diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs index 91252f7396..df5ac92bb4 100644 --- a/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs +++ b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs @@ -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])) diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs index 53022ad6b4..4049ee1598 100644 --- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs +++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs @@ -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 /// /// generates a profile for extrusion /// - 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 coords; - internal List faces; - internal List vertexNormals; - internal List us; - internal List faceUVs; - internal List faceNumbers; + public List coords; + public List faces; + public List vertexNormals; + public List us; + public List faceUVs; + public List faceNumbers; // use these for making individual meshes for each prim face - internal List outerCoordIndices = null; - internal List hollowCoordIndices = null; - internal List cut1CoordIndices = null; - internal List cut2CoordIndices = null; + public List outerCoordIndices = null; + public List hollowCoordIndices = null; + public List cut1CoordIndices = null; + public List 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(); this.faces = new List(); @@ -646,7 +653,7 @@ namespace PrimMesher this.faceNumbers = new List(); } - 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(); @@ -657,7 +664,6 @@ namespace PrimMesher this.faceNumbers = new List(); Coord center = new Coord(0.0f, 0.0f, 0.0f); - //bool hasCenter = false; List hollowCoords = new List(); List hollowNormals = new List(); @@ -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(); 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 /// /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices /// - 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); } /// @@ -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 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); } } diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index fed3122eb4..a43a8bb229 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -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); } + /// + /// 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. + /// + /// + /// 1 if successful, 0 otherwise. + 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) + /// + /// set object position, optionally capping the distance. + /// + /// + /// + /// if TRUE, will cap the distance to 10m. + protected void SetPos(SceneObjectPart part, LSL_Vector targetPos, bool adjust) { if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted) return;