本文整理汇总了C#中WhiteCore.ScriptEngine.DotNetEngine.LSL_Types.Vector3类的典型用法代码示例。如果您正苦于以下问题:C# WhiteCore.ScriptEngine.DotNetEngine.LSL_Types.Vector3类的具体用法?C# WhiteCore.ScriptEngine.DotNetEngine.LSL_Types.Vector3怎么用?C# WhiteCore.ScriptEngine.DotNetEngine.LSL_Types.Vector3使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
WhiteCore.ScriptEngine.DotNetEngine.LSL_Types.Vector3类属于命名空间,在下文中一共展示了WhiteCore.ScriptEngine.DotNetEngine.LSL_Types.Vector3类的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: botCreateBot
public LSL_String botCreateBot(string firstName, string lastName, string appearanceToClone, LSL_Vector startPos)
{
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.Moderate, "botCreateBot", m_host, "bot", m_itemID))
return "";
IBotManager manager = World.RequestModuleInterface<IBotManager>();
if (manager != null)
return
new LSL_String(
manager.CreateAvatar(firstName, lastName, m_host.ParentEntity.Scene,
UUID.Parse(appearanceToClone), m_host.OwnerID,
new Vector3((float) startPos.x, (float) startPos.y, (float) startPos.z)).
ToString());
return new LSL_String("");
}
示例2: llScriptDanger
public LSL_Integer llScriptDanger(LSL_Vector pos)
{
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
return 0;
bool result = m_ScriptEngine.PipeEventsForScript(m_host,
new Vector3((float)pos.x, (float)pos.y, (float)pos.z));
if (result)
{
return 1;
}
return 0;
}
示例3: llGroundSlope
public LSL_Vector llGroundSlope(LSL_Vector offset)
{
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
return new LSL_Vector();
//Get the slope normal. This gives us the equation of the plane tangent to the slope.
LSL_Vector vsn = llGroundNormal(offset);
//Plug the x,y coordinates of the slope normal into the equation of the plane to get
//the height of that point on the plane. The resulting vector gives the slope.
Vector3 vsl = new Vector3
{
X = (float)vsn.x,
Y = (float)vsn.y,
Z = (float)(((vsn.x * vsn.x) + (vsn.y * vsn.y)) / (-1 * vsn.z))
};
vsl.Normalize();
//Normalization might be overkill here
return new LSL_Vector(vsl.X, vsl.Y, vsl.Z);
}
示例4: llGroundNormal
public LSL_Vector llGroundNormal(LSL_Vector offset)
{
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
return new LSL_Vector();
Vector3 pos = m_host.GetWorldPosition() + new Vector3((float)offset.x,
(float)offset.y,
(float)offset.z);
ITerrainChannel heightmap = World.RequestModuleInterface<ITerrainChannel>();
// Clamp to valid position
if (pos.X < 0)
pos.X = 0;
else if (pos.X >= heightmap.Width)
pos.X = heightmap.Width - 1;
if (pos.Y < 0)
pos.Y = 0;
else if (pos.Y >= heightmap.Height)
pos.Y = heightmap.Height - 1;
//Find two points in addition to the position to define a plane
Vector3 p0 = new Vector3(pos.X, pos.Y,
heightmap[(int)pos.X, (int)pos.Y]);
Vector3 p1 = new Vector3();
Vector3 p2 = new Vector3();
if ((pos.X + 1.0f) >= heightmap.Width)
p1 = new Vector3(pos.X + 1.0f, pos.Y,
heightmap[(int)pos.X, (int)pos.Y]);
else
p1 = new Vector3(pos.X + 1.0f, pos.Y,
heightmap[(int)(pos.X + 1.0f), (int)pos.Y]);
if ((pos.Y + 1.0f) >= heightmap.Height)
p2 = new Vector3(pos.X, pos.Y + 1.0f,
heightmap[(int)pos.X, (int)pos.Y]);
else
p2 = new Vector3(pos.X, pos.Y + 1.0f,
heightmap[(int)pos.X, (int)(pos.Y + 1.0f)]);
//Find normalized vectors from p0 to p1 and p0 to p2
Vector3 v0 = new Vector3(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z);
Vector3 v1 = new Vector3(p2.X - p0.X, p2.Y - p0.Y, p2.Z - p0.Z);
// v0.Normalize();
// v1.Normalize();
//Find the cross product of the vectors (the slope normal).
