From 28961dd1cfc21a90510faa33af6d3c1c6f8bc0af Mon Sep 17 00:00:00 2001 From: Micheil Merlin Date: Sun, 4 Sep 2011 12:21:29 -0500 Subject: [PATCH] llSetPrimitiveParams Prim type params precision errors --- .../Shared/Api/Implementation/LSL_Api.cs | 76 ++++++++++++++----- .../ScriptEngine/Shared/Tests/LSL_ApiTest.cs | 58 ++++++++------ 2 files changed, 90 insertions(+), 44 deletions(-) diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 88e884dabc..cf8517d8b0 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -6570,6 +6570,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) { + float tempFloat; // Use in float expressions below to avoid byte cast precision issues. ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && @@ -6651,8 +6652,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { twist.y = 1.0f; } - shapeBlock.PathTwistBegin = (sbyte)(100 * twist.x); - shapeBlock.PathTwist = (sbyte)(100 * twist.y); + // A fairly large precision error occurs for some calculations, + // if a float or double is directly cast to a byte or sbyte + // variable, in both .Net and Mono. In .Net, coding + // "(sbyte)(float)(some expression)" corrects the precision + // errors. But this does not work for Mono. This longer coding + // form of creating a tempoary float variable from the + // expression first, then casting that variable to a byte or + // sbyte, works for both .Net and Mono. These types of + // assignments occur in SetPrimtiveBlockShapeParams and + // SetPrimitiveShapeParams in support of llSetPrimitiveParams. + tempFloat = (float)(100.0d * twist.x); + shapeBlock.PathTwistBegin = (sbyte)tempFloat; + tempFloat = (float)(100.0d * twist.y); + shapeBlock.PathTwist = (sbyte)tempFloat; shapeBlock.ObjectLocalID = part.LocalId; @@ -6663,6 +6676,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // Prim type box, cylinder and prism. protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte profileshape, byte pathcurve) { + float tempFloat; // Use in float expressions below to avoid byte cast precision issues. ObjectShapePacket.ObjectDataBlock shapeBlock; shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); @@ -6683,8 +6697,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { taper_b.y = 2f; } - shapeBlock.PathScaleX = (byte)(100 * (2.0 - taper_b.x)); - shapeBlock.PathScaleY = (byte)(100 * (2.0 - taper_b.y)); + tempFloat = (float)(100.0d * (2.0d - taper_b.x)); + shapeBlock.PathScaleX = (byte)tempFloat; + tempFloat = (float)(100.0d * (2.0d - taper_b.y)); + shapeBlock.PathScaleY = (byte)tempFloat; if (topshear.x < -0.5f) { topshear.x = -0.5f; @@ -6701,8 +6717,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { topshear.y = 0.5f; } - shapeBlock.PathShearX = (byte)(100 * topshear.x); - shapeBlock.PathShearY = (byte)(100 * topshear.y); + tempFloat = (float)(100.0d * topshear.x); + shapeBlock.PathShearX = (byte)tempFloat; + tempFloat = (float)(100.0d * topshear.y); + shapeBlock.PathShearY = (byte)tempFloat; part.Shape.SculptEntry = false; part.UpdateShape(shapeBlock); @@ -6752,6 +6770,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // Prim type torus, tube and ring. protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte profileshape, byte pathcurve) { + float tempFloat; // Use in float expressions below to avoid byte cast precision issues. ObjectShapePacket.ObjectDataBlock shapeBlock; shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); @@ -6776,8 +6795,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { holesize.y = 0.5f; } - shapeBlock.PathScaleX = (byte)(100 * (2 - holesize.x)); - shapeBlock.PathScaleY = (byte)(100 * (2 - holesize.y)); + tempFloat = (float)(100.0d * (2.0d - holesize.x)); + shapeBlock.PathScaleX = (byte)tempFloat; + tempFloat = (float)(100.0d * (2.0d - holesize.y)); + shapeBlock.PathScaleY = (byte)tempFloat; if (topshear.x < -0.5f) { topshear.x = -0.5f; @@ -6794,8 +6815,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { topshear.y = 0.5f; } - shapeBlock.PathShearX = (byte)(100 * topshear.x); - shapeBlock.PathShearY = (byte)(100 * topshear.y); + tempFloat = (float)(100.0d * topshear.x); + shapeBlock.PathShearX = (byte)tempFloat; + tempFloat = (float)(100.0d * topshear.y); + shapeBlock.PathShearY = (byte)tempFloat; if (profilecut.x < 0f) { profilecut.x = 0f; @@ -6839,8 +6862,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { taper_a.y = 1f; } - shapeBlock.PathTaperX = (sbyte)(100 * taper_a.x); - shapeBlock.PathTaperY = (sbyte)(100 * taper_a.y); + tempFloat = (float)(100.0d * taper_a.x); + shapeBlock.PathTaperX = (sbyte)tempFloat; + tempFloat = (float)(100.0d * taper_a.y); + shapeBlock.PathTaperY = (sbyte)tempFloat; if (revolutions < 1f) { revolutions = 1f; @@ -6849,7 +6874,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { revolutions = 4f; } - shapeBlock.PathRevolutions = (byte)(66.666667 * (revolutions - 1.0)); + tempFloat = 66.66667f * (revolutions - 1.0f); + shapeBlock.PathRevolutions = (byte)tempFloat; // limits on radiusoffset depend on revolutions and hole size (how?) seems like the maximum range is 0 to 1 if (radiusoffset < 0f) { @@ -6859,7 +6885,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { radiusoffset = 1f; } - shapeBlock.PathRadiusOffset = (sbyte)(100 * radiusoffset); + tempFloat = 100.0f * radiusoffset; + shapeBlock.PathRadiusOffset = (sbyte)tempFloat; if (skew < -0.95f) { skew = -0.95f; @@ -6868,7 +6895,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { skew = 0.95f; } - shapeBlock.PathSkew = (sbyte)(100 * skew); + tempFloat = 100.0f * skew; + shapeBlock.PathSkew = (sbyte)tempFloat; part.Shape.SculptEntry = false; part.UpdateShape(shapeBlock); @@ -7681,10 +7709,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api res.Add(new LSL_Vector(Shape.PathTaperX / 100.0, Shape.PathTaperY / 100.0, 0)); // float revolutions - res.Add(new LSL_Float((Shape.PathRevolutions * 0.015) + 1.0)); // Slightly inaccurate, because an unsigned - // byte is being used to represent the entire - // range of floating-point values from 1.0 - // through 4.0 (which is how SL does it). + res.Add(new LSL_Float(Math.Round(Shape.PathRevolutions * 0.015d, 2, MidpointRounding.AwayFromZero)) + 1.0d); + // Slightly inaccurate, because an unsigned byte is being used to represent + // the entire range of floating-point values from 1.0 through 4.0 (which is how + // SL does it). + // + // Using these formulas to store and retrieve PathRevolutions, it is not + // possible to use all values between 1.00 and 4.00. For instance, you can't + // represent 1.10. You can represent 1.09 and 1.11, but not 1.10. So, if you + // use llSetPrimitiveParams to set revolutions to 1.10 and then retreive them + // with llGetPrimitiveParams, you'll retrieve 1.09. You can also see a similar + // behavior in the viewer as you cannot set 1.10. The viewer jumps to 1.11. + // In SL, llSetPrimitveParams and llGetPrimitiveParams can set and get a value + // such as 1.10. So, SL must store and retreive the actual user input rather + // than only storing the encoded value. // float radiusoffset res.Add(new LSL_Float(Shape.PathRadiusOffset / 100.0)); diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs index 8cd1e84623..0cbad418bd 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs @@ -49,7 +49,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests private const double ANGLE_ACCURACY_IN_RADIANS = 1E-6; private const double VECTOR_COMPONENT_ACCURACY = 0.0000005d; - private const double FLOAT_ACCURACY = 0.00005d; + private const float FLOAT_ACCURACY = 0.00005f; private LSL_Api m_lslApi; [SetUp] @@ -194,10 +194,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests ScriptBaseClass.PRIM_TYPE_SPHERE, // Prim type ScriptBaseClass.PRIM_HOLE_DEFAULT, // Prim hole type new LSL_Types.Vector3(0.0d, 0.075d, 0.0d), // Prim cut - 0.80d, // Prim hollow + 0.80f, // Prim hollow new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist new LSL_Types.Vector3(0.32d, 0.76d, 0.0d), // Prim dimple - 0.80d); // Prim hollow check + 0.80f); // Prim hollow check // Test a prism. CheckllSetPrimitiveParams( @@ -206,11 +206,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests ScriptBaseClass.PRIM_TYPE_PRISM, // Prim type ScriptBaseClass.PRIM_HOLE_CIRCLE, // Prim hole type new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut - 0.90d, // Prim hollow + 0.90f, // Prim hollow new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist new LSL_Types.Vector3(2.0d, 1.0d, 0.0d), // Prim taper new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear - 0.90d); // Prim hollow check + 0.90f); // Prim hollow check // Test a box. CheckllSetPrimitiveParams( @@ -219,11 +219,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests ScriptBaseClass.PRIM_TYPE_BOX, // Prim type ScriptBaseClass.PRIM_HOLE_TRIANGLE, // Prim hole type new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut - 0.95d, // Prim hollow + 0.95f, // Prim hollow new LSL_Types.Vector3(1.0d, 0.0d, 0.0d), // Prim twist new LSL_Types.Vector3(1.0d, 1.0d, 0.0d), // Prim taper new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear - 0.95d); // Prim hollow check + 0.95f); // Prim hollow check // Test a tube. CheckllSetPrimitiveParams( @@ -232,16 +232,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests ScriptBaseClass.PRIM_TYPE_TUBE, // Prim type