本文整理汇总了C#中OpenSim.Region.Framework.Scenes.SceneObjectPart.SetCameraEyeOffset方法的典型用法代码示例。如果您正苦于以下问题:C# SceneObjectPart.SetCameraEyeOffset方法的具体用法?C# SceneObjectPart.SetCameraEyeOffset怎么用?C# SceneObjectPart.SetCameraEyeOffset使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类OpenSim.Region.Framework.Scenes.SceneObjectPart
的用法示例。
在下文中一共展示了SceneObjectPart.SetCameraEyeOffset方法的4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: BuildPrim
/// <summary>
/// Builds the prim from a datarecord.
/// </summary>
/// <param name="primRow">datarecord</param>
/// <returns></returns>
private static SceneObjectPart BuildPrim(IDataRecord primRow)
{
SceneObjectPart prim = new SceneObjectPart();
prim.UUID = new UUID((Guid)primRow["UUID"]);
// explicit conversion of integers is required, which sort
// of sucks. No idea if there is a shortcut here or not.
prim.CreationDate = Convert.ToInt32(primRow["CreationDate"]);
prim.Name = (string)primRow["Name"];
// various text fields
prim.Text = (string)primRow["Text"];
prim.Color = Color.FromArgb(Convert.ToInt32(primRow["ColorA"]),
Convert.ToInt32(primRow["ColorR"]),
Convert.ToInt32(primRow["ColorG"]),
Convert.ToInt32(primRow["ColorB"]));
prim.Description = (string)primRow["Description"];
prim.SitName = (string)primRow["SitName"];
prim.TouchName = (string)primRow["TouchName"];
// permissions
prim.Flags = (PrimFlags)Convert.ToUInt32(primRow["ObjectFlags"]);
prim.CreatorID = new UUID((Guid)primRow["CreatorID"]);
prim.OwnerID = new UUID((Guid)primRow["OwnerID"]);
prim.GroupID = new UUID((Guid)primRow["GroupID"]);
prim.LastOwnerID = new UUID((Guid)primRow["LastOwnerID"]);
prim.OwnerMask = Convert.ToUInt32(primRow["OwnerMask"]);
prim.NextOwnerMask = Convert.ToUInt32(primRow["NextOwnerMask"]);
prim.GroupMask = Convert.ToUInt32(primRow["GroupMask"]);
prim.EveryoneMask = Convert.ToUInt32(primRow["EveryoneMask"]);
prim.BaseMask = Convert.ToUInt32(primRow["BaseMask"]);
// vectors
prim.OffsetPosition = new Vector3(
Convert.ToSingle(primRow["PositionX"]),
Convert.ToSingle(primRow["PositionY"]),
Convert.ToSingle(primRow["PositionZ"]));
prim.GroupPosition = new Vector3(
Convert.ToSingle(primRow["GroupPositionX"]),
Convert.ToSingle(primRow["GroupPositionY"]),
Convert.ToSingle(primRow["GroupPositionZ"]));
prim.Velocity = new Vector3(
Convert.ToSingle(primRow["VelocityX"]),
Convert.ToSingle(primRow["VelocityY"]),
Convert.ToSingle(primRow["VelocityZ"]));
prim.AngularVelocity = new Vector3(
Convert.ToSingle(primRow["AngularVelocityX"]),
Convert.ToSingle(primRow["AngularVelocityY"]),
Convert.ToSingle(primRow["AngularVelocityZ"]));
prim.Acceleration = new Vector3(
Convert.ToSingle(primRow["AccelerationX"]),
Convert.ToSingle(primRow["AccelerationY"]),
Convert.ToSingle(primRow["AccelerationZ"]));
// quaternions
