Merge branch 'master' of ssh://diva@opensimulator.org/var/git/opensim

mysql-performance
Diva Canto 2009-12-21 08:55:43 -08:00
commit dcafb1dfcd
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); m_host.AddScriptLPS(1);
return World.SimulatorFPS; return World.SimulatorFPS;
} }
/* particle system rules should be coming into this routine as doubles, that is /* 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 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; break;
case (int)ScriptBaseClass.PRIM_POSITION: 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.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; break;
case (int)ScriptBaseClass.PRIM_SIZE: case (int)ScriptBaseClass.PRIM_SIZE:
@ -7421,6 +7429,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
PrimitiveBaseShape Shape = part.Shape; PrimitiveBaseShape Shape = part.Shape;
int primType = getScriptPrimType(part.Shape); int primType = getScriptPrimType(part.Shape);
res.Add(new LSL_Integer(primType)); 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) switch (primType)
{ {
case ScriptBaseClass.PRIM_TYPE_BOX: 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_Float(Shape.ProfileHollow / 50000.0));
res.Add(new LSL_Vector(Shape.PathTwistBegin / 100.0, Shape.PathTwist / 100.0, 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(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; break;
case ScriptBaseClass.PRIM_TYPE_SPHERE: 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)); res.Add(new LSL_Vector(1 - (Shape.PathScaleX / 100.0 - 1), 1 - (Shape.PathScaleY / 100.0 - 1), 0));
// vector topshear // 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 // vector profilecut
res.Add(new LSL_Vector(Shape.ProfileBegin / 50000.0, 1 - Shape.ProfileEnd / 50000.0, 0)); 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)); res.Add(new LSL_Vector(Shape.PathTaperX / 100.0, Shape.PathTaperY / 100.0, 0));
// float revolutions // 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 // float radiusoffset
res.Add(new LSL_Float(Shape.PathRadiusOffset / 100.0)); res.Add(new LSL_Float(Shape.PathRadiusOffset / 100.0));