PART_START_ALPHA:
                            tempf = (float)rules.GetLSLFloatItem(i + 1);
                            prules.PartStartColor.A = tempf;
                            break;

                        case (int)ScriptBaseClass.PSYS_PART_END_COLOR:
                            tempv = rules.GetVector3Item(i + 1);
                            prules.PartEndColor.R = (float)tempv.x;
                            prules.PartEndColor.G = (float)tempv.y;
                            prules.PartEndColor.B = (float)tempv.z;
                            break;

                        case (int)ScriptBaseClass.PSYS_PART_END_ALPHA:
                            tempf = (float)rules.GetLSLFloatItem(i + 1);
                            prules.PartEndColor.A = tempf;
                            break;

                        case (int)ScriptBaseClass.PSYS_PART_START_SCALE:
                            tempv = rules.GetVector3Item(i + 1);
                            prules.PartStartScaleX = (float)tempv.x;
                            prules.PartStartScaleY = (float)tempv.y;
                            break;

                        case (int)ScriptBaseClass.PSYS_PART_END_SCALE:
                            tempv = rules.GetVector3Item(i + 1);
                            prules.PartEndScaleX = (float)tempv.x;
                            prules.PartEndScaleY = (float)tempv.y;
                            break;

                        case (int)ScriptBaseClass.PSYS_PART_MAX_AGE:
                            tempf = (float)rules.GetLSLFloatItem(i + 1);
                            prules.PartMaxAge = tempf;
                            break;

                        case (int)ScriptBaseClass.PSYS_SRC_ACCEL:
                            tempv = rules.GetVector3Item(i + 1);
                            prules.PartAcceleration.X = (float)tempv.x;
                            prules.PartAcceleration.Y = (float)tempv.y;
                            prules.PartAcceleration.Z = (float)tempv.z;
                            break;

                        case (int)ScriptBaseClass.PSYS_SRC_PATTERN:
                            int tmpi = (int)rules.GetLSLIntegerItem(i + 1);
                            prules.Pattern = (Primitive.ParticleSystem.SourcePattern)tmpi;
                            break;

                        // PSYS_SRC_INNERANGLE and PSYS_SRC_ANGLE_BEGIN use the same variables. The
                        // PSYS_SRC_OUTERANGLE and PSYS_SRC_ANGLE_END also use the same variable. The
                        // client tells the difference between the two by looking at the 0x02 bit in
                        // the PartFlags variable.
                        case (int)ScriptBaseClass.PSYS_SRC_INNERANGLE:
                            tempf = (float)rules.GetLSLFloatItem(i + 1);
                            prules.InnerAngle = (float)tempf;
                            prules.PartFlags &= 0xFFFFFFFD; // Make sure new angle format is off.
                            break;

                        case (int)ScriptBaseClass.PSYS_SRC_OUTERANGLE:
                            tempf = (float)rules.GetLSLFloatItem(i + 1);
                            prules.OuterAngle = (float)tempf;
                            prules.PartFlags &= 0xFFFFFFFD; // Make sure new angle format is off.
                            break;

                        case (int)ScriptBaseClass.PSYS_SRC_TEXTURE:
                            prules.Texture = KeyOrName(rules.GetLSLStringItem(i + 1));
                            break;

                        case (int)ScriptBaseClass.PSYS_SRC_BURST_RATE:
                            tempf = (float)rules.GetLSLFloatItem(i + 1);
                            prules.BurstRate = (float)tempf;
                            break;
//.........这里部分代码省略.........
开发者ID:OpenPlex-Sim,项目名称:opensim,代码行数:101,代码来源:LSL_Api.cs

示例4: llParticleSystem

        public void llParticleSystem(LSL_List rules)
        {
            m_host.AddScriptLPS(1);
            if (rules.Length == 0)
            {
                m_host.RemoveParticleSystem();
                m_host.ParentGroup.HasGroupChanged = true;
            }
            else
            {
                Primitive.ParticleSystem prules = getNewParticleSystemWithSLDefaultValues();
                LSL_Vector tempv = new LSL_Vector();

                float tempf = 0;

                for (int i = 0; i < rules.Length; i += 2)
                {
                    switch ((int)rules.Data[i])
                    {
                        case (int)ScriptBaseClass.PSYS_PART_FLAGS:
                            prules.PartDataFlags = (Primitive.ParticleSystem.ParticleDataFlags)(uint)rules.GetLSLIntegerItem(i + 1);
                            break;

