本文整理汇总了C#中OpenSim.Region.Framework.Scenes.SceneObjectPart.SetText方法的典型用法代码示例。如果您正苦于以下问题:C# SceneObjectPart.SetText方法的具体用法?C# SceneObjectPart.SetText怎么用?C# SceneObjectPart.SetText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.SetText方法的3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
//.........这里部分代码省略.........
profilecut = rules.GetVector3Item(idx++);
taper_b = rules.GetVector3Item(idx++); // taper_a
revolutions = (float)rules.GetLSLFloatItem(idx++);
radiusoffset = (float)rules.GetLSLFloatItem(idx++);
skew = (float)rules.GetLSLFloatItem(idx++);
part.Shape.PathCurve = (byte)Extrusion.Curve1;
SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
revolutions, radiusoffset, skew, 3);
break;
case (int)ScriptBaseClass.PRIM_TYPE_SCULPT:
if (remain < 2)
return;
string map = rules.Data[idx++].ToString();
face = (int)rules.GetLSLIntegerItem(idx++); // type
part.Shape.PathCurve = (byte)Extrusion.Curve1;
SetPrimitiveShapeParams(part, map, face);
break;
}
break;
case (int)ScriptBaseClass.PRIM_TEXTURE:
if (remain < 5)
return;
face=(int)rules.GetLSLIntegerItem(idx++);
string tex=rules.Data[idx++].ToString();
LSL_Vector repeats=rules.GetVector3Item(idx++);
LSL_Vector offsets=rules.GetVector3Item(idx++);
double rotation=(double)rules.GetLSLFloatItem(idx++);
SetTexture(part, tex, face);
ScaleTexture(part, repeats.x, repeats.y, face);
OffsetTexture(part, offsets.x, offsets.y, face);
RotateTexture(part, rotation, face);
break;
case (int)ScriptBaseClass.PRIM_COLOR:
if (remain < 3)
return;
face=(int)rules.GetLSLIntegerItem(idx++);
LSL_Vector color=rules.GetVector3Item(idx++);
double alpha=(double)rules.GetLSLFloatItem(idx++);
part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
SetAlpha(part, alpha, face);
break;
case (int)ScriptBaseClass.PRIM_FLEXIBLE:
if (remain < 7)
return;
bool flexi = rules.GetLSLIntegerItem(idx++);
int softness = rules.GetLSLIntegerItem(idx++);
float gravity = (float)rules.GetLSLFloatItem(idx++);
float friction = (float)rules.GetLSLFloatItem(idx++);
float wind = (float)rules.GetLSLFloatItem(idx++);
float tension = (float)rules.GetLSLFloatItem(idx++);
LSL_Vector force = rules.GetVector3Item(idx++);
SetFlexi(part, flexi, softness, gravity, friction, wind, tension, force);
示例2: SetPrimParams
//.........这里部分代码省略.........
holesize = rules.GetVector3Item(idx++);
topshear = rules.GetVector3Item(idx++);
profilecut = rules.GetVector3Item(idx++);
taper_b = rules.GetVector3Item(idx++); // taper_a
revolutions = (float)rules.GetLSLFloatItem(idx++);
radiusoffset = (float)rules.GetLSLFloatItem(idx++);
skew = (float)rules.GetLSLFloatItem(idx++);
SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
revolutions, radiusoffset, skew, (byte)ProfileShape.EquilateralTriangle, (byte)Extrusion.Curve1);
break;
case (int)ScriptBaseClass.PRIM_TYPE_SCULPT:
if (remain < 2)
return;
string map = rules.Data[idx++].ToString();
face = (int)rules.GetLSLIntegerItem(idx++); // type
SetPrimitiveShapeParams(part, map, face, (byte)Extrusion.Curve1);
break;
}
break;
case (int)ScriptBaseClass.PRIM_TEXTURE:
if (remain < 5)
return;
face=(int)rules.GetLSLIntegerItem(idx++);
string tex=rules.Data[idx++].ToString();
LSL_Vector repeats=rules.GetVector3Item(idx++);
LSL_Vector offsets=rules.GetVector3Item(idx++);
double rotation=(double)rules.GetLSLFloatItem(idx++);
SetTexture(part, tex, face);
ScaleTexture(part, repeats.x, repeats.y, face);
OffsetTexture(part, offsets.x, offsets.y, face);
RotateTexture(part, rotation, face);
break;
case (int)ScriptBaseClass.PRIM_COLOR:
if (remain < 3)
return;
face=(int)rules.GetLSLIntegerItem(idx++);
LSL_Vector color=rules.GetVector3Item(idx++);
double alpha=(double)rules.GetLSLFloatItem(idx++);
part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
SetAlpha(part, alpha, face);
break;
case (int)ScriptBaseClass.PRIM_FLEXIBLE:
if (remain < 7)
return;
bool flexi = rules.GetLSLIntegerItem(idx++);
int softness = rules.GetLSLIntegerItem(idx++);
float gravity = (float)rules.GetLSLFloatItem(idx++);
float friction = (float)rules.GetLSLFloatItem(idx++);
float wind = (float)rules.GetLSLFloatItem(idx++);
float tension = (float)rules.GetLSLFloatItem(idx++);
LSL_Vector force = rules.GetVector3Item(idx++);
SetFlexi(part, flexi, softness, gravity, friction, wind, tension, force);
示例3: SetPrimParams
//.........这里部分代码省略.........
LSL_Vector repeats;
LSL_Vector offsets;
double rotation;
tex = rules.Data[idx++].ToString();
try
{
repeats = rules.GetVector3Item(idx++);
}
catch(InvalidCastException)
{
Error(originFunc, string.Format("Error running rule #{0} -> PRIM_TEXTURE: arg #{1} - parameter 3 must be vector", rulesParsed, idx - idxStart - 1));
return new LSL_List();
}
try
{
offsets = rules.GetVector3Item(idx++);
}
catch(InvalidCastException)
{
Error(originFunc, string.Format("Error running rule #{0} -> PRIM_TEXTURE: arg #{1} - parameter 4 must be vector", rulesParsed, idx - idxStart - 1));
return new LSL_List();
}
try
{
rotation = (double)rules.GetLSLFloatItem(idx++);
}
catch(InvalidCastException)
{
Error(originFunc, string.Format("Error running rule #{0} -> PRIM_TEXTURE: arg #{1} - parameter 5 must be float", rulesParsed, idx - idxStart - 1));
return new LSL_List();
}
SetTexture(part, tex, face);
ScaleTexture(part, repeats.x, repeats.y, face);
OffsetTexture(part, offsets.x, offsets.y, face);
RotateTexture(part, rotation, face);
break;
case ScriptBaseClass.PRIM_COLOR:
if (remain < 3)
return new LSL_List();
LSL_Vector color;
double alpha;
try
{
face = (int)rules.GetLSLIntegerItem(idx++);
}
catch(InvalidCastException)
{
Error(originFunc, string.Format("Error running rule #{0} -> PRIM_COLOR: arg #{1} - parameter 2 must be integer", rulesParsed, idx - idxStart - 1));
return new LSL_List();
}
try
{
color = rules.GetVector3Item(idx++);
}
catch(InvalidCastException)
{
Error(originFunc, string.Format("Error running rule #{0} -> PRIM_COLOR: arg #{1} - parameter 3 must be vector", rulesParsed, idx - idxStart - 1));
return new LSL_List();
}
try