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C# SceneObjectPart.GetTextColor方法代碼示例

本文整理匯總了C#中OpenSim.Region.Framework.Scenes.SceneObjectPart.GetTextColor方法的典型用法代碼示例。如果您正苦於以下問題:C# SceneObjectPart.GetTextColor方法的具體用法?C# SceneObjectPart.GetTextColor怎麽用?C# SceneObjectPart.GetTextColor使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在OpenSim.Region.Framework.Scenes.SceneObjectPart的用法示例。


在下文中一共展示了SceneObjectPart.GetTextColor方法的3個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。

示例1: GetLinkPrimitiveParams


//.........這裏部分代碼省略.........
                if (code == (int)ScriptBaseClass.PRIM_FLEXIBLE)
                {
                    PrimitiveBaseShape shape = part.Shape;

                    if (shape.FlexiEntry)
                        res.Add(new LSL_Integer(1));              // active
                    else
                        res.Add(new LSL_Integer(0));
                    res.Add(new LSL_Integer(shape.FlexiSoftness));// softness
                    res.Add(new LSL_Float(shape.FlexiGravity));   // gravity
                    res.Add(new LSL_Float(shape.FlexiDrag));      // friction
                    res.Add(new LSL_Float(shape.FlexiWind));      // wind
                    res.Add(new LSL_Float(shape.FlexiTension));   // tension
                    res.Add(new LSL_Vector(shape.FlexiForceX,       // force
                                           shape.FlexiForceY,
                                           shape.FlexiForceZ));
                }

                if (code == (int)ScriptBaseClass.PRIM_TEXGEN)
                {
                    if (remain < 1)
                        return res;

                    face = (int)rules.GetLSLIntegerItem(idx++);
                    if (face == ScriptBaseClass.ALL_SIDES)
                    {
                        for (face = 0; face < GetNumberOfSides(part); face++)
                        {
                            MappingType texgen = tex.GetFace((uint)face).TexMapType;
                            // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc.
                            res.Add(new LSL_Integer((uint)texgen >> 1));
                        }
                    }
                    else
                    {
                        if (face >= 0 && face < GetNumberOfSides(part))
                        {
                            MappingType texgen = tex.GetFace((uint)face).TexMapType;
                            res.Add(new LSL_Integer((uint)texgen >> 1));
                        }
                    }
                }

                if (code == (int)ScriptBaseClass.PRIM_POINT_LIGHT)
                {
                    PrimitiveBaseShape shape = part.Shape;

                    if (shape.LightEntry)
                        res.Add(new LSL_Integer(1));              // active
                    else
                        res.Add(new LSL_Integer(0));
                    res.Add(new LSL_Vector(shape.LightColorR,       // color
                                           shape.LightColorG,
                                           shape.LightColorB));
                    res.Add(new LSL_Float(shape.LightIntensity)); // intensity
                    res.Add(new LSL_Float(shape.LightRadius));    // radius
                    res.Add(new LSL_Float(shape.LightFalloff));   // falloff
                }

                if (code == (int)ScriptBaseClass.PRIM_GLOW)
                {
                    if (remain < 1)
                        return res;

                    face = (int)rules.GetLSLIntegerItem(idx++);
                    if (face == ScriptBaseClass.ALL_SIDES)
                    {
                        for (face = 0; face < GetNumberOfSides(part); face++)
                        {
                            Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
                            res.Add(new LSL_Float(texface.Glow));
                        }
                    }
                    else
                    {
                        if (face >= 0 && face < GetNumberOfSides(part))
                        {
                            Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
                            res.Add(new LSL_Float(texface.Glow));
                        }
                    }
                }

                if (code == (int)ScriptBaseClass.PRIM_TEXT)
                {
                    Color4 textColor = part.GetTextColor();
                    res.Add(part.Text);
                    res.Add(new LSL_Vector(textColor.R,
                                           textColor.G,
                                           textColor.B));
                    res.Add(new LSL_Float(textColor.A));
                }
                if (code == (int)ScriptBaseClass.PRIM_ROT_LOCAL)
                {
                    Quaternion rtmp = part.RotationOffset;
                    res.Add(new LSL_Rotation(rtmp.X, rtmp.Y, rtmp.Z, rtmp.W));
                }
            }
            return res;
        }
開發者ID:mugginsm,項目名稱:Aurora-Sim,代碼行數:101,代碼來源:LSL_Api.cs

示例2: GetLinkPrimitiveParams


//.........這裏部分代碼省略.........
                        res.Add(new LSL_Integer(shape.FlexiSoftness));// softness
                        res.Add(new LSL_Float(shape.FlexiGravity));   // gravity
                        res.Add(new LSL_Float(shape.FlexiDrag));      // friction
                        res.Add(new LSL_Float(shape.FlexiWind));      // wind
                        res.Add(new LSL_Float(shape.FlexiTension));   // tension
                        res.Add(new LSL_Vector(shape.FlexiForceX,       // force
                                               shape.FlexiForceY,
                                               shape.FlexiForceZ));
                        break;

                    case (int)ScriptBaseClass.PRIM_TEXGEN:
                        if (remain < 1)
                            return res;

                        face=(int)rules.GetLSLIntegerItem(idx++);

                        tex = part.Shape.Textures;
                        if (face == ScriptBaseClass.ALL_SIDES)
                        {
                            for (face = 0; face < GetNumberOfSides(part); face++)
                            {
                                MappingType texgen = tex.GetFace((uint)face).TexMapType;
                                // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc.
                                res.Add(new LSL_Integer((uint)texgen >> 1));
                            }
                        }
                        else
                        {
                            if (face >= 0 && face < GetNumberOfSides(part))
                            {
                                MappingType texgen = tex.GetFace((uint)face).TexMapType;
                                res.Add(new LSL_Integer((uint)texgen >> 1));
                            }
                        }
                        break;

                    case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
                        shape = part.Shape;

