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

本文整理汇总了C#中OpenSim.Region.ScriptEngine.Shared.LSL_Types.list.GetLSLIntegerItem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.GetLSLIntegerItem方法的具体用法?C# OpenSim.Region.ScriptEngine.Shared.LSL_Types.list.GetLSLIntegerItem怎么用?C# OpenSim.Region.ScriptEngine.Shared.LSL_Types.list.GetLSLIntegerItem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.GetLSLIntegerItem方法的15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 LSL_List SetPrimParams(ScenePresence av, LSL_List rules, string originFunc, ref uint rulesParsed)
        {
            //This is a special version of SetPrimParams to deal with avatars which are sitting on the linkset.

            int idx = 0;
            int idxStart = 0;

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

                    int remain = rules.Length - idx;
                    idxStart = idx;

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

                                LSL_Vector v;
                                v = rules.GetVector3Item(idx++);

                                if(!av.LegacySitOffsets)
                                {
                                    LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f);

                                    v = v + 2 * sitOffset;
                                }

                                av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
                                positionChanged = true;
                            }
                            break;

                        case (int)ScriptBaseClass.PRIM_ROTATION:
                            {
                                if (remain < 1)
                                    return new LSL_List();

                                Quaternion r;
                                r = rules.GetQuaternionItem(idx++);

                                av.Rotation = m_host.GetWorldRotation() * r;
                                positionChanged = true;
                            }
                            break;

                        case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
                            {
                                if (remain < 1)
                                    return new LSL_List();

                                LSL_Rotation r;
                                r = rules.GetQuaternionItem(idx++);

                                av.Rotation = r;
                                positionChanged = true;
                            }
                            break;

                        // parse rest doing nothing but number of parameters error check
                        case (int)ScriptBaseClass.PRIM_SIZE:
                        case (int)ScriptBaseClass.PRIM_MATERIAL:
                        case (int)ScriptBaseClass.PRIM_PHANTOM:
                        case (int)ScriptBaseClass.PRIM_PHYSICS:
                        case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
                        case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
                        case (int)ScriptBaseClass.PRIM_NAME:
                        case (int)ScriptBaseClass.PRIM_DESC:
                            if (remain < 1)
                                return new LSL_List();
                            idx++;
                            break;

                        case (int)ScriptBaseClass.PRIM_GLOW:
                        case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
                        case (int)ScriptBaseClass.PRIM_TEXGEN:
                            if (remain < 2)
                                return new LSL_List();
                            idx += 2;
                            break;

                        case (int)ScriptBaseClass.PRIM_TYPE:
                            if (remain < 3)
                                return new LSL_List();
                            code = (int)rules.GetLSLIntegerItem(idx++);
                            remain = rules.Length - idx;
                            switch (code)
                            {
                                case (int)ScriptBaseClass.PRIM_TYPE_BOX:
                                case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER:
                                case (int)ScriptBaseClass.PRIM_TYPE_PRISM:
                                    if (remain < 6)
//.........这里部分代码省略.........
开发者ID:TomDataworks,项目名称:opensim,代码行数:101,代码来源:LSL_Api.cs

示例2: GetPrimMediaParams

        private LSL_List GetPrimMediaParams(SceneObjectPart part, int face, LSL_List rules)
        {
            // LSL Spec http://wiki.secondlife.com/wiki/LlGetPrimMediaParams says to fail silently if face is invalid
            // TODO: Need to correctly handle case where a face has no media (which gives back an empty list).
            // Assuming silently fail means give back an empty list.  Ideally, need to check this.
            if (face < 0 || face > part.GetNumberOfSides() - 1)
                return new LSL_List();

            IMoapModule module = m_ScriptEngine.World.RequestModuleInterface<IMoapModule>();
            if (null == module)
                return new LSL_List();

            MediaEntry me = module.GetMediaEntry(part, face);

            // As per http://wiki.secondlife.com/wiki/LlGetPrimMediaParams
            if (null == me)
                return new LSL_List();

