Mantis #2044
Thank you, salahzar, for a patch that corrects the behavior of PRIM_TYPE in llGetPrimitiveParams() and improves LSL conformance in llGetNumberOfSides();0.6.0-stable
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c67c56ca94
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@ -3461,13 +3461,22 @@ namespace OpenSim.Region.ScriptEngine.Common
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}
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// Helper functions to understand if object has cut, hollow, dimple, and other affecting number of faces
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private void hasCutHollowDimpleProfileCut(PrimitiveBaseShape shape, out bool hasCut, out bool hasHollow,
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private void hasCutHollowDimpleProfileCut(int primType, PrimitiveBaseShape shape, out bool hasCut, out bool hasHollow,
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out bool hasDimple, out bool hasProfileCut)
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{
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if (primType == BuiltIn_Commands_BaseClass.PRIM_TYPE_BOX
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primType == BuiltIn_Commands_BaseClass.PRIM_TYPE_CYLINDER
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primType == BuiltIn_Commands_BaseClass.PRIM_TYPE_PRISM)
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hasCut = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0);
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else
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hasCut = (shape.PathBegin > 0) || (shape.PathEnd > 0);
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hasHollow = shape.ProfileHollow > 0;
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hasDimple = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0); // taken from llSetPrimitiveParms
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hasProfileCut = (shape.PathBegin > 0) || (shape.PathEnd > 0); // is it the same thing?
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hasProfileCut = hasDimple; // is it the same thing?
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}
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@ -3480,9 +3489,10 @@ namespace OpenSim.Region.ScriptEngine.Common
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bool hasDimple;
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bool hasProfileCut;
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hasCutHollowDimpleProfileCut(m_host.Shape, out hasCut, out hasHollow, out hasDimple, out hasProfileCut);
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int primType = getScriptPrimType(m_host.Shape);
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hasCutHollowDimpleProfileCut(primType, m_host.Shape, out hasCut, out hasHollow, out hasDimple, out hasProfileCut);
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switch (getScriptPrimType(m_host.Shape))
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switch (primType)
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{
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case BuiltIn_Commands_BaseClass.PRIM_TYPE_BOX:
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ret = 6;
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@ -3501,9 +3511,9 @@ namespace OpenSim.Region.ScriptEngine.Common
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break;
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case BuiltIn_Commands_BaseClass.PRIM_TYPE_SPHERE:
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ret = 1;
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if (hasProfileCut) ret += 2;
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if (hasCut) ret += 2;
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if (hasDimple) ret += 2;
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if (hasHollow) ret += 1; // actually lsl adds 4!!!!!! is that a great mistake?
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if (hasHollow) ret += 3; // Emulate lsl on secondlife (according to documentation it should have added only +1)
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break;
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case BuiltIn_Commands_BaseClass.PRIM_TYPE_TORUS:
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ret = 1;
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@ -3531,7 +3541,6 @@ namespace OpenSim.Region.ScriptEngine.Common
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return ret;
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}
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/* The new / changed functions were tested with the following LSL script:
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default
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@ -6267,15 +6276,89 @@ namespace OpenSim.Region.ScriptEngine.Common
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break;
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case (int)BuiltIn_Commands_BaseClass.PRIM_TYPE:
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// TODO--------------
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res.Add(new LSL_Types.LSLInteger(0));
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// implementing box
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PrimitiveBaseShape Shape=m_host.Shape;
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int primType=getScriptPrimType(m_host.Shape);
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res.Add(new LSL_Types.LSLInteger(primType));
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switch(primType)
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{
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case BuiltIn_Commands_BaseClass.PRIM_TYPE_BOX:
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case BuiltIn_Commands_BaseClass.PRIM_TYPE_CYLINDER:
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case BuiltIn_Commands_BaseClass.PRIM_TYPE_PRISM:
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res.Add(new LSL_Types.LSLInteger(Shape.ProfileCurve));
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res.Add(new LSL_Types.Vector3(Shape.ProfileBegin / 50000.0, 1 - Shape.ProfileEnd / 50000.0, 0));
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res.Add(new LSL_Types.LSLFloat(Shape.ProfileHollow / 50000.0));
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res.Add(new LSL_Types.Vector3(Shape.PathTwistBegin / 100.0,Shape.PathTwist / 100.0,0));
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res.Add(new LSL_Types.Vector3(1 - (Shape.PathScaleX / 100.0-1), 1 - (Shape.PathScaleY / 100.0-1), 0));
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res.Add(new LSL_Types.Vector3(Shape.PathShearX / 100.0, Shape.PathShearY / 100.0, 0));
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break;
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case BuiltIn_Commands_BaseClass.PRIM_TYPE_SPHERE:
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res.Add(new LSL_Types.LSLInteger(Shape.ProfileCurve));
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res.Add(new LSL_Types.Vector3(Shape.PathBegin / 50000.0, 1 - Shape.PathEnd / 50000.0, 0));
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res.Add(new LSL_Types.LSLFloat(Shape.ProfileHollow / 50000.0));
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res.Add(new LSL_Types.Vector3(Shape.PathTwistBegin / 100.0, Shape.PathTwist / 100.0, 0));
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res.Add(new LSL_Types.Vector3(Shape.ProfileBegin / 50000.0, 1 - Shape.ProfileEnd / 50000.0, 0));
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break;
