acting on feedback from justincc
parent
e3453dd9ca
commit
423101b425
|
@ -421,15 +421,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
return LSL_Vector.Norm(v);
|
return LSL_Vector.Norm(v);
|
||||||
}
|
}
|
||||||
|
|
||||||
public LSL_Float llVecDist(LSL_Vector a, LSL_Vector b)
|
private double vecDist(LSL_Vector a, LSL_Vector b)
|
||||||
{
|
{
|
||||||
m_host.AddScriptLPS(1);
|
|
||||||
double dx = a.x - b.x;
|
double dx = a.x - b.x;
|
||||||
double dy = a.y - b.y;
|
double dy = a.y - b.y;
|
||||||
double dz = a.z - b.z;
|
double dz = a.z - b.z;
|
||||||
return Math.Sqrt(dx * dx + dy * dy + dz * dz);
|
return Math.Sqrt(dx * dx + dy * dy + dz * dz);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public LSL_Float llVecDist(LSL_Vector a, LSL_Vector b)
|
||||||
|
{
|
||||||
|
m_host.AddScriptLPS(1);
|
||||||
|
return vecDist(a, b);
|
||||||
|
}
|
||||||
|
|
||||||
//Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
|
//Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -1242,6 +1247,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private bool isPhysical(){
|
||||||
|
return ((m_host.GetEffectiveObjectFlags() & (uint)PrimFlags.Physics) == (uint)PrimFlags.Physics);
|
||||||
|
}
|
||||||
|
|
||||||
public LSL_Integer llGetStatus(int status)
|
public LSL_Integer llGetStatus(int status)
|
||||||
{
|
{
|
||||||
m_host.AddScriptLPS(1);
|
m_host.AddScriptLPS(1);
|
||||||
|
@ -1249,11 +1258,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
switch (status)
|
switch (status)
|
||||||
{
|
{
|
||||||
case ScriptBaseClass.STATUS_PHYSICS:
|
case ScriptBaseClass.STATUS_PHYSICS:
|
||||||
if ((m_host.GetEffectiveObjectFlags() & (uint)PrimFlags.Physics) == (uint)PrimFlags.Physics)
|
return isPhysical() ? 1 : 0;
|
||||||
{
|
|
||||||
return 1;
|
|
||||||
}
|
|
||||||
return 0;
|
|
||||||
|
|
||||||
case ScriptBaseClass.STATUS_PHANTOM:
|
case ScriptBaseClass.STATUS_PHANTOM:
|
||||||
if ((m_host.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) == (uint)PrimFlags.Phantom)
|
if ((m_host.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) == (uint)PrimFlags.Phantom)
|
||||||
|
@ -1943,17 +1948,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
// END WORK AROUND
|
// END WORK AROUND
|
||||||
else{
|
else if ( // this is not part of the workaround if-block because it's not related to the workaround.
|
||||||
LSL_List parcelID = new LSL_List(ScriptBaseClass.PARCEL_DETAILS_ID);
|
isPhysical() ||
|
||||||
Vector3 objectPos = m_host.ParentGroup.RootPart.AbsolutePosition;
|
|
||||||
string parcelA = llGetParcelDetails(new LSL_Vector(objectPos.X, objectPos.X, objectPos.X), parcelID).Data[0].ToString();
|
|
||||||
string parcelB = llGetParcelDetails(pos, parcelID).Data[0].ToString();
|
|
||||||
bool sameParcel = parcelA == parcelB;
|
|
||||||
int objectPrimCount = m_host.ParentGroup.PrimCount;
|
|
||||||
LSL_Integer destParcelPrimCount = llGetParcelPrimCount(pos, ScriptBaseClass.PARCEL_COUNT_TOTAL, 0);
|
|
||||||
LSL_Integer max = llGetParcelMaxPrims(pos, 0);
|
|
||||||
if (
|
|
||||||
llGetStatus((int)PrimFlags.Physics) == 1 || // return FALSE if physical.
|
|
||||||
m_host.ParentGroup.IsAttachment || // return FALSE if attachment
|
m_host.ParentGroup.IsAttachment || // return FALSE if attachment
|
||||||
(
|
(
|
||||||
pos.x < -10.0 || // return FALSE if more than 10 meters into a west-adjacent region.
|
pos.x < -10.0 || // return FALSE if more than 10 meters into a west-adjacent region.
|
||||||
|
@ -1961,24 +1957,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
pos.y < -10.0 || // return FALSE if more than 10 meters into a south-adjacent region.
|
pos.y < -10.0 || // return FALSE if more than 10 meters into a south-adjacent region.
|
||||||
pos.y > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a north-adjacent region.
|
pos.y > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a north-adjacent region.
|
||||||
pos.z > 4096 // return FALSE if altitude than 4096m
|
pos.z > 4096 // return FALSE if altitude than 4096m
|
||||||
) ||
|
|
||||||
// BEGIN RELIANCE ON WORK AROUND
|
|
||||||
// this check will only work if pos is within the region bounds.
|
|
||||||
(
|
|
||||||
!sameParcel && // if it's moving within the same parcel we do not need to check if the destination parcel will exceed capacity if the object is moved.
|
|
||||||
(destParcelPrimCount + objectPrimCount) > max
|
|
||||||
)
|
)
|
||||||
// END RELIANCE ON WORK-AROUND
|
)
|
||||||
){
|
{
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// if we reach this point, then the object is not physical, it's not an attachment, and the destination is within the valid range.
|
||||||
|
// this could possibly be done in the above else-if block, but we're doing the check here to keep the code easier to read.
|
||||||
|
|
||||||
|
Vector3 objectPos = m_host.ParentGroup.RootPart.AbsolutePosition;
|
||||||
|
LandData here = World.GetLandData((float)objectPos.X, (float)objectPos.Y);
|
||||||
|
LandData there = World.GetLandData((float)pos.x, (float)pos.y);
|
||||||
|
|
||||||
|
// we're only checking prim limits if it's moving to a different parcel under the assumption that if the object got onto the parcel without exceeding the prim limits.
|
||||||
|
|
||||||
|
bool sameParcel = here.GlobalID == there.GlobalID;
|
||||||
|
|
||||||
|
if (!sameParcel && !World.Permissions.CanRezObject(m_host.ParentGroup.PrimCount, m_host.ParentGroup.OwnerID, new Vector3((float)pos.x, (float)pos.y, (float)pos.z)))
|
||||||
|
{
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
SetPos(m_host.ParentGroup.RootPart, pos, false);
|
SetPos(m_host.ParentGroup.RootPart, pos, false);
|
||||||
|
|
||||||
return llVecDist(pos, llGetRootPosition()) <= 0.1 ? 1 : 0;
|
return vecDist(pos, llGetRootPosition()) <= 0.1 ? 1 : 0;
|
||||||
}
|
|
||||||
|
|
||||||
return 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
|
// Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
|
||||||
|
|
Loading…
Reference in New Issue