            LSL_List res = new LSL_List();

            for (int i = 0; i < rules.Length; i++)
            {
                int code = (int)rules.GetLSLIntegerItem(i);

                switch (code)
                {
                    case ScriptBaseClass.PRIM_MEDIA_ALT_IMAGE_ENABLE:
                        // Not implemented
                        res.Add(new LSL_Integer(0));
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_CONTROLS:
                        if (me.Controls == MediaControls.Standard)
                            res.Add(new LSL_Integer(ScriptBaseClass.PRIM_MEDIA_CONTROLS_STANDARD));
                        else
                            res.Add(new LSL_Integer(ScriptBaseClass.PRIM_MEDIA_CONTROLS_MINI));
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_CURRENT_URL:
                        res.Add(new LSL_String(me.CurrentURL));
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_HOME_URL:
                        res.Add(new LSL_String(me.HomeURL));
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_AUTO_LOOP:
                        res.Add(me.AutoLoop ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_AUTO_PLAY:
                        res.Add(me.AutoPlay ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_AUTO_SCALE:
                        res.Add(me.AutoScale ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_AUTO_ZOOM:
                        res.Add(me.AutoZoom ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_FIRST_CLICK_INTERACT:
                        res.Add(me.InteractOnFirstClick ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_WIDTH_PIXELS:
                        res.Add(new LSL_Integer(me.Width));
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_HEIGHT_PIXELS:
                        res.Add(new LSL_Integer(me.Height));
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_WHITELIST_ENABLE:
                        res.Add(me.EnableWhiteList ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_WHITELIST:
                        string[] urls = (string[])me.WhiteList.Clone();

                        for (int j = 0; j < urls.Length; j++)
                            urls[j] = Uri.EscapeDataString(urls[j]);

                        res.Add(new LSL_String(string.Join(", ", urls)));
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_PERMS_INTERACT:
                        res.Add(new LSL_Integer((int)me.InteractPermissions));
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_PERMS_CONTROL:
                        res.Add(new LSL_Integer((int)me.ControlPermissions));
                        break;

                    default: return ScriptBaseClass.LSL_STATUS_MALFORMED_PARAMS;
                }
            }

            return res;
//.........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3: SetParcelDetails

        private void SetParcelDetails(LSL_Vector pos, LSL_List rules, string functionName)
        {
            m_host.AddScriptLPS(1);

            // Get a reference to the land data and make sure the owner of the script
            // can modify it

            ILandObject startLandObject = World.LandChannel.GetLandObject((int)pos.x, (int)pos.y);
            if (startLandObject == null)
            {
                OSSLShoutError("There is no land at that location");
                return;
            }

            if (!World.Permissions.CanEditParcelProperties(m_host.OwnerID, startLandObject, GroupPowers.LandOptions, false))
            {
                OSSLShoutError("You do not have permission to modify the parcel");
                return;
            }

            // Create a new land data object we can modify
            LandData newLand = startLandObject.LandData.Copy();
            UUID uuid;

            // Process the rules, not sure what the impact would be of changing owner or group
            for (int idx = 0; idx < rules.Length;)
            {
                int code = rules.GetLSLIntegerItem(idx++);
                string arg = rules.GetLSLStringItem(idx++);
                switch (code)
                {
                    case ScriptBaseClass.PARCEL_DETAILS_NAME:
                        newLand.Name = arg;
                        break;

                    case ScriptBaseClass.PARCEL_DETAILS_DESC:
                        newLand.Description = arg;
                        break;

                    case ScriptBaseClass.PARCEL_DETAILS_OWNER:
                        CheckThreatLevel(ThreatLevel.VeryHigh, functionName);
                        if (UUID.TryParse(arg, out uuid))
                            newLand.OwnerID = uuid;
                        break;

                    case ScriptBaseClass.PARCEL_DETAILS_GROUP:
                        CheckThreatLevel(ThreatLevel.VeryHigh, functionName);
                        if (UUID.TryParse(arg, out uuid))
                            newLand.GroupID = uuid;
                        break;

                    case ScriptBaseClass.PARCEL_DETAILS_CLAIMDATE:
                        CheckThreatLevel(ThreatLevel.VeryHigh, functionName);
                        newLand.ClaimDate = Convert.ToInt32(arg);
                        if (newLand.ClaimDate == 0)
                            newLand.ClaimDate = Util.UnixTimeSinceEpoch();
                        break;
                 }
             }

            World.LandChannel.UpdateLandObject(newLand.LocalID,newLand);
        }
开发者ID:nebadon2025,项目名称:opensimulator,代码行数:62,代码来源:OSSL_Api.cs

示例4: llCastRay

        public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
        {
            m_host.AddScriptLPS(1);

