Merge branch 'master' into careminster

Conflicts:
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
avinationmerge
Melanie 2012-07-16 21:32:10 +01:00
commit 7b9c4d2826
3 changed files with 275 additions and 207 deletions

View File

@ -111,6 +111,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
asset = assetService.GetCached(cacheID.ToString());
if (asset != null)
{
// m_log.DebugFormat(
// "[TERRAIN SPLAT]: Got asset service cached terrain texture {0} {1}", i, asset.ID);
try
{
using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
@ -129,6 +132,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
asset = assetService.Get(textureIDs[i].ToString());
if (asset != null)
{
// m_log.DebugFormat(
// "[TERRAIN SPLAT]: Got cached original JPEG2000 terrain texture {0} {1}", i, asset.ID);
try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); }
catch (Exception ex)
{
@ -137,15 +143,13 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
}
if (detailTexture[i] != null)
{
Bitmap bitmap = detailTexture[i];
{
// Make sure this texture is the correct size, otherwise resize
if (bitmap.Width != 256 || bitmap.Height != 256)
if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
{
using (Bitmap origBitmap = bitmap)
using (Bitmap origBitmap = detailTexture[i])
{
bitmap = ImageUtils.ResizeImage(origBitmap, 256, 256);
detailTexture[i] = ImageUtils.ResizeImage(origBitmap, 256, 256);
}
}
@ -153,7 +157,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
byte[] data;
using (System.IO.MemoryStream stream = new System.IO.MemoryStream())
{
bitmap.Save(stream, ImageFormat.Png);
detailTexture[i].Save(stream, ImageFormat.Png);
data = stream.ToArray();
}
@ -185,6 +189,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
{
if (detailTexture[i] == null)
{
// m_log.DebugFormat(
// "[TERRAIN SPLAT]: Generating solid colour for missing texture {0}", i);
// Create a solid color texture for this layer
detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
using (Graphics gfx = Graphics.FromImage(detailTexture[i]))

View File

@ -236,6 +236,13 @@ namespace PrimMesher
this.U = u;
this.V = v;
}
public UVCoord Flip()
{
this.U = 1.0f - this.U;
this.V = 1.0f - this.V;
return this;
}
}
public struct Face
@ -603,40 +610,40 @@ namespace PrimMesher
/// <summary>
/// generates a profile for extrusion
/// </summary>
internal class Profile
public class Profile
{
private const float twoPi = 2.0f * (float)Math.PI;
internal string errorMessage = null;
public string errorMessage = null;
internal List<Coord> coords;
internal List<Face> faces;
internal List<Coord> vertexNormals;
internal List<float> us;
internal List<UVCoord> faceUVs;
internal List<int> faceNumbers;
public List<Coord> coords;
public List<Face> faces;
public List<Coord> vertexNormals;
public List<float> us;
public List<UVCoord> faceUVs;
public List<int> faceNumbers;
// use these for making individual meshes for each prim face
internal List<int> outerCoordIndices = null;
internal List<int> hollowCoordIndices = null;
internal List<int> cut1CoordIndices = null;
internal List<int> cut2CoordIndices = null;
public List<int> outerCoordIndices = null;
public List<int> hollowCoordIndices = null;
public List<int> cut1CoordIndices = null;
public List<int> cut2CoordIndices = null;
internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f);
internal Coord cutNormal1 = new Coord();
internal Coord cutNormal2 = new Coord();
public Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f);
public Coord cutNormal1 = new Coord();
public Coord cutNormal2 = new Coord();
internal int numOuterVerts = 0;
internal int numHollowVerts = 0;
public int numOuterVerts = 0;
public int numHollowVerts = 0;
internal int outerFaceNumber = -1;
internal int hollowFaceNumber = -1;
public int outerFaceNumber = -1;
