Fixes some incorrect values returned by llGetPrimitiveParams() and osGetLinkPrimitiveParams().

Signed-off-by: Melanie <melanie@t-data.com>
mysql-performance
Jeff Lee 2009-12-19 18:25:45 -05:00 committed by Melanie
parent 1e55d74c5c
commit d04f6688e4
1 changed files with 20 additions and 7 deletions

View File

@ -5801,7 +5801,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_host.AddScriptLPS(1);
return World.SimulatorFPS;
}
/* particle system rules should be coming into this routine as doubles, that is
rule[0] should be an integer from this list and rule[1] should be the arg
@ -7401,9 +7401,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
break;
case (int)ScriptBaseClass.PRIM_POSITION:
res.Add(new LSL_Vector(part.AbsolutePosition.X,
LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
part.AbsolutePosition.Y,
part.AbsolutePosition.Z));
part.AbsolutePosition.Z);
// For some reason, the part.AbsolutePosition.* values do not change if the
// linkset is rotated; they always reflect the child prim's world position
// as though the linkset is unrotated. This is incompatible behavior with SL's
// implementation, so will break scripts imported from there (not to mention it
// makes it more difficult to determine a child prim's actual inworld position).
if (part.ParentID != 0)
v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
res.Add( v );
break;
case (int)ScriptBaseClass.PRIM_SIZE:
@ -7421,6 +7429,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
PrimitiveBaseShape Shape = part.Shape;
int primType = getScriptPrimType(part.Shape);
res.Add(new LSL_Integer(primType));
double topshearx = (double)(sbyte)Shape.PathShearX / 100.0; // Fix negative values for PathShearX
double topsheary = (double)(sbyte)Shape.PathShearY / 100.0; // and PathShearY.
switch (primType)
{
case ScriptBaseClass.PRIM_TYPE_BOX:
@ -7431,7 +7441,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
res.Add(new LSL_Float(Shape.ProfileHollow / 50000.0));
res.Add(new LSL_Vector(Shape.PathTwistBegin / 100.0, Shape.PathTwist / 100.0, 0));
res.Add(new LSL_Vector(1 - (Shape.PathScaleX / 100.0 - 1), 1 - (Shape.PathScaleY / 100.0 - 1), 0));
res.Add(new LSL_Vector(Shape.PathShearX / 100.0, Shape.PathShearY / 100.0, 0));
res.Add(new LSL_Vector(topshearx, topsheary, 0));
break;
case ScriptBaseClass.PRIM_TYPE_SPHERE:
@ -7466,7 +7476,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
res.Add(new LSL_Vector(1 - (Shape.PathScaleX / 100.0 - 1), 1 - (Shape.PathScaleY / 100.0 - 1), 0));
// vector topshear
res.Add(new LSL_Vector(Shape.PathShearX / 100.0, Shape.PathShearY / 100.0, 0));
res.Add(new LSL_Vector(topshearx, topsheary, 0));
// vector profilecut
res.Add(new LSL_Vector(Shape.ProfileBegin / 50000.0, 1 - Shape.ProfileEnd / 50000.0, 0));
@ -7475,8 +7485,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
res.Add(new LSL_Vector(Shape.PathTaperX / 100.0, Shape.PathTaperY / 100.0, 0));
// float revolutions
res.Add(new LSL_Float(Shape.PathRevolutions / 50.0)); // needs fixing :(
res.Add(new LSL_Float((Shape.PathRevolutions * 0.015) + 1.0)); // Slightly inaccurate, because an unsigned
// byte is being used to represent the entire
// range of floating-point values from 1.0
// through 4.0 (which is how SL does it).
// float radiusoffset
res.Add(new LSL_Float(Shape.PathRadiusOffset / 100.0));