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case BuiltIn_Commands_BaseClass.PRIM_TYPE_SCULPT:
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res.Add(Shape.SculptTexture.ToString());
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res.Add(new LSL_Types.LSLInteger(Shape.SculptType));
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break;
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case BuiltIn_Commands_BaseClass.PRIM_TYPE_RING:
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case BuiltIn_Commands_BaseClass.PRIM_TYPE_TUBE:
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case BuiltIn_Commands_BaseClass.PRIM_TYPE_TORUS:
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// holeshape
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res.Add(new LSL_Types.LSLInteger(Shape.ProfileCurve));
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// cut
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res.Add(new LSL_Types.Vector3(Shape.PathBegin / 50000.0, 1 - Shape.PathEnd / 50000.0, 0));
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// hollow
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res.Add(new LSL_Types.LSLFloat(Shape.ProfileHollow / 50000.0));
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// twist
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res.Add(new LSL_Types.Vector3(Shape.PathTwistBegin / 100.0, Shape.PathTwist / 100.0, 0));
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// vector holesize
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res.Add(new LSL_Types.Vector3(1 - (Shape.PathScaleX / 100.0 - 1), 1 - (Shape.PathScaleY / 100.0 - 1), 0));
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// vector topshear
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res.Add(new LSL_Types.Vector3(Shape.PathShearX / 100.0, Shape.PathShearY / 100.0, 0));
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// vector profilecut
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res.Add(new LSL_Types.Vector3(Shape.ProfileBegin/ 50000.0, 1 - Shape.ProfileEnd / 50000.0,0));
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// vector tapera
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res.Add(new LSL_Types.Vector3(Shape.PathTaperX / 100.0,Shape.PathTaperY / 100.0,0));
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// float revolutions,
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res.Add(new LSL_Types.LSLFloat(Shape.PathRevolutions/50.0)); // needs fixing :(
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// float radiusoffset,
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res.Add(new LSL_Types.LSLFloat(Shape.PathRadiusOffset/100.0));
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// float skew
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res.Add(new LSL_Types.LSLFloat(Shape.PathSkew/100.0));
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break;
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}
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break;
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case (int)BuiltIn_Commands_BaseClass.PRIM_TEXTURE:
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if (remain < 1)
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return res;
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int face=Convert.ToInt32(rules.Data[idx++]);
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int face=Convert.ToInt32(""+rules.Data[idx++]);
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if (face == -1)
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face = 0;
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@ -6296,7 +6379,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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if (remain < 1)
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return res;
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face=Convert.ToInt32(rules.Data[idx++]);
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face=Convert.ToInt32(""+rules.Data[idx++]);
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tex = m_host.Shape.Textures;
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LLColor texcolor;
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@ -3370,12 +3370,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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// Helper functions to understand if object has cut, hollow, dimple, and other affecting number of faces
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private void hasCutHollowDimpleProfileCut(PrimitiveBaseShape shape, out bool hasCut, out bool hasHollow,
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private void hasCutHollowDimpleProfileCut(int primType,PrimitiveBaseShape shape, out bool hasCut, out bool hasHollow,
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out bool hasDimple, out bool hasProfileCut)
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{
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hasCut = (shape.PathBegin > 0) || (shape.PathEnd < 1);
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if (primType == ScriptBaseClass.PRIM_TYPE_BOX
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primType == ScriptBaseClass.PRIM_TYPE_CYLINDER
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primType == ScriptBaseClass.PRIM_TYPE_PRISM)
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hasCut = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0);
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else
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hasCut = (shape.PathBegin > 0) || (shape.PathEnd > 0);
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hasHollow = shape.ProfileHollow > 0;
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hasDimple = (shape.ProfileBegin > 0) || (shape.ProfileEnd < 1); // taken from llSetPrimitiveParms
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hasDimple = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0); // taken from llSetPrimitiveParms
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hasProfileCut = hasDimple; // is it the same thing?
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}
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@ -3389,9 +3398,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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bool hasDimple;
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bool hasProfileCut;
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hasCutHollowDimpleProfileCut(m_host.Shape, out hasCut, out hasHollow, out hasDimple, out hasProfileCut);
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int primType = getScriptPrimType(m_host.Shape);
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hasCutHollowDimpleProfileCut(primType, m_host.Shape, out hasCut, out hasHollow, out hasDimple, out hasProfileCut);
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switch (getScriptPrimType(m_host.Shape))
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switch (primType)
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{
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case ScriptBaseClass.PRIM_TYPE_BOX:
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ret = 6;
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@ -3412,7 +3422,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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ret = 1;
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if (hasCut) ret += 2;
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if (hasDimple) ret += 2;
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if (hasHollow) ret += 1; // actually lsl adds 4!!!!!! is that a great mistake?