public int hollowFaceNumber = -1;
internal bool calcVertexNormals = false;
internal int bottomFaceNumber = 0;
internal int numPrimFaces = 0;
public bool calcVertexNormals = false;
public int bottomFaceNumber = 0;
public int numPrimFaces = 0;
internal Profile()
public Profile()
{
this.coords = new List<Coord>();
this.faces = new List<Face>();
@ -646,7 +653,7 @@ namespace PrimMesher
this.faceNumbers = new List<int>();
}
internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals)
public Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals)
{
this.calcVertexNormals = calcVertexNormals;
this.coords = new List<Coord>();
@ -657,7 +664,6 @@ namespace PrimMesher
this.faceNumbers = new List<int>();
Coord center = new Coord(0.0f, 0.0f, 0.0f);
//bool hasCenter = false;
List<Coord> hollowCoords = new List<Coord>();
List<Coord> hollowNormals = new List<Coord>();
@ -682,8 +688,8 @@ namespace PrimMesher
float yScale = 0.5f;
if (sides == 4) // corners of a square are sqrt(2) from center
{
xScale = 0.707f;
yScale = 0.707f;
xScale = 0.707107f;
yScale = 0.707107f;
}
float startAngle = profileStart * twoPi;
@ -724,7 +730,6 @@ namespace PrimMesher
else if (!simpleFace)
{
this.coords.Add(center);
//hasCenter = true;
if (this.calcVertexNormals)
this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f));
this.us.Add(0.0f);
@ -752,7 +757,10 @@ namespace PrimMesher
else
hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
hollowUs.Add(angle.angle * hollow);
if (hollowSides == 4)
hollowUs.Add(angle.angle * hollow * 0.707107f);
else
hollowUs.Add(angle.angle * hollow);
}
}
}
@ -829,9 +837,6 @@ namespace PrimMesher
if (createFaces)
{
//int numOuterVerts = this.coords.Count;
//numOuterVerts = this.coords.Count;
//int numHollowVerts = hollowCoords.Count;
int numTotalVerts = this.numOuterVerts + this.numHollowVerts;
if (this.numOuterVerts == this.numHollowVerts)
@ -993,11 +998,7 @@ namespace PrimMesher
if (startVert > 0)
this.faceNumbers.Add(-1);
for (int i = 0; i < this.numOuterVerts - 1; i++)
//this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum);
this.faceNumbers.Add(sides < 5 && i < sides ? faceNum++ : faceNum);
//if (!hasHollow && !hasProfileCut)
// this.bottomFaceNumber = faceNum++;
this.faceNumbers.Add(sides < 5 && i <= sides ? faceNum++ : faceNum);
this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++);
@ -1014,8 +1015,7 @@ namespace PrimMesher
this.hollowFaceNumber = faceNum++;
}
//if (hasProfileCut || hasHollow)
// this.bottomFaceNumber = faceNum++;
this.bottomFaceNumber = faceNum++;
if (hasHollow && hasProfileCut)
@ -1030,19 +1030,19 @@ namespace PrimMesher
}
internal void MakeFaceUVs()
public void MakeFaceUVs()
{
this.faceUVs = new List<UVCoord>();
foreach (Coord c in this.coords)
this.faceUVs.Add(new UVCoord(0.5f + c.X, 0.5f - c.Y));
this.faceUVs.Add(new UVCoord(1.0f - (0.5f + c.X), 1.0f - (0.5f - c.Y)));
}
internal Profile Copy()
public Profile Copy()
{
return this.Copy(true);
}
internal Profile Copy(bool needFaces)
public Profile Copy(bool needFaces)
{
Profile copy = new Profile();
@ -1071,12 +1071,12 @@ namespace PrimMesher
return copy;
}
internal void AddPos(Coord v)
public void AddPos(Coord v)
{
this.AddPos(v.X, v.Y, v.Z);
}
internal void AddPos(float x, float y, float z)
public void AddPos(float x, float y, float z)
{
int i;
int numVerts = this.coords.Count;
@ -1092,7 +1092,7 @@ namespace PrimMesher
}
}
internal void AddRot(Quat q)
public void AddRot(Quat q)
{
int i;
int numVerts = this.coords.Count;
@ -1113,7 +1113,7 @@ namespace PrimMesher
}
}
internal void Scale(float x, float y)
public void Scale(float x, float y)
{
int i;
int numVerts = this.coords.Count;
@ -1131,7 +1131,7 @@ namespace PrimMesher
/// <summary>
/// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices
/// </summary>
