本文整理匯總了C#中OpenSim.Region.Framework.Scenes.SceneObjectPart.UpdateOffSet方法的典型用法代碼示例。如果您正苦於以下問題:C# SceneObjectPart.UpdateOffSet方法的具體用法?C# SceneObjectPart.UpdateOffSet怎麽用?C# SceneObjectPart.UpdateOffSet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類OpenSim.Region.Framework.Scenes.SceneObjectPart
的用法示例。
在下文中一共展示了SceneObjectPart.UpdateOffSet方法的2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: SetPos
protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
{
// Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
LSL_Vector currentPos = GetPartLocalPos(part);
float ground = 0;
bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
ITerrainChannel heightmap = World.RequestModuleInterface<ITerrainChannel>();
if(heightmap != null)
ground = heightmap.GetNormalizedGroundHeight((float)targetPos.x, (float)targetPos.y);
if (part.ParentGroup == null)
{
if (ground != 0 && (targetPos.z < ground) && disable_underground_movement && m_host.AttachmentPoint == 0)
targetPos.z = ground;
LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos);
part.UpdateOffSet(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z));
}
else if (part.ParentGroup.RootPart == part)
{
SceneObjectGroup parent = part.ParentGroup;
if (!part.IsAttachment)
{
if (ground != 0 && (targetPos.z < ground) && disable_underground_movement)
targetPos.z = ground;
}
LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos);
parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z), true);
}
else
{
LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos);
part.FixOffsetPosition((new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z)),true);
SceneObjectGroup parent = part.ParentGroup;
parent.HasGroupChanged = true;
parent.ScheduleGroupTerseUpdate();
}
}
示例2: SetPos
protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
{
// Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
LSL_Vector currentPos = llGetLocalPos();
float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y);
bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
if (part.ParentGroup == null)
{
if ((targetPos.z < ground) && disable_underground_movement)
targetPos.z = ground;
LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos);
part.UpdateOffSet(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z));
}
else if (part.ParentGroup.RootPart == part)
{
if ((targetPos.z < ground) && disable_underground_movement)
targetPos.z = ground;
SceneObjectGroup parent = part.ParentGroup;
LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos);
parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z));
}
else
{
//it's late... i think this is right ?
if (llVecDist(new LSL_Vector(0,0,0), targetPos) <= 10.0f)
{
part.OffsetPosition = new Vector3((float)targetPos.x, (float)targetPos.y, (float)targetPos.z);
SceneObjectGroup parent = part.ParentGroup;
parent.HasGroupChanged = true;
parent.ScheduleGroupForTerseUpdate();
}
}
}