            Vector3 dir = new Vector3((float)(end-start).x, (float)(end-start).y, (float)(end-start).z);
            Vector3 startvector = new Vector3((float)start.x, (float)start.y, (float)start.z);
            Vector3 endvector = new Vector3((float)end.x, (float)end.y, (float)end.z);

            int count = 0;
//            int detectPhantom = 0;
            int dataFlags = 0;
            int rejectTypes = 0;

            for (int i = 0; i < options.Length; i += 2)
            {
                if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS)
                {
                    count = options.GetLSLIntegerItem(i + 1);
                }
//                else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM)
//                {
//                    detectPhantom = options.GetLSLIntegerItem(i + 1);
//                }
                else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS)
                {
                    dataFlags = options.GetLSLIntegerItem(i + 1);
                }
                else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES)
                {
                    rejectTypes = options.GetLSLIntegerItem(i + 1);
                }
            }

            LSL_List list = new LSL_List();
            List<ContactResult> results = World.PhysicsScene.RaycastWorld(startvector, dir, dir.Length(), count);

            double distance = Util.GetDistanceTo(startvector, endvector);

            if (distance == 0)
                distance = 0.001;

            Vector3 posToCheck = startvector;
            ITerrainChannel channel = World.RequestModuleInterface<ITerrainChannel>();

            bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND);
            bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS);
            bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL);
            bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);

            for (float i = 0; i <= distance; i += 0.1f)
            {
                posToCheck = startvector  + (dir * (i / (float)distance));

                if (checkTerrain && channel[(int)(posToCheck.X + startvector.X), (int)(posToCheck.Y + startvector.Y)] < posToCheck.Z)
                {
                    ContactResult result = new ContactResult();
                    result.ConsumerID = 0;
                    result.Depth = 0;
                    result.Normal = Vector3.Zero;
                    result.Pos = posToCheck;
                    results.Add(result);
                    checkTerrain = false;
                }

                if (checkAgents)
                {
                    World.ForEachRootScenePresence(delegate(ScenePresence sp)
                    {
                        if (sp.AbsolutePosition.ApproxEquals(posToCheck, sp.PhysicsActor.Size.X))
                        {
                            ContactResult result = new ContactResult ();
                            result.ConsumerID = sp.LocalId;
                            result.Depth = 0;
                            result.Normal = Vector3.Zero;
                            result.Pos = posToCheck;
                            results.Add(result);
                        }
                    });
                }
            }

            int refcount = 0;
            foreach (ContactResult result in results)
            {
                if ((rejectTypes & ScriptBaseClass.RC_REJECT_LAND)
                    == ScriptBaseClass.RC_REJECT_LAND && result.ConsumerID == 0)
                    continue;

                ISceneEntity entity = World.GetSceneObjectPart(result.ConsumerID);

                if (entity == null && (rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) != ScriptBaseClass.RC_REJECT_AGENTS)
                    entity = World.GetScenePresence(result.ConsumerID); //Only check if we should be looking for agents

                if (entity == null)
                {
                    list.Add(UUID.Zero);

                    if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM)
                        list.Add(0);

//.........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5: 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6: GetLinkPrimitiveParams

        public LSL_List GetLinkPrimitiveParams(SceneObjectPart part, LSL_List rules)
        {
            LSL_List res = new LSL_List();
            int idx=0;
            while (idx < rules.Length)
            {
                int code=(int)rules.GetLSLIntegerItem(idx++);
                int remain=rules.Length-idx;

                switch (code)
                {
                    case (int)ScriptBaseClass.PRIM_MATERIAL:
                        res.Add(new LSL_Integer(part.Material));
                        break;

                    case (int)ScriptBaseClass.PRIM_PHYSICS:
                        if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.Physics) != 0)
                            res.Add(new LSL_Integer(1));
                        else
                            res.Add(new LSL_Integer(0));
                        break;

                    case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
                        if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.TemporaryOnRez) != 0)
                            res.Add(new LSL_Integer(1));
                        else
                            res.Add(new LSL_Integer(0));
                        break;

                    case (int)ScriptBaseClass.PRIM_PHANTOM:
                        if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0)
                            res.Add(new LSL_Integer(1));
                        else
                            res.Add(new LSL_Integer(0));
                        break;