prim.RotationOffset = new Quaternion(
Convert.ToSingle(primRow["RotationX"]),
Convert.ToSingle(primRow["RotationY"]),
Convert.ToSingle(primRow["RotationZ"]),
Convert.ToSingle(primRow["RotationW"]));
prim.SitTargetPositionLL = new Vector3(
Convert.ToSingle(primRow["SitTargetOffsetX"]),
Convert.ToSingle(primRow["SitTargetOffsetY"]),
Convert.ToSingle(primRow["SitTargetOffsetZ"]));
prim.SitTargetOrientationLL = new Quaternion(
Convert.ToSingle(primRow["SitTargetOrientX"]),
Convert.ToSingle(primRow["SitTargetOrientY"]),
Convert.ToSingle(primRow["SitTargetOrientZ"]),
Convert.ToSingle(primRow["SitTargetOrientW"]));
prim.PayPrice[0] = Convert.ToInt32(primRow["PayPrice"]);
prim.PayPrice[1] = Convert.ToInt32(primRow["PayButton1"]);
prim.PayPrice[2] = Convert.ToInt32(primRow["PayButton2"]);
prim.PayPrice[3] = Convert.ToInt32(primRow["PayButton3"]);
prim.PayPrice[4] = Convert.ToInt32(primRow["PayButton4"]);
prim.Sound = new UUID((Guid)primRow["LoopedSound"]);
prim.SoundGain = Convert.ToSingle(primRow["LoopedSoundGain"]);
prim.SoundFlags = 1; // If it's persisted at all, it's looped
if (!(primRow["TextureAnimation"] is DBNull))
prim.TextureAnimation = (Byte[])primRow["TextureAnimation"];
if (!(primRow["ParticleSystem"] is DBNull))
prim.ParticleSystem = (Byte[])primRow["ParticleSystem"];
prim.AngularVelocity = new Vector3(
Convert.ToSingle(primRow["OmegaX"]),
Convert.ToSingle(primRow["OmegaY"]),
Convert.ToSingle(primRow["OmegaZ"]));
prim.SetCameraEyeOffset(new Vector3(
Convert.ToSingle(primRow["CameraEyeOffsetX"]),
//.........这里部分代码省略.........
示例2: BuildPrim
/// <summary>
/// Builds the prim from a datarecord.
/// </summary>
/// <param name="primRow">datarecord</param>
/// <returns></returns>
private static SceneObjectPart BuildPrim(IDataRecord primRow)
{
SceneObjectPart prim = new SceneObjectPart();
prim.UUID = new UUID((Guid)primRow["UUID"]);
// explicit conversion of integers is required, which sort
// of sucks. No idea if there is a shortcut here or not.
prim.CreationDate = Convert.ToInt32(primRow["CreationDate"]);
prim.Name = (string)primRow["Name"];
// various text fields
prim.Text = (string)primRow["Text"];
prim.Color = Color.FromArgb(Convert.ToInt32(primRow["ColorA"]),
Convert.ToInt32(primRow["ColorR"]),
Convert.ToInt32(primRow["ColorG"]),
Convert.ToInt32(primRow["ColorB"]));
prim.Description = (string)primRow["Description"];
prim.SitName = (string)primRow["SitName"];
prim.TouchName = (string)primRow["TouchName"];
// permissions
prim.Flags = (PrimFlags)Convert.ToUInt32(primRow["ObjectFlags"]);
//prim.creatorID = new UUID((Guid)primRow["creatorID"]);
prim.CreatorIdentification = (string)primRow["CreatorID"].ToString();
prim.OwnerID = new UUID((Guid)primRow["OwnerID"]);
prim.GroupID = new UUID((Guid)primRow["GroupID"]);
