change float to byte rounding

0.9.1.0-post-fixes
UbitUmarov 2019-01-21 08:03:24 +00:00
parent ef43111fc1
commit d7d5f9f775
1 changed files with 88 additions and 44 deletions

View File

@ -8342,7 +8342,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{ {
cut.x = 0f; cut.x = 0f;
} }
if (cut.x > 1f) else if (cut.x > 1f)
{ {
cut.x = 1f; cut.x = 1f;
} }
@ -8350,7 +8350,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{ {
cut.y = 0f; cut.y = 0f;
} }
if (cut.y > 1f) else if (cut.y > 1f)
{ {
cut.y = 1f; cut.y = 1f;
} }
@ -8395,7 +8395,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{ {
twist.x = -1.0f; twist.x = -1.0f;
} }
if (twist.x > 1.0f) else if (twist.x > 1.0f)
{ {
twist.x = 1.0f; twist.x = 1.0f;
} }
@ -8403,23 +8403,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{ {
twist.y = -1.0f; twist.y = -1.0f;
} }
if (twist.y > 1.0f) else if (twist.y > 1.0f)
{ {
twist.y = 1.0f; twist.y = 1.0f;
} }
// A fairly large precision error occurs for some calculations, tempFloat = 100.0f * (float)twist.x;
// if a float or double is directly cast to a byte or sbyte if (tempFloat >= 0)
// variable, in both .Net and Mono. In .Net, coding tempFloat += 0.5f;
// "(sbyte)(float)(some expression)" corrects the precision else
// errors. But this does not work for Mono. This longer coding tempFloat -= 0.5f;
// form of creating a tempoary float variable from the
// expression first, then casting that variable to a byte or
// sbyte, works for both .Net and Mono. These types of
// assignments occur in SetPrimtiveBlockShapeParams and
// SetPrimitiveShapeParams in support of llSetPrimitiveParams.
tempFloat = (float)(100.0d * twist.x);
shapeBlock.PathTwistBegin = (sbyte)tempFloat; shapeBlock.PathTwistBegin = (sbyte)tempFloat;
tempFloat = (float)(100.0d * twist.y);
tempFloat = 100.0f * (float)twist.y;
if (tempFloat >= 0)
tempFloat += 0.5f;
else
tempFloat -= 0.5f;
shapeBlock.PathTwist = (sbyte)tempFloat; shapeBlock.PathTwist = (sbyte)tempFloat;
shapeBlock.ObjectLocalID = part.LocalId; shapeBlock.ObjectLocalID = part.LocalId;
@ -8443,7 +8442,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{ {
taper_b.x = 0f; taper_b.x = 0f;
} }
if (taper_b.x > 2f) else if (taper_b.x > 2f)
{ {
taper_b.x = 2f; taper_b.x = 2f;
} }
@ -8451,19 +8450,29 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{ {
taper_b.y = 0f; taper_b.y = 0f;
} }
if (taper_b.y > 2f) else if (taper_b.y > 2f)
{ {
taper_b.y = 2f; taper_b.y = 2f;
} }
tempFloat = (float)(100.0d * (2.0d - taper_b.x)); tempFloat = 100.0f * (2.0f - (float)taper_b.x);
if (tempFloat >= 0)
tempFloat += 0.5f;
else
tempFloat -= 0.5f;
shapeBlock.PathScaleX = (byte)tempFloat; shapeBlock.PathScaleX = (byte)tempFloat;
tempFloat = (float)(100.0d * (2.0d - taper_b.y));
tempFloat = 100.0f * (2.0f - (float)taper_b.y);
if (tempFloat >= 0)
tempFloat += 0.5f;
else
tempFloat -= 0.5f;
shapeBlock.PathScaleY = (byte)tempFloat; shapeBlock.PathScaleY = (byte)tempFloat;