                    case (int)ScriptBaseClass.PRIM_POSITION:
                        LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
                                                      part.AbsolutePosition.Y,
                                                      part.AbsolutePosition.Z);
                        // For some reason, the part.AbsolutePosition.* values do not change if the
                        // linkset is rotated; they always reflect the child prim's world position
                        // as though the linkset is unrotated. This is incompatible behavior with SL's
                        // implementation, so will break scripts imported from there (not to mention it
                        // makes it more difficult to determine a child prim's actual inworld position).
                        if (part.ParentID != 0)
                            v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
                        res.Add(v);
                        break;

                    case (int)ScriptBaseClass.PRIM_SIZE:
                        res.Add(new LSL_Vector(part.Scale.X,
                                                      part.Scale.Y,
                                                      part.Scale.Z));
                        break;

                    case (int)ScriptBaseClass.PRIM_ROTATION:
                        res.Add(GetPartRot(part));
                        break;

                    case (int)ScriptBaseClass.PRIM_TYPE:
                        // implementing box
                        PrimitiveBaseShape Shape = part.Shape;
                        int primType = (int)part.GetPrimType();
                        res.Add(new LSL_Integer(primType));
                        double topshearx = (double)(sbyte)Shape.PathShearX / 100.0; // Fix negative values for PathShearX
                        double topsheary = (double)(sbyte)Shape.PathShearY / 100.0; // and PathShearY.
                        switch (primType)
                        {
                            case ScriptBaseClass.PRIM_TYPE_BOX:
                            case ScriptBaseClass.PRIM_TYPE_CYLINDER:
                            case ScriptBaseClass.PRIM_TYPE_PRISM:
                                res.Add(new LSL_Integer(Shape.ProfileCurve));
                                res.Add(new LSL_Vector(Shape.ProfileBegin / 50000.0, 1 - Shape.ProfileEnd / 50000.0, 0));
                                res.Add(new LSL_Float(Shape.ProfileHollow / 50000.0));
                                res.Add(new LSL_Vector(Shape.PathTwistBegin / 100.0, Shape.PathTwist / 100.0, 0));
                                res.Add(new LSL_Vector(1 - (Shape.PathScaleX / 100.0 - 1), 1 - (Shape.PathScaleY / 100.0 - 1), 0));
                                res.Add(new LSL_Vector(topshearx, topsheary, 0));
                                break;

                            case ScriptBaseClass.PRIM_TYPE_SPHERE:
                                res.Add(new LSL_Integer(Shape.ProfileCurve));
                                res.Add(new LSL_Vector(Shape.PathBegin / 50000.0, 1 - Shape.PathEnd / 50000.0, 0));
                                res.Add(new LSL_Float(Shape.ProfileHollow / 50000.0));
                                res.Add(new LSL_Vector(Shape.PathTwistBegin / 100.0, Shape.PathTwist / 100.0, 0));
                                res.Add(new LSL_Vector(Shape.ProfileBegin / 50000.0, 1 - Shape.ProfileEnd / 50000.0, 0));
                                break;

                            case ScriptBaseClass.PRIM_TYPE_SCULPT:
                                res.Add(Shape.SculptTexture.ToString());
                                res.Add(new LSL_Integer(Shape.SculptType));
                                break;

                            case ScriptBaseClass.PRIM_TYPE_RING:
                            case ScriptBaseClass.PRIM_TYPE_TUBE:
                            case ScriptBaseClass.PRIM_TYPE_TORUS:
                                // holeshape
                                res.Add(new LSL_Integer(Shape.ProfileCurve));

                                // cut
//.........这里部分代码省略.........
开发者ID:mcortez,项目名称:opensim,代码行数:101,代码来源:LSL_Api.cs

示例7: GetPrimMediaParams

        private LSL_List GetPrimMediaParams(int face, LSL_List rules)
        {
            IMoapModule module = m_ScriptEngine.World.RequestModuleInterface<IMoapModule>();
            if (null == module)
                throw new Exception("Media on a prim functions not available");

            MediaEntry me = module.GetMediaEntry(m_host, face);

            // As per http://wiki.secondlife.com/wiki/LlGetPrimMediaParams
            if (null == me)
                return new LSL_List();

