acting on feedback from justincc

0.7.4.1
SignpostMarv 2012-07-14 01:14:00 +01:00 committed by Justin Clark-Casey (justincc)
parent e3453dd9ca
commit 423101b425
1 changed files with 44 additions and 41 deletions

View File

@ -421,15 +421,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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 dy = a.y - b.y;
double dz = a.z - b.z;
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
/// <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)
{
m_host.AddScriptLPS(1);
@ -1249,11 +1258,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
switch (status)
{
case ScriptBaseClass.STATUS_PHYSICS:
if ((m_host.GetEffectiveObjectFlags() & (uint)PrimFlags.Physics) == (uint)PrimFlags.Physics)
{
return 1;
}
return 0;
return isPhysical() ? 1 : 0;
case ScriptBaseClass.STATUS_PHANTOM:
if ((m_host.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) == (uint)PrimFlags.Phantom)
@ -1943,42 +1948,40 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return 0;
}
// END WORK AROUND
else{
LSL_List parcelID = new LSL_List(ScriptBaseClass.PARCEL_DETAILS_ID);
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
(
pos.x < -10.0 || // return FALSE if more than 10 meters into a west-adjacent region.
pos.x > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a east-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.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;
}
SetPos(m_host.ParentGroup.RootPart, pos, false);
return llVecDist(pos, llGetRootPosition()) <= 0.1 ? 1 : 0;
else if ( // this is not part of the workaround if-block because it's not related to the workaround.
isPhysical() ||
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 > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a east-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.z > 4096 // return FALSE if altitude than 4096m
)
)
{
return 0;
}
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;
}
SetPos(m_host.ParentGroup.RootPart, pos, false);
return vecDist(pos, llGetRootPosition()) <= 0.1 ? 1 : 0;
}
// Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)