Thank you Flyte Xevious for Mantis #3361 - Implementation of llEdgeOfWorld
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@ -58,6 +58,7 @@ Patches
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* Godfrey
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* Grumly57
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* Fly-Man
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* Flyte Xevious
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* jhurliman
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* jimbo2120 (IBM)
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* John R Sohn (XenReborn)
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@ -4991,9 +4991,67 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public LSL_Integer llEdgeOfWorld(LSL_Vector pos, LSL_Vector dir)
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{
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m_host.AddScriptLPS(1);
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NotImplemented("llEdgeOfWorld");
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// edge will be used to pass the Region Coordinates offset
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// we want to check for a neighboring sim
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LSL_Vector edge = new LSL_Vector(0, 0, 0);
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if (dir.x == 0)
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{
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if (dir.y == 0)
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{
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// Direction vector is 0,0 so return
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// false since we're staying in the sim
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return 0;
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}
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else
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{
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// Y is the only valid direction
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edge.y = dir.y / Math.Abs(dir.y);
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}
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}
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else
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{
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LSL_Float mag;
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if (dir.x > 0)
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{
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mag = (Constants.RegionSize - pos.x) / dir.x;
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}
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else
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{
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mag = (pos.x/dir.x);
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}
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mag = Math.Abs(mag);
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edge.y = pos.y + (dir.y * mag);
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if (edge.y > Constants.RegionSize || edge.y < 0)
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{
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// Y goes out of bounds first
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edge.y = dir.y / Math.Abs(dir.y);
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}
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else
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{
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// X goes out of bounds first or its a corner exit
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edge.y = 0;
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edge.x = dir.x / Math.Abs(dir.x);
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}
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}
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List<SimpleRegionInfo> neighbors = World.CommsManager.GridService.RequestNeighbours(World.RegionInfo.RegionLocX, World.RegionInfo.RegionLocY);
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uint neighborX = World.RegionInfo.RegionLocX + (uint)dir.x;
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uint neighborY = World.RegionInfo.RegionLocY + (uint)dir.y;
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foreach (SimpleRegionInfo sri in neighbors)
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{
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if (sri.RegionLocX == neighborX && sri.RegionLocY == neighborY)
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return 0;
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}
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return 1;
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}
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/// <summary>
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/// Not fully implemented yet. Still to do:-
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