            LSL_List res = new LSL_List();

            for (int i = 0; i < rules.Length; i++)
            {
                int code = (int)rules.GetLSLIntegerItem(i);

                switch (code)
                {
                    case ScriptBaseClass.PRIM_MEDIA_ALT_IMAGE_ENABLE:
                        // Not implemented
                        res.Add(new LSL_Integer(0));
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_CONTROLS:
                        if (me.Controls == MediaControls.Standard)
                            res.Add(new LSL_Integer(ScriptBaseClass.PRIM_MEDIA_CONTROLS_STANDARD));
                        else
                            res.Add(new LSL_Integer(ScriptBaseClass.PRIM_MEDIA_CONTROLS_MINI));
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_CURRENT_URL:
                        res.Add(new LSL_String(me.CurrentURL));
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_HOME_URL:
                        res.Add(new LSL_String(me.HomeURL));
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_AUTO_LOOP:
                        res.Add(me.AutoLoop ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_AUTO_PLAY:
                        res.Add(me.AutoPlay ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_AUTO_SCALE:
                        res.Add(me.AutoScale ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_AUTO_ZOOM:
                        res.Add(me.AutoZoom ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_FIRST_CLICK_INTERACT:
                        res.Add(me.InteractOnFirstClick ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_WIDTH_PIXELS:
                        res.Add(new LSL_Integer(me.Width));
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_HEIGHT_PIXELS:
                        res.Add(new LSL_Integer(me.Height));
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_WHITELIST_ENABLE:
                        res.Add(me.EnableWhiteList ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_WHITELIST:
                        string[] urls = (string[])me.WhiteList.Clone();

                        for (int j = 0; j < urls.Length; j++)
                            urls[j] = Uri.EscapeDataString(urls[j]);

                        res.Add(new LSL_String(string.Join(", ", urls)));
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_PERMS_INTERACT:
                        res.Add(new LSL_Integer((int)me.InteractPermissions));
                        break;

                    case ScriptBaseClass.PRIM_MEDIA_PERMS_CONTROL:
                        res.Add(new LSL_Integer((int)me.ControlPermissions));
                        break;
                }
            }

            return res;
        }
开发者ID:BackupTheBerlios,项目名称:seleon,代码行数:93,代码来源:LSL_Api.cs

示例8: SetEntityParams

        protected void SetEntityParams(List<ISceneEntity> entities, LSL_List rules, string originFunc)
        {
            LSL_List remaining = new LSL_List();
            uint rulesParsed = 0;

            foreach (ISceneEntity entity in entities)
            {
                if (entity is SceneObjectPart)
                    remaining = SetPrimParams((SceneObjectPart)entity, rules, originFunc, ref rulesParsed);
                else
                    remaining = SetAgentParams((ScenePresence)entity, rules, originFunc, ref rulesParsed);
            }

            while (remaining.Length > 2)
            {
                int linknumber;
                try
                {
                    linknumber = remaining.GetLSLIntegerItem(0);
                }
                catch(InvalidCastException)
                {
                    Error(originFunc, string.Format("Error running rule #{0} -> PRIM_LINK_TARGET: parameter 2 must be integer", rulesParsed));
                    return;
                }

                rules = remaining.GetSublist(1, -1);
                entities = GetLinkEntities(linknumber);

                foreach (ISceneEntity entity in entities)
                {
                    if (entity is SceneObjectPart)
                        remaining = SetPrimParams((SceneObjectPart)entity, rules, originFunc, ref rulesParsed);
                    else
                        remaining = SetAgentParams((ScenePresence)entity, rules, originFunc, ref rulesParsed);
                }
            }
        }
开发者ID:Gitlab11,项目名称:opensim,代码行数:38,代码来源:LSL_Api.cs

示例9: SetPrimParams

        protected LSL_List SetPrimParams(SceneObjectPart part, LSL_List rules, string originFunc, ref uint rulesParsed)
        {
            int idx = 0;
            int idxStart = 0;

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

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

                    int remain = rules.Length - idx;
                    idxStart = idx;

                    int face;
                    LSL_Vector v;

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

                            try
                            {
                                v = rules.GetVector3Item(idx++);
                            }
                            catch(InvalidCastException)
                            {
                                if(code == ScriptBaseClass.PRIM_POSITION)
                                    Error(originFunc, string.Format("Error running rule #{0} -> PRIM_POSITION: arg #{1} - parameter 1 must be vector", rulesParsed, idx - idxStart - 1));
                                else
                                    Error(originFunc, string.Format("Error running rule #{0} -> PRIM_POS_LOCAL: arg #{1} - parameter 1 must be vector", rulesParsed, idx - idxStart - 1));
                                return new LSL_List();
                            }
                            positionChanged = true;
                            currentPosition = GetSetPosTarget(part, v, currentPosition);