Vector3 vsn = new Vector3
{
X = (v0.Y * v1.Z) - (v0.Z * v1.Y),
Y = (v0.Z * v1.X) - (v0.X * v1.Z),
Z = (v0.X * v1.Y) - (v0.Y * v1.X)
};
vsn.Normalize();
//I believe the crossproduct of two normalized vectors is a normalized vector so
//this normalization may be overkill
// then don't normalize them just the result
return new LSL_Vector(vsn.X, vsn.Y, vsn.Z);
}
示例5: llSetLinkCamera
public void llSetLinkCamera(LSL_Integer link, LSL_Vector eye, LSL_Vector at)
{
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
return;
List<ISceneChildEntity> entities = GetLinkParts(link);
if (entities.Count > 0)
{
entities[0].CameraEyeOffset = new Vector3((float)eye.x, (float)eye.y, (float)eye.z);
entities[0].CameraAtOffset = new Vector3((float)at.x, (float)at.y, (float)at.z);
}
}
示例6: llSetCameraAtOffset
public void llSetCameraAtOffset(LSL_Vector offset)
{
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
return;
m_host.CameraAtOffset = new Vector3((float)offset.x, (float)offset.y, (float)offset.z);
}
示例7: SetParticleSystem
private void SetParticleSystem(ISceneChildEntity part, LSL_List rules)
{
if (rules.Length == 0)
{
part.RemoveParticleSystem();
}
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)
{
LSL_Integer rule = rules.GetLSLIntegerItem(i);
if (rule == (int)ScriptBaseClass.PSYS_PART_FLAGS)
{
prules.PartDataFlags =
(Primitive.ParticleSystem.ParticleDataFlags)(uint)rules.GetLSLIntegerItem(i + 1);
}
else if (rule == (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;
}
else if (rule == (int)ScriptBaseClass.PSYS_PART_START_ALPHA)
{
tempf = (float)rules.GetLSLFloatItem(i + 1);
prules.PartStartColor.A = tempf;
}
else if (rule == (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;
}
else if (rule == (int)ScriptBaseClass.PSYS_PART_END_ALPHA)
{
tempf = (float)rules.GetLSLFloatItem(i + 1);
prules.PartEndColor.A = tempf;
}
else if (rule == (int)ScriptBaseClass.PSYS_PART_START_SCALE)
{
tempv = rules.GetVector3Item(i + 1);
prules.PartStartScaleX = (float)tempv.x;
prules.PartStartScaleY = (float)tempv.y;
}
else if (rule == (int)ScriptBaseClass.PSYS_PART_END_SCALE)
{
tempv = rules.GetVector3Item(i + 1);
prules.PartEndScaleX = (float)tempv.x;
prules.PartEndScaleY = (float)tempv.y;
}
else if (rule == (int)ScriptBaseClass.PSYS_PART_MAX_AGE)
{
tempf = (float)rules.GetLSLFloatItem(i + 1);
prules.PartMaxAge = tempf;
}
else if (rule == (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;
}
else if (rule == (int)ScriptBaseClass.PSYS_SRC_PATTERN)
{
tmpi = rules.GetLSLIntegerItem(i + 1);
prules.Pattern = (Primitive.ParticleSystem.SourcePattern)tmpi;
}
// 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.
else if (rule == (int)ScriptBaseClass.PSYS_SRC_INNERANGLE)
{
tempf = (float)rules.GetLSLFloatItem(i + 1);
prules.InnerAngle = tempf;
prules.PartFlags &= 0xFFFFFFFD; // Make sure new angle format is off.
