Thank you kindly, Idb for a patch that solves:

llGetBoundingBox is completely unimplemented. The attached 
patch contains a partial implementation for single prim 
objects and standing, flying and ground sitting avatars. 
In the case of an avatar sat on an object or multi-prim 
objects only the bounding box of the root prim is returned.
llRezObject and llRezAtRoot ignored any velocity parameter. 
The attached patch makes use of it if it is not a zero vector.
0.6.0-stable
Charles Krinke 2008-10-26 17:09:26 +00:00
parent 2462108bfb
commit b552e8ebe3
1 changed files with 89 additions and 16 deletions

View File

@ -2412,8 +2412,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
float groupmass = new_group.GetMass();
//Recoil.
llApplyImpulse(new LSL_Vector(llvel.X * groupmass, llvel.Y * groupmass, llvel.Z * groupmass), 0);
if (new_group.RootPart.PhysActor != null && new_group.RootPart.PhysActor.IsPhysical && llvel != Vector3.Zero)
{
new_group.RootPart.ApplyImpulse(llvel, false);
//Recoil.
llApplyImpulse(new LSL_Vector(llvel.X * groupmass, llvel.Y * groupmass, llvel.Z * groupmass), 0);
}
// Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
ScriptSleep((int)((groupmass * velmag) / 10));
// ScriptSleep(100);
@ -4935,22 +4939,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
}
else
{
byte[] parms = avatar.Appearance.VisualParams;
// The values here were arrived at from experimentation with the sliders
// in edit appearance in SL to find the ones that affected the height and how
// much they affected it.
float avatarHeight = 1.23077f // Shortest possible avatar height
+ 0.516945f * (float)parms[25] / 255.0f // Body height
+ 0.072514f * (float)parms[120] / 255.0f // Head size
+ 0.3836f * (float)parms[125] / 255.0f // Leg length
+ 0.08f * (float)parms[77] / 255.0f // Shoe heel height
+ 0.07f * (float)parms[78] / 255.0f // Shoe platform height
+ 0.076f * (float)parms[148] / 255.0f; // Neck length
agentSize = new LSL_Vector(0.45, 0.6, avatarHeight);
agentSize = new LSL_Vector(0.45, 0.6, calculateAgentHeight(avatar));
}
return agentSize;
}
private float calculateAgentHeight(ScenePresence avatar)
{
byte[] parms = avatar.Appearance.VisualParams;
// The values here were arrived at from experimentation with the sliders
// in edit appearance in SL to find the ones that affected the height and how
// much they affected it.
float avatarHeight = 1.23077f // Shortest possible avatar height
+ 0.516945f * (float)parms[25] / 255.0f // Body height
+ 0.072514f * (float)parms[120] / 255.0f // Head size
+ 0.3836f * (float)parms[125] / 255.0f // Leg length
+ 0.08f * (float)parms[77] / 255.0f // Shoe heel height
+ 0.07f * (float)parms[78] / 255.0f // Shoe platform height
+ 0.076f * (float)parms[148] / 255.0f; // Neck length
return avatarHeight;
}
public LSL_Integer llSameGroup(string agent)
{
m_host.AddScriptLPS(1);
@ -6431,11 +6440,75 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return m_host.ParentGroup.PrimCount;
}
/// <summary>
/// A partial implementation.
/// http://lslwiki.net/lslwiki/wakka.php?wakka=llGetBoundingBox
/// So far only valid for standing/flying/ground sitting avatars and single prim objects.
/// If the object has multiple prims and/or a sitting avatar then the bounding
/// box is for the root prim only.
/// </summary>
public LSL_List llGetBoundingBox(string obj)
{
m_host.AddScriptLPS(1);
NotImplemented("llGetBoundingBox");
return new LSL_List();
UUID objID = UUID.Zero;
LSL_List result = new LSL_List();
if (!UUID.TryParse(obj, out objID))
{
result.Add(new LSL_Vector());
result.Add(new LSL_Vector());
return result;
}
ScenePresence presence = World.GetScenePresence(objID);
if (presence != null)
{
if (presence.ParentID == 0) // not sat on an object
{
LSL_Vector lower;
LSL_Vector upper;
if (presence.Animations.DefaultAnimation.AnimID == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
{
// This is for ground sitting avatars
float height = calculateAgentHeight(presence) / 2.66666667f;
lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
}
else
{
// This is for standing/flying avatars
float height = calculateAgentHeight(presence) / 2.0f;
lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
}
result.Add(lower);
result.Add(upper);
return result;
}
else
{
// sitting on an object so we need the bounding box of that
// which should include the avatar so set the UUID to the
// UUID of the object the avatar is sat on and allow it to fall through
// to processing an object
SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
objID = p.UUID;
}
}
SceneObjectPart part = World.GetSceneObjectPart(objID);
// Currently only works for single prims without a sitting avatar
if (part != null)
{
Vector3 halfSize = part.Scale / 2.0f;
LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f);
LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z);
result.Add(lower);
result.Add(upper);
return result;
}
// Not found so return empty values
result.Add(new LSL_Vector());
result.Add(new LSL_Vector());
return result;
}
public LSL_Vector llGetGeometricCenter()