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

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

                            break;
                        case ScriptBaseClass.PRIM_ROTATION:
                            if (remain < 1)
                                return new LSL_List();
                            LSL_Rotation q;
                            try
                            {
                                q = rules.GetQuaternionItem(idx++);
                            }
                            catch(InvalidCastException)
                            {
                                Error(originFunc, string.Format("Error running rule #{0} -> PRIM_ROTATION: arg #{1} - parameter 1 must be rotation", rulesParsed, idx - idxStart - 1));
                                return new LSL_List();
                            }
                            // 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, 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 * (Quaternion)q);
                            }

                            break;

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

                            try
                            {
                                code = (int)rules.GetLSLIntegerItem(idx++);
                            }
                            catch(InvalidCastException)
                            {
                                Error(originFunc, string.Format("Error running rule #{0} -> PRIM_TYPE: arg #{1} - parameter 1 must be integer", rulesParsed, idx - idxStart - 1));
                                return new LSL_List();
                            }

                            remain = rules.Length - idx;
                            float hollow;
                            LSL_Vector twist;
                            LSL_Vector taper_b;
                            LSL_Vector topshear;
                            float revolutions;
//.........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

示例10: llCastRayV3

        /// <summary>
        /// Implementation of llCastRay similar to SL 2015-04-21.
        /// http://wiki.secondlife.com/wiki/LlCastRay
        /// Uses pure geometry, bounding shapes, meshing and no physics
        /// for prims, sculpts, meshes, avatars and terrain.
        /// Implements all flags, reject types and data flags.
        /// Can handle both objects/groups and prims/parts, by config.
        /// May sometimes be inaccurate owing to calculation precision,
        /// meshing detail level and a bug in libopenmetaverse PrimMesher.
        /// </summary>
        public LSL_List llCastRayV3(LSL_Vector start, LSL_Vector end, LSL_List options)
        {
            m_host.AddScriptLPS(1);
            LSL_List result = new LSL_List();

            // Prepare throttle data
            int calledMs = Environment.TickCount;
            Stopwatch stopWatch = new Stopwatch();
            stopWatch.Start();
            UUID regionId = World.RegionInfo.RegionID;
            UUID userId = UUID.Zero;
            int msAvailable = 0;
            // Throttle per owner when attachment or "vehicle" (sat upon)
            if (m_host.ParentGroup.IsAttachment || m_host.ParentGroup.GetSittingAvatars().Count > 0)
            {
                userId = m_host.OwnerID;
                msAvailable = m_msPerAvatarInCastRay;
            }
            // Throttle per parcel when not attachment or vehicle
            else
            {
                LandData land = World.GetLandData(m_host.GetWorldPosition());
                if (land != null)
                    msAvailable = m_msPerRegionInCastRay * land.Area / 65536;
            }
            // Clamp for "oversized" parcels on varregions
            if (msAvailable > m_msMaxInCastRay)
                msAvailable = m_msMaxInCastRay;

            // Check throttle data
            int fromCalledMs = calledMs - m_msThrottleInCastRay;
            lock (m_castRayCalls)
            {
                for (int i = m_castRayCalls.Count - 1; i >= 0; i--)
                {
                    // Delete old calls from throttle data
                    if (m_castRayCalls[i].CalledMs < fromCalledMs)
                        m_castRayCalls.RemoveAt(i);
                    // Use current region (in multi-region sims)
                    else if (m_castRayCalls[i].RegionId == regionId)
                    {
                        // Reduce available time with recent calls
                        if (m_castRayCalls[i].UserId == userId)
                            msAvailable -= m_castRayCalls[i].UsedMs;
                    }
                }
            }

            // Return failure if not enough available time
            if (msAvailable < m_msMinInCastRay)
            {
                result.Add(new LSL_Integer(ScriptBaseClass.RCERR_CAST_TIME_EXCEEDED));
                return result;
            }

            // Initialize
            List<RayHit> rayHits = new List<RayHit>();
            float tol = m_floatToleranceInCastRay;
            Vector3 pos1Ray = start;
            Vector3 pos2Ray = end;