                        case (int)ScriptBaseClass.PSYS_PART_START_COLOR:
                            tempv = rules.GetVector3Item(i + 1);
                            prules.PartStartColor.R = (float)tempv.x;
                            prules.PartStartColor.G = (float)tempv.y;
                            prules.PartStartColor.B = (float)tempv.z;
                            break;

                        case (int)ScriptBaseClass.PSYS_PART_START_ALPHA:
                            tempf = (float)rules.GetLSLFloatItem(i + 1);
                            prules.PartStartColor.A = tempf;
                            break;

                        case (int)ScriptBaseClass.PSYS_PART_END_COLOR:
                            tempv = rules.GetVector3Item(i + 1);
                            prules.PartEndColor.R = (float)tempv.x;
                            prules.PartEndColor.G = (float)tempv.y;
                            prules.PartEndColor.B = (float)tempv.z;
                            break;

                        case (int)ScriptBaseClass.PSYS_PART_END_ALPHA:
                            tempf = (float)rules.GetLSLFloatItem(i + 1);
                            prules.PartEndColor.A = tempf;
                            break;

                        case (int)ScriptBaseClass.PSYS_PART_START_SCALE:
                            tempv = rules.GetVector3Item(i + 1);
                            prules.PartStartScaleX = (float)tempv.x;
                            prules.PartStartScaleY = (float)tempv.y;
                            break;

                        case (int)ScriptBaseClass.PSYS_PART_END_SCALE:
                            tempv = rules.GetVector3Item(i + 1);
                            prules.PartEndScaleX = (float)tempv.x;
                            prules.PartEndScaleY = (float)tempv.y;
                            break;

                        case (int)ScriptBaseClass.PSYS_PART_MAX_AGE:
                            tempf = (float)rules.GetLSLFloatItem(i + 1);
                            prules.PartMaxAge = tempf;
                            break;

                        case (int)ScriptBaseClass.PSYS_SRC_ACCEL:
                            tempv = rules.GetVector3Item(i + 1);
                            prules.PartAcceleration.X = (float)tempv.x;
                            prules.PartAcceleration.Y = (float)tempv.y;
                            prules.PartAcceleration.Z = (float)tempv.z;
                            break;

                        case (int)ScriptBaseClass.PSYS_SRC_PATTERN:
                            int tmpi = (int)rules.GetLSLIntegerItem(i + 1);
                            prules.Pattern = (Primitive.ParticleSystem.SourcePattern)tmpi;
                            break;

                        case (int)ScriptBaseClass.PSYS_SRC_TEXTURE:
                            prules.Texture = KeyOrName(rules.GetLSLStringItem(i + 1));
                            break;

                        case (int)ScriptBaseClass.PSYS_SRC_BURST_RATE:
                            tempf = (float)rules.GetLSLFloatItem(i + 1);
                            prules.BurstRate = (float)tempf;
                            break;

                        case (int)ScriptBaseClass.PSYS_SRC_BURST_PART_COUNT:
                            prules.BurstPartCount = (byte)(int)rules.GetLSLIntegerItem(i + 1);
                            break;

                        case (int)ScriptBaseClass.PSYS_SRC_BURST_RADIUS:
                            tempf = (float)rules.GetLSLFloatItem(i + 1);
                            prules.BurstRadius = (float)tempf;
                            break;

                        case (int)ScriptBaseClass.PSYS_SRC_BURST_SPEED_MIN:
                            tempf = (float)rules.GetLSLFloatItem(i + 1);
                            prules.BurstSpeedMin = (float)tempf;
                            break;

                        case (int)ScriptBaseClass.PSYS_SRC_BURST_SPEED_MAX:
//.........这里部分代码省略.........
开发者ID:Ideia-Boa,项目名称:diva-distribution,代码行数:101,代码来源:LSL_Api.cs

示例5: llSetKeyframedMotion

        public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
        {
            SceneObjectGroup group = m_host.ParentGroup;

            if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical)
                return;
            if (group.IsAttachment)
                return;

            if (frames.Data.Length > 0) // We are getting a new motion
            {
                if (group.RootPart.KeyframeMotion != null)
                    group.RootPart.KeyframeMotion.Delete();
                group.RootPart.KeyframeMotion = null;

                int idx = 0;