internal void FlipNormals()
public void FlipNormals()
{
int i;
int numFaces = this.faces.Count;
@ -1171,7 +1171,7 @@ namespace PrimMesher
}
}
internal void AddValue2FaceVertexIndices(int num)
public void AddValue2FaceVertexIndices(int num)
{
int numFaces = this.faces.Count;
Face tmpFace;
@ -1186,7 +1186,7 @@ namespace PrimMesher
}
}
internal void AddValue2FaceNormalIndices(int num)
public void AddValue2FaceNormalIndices(int num)
{
if (this.calcVertexNormals)
{
@ -1204,7 +1204,7 @@ namespace PrimMesher
}
}
internal void DumpRaw(String path, String name, String title)
public void DumpRaw(String path, String name, String title)
{
if (path == null)
return;
@ -1261,6 +1261,15 @@ namespace PrimMesher
public void Create(PathType pathType, int steps)
{
if (this.taperX > 0.999f)
this.taperX = 0.999f;
if (this.taperX < -0.999f)
this.taperX = -0.999f;
if (this.taperY > 0.999f)
this.taperY = 0.999f;
if (this.taperY < -0.999f)
this.taperY = -0.999f;
if (pathType == PathType.Linear || pathType == PathType.Flexible)
{
int step = 0;
@ -1273,12 +1282,12 @@ namespace PrimMesher
float start = -0.5f;
float stepSize = length / (float)steps;
float percentOfPathMultiplier = stepSize;
float xOffset = 0.0f;
float yOffset = 0.0f;
float percentOfPathMultiplier = stepSize * 0.999999f;
float xOffset = this.topShearX * this.pathCutBegin;
float yOffset = this.topShearY * this.pathCutBegin;
float zOffset = start;
float xOffsetStepIncrement = this.topShearX / steps;
float yOffsetStepIncrement = this.topShearY / steps;
float xOffsetStepIncrement = this.topShearX * length / steps;
float yOffsetStepIncrement = this.topShearY * length / steps;
float percentOfPath = this.pathCutBegin;
zOffset += percentOfPath;
@ -1573,13 +1582,6 @@ namespace PrimMesher
this.hollow = 0.99f;
if (hollow < 0.0f)
this.hollow = 0.0f;
//if (sphereMode)
// this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
//else
// //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
// this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
//this.hasHollow = (this.hollow > 0.001f);
}
/// <summary>
@ -1614,10 +1616,9 @@ namespace PrimMesher
steps = (int)(steps * 4.5 * length);
}
if (sphereMode)
if (this.sphereMode)
this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
else
//this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
this.hasHollow = (this.hollow > 0.001f);
@ -1630,6 +1631,22 @@ namespace PrimMesher
float hollow = this.hollow;
if (pathType == PathType.Circular)
{
needEndFaces = false;
if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
needEndFaces = true;
else if (this.taperX != 0.0f || this.taperY != 0.0f)
needEndFaces = true;
else if (this.skew != 0.0f)
needEndFaces = true;
else if (twistTotal != 0.0f)
needEndFaces = true;
else if (this.radius != 0.0f)
needEndFaces = true;
}
else needEndFaces = true;
// sanity checks
float initialProfileRot = 0.0f;
if (pathType == PathType.Circular)
@ -1689,20 +1706,13 @@ namespace PrimMesher
this.numPrimFaces = profile.numPrimFaces;
//profileOuterFaceNumber = profile.faceNumbers[0];
//if (!needEndFaces)
// profileOuterFaceNumber--;
//profileOuterFaceNumber = needEndFaces ? 1 : 0;
//if (hasHollow)
//{
// if (needEndFaces)
// profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts + 1];
// else
// profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts] - 1;
//}
int cut1FaceNumber = profile.bottomFaceNumber + 1;
int cut2FaceNumber = cut1FaceNumber + 1;
if (!needEndFaces)
{
cut1FaceNumber -= 2;
cut2FaceNumber -= 2;
}
profileOuterFaceNumber = profile.outerFaceNumber;
if (!needEndFaces)
@ -1732,7 +1742,8 @@ namespace PrimMesher
Coord lastCutNormal1 = new Coord();
Coord lastCutNormal2 = new Coord();
float lastV = 1.0f;
float thisV = 0.0f;
float lastV = 0.0f;
Path path = new Path();
path.twistBegin = twistBegin;