}
else if (rule == (int)ScriptBaseClass.PSYS_SRC_OUTERANGLE)
{
tempf = (float)rules.GetLSLFloatItem(i + 1);
prules.OuterAngle = tempf;
prules.PartFlags &= 0xFFFFFFFD; // Make sure new angle format is off.
//.........这里部分代码省略.........
示例8: llSetVehicleVectorParam
public void llSetVehicleVectorParam(int param, LSL_Vector vec)
{
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
return;
if (m_host.ParentEntity != null)
{
if (!m_host.ParentEntity.IsDeleted)
{
m_host.ParentEntity.RootChild.SetVehicleVectorParam(param,
new Vector3((float)vec.x, (float)vec.y,
(float)vec.z));
}
}
}
示例9: GetTextureOffset
protected LSL_Vector GetTextureOffset(ISceneChildEntity part, int face)
{
Primitive.TextureEntry tex = part.Shape.Textures;
LSL_Vector offset = new LSL_Vector();
if (face == ScriptBaseClass.ALL_SIDES)
{
face = 0;
}
if (face >= 0 && face < GetNumberOfSides(part))
{
offset.x = tex.GetFace((uint)face).OffsetU;
offset.y = tex.GetFace((uint)face).OffsetV;
offset.z = 0.0;
return offset;
}
return offset;
}
示例10: llRotBetween
public LSL_Rotation llRotBetween(LSL_Vector a, LSL_Vector b)
{
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
return new LSL_Rotation();
//A and B should both be normalized
LSL_Rotation rotBetween;
// Check for zero vectors. If either is zero, return zero rotation. Otherwise,
// continue calculation.
if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f))
{
rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
}
else
{
a = LSL_Vector.Norm(a);
b = LSL_Vector.Norm(b);
double dotProduct = LSL_Vector.Dot(a, b);
// There are two degenerate cases possible. These are for vectors 180 or
// 0 degrees apart. These have to be detected and handled individually.
//
// Check for vectors 180 degrees apart.
// A dot product of -1 would mean the angle between vectors is 180 degrees.
if (dotProduct < -0.9999999f)
{
// First assume X axis is orthogonal to the vectors.
LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f);
orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a));
// Check for near zero vector. A very small non-zero number here will create
// a rotation in an undesired direction.
rotBetween = LSL_Vector.Mag(orthoVector) > 0.0001
? new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f)
: new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
}
// Check for parallel vectors.
// A dot product of 1 would mean the angle between vectors is 0 degrees.
else if (dotProduct > 0.9999999f)
{
// Set zero rotation.
rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
}
else
{
// All special checks have been performed so get the axis of rotation.
LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
// Quarternion s value is the length of the unit vector + dot product.
double qs = 1.0 + dotProduct;
rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
// Normalize the rotation.
double mag = LSL_Rotation.Mag(rotBetween);
// We shouldn't have to worry about a divide by zero here. The qs value will be
// non-zero because we already know if we're here, then the dotProduct is not -1 so
// qs will not be zero. Also, we've already handled the input vectors being zero so the
// crossProduct vector should also not be zero.
rotBetween.x = rotBetween.x / mag;
rotBetween.y = rotBetween.y / mag;
rotBetween.z = rotBetween.z / mag;
rotBetween.s = rotBetween.s / mag;
// Check for undefined values and set zero rotation if any found. This code might not actually be required
// any longer since zero vectors are checked for at the top.