                KeyframeMotion.PlayMode mode = KeyframeMotion.PlayMode.Forward;
                KeyframeMotion.DataFormat data = KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation;

                while (idx < options.Data.Length)
                {
                    int option = (int)options.GetLSLIntegerItem(idx++);
                    int remain = options.Data.Length - idx;

                    switch (option)
                    {
                        case ScriptBaseClass.KFM_MODE:
                            if (remain < 1)
                                break;
                            int modeval = (int)options.GetLSLIntegerItem(idx++);
                            switch(modeval)
                            {
                                case ScriptBaseClass.KFM_FORWARD:
                                    mode = KeyframeMotion.PlayMode.Forward;
                                    break;
                                case ScriptBaseClass.KFM_REVERSE:
                                    mode = KeyframeMotion.PlayMode.Reverse;
                                    break;
                                case ScriptBaseClass.KFM_LOOP:
                                    mode = KeyframeMotion.PlayMode.Loop;
                                    break;
                                case ScriptBaseClass.KFM_PING_PONG:
                                    mode = KeyframeMotion.PlayMode.PingPong;
                                    break;
                            }
                            break;
                        case ScriptBaseClass.KFM_DATA:
                            if (remain < 1)
                                break;
                            int dataval = (int)options.GetLSLIntegerItem(idx++);
                            data = (KeyframeMotion.DataFormat)dataval;
                            break;
                    }
                }

                group.RootPart.KeyframeMotion = new KeyframeMotion(group, mode, data);

                idx = 0;

                int elemLength = 2;
                if (data == (KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation))
                    elemLength = 3;

                List<KeyframeMotion.Keyframe> keyframes = new List<KeyframeMotion.Keyframe>();
                while (idx < frames.Data.Length)
                {
                    int remain = frames.Data.Length - idx;

                    if (remain < elemLength)
                        break;

                    KeyframeMotion.Keyframe frame = new KeyframeMotion.Keyframe();
                    frame.Position = null;
                    frame.Rotation = null;

                    if ((data & KeyframeMotion.DataFormat.Translation) != 0)
                    {
                        LSL_Types.Vector3 tempv = frames.GetVector3Item(idx++);
                        frame.Position = new Vector3((float)tempv.x, (float)tempv.y, (float)tempv.z);
                    }
                    if ((data & KeyframeMotion.DataFormat.Rotation) != 0)
                    {
                        LSL_Types.Quaternion tempq = frames.GetQuaternionItem(idx++);
                        Quaternion q = new Quaternion((float)tempq.x, (float)tempq.y, (float)tempq.z, (float)tempq.s);
                        q.Normalize();
                        frame.Rotation = q;
                    }

                    float tempf = (float)frames.GetLSLFloatItem(idx++);
                    frame.TimeMS = (int)(tempf * 1000.0f);

                    keyframes.Add(frame);
                }

                group.RootPart.KeyframeMotion.SetKeyframes(keyframes.ToArray());
                group.RootPart.KeyframeMotion.Start();
            }
            else
            {
//.........这里部分代码省略.........
开发者ID:Barosonix,项目名称:Barosonix-Core,代码行数:101,代码来源:LSL_Api.cs

示例6: getWindlightProfileFromRules

        private RegionLightShareData getWindlightProfileFromRules(LSL_List rules)
        {
            RegionLightShareData wl = (RegionLightShareData)m_host.ParentGroup.Scene.RegionInfo.WindlightSettings.Clone();

//            LSL_List values = new LSL_List();
            int idx = 0;
            while (idx < rules.Length)
            {
                uint rule;

                try
                {
                    rule = (uint)rules.GetLSLIntegerItem(idx);
                }
                catch (InvalidCastException)
                {
                    throw new InvalidCastException(string.Format("Error running rule type: arg #{0} - parameter type must be integer", idx));
                }