if (topshear.x < -0.5f) if (topshear.x < -0.5f)
{ {
topshear.x = -0.5f; topshear.x = -0.5f;
} }
if (topshear.x > 0.5f) else if (topshear.x > 0.5f)
{ {
topshear.x = 0.5f; topshear.x = 0.5f;
} }
@ -8471,13 +8480,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{ {
topshear.y = -0.5f; topshear.y = -0.5f;
} }
if (topshear.y > 0.5f) else if (topshear.y > 0.5f)
{ {
topshear.y = 0.5f; topshear.y = 0.5f;
} }
tempFloat = (float)(100.0d * topshear.x); tempFloat = 100.0f * (float)topshear.x;
if (tempFloat >= 0)
tempFloat += 0.5f;
else
tempFloat -= 0.5f;
shapeBlock.PathShearX = (byte)tempFloat; shapeBlock.PathShearX = (byte)tempFloat;
tempFloat = (float)(100.0d * topshear.y);
tempFloat = 100.0f * (float)topshear.y;
if (tempFloat >= 0)
tempFloat += 0.5f;
else
tempFloat -= 0.5f;
shapeBlock.PathShearY = (byte)tempFloat; shapeBlock.PathShearY = (byte)tempFloat;
part.Shape.SculptEntry = false; part.Shape.SculptEntry = false;
@ -8505,7 +8523,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{ {
dimple.x = 0f; dimple.x = 0f;
} }
if (dimple.x > 1f) else if (dimple.x > 1f)
{ {
dimple.x = 1f; dimple.x = 1f;
} }
@ -8513,7 +8531,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{ {
dimple.y = 0f; dimple.y = 0f;
} }
if (dimple.y > 1f) else if (dimple.y > 1f)
{ {
dimple.y = 1f; dimple.y = 1f;
} }
@ -8539,7 +8557,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted) if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
return; return;
float tempFloat; // Use in float expressions below to avoid byte cast precision issues. float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
ObjectShapePacket.ObjectDataBlock shapeBlock; ObjectShapePacket.ObjectDataBlock shapeBlock;
shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@ -8552,47 +8570,59 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{ {
holesize.x = 0.01f; holesize.x = 0.01f;
} }
if (holesize.x > 1f) else if (holesize.x > 1f)
{ {
holesize.x = 1f; holesize.x = 1f;
} }
tempFloat = 100.0f * (2.0f - (float)holesize.x) + 0.5f;
shapeBlock.PathScaleX = (byte)tempFloat;
if (holesize.y < 0.01f) if (holesize.y < 0.01f)
{ {
holesize.y = 0.01f; holesize.y = 0.01f;
} }
if (holesize.y > 0.5f) else if (holesize.y > 0.5f)
{ {
holesize.y = 0.5f; holesize.y = 0.5f;
} }
tempFloat = (float)(100.0d * (2.0d - holesize.x)); tempFloat = 100.0f * (2.0f - (float)holesize.y) + 0.5f;
shapeBlock.PathScaleX = (byte)tempFloat;
tempFloat = (float)(100.0d * (2.0d - holesize.y));
shapeBlock.PathScaleY = (byte)tempFloat; shapeBlock.PathScaleY = (byte)tempFloat;
if (topshear.x < -0.5f) if (topshear.x < -0.5f)
{ {
topshear.x = -0.5f; topshear.x = -0.5f;
} }
if (topshear.x > 0.5f) else if (topshear.x > 0.5f)
{ {
topshear.x = 0.5f; topshear.x = 0.5f;
} }
tempFloat = (float)(100.0d * topshear.x);
if (tempFloat >= 0)
tempFloat += 0.5f;
else
tempFloat -= 0.5f;
shapeBlock.PathShearX = (byte)tempFloat;
if (topshear.y < -0.5f) if (topshear.y < -0.5f)
{ {
