OpenSim.Region.Framework.Scenes.SceneObjectPart.ScriptSetPhantomStatus C# (CSharp) Method

ScriptSetPhantomStatus() public method

public ScriptSetPhantomStatus ( bool Phantom ) : void
Phantom bool
return void
        public void ScriptSetPhantomStatus(bool Phantom)
        {
            if (m_parentGroup != null)
            {
                m_parentGroup.ScriptSetPhantomStatus(Phantom);
            }
        }

Usage Example

コード例 #1
0
ファイル: LSL_Api.cs プロジェクト: BackupTheBerlios/seleon
        protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
        {
            int idx = 0;

            while (idx < rules.Length)
            {
                int code = rules.GetLSLIntegerItem(idx++);

                int remain = rules.Length - idx;

                int face;
                LSL_Vector v;

                switch (code)
                {
                    case (int)ScriptBaseClass.PRIM_POSITION:
                        if (remain < 1)
                            return;

                        v=rules.GetVector3Item(idx++);
                        SetPos(part, v);

                        break;
                    case (int)ScriptBaseClass.PRIM_SIZE:
                        if (remain < 1)
                            return;

                        v=rules.GetVector3Item(idx++);
                        SetScale(part, v);

                        break;
                    case (int)ScriptBaseClass.PRIM_ROTATION:
                        if (remain < 1)
                            return;

                        LSL_Rotation q = rules.GetQuaternionItem(idx++);
                        // try to let this work as in SL...
                        if (part.ParentID == 0)
                        {
                            // special case: If we are root, rotate complete SOG to new rotation
                            SetRot(part, Rot2Quaternion(q));
                        }
                        else
                        {
                            // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
                            SceneObjectGroup group = part.ParentGroup;
                            if (group != null) // a bit paranoid, maybe
                            {
                                SceneObjectPart rootPart = group.RootPart;
                                if (rootPart != null) // again, better safe than sorry
                                {
                                    SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q));
                                }
                            }
                        }

                        break;

                    case (int)ScriptBaseClass.PRIM_TYPE:
                        if (remain < 3)
                            return;

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

                        remain = rules.Length - idx;
                        float hollow;
                        LSL_Vector twist;
                        LSL_Vector taper_b;
                        LSL_Vector topshear;
                        float revolutions;
                        float radiusoffset;
                        float skew;
                        LSL_Vector holesize;
                        LSL_Vector profilecut;

                        switch (code)
                        {
                            case (int)ScriptBaseClass.PRIM_TYPE_BOX:
                                if (remain < 6)
                                    return;

                                face = (int)rules.GetLSLIntegerItem(idx++);
                                v = rules.GetVector3Item(idx++); // cut
                                hollow = (float)rules.GetLSLFloatItem(idx++);
                                twist = rules.GetVector3Item(idx++);
                                taper_b = rules.GetVector3Item(idx++);
                                topshear = rules.GetVector3Item(idx++);

                                part.Shape.PathCurve = (byte)Extrusion.Straight;
                                SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear, 1);
                                break;

                            case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER:
                                if (remain < 6)
                                    return;

                                face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                                v = rules.GetVector3Item(idx++); // cut
                                hollow = (float)rules.GetLSLFloatItem(idx++);
                                twist = rules.GetVector3Item(idx++);
                                taper_b = rules.GetVector3Item(idx++);
                                topshear = rules.GetVector3Item(idx++);
                                part.Shape.ProfileShape = ProfileShape.Circle;
                                part.Shape.PathCurve = (byte)Extrusion.Straight;
                                SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear, 0);
                                break;

                            case (int)ScriptBaseClass.PRIM_TYPE_PRISM:
                                if (remain < 6)
                                    return;

                                face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                                v = rules.GetVector3Item(idx++); //cut
                                hollow = (float)rules.GetLSLFloatItem(idx++);
                                twist = rules.GetVector3Item(idx++);
                                taper_b = rules.GetVector3Item(idx++);
                                topshear = rules.GetVector3Item(idx++);
                                part.Shape.PathCurve = (byte)Extrusion.Straight;
                                SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, topshear, 3);
                                break;

                            case (int)ScriptBaseClass.PRIM_TYPE_SPHERE:
                                if (remain < 5)
                                    return;

                                face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                                v = rules.GetVector3Item(idx++); // cut
                                hollow = (float)rules.GetLSLFloatItem(idx++);
                                twist = rules.GetVector3Item(idx++);
                                taper_b = rules.GetVector3Item(idx++); // dimple
                                part.Shape.PathCurve = (byte)Extrusion.Curve1;
                                SetPrimitiveShapeParams(part, face, v, hollow, twist, taper_b, 5);
                                break;

                            case (int)ScriptBaseClass.PRIM_TYPE_TORUS:
                                if (remain < 11)
                                    return;

                                face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                                v = rules.GetVector3Item(idx++); //cut
                                hollow = (float)rules.GetLSLFloatItem(idx++);
                                twist = rules.GetVector3Item(idx++);
                                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++);
                                part.Shape.PathCurve = (byte)Extrusion.Curve1;
                                SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
                                                        revolutions, radiusoffset, skew, 0);
                                break;

                            case (int)ScriptBaseClass.PRIM_TYPE_TUBE:
                                if (remain < 11)
                                    return;