@ -1754,23 +1765,6 @@ namespace PrimMesher
path.Create(pathType, steps);
if (pathType == PathType.Circular)
{
needEndFaces = false;
if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
needEndFaces = true;
else if (this.taperX != 0.0f || this.taperY != 0.0f)
needEndFaces = true;
else if (this.skew != 0.0f)
needEndFaces = true;
else if (twistTotal != 0.0f)
needEndFaces = true;
else if (this.radius != 0.0f)
needEndFaces = true;
}
else needEndFaces = true;
for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
{
PathNode node = path.pathNodes[nodeIndex];
@ -1784,7 +1778,7 @@ namespace PrimMesher
{
newLayer.FlipNormals();
// add the top faces to the viewerFaces list here
// add the bottom faces to the viewerFaces list
if (this.viewerMode)
{
Coord faceNormal = newLayer.faceNormal;
@ -1811,6 +1805,13 @@ namespace PrimMesher
newViewerFace.uv2 = newLayer.faceUVs[face.v2];
newViewerFace.uv3 = newLayer.faceUVs[face.v3];
if (pathType == PathType.Linear)
{
newViewerFace.uv1.Flip();
newViewerFace.uv2.Flip();
newViewerFace.uv3.Flip();
}
this.viewerFaces.Add(newViewerFace);
}
}
@ -1835,7 +1836,10 @@ namespace PrimMesher
// fill faces between layers
int numVerts = newLayer.coords.Count;
Face newFace = new Face();
Face newFace1 = new Face();
Face newFace2 = new Face();
thisV = 1.0f - node.percentOfPath;
if (nodeIndex > 0)
{
@ -1853,14 +1857,23 @@ namespace PrimMesher
int whichVert = i - startVert;
newFace.v1 = i;
newFace.v2 = i - numVerts;
newFace.v3 = iNext - numVerts;
this.faces.Add(newFace);
newFace1.v1 = i;
newFace1.v2 = i - numVerts;
newFace1.v3 = iNext;
newFace.v2 = iNext - numVerts;
newFace.v3 = iNext;
this.faces.Add(newFace);
newFace1.n1 = newFace1.v1;
newFace1.n2 = newFace1.v2;
newFace1.n3 = newFace1.v3;
this.faces.Add(newFace1);
newFace2.v1 = iNext;
newFace2.v2 = i - numVerts;
newFace2.v3 = iNext - numVerts;
newFace2.n1 = newFace2.v1;
newFace2.n2 = newFace2.v2;
newFace2.n3 = newFace2.v3;
this.faces.Add(newFace2);
if (this.viewerMode)
{
@ -1873,10 +1886,16 @@ namespace PrimMesher
ViewerFace newViewerFace1 = new ViewerFace(primFaceNum);
ViewerFace newViewerFace2 = new ViewerFace(primFaceNum);
float u1 = newLayer.us[whichVert];
int uIndex = whichVert;
if (!hasHollow && sides > 4 && uIndex < newLayer.us.Count - 1)
{
uIndex++;
}
float u1 = newLayer.us[uIndex];
float u2 = 1.0f;
if (whichVert < newLayer.us.Count - 1)
u2 = newLayer.us[whichVert + 1];
if (uIndex < (int)newLayer.us.Count - 1)
u2 = newLayer.us[uIndex + 1];
if (whichVert == cut1Vert || whichVert == cut2Vert)
{
@ -1894,13 +1913,22 @@ namespace PrimMesher
u1 -= (int)u1;
if (u2 < 0.1f)
u2 = 1.0f;
//this.profileOuterFaceNumber = primFaceNum;
}
else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1)
}
if (this.sphereMode)
{
if (whichVert != cut1Vert && whichVert != cut2Vert)
{
u1 *= 2.0f;
u2 *= 2.0f;
//this.profileHollowFaceNumber = primFaceNum;
u1 = u1 * 2.0f - 1.0f;
u2 = u2 * 2.0f - 1.0f;
if (whichVert >= newLayer.numOuterVerts)
{
u1 -= hollow;
u2 -= hollow;
}
}
}
@ -1908,37 +1936,39 @@ namespace PrimMesher
newViewerFace1.uv2.U = u1;
newViewerFace1.uv3.U = u2;
newViewerFace1.uv1.V = 1.0f - node.percentOfPath;
newViewerFace1.uv1.V = thisV;
newViewerFace1.uv2.V = lastV;
newViewerFace1.uv3.V = lastV;
newViewerFace1.uv3.V = thisV;
newViewerFace2.uv1.U = u1;
newViewerFace2.uv2.U = u2;
newViewerFace2.uv1.U = u2;
newViewerFace2.uv2.U = u1;
newViewerFace2.uv3.U = u2;
newViewerFace2.uv1.V = 1.0f - node.percentOfPath;
newViewerFace2.uv1.V = thisV;
newViewerFace2.uv2.V = lastV;
newViewerFace2.uv3.V = 1.0f - node.percentOfPath;
newViewerFace2.uv3.V = lastV;
newViewerFace1.v1 = this.coords[i];
newViewerFace1.v2 = this.coords[i - numVerts];
newViewerFace1.v3 = this.coords[iNext - numVerts];
newViewerFace1.v1 = this.coords[newFace1.v1];
newViewerFace1.v2 = this.coords[newFace1.v2];
