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C# Ray.GetPoint方法代码示例

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


在下文中一共展示了Ray.GetPoint方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: ObjectAddHandler

        void ObjectAddHandler(Packet packet, LLAgent agent)
        {
            if (!agent.IsVerified)
            {
                m_scene.PresenceAlert(this, agent, "You are logged in with an unverified account. Object creation is disabled.");
                return;
            }

            ObjectAddPacket add = (ObjectAddPacket)packet;

            Vector3 position = Vector3.Zero;
            Vector3 scale = add.ObjectData.Scale;
            PCode pcode = (PCode)add.ObjectData.PCode;
            PrimFlags flags = (PrimFlags)add.ObjectData.AddFlags;
            bool bypassRaycast = (add.ObjectData.BypassRaycast == 1);
            //bool rayEndIsIntersection = (add.ObjectData.RayEndIsIntersection == 1);

            #region Position Calculation

            if (bypassRaycast)
            {
                position = add.ObjectData.RayEnd;
            }
            else if (m_physics != null)
            {
                Vector3 direction = (add.ObjectData.RayEnd - add.ObjectData.RayStart);
                direction /= direction.Length();
                Ray ray = new Ray(add.ObjectData.RayStart, direction);

                ISceneEntity collisionObj;
                float collisionDist;
                if (m_physics.FullSceneCollisionTest(true, ray, null, out collisionObj, out collisionDist))
                {
                    position = ray.GetPoint(collisionDist);
                }
                else
                {
                    m_log.Warn("Full scene collision test for ray " + ray + " failed");
                    position = agent.ScenePosition + Vector3.UnitZ;
                }
            }

            position.Z += scale.Z * 0.5f;

            #endregion Position Calculation

            if (!CanAddPrims(agent, position, 1))
                return;

            #region Foliage Handling

            // Set all foliage to phantom
            if (pcode == PCode.Grass || pcode == PCode.Tree || pcode == PCode.NewTree)
            {
                flags |= PrimFlags.Phantom;

                if (pcode != PCode.Grass)
                {
                    // Resize based on the foliage type
                    Tree tree = (Tree)add.ObjectData.State;

                    switch (tree)
                    {
                        case Tree.Cypress1:
                        case Tree.Cypress2:
                            scale = new Vector3(4f, 4f, 10f);
                            break;
                        default:
                            scale = new Vector3(4f, 4f, 4f);
                            break;
                    }
                }
            }

            #endregion Foliage Handling

            #region Prim Creation

            // Create an object
            Primitive prim = new Primitive();

            prim.Flags = PrimFlags.CastShadows | PrimFlags.InventoryEmpty;
            prim.Flags |= (PrimFlags)add.ObjectData.AddFlags;

            // TODO: Security check
            prim.GroupID = add.AgentData.GroupID;
            prim.ID = UUID.Random();
            prim.MediaURL = String.Empty;
            prim.OwnerID = agent.ID;
            prim.Position = position;

            prim.PrimData.Material = (Material)add.ObjectData.Material;
            prim.PrimData.PathCurve = (PathCurve)add.ObjectData.PathCurve;
            prim.PrimData.ProfileCurve = (ProfileCurve)add.ObjectData.ProfileCurve;
            prim.PrimData.PathBegin = Primitive.UnpackBeginCut(add.ObjectData.PathBegin);
            prim.PrimData.PathEnd = Primitive.UnpackEndCut(add.ObjectData.PathEnd);
            prim.PrimData.PathScaleX = Primitive.UnpackPathScale(add.ObjectData.PathScaleX);
            prim.PrimData.PathScaleY = Primitive.UnpackPathScale(add.ObjectData.PathScaleY);
            prim.PrimData.PathShearX = Primitive.UnpackPathShear((sbyte)add.ObjectData.PathShearX);
            prim.PrimData.PathShearY = Primitive.UnpackPathShear((sbyte)add.ObjectData.PathShearY);
//.........这里部分代码省略.........
开发者ID:osgrid,项目名称:openmetaverse,代码行数:101,代码来源:Objects.cs