            // Get input options
            int rejectTypes = 0;
            int dataFlags = 0;
            int maxHits = 1;
            bool detectPhantom = false;
            for (int i = 0; i < options.Length; i += 2)
            {
                if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES)
                    rejectTypes = options.GetLSLIntegerItem(i + 1);
                else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS)
                    dataFlags = options.GetLSLIntegerItem(i + 1);
                else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS)
                    maxHits = options.GetLSLIntegerItem(i + 1);
                else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM)
                    detectPhantom = (options.GetLSLIntegerItem(i + 1) != 0);
            }
            if (maxHits > m_maxHitsInCastRay)
                maxHits = m_maxHitsInCastRay;
            bool rejectAgents = ((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) != 0);
            bool rejectPhysical = ((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) != 0);
            bool rejectNonphysical = ((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) != 0);
            bool rejectLand = ((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) != 0);
            bool getNormal = ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) != 0);
            bool getRootKey = ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) != 0);
            bool getLinkNum = ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) != 0);

            // Calculate some basic parameters
            Vector3 vecRay = pos2Ray - pos1Ray;
            float rayLength = vecRay.Length();
//.........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

示例11: 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

示例12: osParcelSetDetails

        public void osParcelSetDetails(LSL_Vector pos, LSL_List rules)
        {
            CheckThreatLevel(ThreatLevel.High, "osParcelSetDetails");
            m_host.AddScriptLPS(1);

            // Get a reference to the land data and make sure the owner of the script
            // can modify it

            ILandObject startLandObject = World.LandChannel.GetLandObject((int)pos.x, (int)pos.y);
            if (startLandObject == null)
            {
                OSSLShoutError("There is no land at that location");
                return;
            }

            if (! World.Permissions.CanEditParcel(m_host.OwnerID, startLandObject))
            {
                OSSLShoutError("You do not have permission to modify the parcel");
                return;
            }

            // Create a new land data object we can modify
            LandData newLand = startLandObject.LandData.Copy();
            UUID uuid;

            // Process the rules, not sure what the impact would be of changing owner or group
            for (int idx = 0; idx < rules.Length;)
            {
                int code = rules.GetLSLIntegerItem(idx++);
                string arg = rules.GetLSLStringItem(idx++);
                switch (code)
                {
                    case 0:
                      newLand.Name = arg;
                      break;

                    case 1:
                      newLand.Description = arg;
                      break;

                    case 2:
                      CheckThreatLevel(ThreatLevel.VeryHigh, "osParcelSetDetails");
                      if (UUID.TryParse(arg , out uuid))
                          newLand.OwnerID = uuid;
                      break;

                    case 3:
                      CheckThreatLevel(ThreatLevel.VeryHigh, "osParcelSetDetails");
                      if (UUID.TryParse(arg , out uuid))
                          newLand.GroupID = uuid;
                      break;
                }
            }

            World.LandChannel.UpdateLandObject(newLand.LocalID,newLand);
        }
开发者ID:N3X15,项目名称:VoxelSim,代码行数:56,代码来源:OSSL_Api.cs

示例13: SetLinkPrimParams

        private void SetLinkPrimParams(int linknumber, LSL_List rules, string originFunc)
        {
            List<object> parts = new List<object>();
            List<SceneObjectPart> prims = GetLinkParts(linknumber);
            List<ScenePresence> avatars = GetLinkAvatars(linknumber);
            foreach (SceneObjectPart p in prims)
                parts.Add(p);
            foreach (ScenePresence p in avatars)
                parts.Add(p);

            LSL_List remaining = new LSL_List();
            uint rulesParsed = 0;

            if (parts.Count > 0)
            {
                foreach (object part in parts)
                {
                    if (part is SceneObjectPart)
                        remaining = SetPrimParams((SceneObjectPart)part, rules, originFunc, ref rulesParsed);
                    else
                        remaining = SetPrimParams((ScenePresence)part, rules, originFunc, ref rulesParsed);
                }

                while (remaining.Length > 2)
                {
                    linknumber = remaining.GetLSLIntegerItem(0);
                    rules = remaining.GetSublist(1, -1);
                    parts.Clear();
                    prims = GetLinkParts(linknumber);
                    avatars = GetLinkAvatars(linknumber);
                    foreach (SceneObjectPart p in prims)
                        parts.Add(p);
                    foreach (ScenePresence p in avatars)
                        parts.Add(p);

                    remaining = new LSL_List();
                    foreach (object part in parts)
                    {
                        if (part is SceneObjectPart)
                            remaining = SetPrimParams((SceneObjectPart)part, rules, originFunc, ref rulesParsed);
                        else
                            remaining = SetPrimParams((ScenePresence)part, rules, originFunc, ref rulesParsed);
                    }
                }
            }
        }
开发者ID:TomDataworks,项目名称:opensim,代码行数:46,代码来源:LSL_Api.cs