topshear.y = -0.5f; topshear.y = -0.5f;
} }
if (topshear.y > 0.5f) else if (topshear.y > 0.5f)
{ {
topshear.y = 0.5f; topshear.y = 0.5f;
} }
tempFloat = (float)(100.0d * topshear.x);
shapeBlock.PathShearX = (byte)tempFloat;
tempFloat = (float)(100.0d * topshear.y); tempFloat = (float)(100.0d * topshear.y);
if (tempFloat >= 0)
tempFloat += 0.5f;
else
tempFloat -= 0.5f;
shapeBlock.PathShearY = (byte)tempFloat; shapeBlock.PathShearY = (byte)tempFloat;
if (profilecut.x < 0f) if (profilecut.x < 0f)
{ {
profilecut.x = 0f; profilecut.x = 0f;
} }
if (profilecut.x > 1f) else if (profilecut.x > 1f)
{ {
profilecut.x = 1f; profilecut.x = 1f;
} }
@ -8600,7 +8630,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{ {
profilecut.y = 0f; profilecut.y = 0f;
} }
if (profilecut.y > 1f) else if (profilecut.y > 1f)
{ {
profilecut.y = 1f; profilecut.y = 1f;
} }
@ -8623,18 +8653,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{ {
taper_a.x = 1f; taper_a.x = 1f;
} }
tempFloat = 100.0f * (float)taper_a.x;
if (tempFloat >= 0)
tempFloat += 0.5f;
else
tempFloat -= 0.5f;
shapeBlock.PathTaperX = (sbyte)tempFloat;
if (taper_a.y < -1f) if (taper_a.y < -1f)
{ {
taper_a.y = -1f; taper_a.y = -1f;
} }
if (taper_a.y > 1f) else if (taper_a.y > 1f)
{ {
taper_a.y = 1f; taper_a.y = 1f;
} }
tempFloat = (float)(100.0d * taper_a.x); tempFloat = 100.0f * (float)taper_a.y;
shapeBlock.PathTaperX = (sbyte)tempFloat; if (tempFloat >= 0)
tempFloat = (float)(100.0d * taper_a.y); tempFloat += 0.5f;
else
tempFloat -= 0.5f;
shapeBlock.PathTaperY = (sbyte)tempFloat; shapeBlock.PathTaperY = (sbyte)tempFloat;
if (revolutions < 1f) if (revolutions < 1f)
{ {
revolutions = 1f; revolutions = 1f;
@ -8643,7 +8683,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{ {
revolutions = 4f; revolutions = 4f;
} }
tempFloat = 66.66667f * (revolutions - 1.0f); tempFloat = 66.66667f * (revolutions - 1.0f) + 0.5f;
shapeBlock.PathRevolutions = (byte)tempFloat; shapeBlock.PathRevolutions = (byte)tempFloat;
// limits on radiusoffset depend on revolutions and hole size (how?) seems like the maximum range is 0 to 1 // limits on radiusoffset depend on revolutions and hole size (how?) seems like the maximum range is 0 to 1
if (radiusoffset < 0f) if (radiusoffset < 0f)
@ -8654,7 +8694,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{ {
radiusoffset = 1f; radiusoffset = 1f;
} }
tempFloat = 100.0f * radiusoffset; tempFloat = 100.0f * radiusoffset + 0.5f;
shapeBlock.PathRadiusOffset = (sbyte)tempFloat; shapeBlock.PathRadiusOffset = (sbyte)tempFloat;
if (skew < -0.95f) if (skew < -0.95f)
{ {
@ -8665,6 +8705,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
skew = 0.95f; skew = 0.95f;
} }
tempFloat = 100.0f * skew; tempFloat = 100.0f * skew;
if (tempFloat >= 0)
tempFloat += 0.5f;
else
tempFloat -= 0.5f;
shapeBlock.PathSkew = (sbyte)tempFloat; shapeBlock.PathSkew = (sbyte)tempFloat;
part.Shape.SculptEntry = false; part.Shape.SculptEntry = false;