newViewerFace1.v3 = this.coords[newFace1.v3];
newViewerFace2.v1 = this.coords[i];
newViewerFace2.v2 = this.coords[iNext - numVerts];
newViewerFace2.v3 = this.coords[iNext];
newViewerFace2.v1 = this.coords[newFace2.v1];
newViewerFace2.v2 = this.coords[newFace2.v2];
newViewerFace2.v3 = this.coords[newFace2.v3];
newViewerFace1.coordIndex1 = i;
newViewerFace1.coordIndex2 = i - numVerts;
newViewerFace1.coordIndex3 = iNext - numVerts;
newViewerFace1.coordIndex1 = newFace1.v1;
newViewerFace1.coordIndex2 = newFace1.v2;
newViewerFace1.coordIndex3 = newFace1.v3;
newViewerFace2.coordIndex1 = i;
newViewerFace2.coordIndex2 = iNext - numVerts;
newViewerFace2.coordIndex3 = iNext;
newViewerFace2.coordIndex1 = newFace2.v1;
newViewerFace2.coordIndex2 = newFace2.v2;
newViewerFace2.coordIndex3 = newFace2.v3;
// profile cut faces
if (whichVert == cut1Vert)
{
newViewerFace1.primFaceNumber = cut1FaceNumber;
newViewerFace2.primFaceNumber = cut1FaceNumber;
newViewerFace1.n1 = newLayer.cutNormal1;
newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;
@ -1947,10 +1977,14 @@ namespace PrimMesher
}
else if (whichVert == cut2Vert)
{
newViewerFace1.primFaceNumber = cut2FaceNumber;
newViewerFace2.primFaceNumber = cut2FaceNumber;
newViewerFace1.n1 = newLayer.cutNormal2;
newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2;
newViewerFace1.n2 = lastCutNormal2;
newViewerFace1.n3 = lastCutNormal2;
newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2;
newViewerFace2.n1 = newLayer.cutNormal2;
newViewerFace2.n3 = newLayer.cutNormal2;
newViewerFace2.n2 = lastCutNormal2;
}
@ -1963,13 +1997,13 @@ namespace PrimMesher
}
else
{
newViewerFace1.n1 = this.normals[i];
newViewerFace1.n2 = this.normals[i - numVerts];
newViewerFace1.n3 = this.normals[iNext - numVerts];
newViewerFace1.n1 = this.normals[newFace1.n1];
newViewerFace1.n2 = this.normals[newFace1.n2];
newViewerFace1.n3 = this.normals[newFace1.n3];
newViewerFace2.n1 = this.normals[i];
newViewerFace2.n2 = this.normals[iNext - numVerts];
newViewerFace2.n3 = this.normals[iNext];
newViewerFace2.n1 = this.normals[newFace2.n1];
newViewerFace2.n2 = this.normals[newFace2.n2];
newViewerFace2.n3 = this.normals[newFace2.n3];
}
}
@ -1982,14 +2016,13 @@ namespace PrimMesher
lastCutNormal1 = newLayer.cutNormal1;
lastCutNormal2 = newLayer.cutNormal2;
lastV = 1.0f - node.percentOfPath;
lastV = thisV;
if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode)
{
// add the top faces to the viewerFaces list here
Coord faceNormal = newLayer.faceNormal;
ViewerFace newViewerFace = new ViewerFace();
newViewerFace.primFaceNumber = 0;
ViewerFace newViewerFace = new ViewerFace(0);
int numFaces = newLayer.faces.Count;
List<Face> faces = newLayer.faces;
@ -2012,6 +2045,13 @@ namespace PrimMesher
newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];
if (pathType == PathType.Linear)
{
newViewerFace.uv1.Flip();
newViewerFace.uv2.Flip();
newViewerFace.uv3.Flip();
}
this.viewerFaces.Add(newViewerFace);
}
}

View File

@ -517,15 +517,20 @@ 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
// Utility function for llRot2Euler
@ -1391,6 +1396,11 @@ 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);
@ -1398,11 +1408,7 @@ 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)
@ -2155,11 +2161,68 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
m_host.AddScriptLPS(1);
SetPos(m_host, pos);
SetPos(m_host, pos, true);
ScriptSleep(200);
}
/// <summary>
/// Tries to move the entire object so that the root prim is within 0.1m of position. http://wiki.secondlife.com/wiki/LlSetRegionPos
/// Documentation indicates that the use of x/y coordinates up to 10 meters outside the bounds of a region will work but do not specify what happens if there is no adjacent region for the object to move into.