prim.LastOwnerID = new UUID((Guid)primRow["LastOwnerID"]);
prim.OwnerMask = Convert.ToUInt32(primRow["OwnerMask"]);
prim.NextOwnerMask = Convert.ToUInt32(primRow["NextOwnerMask"]);
prim.GroupMask = Convert.ToUInt32(primRow["GroupMask"]);
prim.EveryoneMask = Convert.ToUInt32(primRow["EveryoneMask"]);
prim.BaseMask = Convert.ToUInt32(primRow["BaseMask"]);
// vectors
prim.OffsetPosition = new Vector3(
Convert.ToSingle(primRow["PositionX"]),
Convert.ToSingle(primRow["PositionY"]),
Convert.ToSingle(primRow["PositionZ"]));
prim.GroupPosition = new Vector3(
Convert.ToSingle(primRow["GroupPositionX"]),
Convert.ToSingle(primRow["GroupPositionY"]),
Convert.ToSingle(primRow["GroupPositionZ"]));
prim.Velocity = new Vector3(
Convert.ToSingle(primRow["VelocityX"]),
Convert.ToSingle(primRow["VelocityY"]),
Convert.ToSingle(primRow["VelocityZ"]));
prim.AngularVelocity = new Vector3(
Convert.ToSingle(primRow["AngularVelocityX"]),
Convert.ToSingle(primRow["AngularVelocityY"]),
Convert.ToSingle(primRow["AngularVelocityZ"]));
prim.Acceleration = new Vector3(
Convert.ToSingle(primRow["AccelerationX"]),
Convert.ToSingle(primRow["AccelerationY"]),
Convert.ToSingle(primRow["AccelerationZ"]));
// quaternions
prim.RotationOffset = new Quaternion(
Convert.ToSingle(primRow["RotationX"]),
Convert.ToSingle(primRow["RotationY"]),
Convert.ToSingle(primRow["RotationZ"]),
Convert.ToSingle(primRow["RotationW"]));
prim.SitTargetPositionLL = new Vector3(
Convert.ToSingle(primRow["SitTargetOffsetX"]),
Convert.ToSingle(primRow["SitTargetOffsetY"]),
Convert.ToSingle(primRow["SitTargetOffsetZ"]));
prim.SitTargetOrientationLL = new Quaternion(
Convert.ToSingle(primRow["SitTargetOrientX"]),
Convert.ToSingle(primRow["SitTargetOrientY"]),
Convert.ToSingle(primRow["SitTargetOrientZ"]),
Convert.ToSingle(primRow["SitTargetOrientW"]));
prim.PayPrice[0] = Convert.ToInt32(primRow["PayPrice"]);
prim.PayPrice[1] = Convert.ToInt32(primRow["PayButton1"]);
prim.PayPrice[2] = Convert.ToInt32(primRow["PayButton2"]);
prim.PayPrice[3] = Convert.ToInt32(primRow["PayButton3"]);
prim.PayPrice[4] = Convert.ToInt32(primRow["PayButton4"]);
prim.Sound = new UUID((Guid)primRow["LoopedSound"]);
prim.SoundGain = Convert.ToSingle(primRow["LoopedSoundGain"]);
prim.SoundFlags = 1; // If it's persisted at all, it's looped
if (!(primRow["TextureAnimation"] is DBNull))
prim.TextureAnimation = (Byte[])primRow["TextureAnimation"];
if (!(primRow["ParticleSystem"] is DBNull))
prim.ParticleSystem = (Byte[])primRow["ParticleSystem"];
prim.AngularVelocity = new Vector3(
Convert.ToSingle(primRow["OmegaX"]),
Convert.ToSingle(primRow["OmegaY"]),
Convert.ToSingle(primRow["OmegaZ"]));
prim.SetCameraEyeOffset(new Vector3(
//.........这里部分代码省略.........
示例3: buildPrim
//.........这里部分代码省略.........