ScriptBaseClass.PRIM_HOLE_SQUARE, // Prim hole type new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut - 0.00d, // Prim hollow + 0.00f, // Prim hollow new LSL_Types.Vector3(1.0d, -1.0d, 0.0d), // Prim twist - new LSL_Types.Vector3(1.0d, 0.5d, 0.0d), // Prim hole size - new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear + new LSL_Types.Vector3(1.0d, 0.05d, 0.0d), // Prim hole size + // Expression for y selected to test precision problems during byte + // cast in SetPrimitiveShapeParams. + new LSL_Types.Vector3(0.0d, 0.35d + 0.1d, 0.0d), // Prim shear new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim profile cut - new LSL_Types.Vector3(-1.0d, 1.0d, 0.0d), // Prim taper - 1.0d, // Prim revolutions - 1.0d, // Prim radius - 0.0d, // Prim skew - 0.00d); // Prim hollow check + // Expression for y selected to test precision problems during sbyte + // cast in SetPrimitiveShapeParams. + new LSL_Types.Vector3(-1.0d, 0.70d + 0.1d + 0.1d, 0.0d), // Prim taper + 1.11f, // Prim revolutions + 0.88f, // Prim radius + 0.95f, // Prim skew + 0.00f); // Prim hollow check // Test a prism. CheckllSetPrimitiveParams( @@ -250,11 +254,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests ScriptBaseClass.PRIM_TYPE_PRISM, // Prim type ScriptBaseClass.PRIM_HOLE_SQUARE, // Prim hole type new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut - 0.95d, // Prim hollow - new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist - new LSL_Types.Vector3(2.0d, 1.0d, 0.0d), // Prim taper + 0.95f, // Prim hollow + // Expression for x selected to test precision problems during sbyte + // cast in SetPrimitiveShapeBlockParams. + new LSL_Types.Vector3(0.7d + 0.2d, 0.0d, 0.0d), // Prim twist + // Expression for y selected to test precision problems during sbyte + // cast in SetPrimitiveShapeParams. + new LSL_Types.Vector3(2.0d, (1.3d + 0.1d), 0.0d), // Prim taper new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear - 0.70d); // Prim hollow check + 0.70f); // Prim hollow check // Test a sculpted prim. CheckllSetPrimitiveParams( @@ -268,8 +276,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests // Set prim params for a box, cylinder or prism and check results. public void CheckllSetPrimitiveParams(string primTest, LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut, - double primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primTaper, LSL_Types.Vector3 primShear, - double primHollowCheck) + float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primTaper, LSL_Types.Vector3 primShear, + float primHollowCheck) { // Set the prim params. m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize, @@ -297,7 +305,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests // Set prim params for a sphere and check results. public void CheckllSetPrimitiveParams(string primTest, LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut, - double primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primDimple, double primHollowCheck) + float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primDimple, float primHollowCheck) { // Set the prim params. m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize, @@ -324,9 +332,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests // Set prim params for a torus, tube or ring and check results. public void CheckllSetPrimitiveParams(string primTest, LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut, - double primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primHoleSize, + float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primHoleSize, LSL_Types.Vector3 primShear, LSL_Types.Vector3 primProfCut, LSL_Types.Vector3 primTaper, - double primRev, double primRadius, double primSkew, double primHollowCheck) + float primRev, float primRadius, float primSkew, float primHollowCheck) { // Set the prim params. m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize, @@ -353,7 +361,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests CheckllSetPrimitiveParamsVector(primProfCut, m_lslApi.llList2Vector(primParams, 8), primTest + " prim profile cut"); CheckllSetPrimitiveParamsVector(primTaper, m_lslApi.llList2Vector(primParams, 9), primTest + " prim taper"); Assert.AreEqual(primRev, m_lslApi.llList2Float(primParams, 10), FLOAT_ACCURACY, - "TestllSetPrimitiveParams " + primTest + " prim revolution fail"); + "TestllSetPrimitiveParams " + primTest + " prim revolutions fail"); Assert.AreEqual(primRadius, m_lslApi.llList2Float(primParams, 11), FLOAT_ACCURACY, "TestllSetPrimitiveParams " + primTest + " prim radius fail"); Assert.AreEqual(primSkew, m_lslApi.llList2Float(primParams, 12), FLOAT_ACCURACY,