/// Uses the RegionSize constant here rather than hard-coding 266.0 to alert any developer modifying OpenSim to support variable-sized regions that this method will need tweaking.
/// </summary>
/// <param name="pos"></param>
/// <returns>1 if successful, 0 otherwise.</returns>
public LSL_Integer llSetRegionPos(LSL_Vector pos)
{
m_host.AddScriptLPS(1);
// BEGIN WORKAROUND
// IF YOU GET REGION CROSSINGS WORKING WITH THIS FUNCTION, REPLACE THE WORKAROUND.
//
// This workaround is to prevent silent failure of this function.
// According to the specification on the SL Wiki, providing a position outside of the
if (pos.x < 0 || pos.x > Constants.RegionSize || pos.y < 0 || pos.y > Constants.RegionSize)
{
return 0;
}
// END WORK AROUND
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;
}
// 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.CanObjectEntry(m_host.UUID, false, 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)
// note linked setpos is capped "differently"
private LSL_Vector SetPosAdjust(LSL_Vector start, LSL_Vector end)
@ -2191,55 +2254,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return real_vec;
}
public LSL_Integer llSetRegionPos(LSL_Vector pos)
{
return new LSL_Integer(SetRegionPos(m_host, pos));
}
protected int SetRegionPos(SceneObjectPart part, LSL_Vector targetPos)
{
if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
return 0;
SceneObjectGroup grp = part.ParentGroup;
if (grp.IsAttachment)
return 0;
if (grp.RootPart.PhysActor != null && grp.RootPart.PhysActor.IsPhysical)
return 0;
if (targetPos.x < -10.0f || targetPos.x >= (float)Constants.RegionSize || targetPos.y < -10.0f || targetPos.y >= (float)Constants.RegionSize || targetPos.z < 0 || targetPos.z >= 4096.0f)
return 0;
float constrainedX = (float)targetPos.x;
float constrainedY = (float)targetPos.y;
if (constrainedX < 0.0f)
constrainedX = 0.0f;
if (constrainedY < 0.0f)
constrainedY = 0.0f;
if (constrainedX >= (float)Constants.RegionSize)
constrainedX = (float)Constants.RegionSize - 0.1f;
if (constrainedY >= (float)Constants.RegionSize)
constrainedY = (float)Constants.RegionSize -0.1f;
float ground = World.GetGroundHeight(constrainedX, constrainedY);
if (targetPos.z < ground)
targetPos.z = ground;
Vector3 dest = new Vector3((float)targetPos.x, (float)targetPos.y, (float)targetPos.z);
if (!World.Permissions.CanObjectEntry(grp.UUID, false, dest))
return 0;
grp.UpdateGroupPosition(dest);
return 1;
}
protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
/// <summary>
/// set object position, optionally capping the distance.
/// </summary>
/// <param name="part"></param>
/// <param name="targetPos"></param>
/// <param name="adjust">if TRUE, will cap the distance to 10m.</param>
protected void SetPos(SceneObjectPart part, LSL_Vector targetPos, bool adjust)
{
if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
return;