示例2: RezObjectHandler

        void RezObjectHandler(Packet packet, LLAgent agent)
        {
            RezObjectPacket rez = (RezObjectPacket)packet;

            // Find the target position
            Vector3 position = Vector3.Zero;
            Vector3 linksetScale = Vector3.Zero;
            bool bypassRaycast = (rez.RezData.BypassRaycast == 1);
            //bool rayEndIsIntersection = rez.RezData.RayEndIsIntersection;

            #region Position Calculation

            if (bypassRaycast || m_physics == null)
            {
                position = rez.RezData.RayEnd;
            }
            else
            {
                Vector3 direction = (rez.RezData.RayEnd - rez.RezData.RayStart);
                direction /= direction.Length();
                Ray ray = new Ray(rez.RezData.RayStart, direction);

                ISceneEntity collisionObj;
                float collisionDist;
                if (m_physics.FullSceneCollisionTest(true, ray, null, out collisionObj, out collisionDist))
                {
                    position = ray.GetPoint(collisionDist);
                }
                else
                {
                    m_log.Warn("Full scene collision test for ray " + ray + " failed");
                    position = agent.ScenePosition + Vector3.UnitZ;
                }
            }

            position.Z += linksetScale.Z * 0.5f;

            #endregion Position Calculation

            InventoryBase invObject;
            if (m_inventoryClient.TryGetInventory(agent.ID, rez.InventoryData.ItemID, out invObject) & invObject is InventoryItem)
            {
                InventoryItem item = (InventoryItem)invObject;

                Asset asset;
                if (m_assetClient.TryGetAsset(item.AssetID, item.ContentType, out asset))
                {
                    #region Object Deserialization/Rezzing

                    // Deserialize the asset data into a linkset
                    using (MemoryStream stream = new MemoryStream(asset.Data))
                    {
                        OSDMap linksetMap = OSDParser.DeserializeJson(stream) as OSDMap;
                        if (linksetMap != null)
                        {
                            IList<LLPrimitive> linkset = LLPrimitive.DeserializeLinkset(linksetMap, m_scene, m_primMesher, true);

                            // Rez the parent(s) first
                            for (int i = 0; i < linkset.Count; i++)
                            {
                                LLPrimitive prim = linkset[i];

                                // Make sure the ownerID is set correctly
                                prim.OwnerID = agent.ID;

                                if (prim.Parent == null)
                                {
                                    RezSinglePrim(prim, rez.RezData, position);
                                    m_log.Debug("Deserialized root prim " + prim.ID + " (" + prim.LocalID + ") from inventory");
                                }
                            }

                            // Rez the children
                            for (int i = 0; i < linkset.Count; i++)
                            {
                                if (linkset[i].Parent != null)
                                    RezSinglePrim(linkset[i], rez.RezData, position);
                            }

                            // FIXME: Use these to determine if we need to delete the source inventory or task item
                            //rez.RezData.FromTaskID
                            //rez.RezData.RemoveItem
                        }
                        else
                        {
                            m_log.WarnFormat("Failed to deserialize asset {0} ({1} bytes, Content-Type: {2}) into a linkset",
                                asset.ID, asset.Data.Length, asset.ContentType);
                        }
                    }

                    #endregion Object Deserialization/Rezzing
                }
                else
                {
                    m_log.Warn(agent.Name + "'s RezObject failed to retrieve asset " + item.AssetID);
                }
            }
            else
            {
                m_log.Warn(agent.Name + " called RezObject for unknown item " + rez.InventoryData.ItemID);
//.........这里部分代码省略.........
开发者ID:thoys,项目名称:simian,代码行数:101,代码来源:Inventory.cs


注:本文中的OpenMetaverse.Ray.GetPoint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。