                        if (shape.LightEntry)
                            res.Add(new LSL_Integer(1));              // active
                        else
                            res.Add(new LSL_Integer(0));
                        res.Add(new LSL_Vector(shape.LightColorR,       // color
                                               shape.LightColorG,
                                               shape.LightColorB));
                        res.Add(new LSL_Float(shape.LightIntensity)); // intensity
                        res.Add(new LSL_Float(shape.LightRadius));    // radius
                        res.Add(new LSL_Float(shape.LightFalloff));   // falloff
                        break;

                    case (int)ScriptBaseClass.PRIM_GLOW:
                        if (remain < 1)
                            return res;

                        face=(int)rules.GetLSLIntegerItem(idx++);

                        tex = part.Shape.Textures;
                        if (face == ScriptBaseClass.ALL_SIDES)
                        {
                            for (face = 0; face < GetNumberOfSides(part); face++)
                            {
                                Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
                                res.Add(new LSL_Float(texface.Glow));
                            }
                        }
                        else
                        {
                            if (face >= 0 && face < GetNumberOfSides(part))
                            {
                                Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
                                res.Add(new LSL_Float(texface.Glow));
                            }
                        }
                        break;

                    case (int)ScriptBaseClass.PRIM_TEXT:
                        Color4 textColor = part.GetTextColor();
                        res.Add(new LSL_String(part.Text));
                        res.Add(new LSL_Vector(textColor.R,
                                               textColor.G,
                                               textColor.B));
                        res.Add(new LSL_Float(textColor.A));
                        break;
                    case (int)ScriptBaseClass.PRIM_NAME:
                        res.Add(new LSL_String(part.Name));
                        break;
                    case (int)ScriptBaseClass.PRIM_DESC:
                        res.Add(new LSL_String(part.Description));
                        break;
                    case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
                        res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W));
                        break;
                    case (int)ScriptBaseClass.PRIM_POS_LOCAL:
                        res.Add(new LSL_Vector(GetPartLocalPos(part)));
                        break;
                }
            }
            return res;
        }
開發者ID:OpenPlex-Sim,項目名稱:opensim,代碼行數:101,代碼來源:LSL_Api.cs

示例3: GetPrimParams


//.........這裏部分代碼省略.........
                                {
                                    res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
                                }
                            }
                        }
                        else
                        {
                            if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
                            {
                                res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
                            }
                            else
                            {
                                res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
                            }
                        }
                        break;

                    case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
                        shape = part.Shape;

                        if (shape.LightEntry)
                            res.Add(new LSL_Integer(1));              // active
                        else
                            res.Add(new LSL_Integer(0));
                        res.Add(new LSL_Vector(shape.LightColorR,       // color
                                               shape.LightColorG,
                                               shape.LightColorB));
                        res.Add(new LSL_Float(shape.LightIntensity)); // intensity
                        res.Add(new LSL_Float(shape.LightRadius));    // radius
                        res.Add(new LSL_Float(shape.LightFalloff));   // falloff
                        break;

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

                        face = (int)rules.GetLSLIntegerItem(idx++);

                        tex = part.Shape.Textures;
                        float primglow;
                        if (face == ScriptBaseClass.ALL_SIDES)
                        {
                            for (face = 0; face < GetNumberOfSides(part); face++)
                            {
                                primglow = tex.GetFace((uint)face).Glow;
                                res.Add(new LSL_Float(primglow));
                            }
                        }
                        else
                        {
                            primglow = tex.GetFace((uint)face).Glow;
                            res.Add(new LSL_Float(primglow));
                        }
                        break;

                    case (int)ScriptBaseClass.PRIM_TEXT:
                        Color4 textColor = part.GetTextColor();
                        res.Add(new LSL_String(part.Text));
                        res.Add(new LSL_Vector(textColor.R,
                                               textColor.G,
                                               textColor.B));
                        res.Add(new LSL_Float(textColor.A));
                        break;

                    case (int)ScriptBaseClass.PRIM_NAME:
                        res.Add(new LSL_String(part.Name));
                        break;

                    case (int)ScriptBaseClass.PRIM_DESC:
                        res.Add(new LSL_String(part.Description));
                        break;
                    case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
                        res.Add(new LSL_Rotation(part.RotationOffset));
                        break;

                    case (int)ScriptBaseClass.PRIM_POS_LOCAL:
                        res.Add(new LSL_Vector(GetPartLocalPos(part)));
                        break;
                    case (int)ScriptBaseClass.PRIM_SLICE:
                        PrimType prim_type = part.GetPrimType();
                        bool useProfileBeginEnd = (prim_type == PrimType.SPHERE || prim_type == PrimType.TORUS || prim_type == PrimType.TUBE || prim_type == PrimType.RING);
                        res.Add(new LSL_Vector(
                            (useProfileBeginEnd ? part.Shape.ProfileBegin : part.Shape.PathBegin) / 50000.0,
                            1 - (useProfileBeginEnd ? part.Shape.ProfileEnd : part.Shape.PathEnd) / 50000.0,
                            0
                        ));
                        break;
                    case (int)ScriptBaseClass.PRIM_LINK_TARGET:

                        // TODO: Should be issuing a runtime script warning in this case.
                        if (remain < 2)
                            return new LSL_List();

                        return rules.GetSublist(idx, -1);
                }
            }

            return new LSL_List();
        }
開發者ID:TomDataworks,項目名稱:opensim,代碼行數:101,代碼來源:LSL_Api.cs


注:本文中的OpenSim.Region.Framework.Scenes.SceneObjectPart.GetTextColor方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。