if (double.IsNaN(rotBetween.x) || double.IsNaN(rotBetween.y) ||
double.IsNaN(rotBetween.z) || double.IsNaN(rotBetween.s))
{
rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
}
}
}
return rotBetween;
}
示例11: SetPrimitiveShapeParams
protected void SetPrimitiveShapeParams(ISceneChildEntity part, int holeshape, LSL_Vector cut, float hollow,
LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge)
{
ObjectShapePacket.ObjectDataBlock shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow,
twist);
shapeBlock.ProfileCurve += fudge;
if (taper_b.x < 0f)
{
taper_b.x = 0f;
}
if (taper_b.x > 2f)
{
taper_b.x = 2f;
}
if (taper_b.y < 0f)
{
taper_b.y = 0f;
}
if (taper_b.y > 2f)
{
taper_b.y = 2f;
}
float tempFloat = (float)(100.0d * (2.0d - taper_b.x));
shapeBlock.PathScaleX = (byte)tempFloat;
tempFloat = (float)(100.0d * (2.0d - taper_b.y));
shapeBlock.PathScaleY = (byte)tempFloat;
if (topshear.x < -0.5f)
{
topshear.x = -0.5f;
}
if (topshear.x > 0.5f)
{
topshear.x = 0.5f;
}
if (topshear.y < -0.5f)
{
topshear.y = -0.5f;
}
if (topshear.y > 0.5f)
{
topshear.y = 0.5f;
}
tempFloat = (float)(100.0d * topshear.x);
shapeBlock.PathShearX = (byte)tempFloat;
tempFloat = (float)(100.0d * topshear.y);
shapeBlock.PathShearY = (byte)tempFloat;
part.Shape.SculptEntry = false;
part.UpdateShape(shapeBlock);
}
示例12: LSL_Rotation
public LSL_Rotation llAxes2Rot(LSL_Vector fwd, LSL_Vector left, LSL_Vector up)
{
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
return new LSL_Rotation();
double s;
double tr = fwd.x + left.y + up.z + 1.0;
if (tr >= 1.0)
{
s = 0.5 / Math.Sqrt(tr);
return new LSL_Rotation(
(left.z - up.y) * s,
(up.x - fwd.z) * s,
(fwd.y - left.x) * s,
0.25 / s);
}
double max = (left.y > up.z) ? left.y : up.z;
if (max < fwd.x)
{
s = Math.Sqrt(fwd.x - (left.y + up.z) + 1.0);
double x = s * 0.5;
s = 0.5 / s;
return new LSL_Rotation(
x,
(fwd.y + left.x) * s,
(up.x + fwd.z) * s,
(left.z - up.y) * s);
}
if (FloatAlmostEqual(max,left.y))
{
s = Math.Sqrt(left.y - (up.z + fwd.x) + 1.0);
double y = s * 0.5;
s = 0.5 / s;
return new LSL_Rotation(
(fwd.y + left.x) * s,
y,
(left.z + up.y) * s,
(up.x - fwd.z) * s);
}
s = Math.Sqrt(up.z - (fwd.x + left.y) + 1.0);
double z = s * 0.5;
s = 0.5 / s;
return new LSL_Rotation(
(up.x + fwd.z) * s,
(left.z + up.y) * s,
z,
(fwd.y - left.x) * s);
}
示例13: llVecMag
//This next group are vector operations involving squaring and square root. ckrinke
public LSL_Float llVecMag(LSL_Vector v)
{
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
return new LSL_Float();
return LSL_Vector.Mag(v);
}
示例14: llVecNorm
public LSL_Vector llVecNorm(LSL_Vector v)
{
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
return new LSL_Vector();
return LSL_Vector.Norm(v);
}
示例15: llGetLandOwnerAt
public LSL_String llGetLandOwnerAt(LSL_Vector pos)
{
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
return "";
IParcelManagementModule parcelManagement = World.RequestModuleInterface<IParcelManagementModule>();
if (parcelManagement != null)
{
ILandObject land = parcelManagement.GetLandObject((float)pos.x, (float)pos.y);
if (land != null)
return land.LandData.OwnerID.ToString();
}
return UUID.Zero.ToString();
}