                                face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                                v = rules.GetVector3Item(idx++); //cut
                                hollow = (float)rules.GetLSLFloatItem(idx++);
                                twist = rules.GetVector3Item(idx++);
                                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++);
                                part.Shape.PathCurve = (byte)Extrusion.Curve1;
                                SetPrimitiveShapeParams(part, face, v, hollow, twist, holesize, topshear, profilecut, taper_b,
                                                        revolutions, radiusoffset, skew, 1);
                                break;

                            case (int)ScriptBaseClass.PRIM_TYPE_RING:
                                if (remain < 11)
                                    return;

                                face = (int)rules.GetLSLIntegerItem(idx++); // holeshape
                                v = rules.GetVector3Item(idx++); //cut
                                hollow = (float)rules.GetLSLFloatItem(idx++);
                                twist = rules.GetVector3Item(idx++);
                                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++);
                                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);

                        break;

                    case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
                        if (remain < 5)
                            return;
                        bool light = rules.GetLSLIntegerItem(idx++);
                        LSL_Vector lightcolor = rules.GetVector3Item(idx++);
                        float intensity = (float)rules.GetLSLFloatItem(idx++);
                        float radius = (float)rules.GetLSLFloatItem(idx++);
                        float falloff = (float)rules.GetLSLFloatItem(idx++);

                        SetPointLight(part, light, lightcolor, intensity, radius, falloff);

                        break;

                    case (int)ScriptBaseClass.PRIM_GLOW:
                        if (remain < 2)
                            return;
                        face = rules.GetLSLIntegerItem(idx++);
                        float glow = (float)rules.GetLSLFloatItem(idx++);

                        SetGlow(part, face, glow);

                        break;

                    case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
                        if (remain < 3)
                            return;
                        face = (int)rules.GetLSLIntegerItem(idx++);
                        int shiny = (int)rules.GetLSLIntegerItem(idx++);
                        Bumpiness bump = (Bumpiness)Convert.ToByte((int)rules.GetLSLIntegerItem(idx++));

                        SetShiny(part, face, shiny, bump);

                        break;

                     case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
                         if (remain < 2)
                             return;
                         face = rules.GetLSLIntegerItem(idx++);
                         bool st = rules.GetLSLIntegerItem(idx++);
                         SetFullBright(part, face , st);
                         break;

                     case (int)ScriptBaseClass.PRIM_MATERIAL:
                         if (remain < 1)
                             return;
                         int mat = rules.GetLSLIntegerItem(idx++);
                         if (mat < 0 || mat > 7)
                             return;

                         part.Material = Convert.ToByte(mat);
                         break;

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

                         string ph = rules.Data[idx++].ToString();
                         bool phantom;

                         if (ph.Equals("1"))
                             phantom = true;
                         else
                             phantom = false;

                         part.ScriptSetPhantomStatus(phantom);
                         break;

                     case (int)ScriptBaseClass.PRIM_PHYSICS:
                        if (remain < 1)
                             return;
                         string phy = rules.Data[idx++].ToString();
                         bool physics;

                         if (phy.Equals("1"))
                             physics = true;
                         else
                             physics = false;

                         part.ScriptSetPhysicsStatus(physics);
                         break;

                    case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
                        if (remain < 1)
                            return;
                        string temp = rules.Data[idx++].ToString();
                        bool tempOnRez;

                        if (temp.Equals("1"))
                            tempOnRez = true;
                        else
                            tempOnRez = false;

                        part.ScriptSetTemporaryStatus(tempOnRez);
                        break;

                    case (int)ScriptBaseClass.PRIM_TEXGEN:
                        if (remain < 2)
                            return;
                            //face,type
                        face = rules.GetLSLIntegerItem(idx++);
                        int style = rules.GetLSLIntegerItem(idx++);
                        SetTexGen(part, face, style);
                        break;
                    case (int)ScriptBaseClass.PRIM_TEXT:
                        if (remain < 3)
                            return;
                        string primText = rules.GetLSLStringItem(idx++);
                        LSL_Vector primTextColor = rules.GetVector3Item(idx++);
                        LSL_Float primTextAlpha = rules.GetLSLFloatItem(idx++);
                        Vector3 av3 = new Vector3(Util.Clip((float)primTextColor.x, 0.0f, 1.0f),
                                      Util.Clip((float)primTextColor.y, 0.0f, 1.0f),
                                      Util.Clip((float)primTextColor.z, 0.0f, 1.0f));
                        part.SetText(primText, av3, Util.Clip((float)primTextAlpha, 0.0f, 1.0f));

                        break;
                    case (int)ScriptBaseClass.PRIM_NAME:
                        if (remain < 1)
                            return;
                        string primName = rules.GetLSLStringItem(idx++);
                        part.Name = primName;
                        break;
                    case (int)ScriptBaseClass.PRIM_DESC:
                        if (remain < 1)
                            return;
                        string primDesc = rules.GetLSLStringItem(idx++);
                        part.Description = primDesc;
                        break;
                    case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
                        if (remain < 1)
                            return;
                        LSL_Rotation lr = rules.GetQuaternionItem(idx++);
                        SetRot(part, Rot2Quaternion(lr));
                        break;
                }
            }
        }
SceneObjectPart