                LSL_Types.Quaternion iQ;
                LSL_Types.Vector3 iV;
                switch (rule)
                {
                    case (int)ScriptBaseClass.WL_SUN_MOON_POSITION:
                        idx++;
                        try
                        {
                            wl.sunMoonPosition = (float)rules.GetLSLFloatItem(idx);
                        }
                        catch (InvalidCastException)
                        {
                            throw new InvalidCastException(string.Format("Error running rule WL_SUN_MOON_POSITION: arg #{0} - parameter 1 must be float", idx));
                        }
                        break;
                    case (int)ScriptBaseClass.WL_AMBIENT:
                        idx++;
                        try
                        {
                            iQ = rules.GetQuaternionItem(idx);
                        }
                        catch (InvalidCastException)
                        {
                            throw new InvalidCastException(string.Format("Error running rule WL_AMBIENT: arg #{0} - parameter 1 must be rotation", idx));
                        }
                        wl.ambient = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
                        break;
                    case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION:
                        idx++;
                        try
                        {
                            iV = rules.GetVector3Item(idx);
                        }
                        catch (InvalidCastException)
                        {
                            throw new InvalidCastException(string.Format("Error running rule WL_BIG_WAVE_DIRECTION: arg #{0} - parameter 1 must be vector", idx));
                        }
                        wl.bigWaveDirection = new Vector2((float)iV.x, (float)iV.y);
                        break;
                    case (int)ScriptBaseClass.WL_BLUE_DENSITY:
                        idx++;
                        try
                        {
                            iQ = rules.GetQuaternionItem(idx);
                        }
                        catch (InvalidCastException)
                        {
                            throw new InvalidCastException(string.Format("Error running rule WL_BLUE_DENSITY: arg #{0} - parameter 1 must be rotation", idx));
                        }
                        wl.blueDensity = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
                        break;
                    case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER:
                        idx++;
                        try
                        {
                            wl.blurMultiplier = (float)rules.GetLSLFloatItem(idx);
                        }
                        catch (InvalidCastException)
                        {
                            throw new InvalidCastException(string.Format("Error running rule WL_BLUR_MULTIPLIER: arg #{0} - parameter 1 must be float", idx));
                        }
                        break;
                    case (int)ScriptBaseClass.WL_CLOUD_COLOR:
                        idx++;
                        try
                        {
                            iQ = rules.GetQuaternionItem(idx);
                        }
                        catch (InvalidCastException)
                        {
                            throw new InvalidCastException(string.Format("Error running rule WL_CLOUD_COLOR: arg #{0} - parameter 1 must be rotation", idx));
                        }
                        wl.cloudColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
                        break;
                    case (int)ScriptBaseClass.WL_CLOUD_COVERAGE:
                        idx++;
                        try
                        {
                            wl.cloudCoverage = (float)rules.GetLSLFloatItem(idx);
                        }
                        catch (InvalidCastException)
//.........这里部分代码省略.........
开发者ID:CassieEllen,项目名称:opensim,代码行数:101,代码来源:LS_Api.cs

示例7: SetPrimParams


//.........这里部分代码省略.........
                            LSL_Vector topshear;
                            float revolutions;
                            float radiusoffset;
                            float skew;
                            LSL_Vector holesize;
                            LSL_Vector profilecut;

                            switch (code)
                            {
                                case ScriptBaseClass.PRIM_TYPE_BOX:
                                    if (remain < 6)
                                        return new LSL_List();

                                    try
                                    {
                                        face = (int)rules.GetLSLIntegerItem(idx++);
                                    }
                                    catch(InvalidCastException)
                                    {
                                        Error(originFunc, string.Format("Error running rule #{0} -> PRIM_TYPE, PRIM_TYPE_BOX: arg #{1} - parameter 2 must be integer", rulesParsed, idx - idxStart - 1));
                                        return new LSL_List();
                                    }
                                    try
                                    {
                                        v = rules.GetVector3Item(idx++); // cut
                                    }
                                    catch(InvalidCastException)
                                    {
                                        Error(originFunc, string.Format("Error running rule #{0} -> PRIM_TYPE, PRIM_TYPE_BOX: arg #{1} - parameter 3 must be vector", rulesParsed, idx - idxStart - 1));
                                        return new LSL_List();
                                    }
                                    try
                                    {
                                        hollow = (float)rules.GetLSLFloatItem(idx++);
                                    }
                                    catch(InvalidCastException)
                                    {
                                        Error(originFunc, string.Format("Error running rule #{0} -> PRIM_TYPE, PRIM_TYPE_BOX: arg #{1} - parameter 4 must be float", rulesParsed, idx - idxStart - 1));
                                        return new LSL_List();
                                    }
                                    try
                                    {
                                        twist = rules.GetVector3Item(idx++);
                                    }
                                    catch(InvalidCastException)
                                    {
                                        Error(originFunc, string.Format("Error running rule #{0} -> PRIM_TYPE, PRIM_TYPE_BOX: arg #{1} - parameter 5 must be vector", rulesParsed, idx - idxStart - 1));
                                        return new LSL_List();
                                    }
                                    try
                                    {
                                        taper_b = rules.GetVector3Item(idx++);
                                    }
                                    catch(InvalidCastException)
                                    {
                                        Error(originFunc, string.Format("Error running rule #{0} -> PRIM_TYPE, PRIM_TYPE_BOX: arg #{1} - parameter 6 must be vector", rulesParsed, idx - idxStart - 1));
                                        return new LSL_List();
                                    }
                                    try
                                    {
                                        topshear = rules.GetVector3Item(idx++);
                                    }
                                    catch(InvalidCastException)
                                    {
                                        Error(originFunc, string.Format("Error running rule #{0} -> PRIM_TYPE, PRIM_TYPE_BOX: arg #{1} - parameter 7 must be vector", rulesParsed, idx - idxStart - 1));
                                        return new LSL_List();
开发者ID:Gitlab11,项目名称:opensim,代码行数:67,代码来源:LSL_Api.cs