示例14: GetPrimParams

        public LSL_List GetPrimParams(ScenePresence avatar, LSL_List rules, ref LSL_List res)
        {
            // avatars case
            // replies as SL wiki

//            SceneObjectPart sitPart = avatar.ParentPart; // most likelly it will be needed
            SceneObjectPart sitPart = World.GetSceneObjectPart(avatar.ParentID); // maybe better do this expensive search for it in case it's gone??

            int idx = 0;
            while (idx < rules.Length)
            {
                int code = (int)rules.GetLSLIntegerItem(idx++);
                int remain = rules.Length - idx;

                switch (code)
                {
                    case (int)ScriptBaseClass.PRIM_MATERIAL:
                        res.Add(new LSL_Integer((int)SOPMaterialData.SopMaterial.Flesh));
                        break;

                    case (int)ScriptBaseClass.PRIM_PHYSICS:
                            res.Add(new LSL_Integer(0));
                        break;

                    case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
                            res.Add(new LSL_Integer(0));
                        break;

                    case (int)ScriptBaseClass.PRIM_PHANTOM:
                            res.Add(new LSL_Integer(0));
                        break;

                    case (int)ScriptBaseClass.PRIM_POSITION:
                        Vector3 pos;

                        if (sitPart.ParentGroup.RootPart != null)
                        {
                            pos = avatar.OffsetPosition;

                            if(!avatar.LegacySitOffsets)
                            {
                                Vector3 sitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f *2.0f);
                                pos -= sitOffset;
                            }

                            SceneObjectPart sitroot = sitPart.ParentGroup.RootPart;
                            pos = sitroot.AbsolutePosition + pos * sitroot.GetWorldRotation();
                        }
                        else
                            pos = avatar.AbsolutePosition;     

                        res.Add(new LSL_Vector(pos.X,pos.Y,pos.Z));
                        break;

                    case (int)ScriptBaseClass.PRIM_SIZE:
                        Vector3 s = avatar.Appearance.AvatarSize;
                        res.Add(new LSL_Vector(s.X, s.Y, s.Z));

                        break;

                    case (int)ScriptBaseClass.PRIM_ROTATION:
                        res.Add(new LSL_Rotation(avatar.GetWorldRotation()));
                        break;

                    case (int)ScriptBaseClass.PRIM_TYPE:
                        res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TYPE_BOX));
                        res.Add(new LSL_Integer(ScriptBaseClass.PRIM_HOLE_DEFAULT));
                        res.Add(new LSL_Vector(0f,1.0f,0f));
                        res.Add(new LSL_Float(0.0f));
                        res.Add(new LSL_Vector(0, 0, 0));
                        res.Add(new LSL_Vector(1.0f,1.0f,0f));
                        res.Add(new LSL_Vector(0, 0, 0));
                        break;

                    case (int)ScriptBaseClass.PRIM_TEXTURE:
                        if (remain < 1)
                            return new LSL_List();

                        int face = (int)rules.GetLSLIntegerItem(idx++);
                        if (face == ScriptBaseClass.ALL_SIDES)
                        {
                            for (face = 0; face < 21; face++)
                            {
                                res.Add(new LSL_String(""));
                                res.Add(new LSL_Vector(0,0,0));
                                res.Add(new LSL_Vector(0,0,0));
                                res.Add(new LSL_Float(0.0));
                            }
                        }
                        else
                        {
                            if (face >= 0 && face < 21)
                            {
                                res.Add(new LSL_String(""));
                                res.Add(new LSL_Vector(0,0,0));
                                res.Add(new LSL_Vector(0,0,0));
                                res.Add(new LSL_Float(0.0));
                            }
                        }
                        break;
//.........这里部分代码省略.........
开发者ID:TomDataworks,项目名称:opensim,代码行数:101,代码来源:LSL_Api.cs

示例15: 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


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