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if (hasHollow) ret += 3; // Emulate lsl on secondlife (according to documentation it should have added only +1)
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break;
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case ScriptBaseClass.PRIM_TYPE_TORUS:
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ret = 1;
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@ -6013,15 +6023,88 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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break;
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case (int)ScriptBaseClass.PRIM_TYPE:
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// TODO--------------
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res.Add(new LSL_Types.LSLInteger(0));
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// implementing box
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PrimitiveBaseShape Shape = m_host.Shape;
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int primType = getScriptPrimType(m_host.Shape);
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res.Add(new LSL_Types.LSLInteger(primType));
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switch (primType)
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{
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case ScriptBaseClass.PRIM_TYPE_BOX:
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case ScriptBaseClass.PRIM_TYPE_CYLINDER:
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case ScriptBaseClass.PRIM_TYPE_PRISM:
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res.Add(new LSL_Types.LSLInteger(Shape.ProfileCurve));
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res.Add(new LSL_Types.Vector3(Shape.ProfileBegin / 50000.0, 1 - Shape.ProfileEnd / 50000.0, 0));
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res.Add(new LSL_Types.LSLFloat(Shape.ProfileHollow / 50000.0));
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res.Add(new LSL_Types.Vector3(Shape.PathTwistBegin / 100.0, Shape.PathTwist / 100.0, 0));
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res.Add(new LSL_Types.Vector3(1 - (Shape.PathScaleX / 100.0 - 1), 1 - (Shape.PathScaleY / 100.0 - 1), 0));
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res.Add(new LSL_Types.Vector3(Shape.PathShearX / 100.0, Shape.PathShearY / 100.0, 0));
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break;
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case ScriptBaseClass.PRIM_TYPE_SPHERE:
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res.Add(new LSL_Types.LSLInteger(Shape.ProfileCurve));
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res.Add(new LSL_Types.Vector3(Shape.PathBegin / 50000.0, 1 - Shape.PathEnd / 50000.0, 0));
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res.Add(new LSL_Types.LSLFloat(Shape.ProfileHollow / 50000.0));
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res.Add(new LSL_Types.Vector3(Shape.PathTwistBegin / 100.0, Shape.PathTwist / 100.0, 0));
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res.Add(new LSL_Types.Vector3(Shape.ProfileBegin / 50000.0, 1 - Shape.ProfileEnd / 50000.0, 0));
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break;
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case ScriptBaseClass.PRIM_TYPE_SCULPT:
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res.Add(Shape.SculptTexture.ToString());
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res.Add(new LSL_Types.LSLInteger(Shape.SculptType));
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break;
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case ScriptBaseClass.PRIM_TYPE_RING:
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case ScriptBaseClass.PRIM_TYPE_TUBE:
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case ScriptBaseClass.PRIM_TYPE_TORUS:
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// holeshape
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res.Add(new LSL_Types.LSLInteger(Shape.ProfileCurve));
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// cut
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res.Add(new LSL_Types.Vector3(Shape.PathBegin / 50000.0, 1 - Shape.PathEnd / 50000.0, 0));
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// hollow
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res.Add(new LSL_Types.LSLFloat(Shape.ProfileHollow / 50000.0));
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// twist
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res.Add(new LSL_Types.Vector3(Shape.PathTwistBegin / 100.0, Shape.PathTwist / 100.0, 0));
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// vector holesize
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res.Add(new LSL_Types.Vector3(1 - (Shape.PathScaleX / 100.0 - 1), 1 - (Shape.PathScaleY / 100.0 - 1), 0));
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// vector topshear
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res.Add(new LSL_Types.Vector3(Shape.PathShearX / 100.0, Shape.PathShearY / 100.0, 0));
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// vector profilecut
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res.Add(new LSL_Types.Vector3(Shape.ProfileBegin / 50000.0, 1 - Shape.ProfileEnd / 50000.0, 0));
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// vector tapera
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res.Add(new LSL_Types.Vector3(Shape.PathTaperX / 100.0, Shape.PathTaperY / 100.0, 0));
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// float revolutions,
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res.Add(new LSL_Types.LSLFloat(Shape.PathRevolutions / 50.0)); // needs fixing :(
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// float radiusoffset,
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res.Add(new LSL_Types.LSLFloat(Shape.PathRadiusOffset / 100.0));
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// float skew
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res.Add(new LSL_Types.LSLFloat(Shape.PathSkew / 100.0));
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break;
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}
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break;
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case (int)ScriptBaseClass.PRIM_TEXTURE:
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if (remain < 1)
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return res;
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int face=Convert.ToInt32(rules.Data[idx++]);
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int face = Convert.ToInt32("" + rules.Data[idx++]);
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if (face == -1)
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face = 0;
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