Convert.ToSingle(row["VelocityX"]),
Convert.ToSingle(row["VelocityY"]),
Convert.ToSingle(row["VelocityZ"])
);
prim.AngularVelocity = new Vector3(
Convert.ToSingle(row["AngularVelocityX"]),
Convert.ToSingle(row["AngularVelocityY"]),
Convert.ToSingle(row["AngularVelocityZ"])
);
prim.Acceleration = new Vector3(
Convert.ToSingle(row["AccelerationX"]),
Convert.ToSingle(row["AccelerationY"]),
Convert.ToSingle(row["AccelerationZ"])
);
// quaternions
prim.RotationOffset = new Quaternion(
Convert.ToSingle(row["RotationX"]),
Convert.ToSingle(row["RotationY"]),
Convert.ToSingle(row["RotationZ"]),
Convert.ToSingle(row["RotationW"])
);
prim.SitTargetPositionLL = new Vector3(
Convert.ToSingle(row["SitTargetOffsetX"]),
Convert.ToSingle(row["SitTargetOffsetY"]),
Convert.ToSingle(row["SitTargetOffsetZ"]));
prim.SitTargetOrientationLL = new Quaternion(
Convert.ToSingle(
row["SitTargetOrientX"]),
Convert.ToSingle(
row["SitTargetOrientY"]),
Convert.ToSingle(
row["SitTargetOrientZ"]),
Convert.ToSingle(
row["SitTargetOrientW"]));
prim.ClickAction = Convert.ToByte(row["ClickAction"]);
prim.PayPrice[0] = Convert.ToInt32(row["PayPrice"]);
prim.PayPrice[1] = Convert.ToInt32(row["PayButton1"]);
prim.PayPrice[2] = Convert.ToInt32(row["PayButton2"]);
prim.PayPrice[3] = Convert.ToInt32(row["PayButton3"]);
prim.PayPrice[4] = Convert.ToInt32(row["PayButton4"]);
prim.Sound = new UUID(row["LoopedSound"].ToString());
prim.SoundGain = Convert.ToSingle(row["LoopedSoundGain"]);
prim.SoundFlags = 1; // If it's persisted at all, it's looped
if (!row.IsNull("TextureAnimation"))
prim.TextureAnimation = Convert.FromBase64String(row["TextureAnimation"].ToString());
if (!row.IsNull("ParticleSystem"))
prim.ParticleSystem = Convert.FromBase64String(row["ParticleSystem"].ToString());
prim.AngularVelocity = new Vector3(
Convert.ToSingle(row["OmegaX"]),
Convert.ToSingle(row["OmegaY"]),
Convert.ToSingle(row["OmegaZ"])
);
prim.SetCameraEyeOffset(new Vector3(
Convert.ToSingle(row["CameraEyeOffsetX"]),
Convert.ToSingle(row["CameraEyeOffsetY"]),
Convert.ToSingle(row["CameraEyeOffsetZ"])
));
prim.SetCameraAtOffset(new Vector3(
Convert.ToSingle(row["CameraAtOffsetX"]),
Convert.ToSingle(row["CameraAtOffsetY"]),
Convert.ToSingle(row["CameraAtOffsetZ"])
));
if (Convert.ToInt16(row["ForceMouselook"]) != 0)
prim.SetForceMouselook(true);
prim.ScriptAccessPin = Convert.ToInt32(row["ScriptAccessPin"]);
if (Convert.ToInt16(row["AllowedDrop"]) != 0)
prim.AllowedDrop = true;
if (Convert.ToInt16(row["DieAtEdge"]) != 0)
prim.DIE_AT_EDGE = true;
prim.SalePrice = Convert.ToInt32(row["SalePrice"]);
prim.ObjectSaleType = Convert.ToByte(row["SaleType"]);
prim.Material = Convert.ToByte(row["Material"]);
prim.CollisionSound = new UUID(row["CollisionSound"].ToString());
prim.CollisionSoundVolume = Convert.ToSingle(row["CollisionSoundVolume"]);
if (Convert.ToInt16(row["VolumeDetect"]) != 0)
prim.VolumeDetectActive = true;
if (!(row["MediaURL"] is System.DBNull))
{
// m_log.DebugFormat("[SQLITE]: MediaUrl type [{0}]", row["MediaURL"].GetType());
prim.MediaUrl = (string)row["MediaURL"];
}
return prim;
}
示例4: BuildPrim
//.........这里部分代码省略.........