示例8: SetParticleSystem

        private void SetParticleSystem(SceneObjectPart part, LSL_List rules, string originFunc)
        {
            if (rules.Length == 0)
            {
                part.RemoveParticleSystem();
                part.ParentGroup.HasGroupChanged = true;
            }
            else
            {
                Primitive.ParticleSystem prules = getNewParticleSystemWithSLDefaultValues();
                LSL_Vector tempv = new LSL_Vector();

                float tempf = 0;
                int tmpi = 0;

                for (int i = 0; i < rules.Length; i += 2)
                {
                    int psystype;
                    try
                    {
                        psystype = rules.GetLSLIntegerItem(i);
                    }
                    catch (InvalidCastException)
                    {
                        Error(originFunc, string.Format("Error running particle system params index #{0}: particle system parameter type must be integer", i));
                        return;
                    }
                    switch (psystype)
                    {
                        case (int)ScriptBaseClass.PSYS_PART_FLAGS:
                            try
                            {
                                prules.PartDataFlags = (Primitive.ParticleSystem.ParticleDataFlags)(uint)rules.GetLSLIntegerItem(i + 1);
                            }
                            catch(InvalidCastException)
                            {
                                Error(originFunc, string.Format("Error running rule PSYS_PART_FLAGS: arg #{0} - parameter 1 must be integer", i + 1));
                                return;
                            }
                            break;

                        case (int)ScriptBaseClass.PSYS_PART_START_COLOR:
                            try
                            {
                                tempv = rules.GetVector3Item(i + 1);
                            }
                            catch(InvalidCastException)
                            {
                                Error(originFunc, string.Format("Error running rule PSYS_PART_START_COLOR: arg #{0} - parameter 1 must be vector", i + 1));
                                return;
                            }
                            prules.PartStartColor.R = (float)tempv.x;
                            prules.PartStartColor.G = (float)tempv.y;
                            prules.PartStartColor.B = (float)tempv.z;
                            break;

                        case (int)ScriptBaseClass.PSYS_PART_START_ALPHA:
                            try
                            {
                                tempf = (float)rules.GetLSLFloatItem(i + 1);
                            }
                            catch(InvalidCastException)
                            {
                                Error(originFunc, string.Format("Error running rule PSYS_PART_START_ALPHA: arg #{0} - parameter 1 must be float", i + 1));
                                return;
                            }
                            prules.PartStartColor.A = tempf;
                            break;

                        case (int)ScriptBaseClass.PSYS_PART_END_COLOR:
                            try
                            {
                                tempv = rules.GetVector3Item(i + 1);
                            }
                            catch(InvalidCastException)
                            {
                                Error(originFunc, string.Format("Error running rule PSYS_PART_END_COLOR: arg #{0} - parameter 1 must be vector", i + 1));
                                return;
                            }
                            prules.PartEndColor.R = (float)tempv.x;
                            prules.PartEndColor.G = (float)tempv.y;
                            prules.PartEndColor.B = (float)tempv.z;
                            break;

                        case (int)ScriptBaseClass.PSYS_PART_END_ALPHA:
                            try
                            {
                                tempf = (float)rules.GetLSLFloatItem(i + 1);
                            }
                            catch(InvalidCastException)
                            {
                                Error(originFunc, string.Format("Error running rule PSYS_PART_END_ALPHA: arg #{0} - parameter 1 must be float", i + 1));
                                return;
                            }
                            prules.PartEndColor.A = tempf;
                            break;

                        case (int)ScriptBaseClass.PSYS_PART_START_SCALE:
                            try
                            {
//.........这里部分代码省略.........
开发者ID:Gitlab11,项目名称:opensim,代码行数:101,代码来源:LSL_Api.cs


注:本文中的OpenSim.Region.ScriptEngine.Shared.LSL_Types.list.GetLSLFloatItem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。