// Vectors
prim.OffsetPosition = new Vector3(
(float)(double)row["PositionX"],
(float)(double)row["PositionY"],
(float)(double)row["PositionZ"]
);
prim.GroupPosition = new Vector3(
(float)(double)row["GroupPositionX"],
(float)(double)row["GroupPositionY"],
(float)(double)row["GroupPositionZ"]
);
prim.Velocity = new Vector3(
(float)(double)row["VelocityX"],
(float)(double)row["VelocityY"],
(float)(double)row["VelocityZ"]
);
prim.AngularVelocity = new Vector3(
(float)(double)row["AngularVelocityX"],
(float)(double)row["AngularVelocityY"],
(float)(double)row["AngularVelocityZ"]
);
prim.Acceleration = new Vector3(
(float)(double)row["AccelerationX"],
(float)(double)row["AccelerationY"],
(float)(double)row["AccelerationZ"]
);
// quaternions
prim.RotationOffset = new Quaternion(
(float)(double)row["RotationX"],
(float)(double)row["RotationY"],
(float)(double)row["RotationZ"],
(float)(double)row["RotationW"]
);
prim.SitTargetPositionLL = new Vector3(
(float)(double)row["SitTargetOffsetX"],
(float)(double)row["SitTargetOffsetY"],
(float)(double)row["SitTargetOffsetZ"]
);
prim.SitTargetOrientationLL = new Quaternion(
(float)(double)row["SitTargetOrientX"],
(float)(double)row["SitTargetOrientY"],
(float)(double)row["SitTargetOrientZ"],
(float)(double)row["SitTargetOrientW"]
);
prim.PayPrice[0] = (int)row["PayPrice"];
prim.PayPrice[1] = (int)row["PayButton1"];
prim.PayPrice[2] = (int)row["PayButton2"];
prim.PayPrice[3] = (int)row["PayButton3"];
prim.PayPrice[4] = (int)row["PayButton4"];
prim.Sound = DBGuid.FromDB(row["LoopedSound"].ToString());
prim.SoundGain = (float)(double)row["LoopedSoundGain"];
prim.SoundFlags = 1; // If it's persisted at all, it's looped
if (!(row["TextureAnimation"] is DBNull))
prim.TextureAnimation = (byte[])row["TextureAnimation"];
if (!(row["ParticleSystem"] is DBNull))
prim.ParticleSystem = (byte[])row["ParticleSystem"];
prim.AngularVelocity = new Vector3(
(float)(double)row["OmegaX"],
(float)(double)row["OmegaY"],
(float)(double)row["OmegaZ"]
);
prim.SetCameraEyeOffset(new Vector3(
(float)(double)row["CameraEyeOffsetX"],
(float)(double)row["CameraEyeOffsetY"],
(float)(double)row["CameraEyeOffsetZ"]
));
prim.SetCameraAtOffset(new Vector3(
(float)(double)row["CameraAtOffsetX"],
(float)(double)row["CameraAtOffsetY"],
(float)(double)row["CameraAtOffsetZ"]
));
prim.SetForceMouselook((sbyte)row["ForceMouselook"] != 0);
prim.ScriptAccessPin = (int)row["ScriptAccessPin"];
prim.AllowedDrop = ((sbyte)row["AllowedDrop"] != 0);
prim.DIE_AT_EDGE = ((sbyte)row["DieAtEdge"] != 0);
prim.SalePrice = (int)row["SalePrice"];
prim.ObjectSaleType = unchecked((byte)(sbyte)row["SaleType"]);
prim.Material = unchecked((byte)(sbyte)row["Material"]);
if (!(row["ClickAction"] is DBNull))
prim.ClickAction = unchecked((byte)(sbyte)row["ClickAction"]);
prim.CollisionSound = DBGuid.FromDB(row["CollisionSound"]);
prim.CollisionSoundVolume = (float)(double)row["CollisionSoundVolume"];
prim.PassTouches = ((sbyte)row["PassTouches"] != 0);
prim.LinkNum = (int)row["LinkNumber"];
return prim;
}