Merge branch 'master' of /home/opensim/var/repo/opensim

integration
BlueWall 2012-07-13 22:01:18 -04:00
commit ea7d56b232
4 changed files with 100 additions and 18 deletions

View File

@ -111,6 +111,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
asset = assetService.GetCached(cacheID.ToString());
if (asset != null)
{
// m_log.DebugFormat(
// "[TERRAIN SPLAT]: Got asset service cached terrain texture {0} {1}", i, asset.ID);
try
{
using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
@ -129,6 +132,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
asset = assetService.Get(textureIDs[i].ToString());
if (asset != null)
{
// m_log.DebugFormat(
// "[TERRAIN SPLAT]: Got cached original JPEG2000 terrain texture {0} {1}", i, asset.ID);
try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); }
catch (Exception ex)
{
@ -138,14 +144,12 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
if (detailTexture[i] != null)
{
Bitmap bitmap = detailTexture[i];
// Make sure this texture is the correct size, otherwise resize
if (bitmap.Width != 256 || bitmap.Height != 256)
if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
{
using (Bitmap origBitmap = bitmap)
using (Bitmap origBitmap = detailTexture[i])
{
bitmap = ImageUtils.ResizeImage(origBitmap, 256, 256);
detailTexture[i] = ImageUtils.ResizeImage(origBitmap, 256, 256);
}
}
@ -153,7 +157,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
byte[] data;
using (System.IO.MemoryStream stream = new System.IO.MemoryStream())
{
bitmap.Save(stream, ImageFormat.Png);
detailTexture[i].Save(stream, ImageFormat.Png);
data = stream.ToArray();
}
@ -185,6 +189,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
{
if (detailTexture[i] == null)
{
// m_log.DebugFormat(
// "[TERRAIN SPLAT]: Generating solid colour for missing texture {0}", i);
// Create a solid color texture for this layer
detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
using (Graphics gfx = Graphics.FromImage(detailTexture[i]))

View File

@ -421,15 +421,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return LSL_Vector.Norm(v);
}
public LSL_Float llVecDist(LSL_Vector a, LSL_Vector b)
private double VecDist(LSL_Vector a, LSL_Vector b)
{
m_host.AddScriptLPS(1);
double dx = a.x - b.x;
double dy = a.y - b.y;
double dz = a.z - b.z;
return Math.Sqrt(dx * dx + dy * dy + dz * dz);
}
public LSL_Float llVecDist(LSL_Vector a, LSL_Vector b)
{
m_host.AddScriptLPS(1);
return VecDist(a, b);
}
//Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
/// <summary>
@ -1242,6 +1247,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
}
}
private bool IsPhysical()
{
return ((m_host.GetEffectiveObjectFlags() & (uint)PrimFlags.Physics) == (uint)PrimFlags.Physics);
}
public LSL_Integer llGetStatus(int status)
{
m_host.AddScriptLPS(1);
@ -1249,11 +1259,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
switch (status)
{
case ScriptBaseClass.STATUS_PHYSICS:
if ((m_host.GetEffectiveObjectFlags() & (uint)PrimFlags.Physics) == (uint)PrimFlags.Physics)
{
return 1;
}
return 0;
return IsPhysical() ? 1 : 0;
case ScriptBaseClass.STATUS_PHANTOM:
if ((m_host.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) == (uint)PrimFlags.Phantom)
@ -1917,11 +1923,68 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
m_host.AddScriptLPS(1);
SetPos(m_host, pos);
SetPos(m_host, pos, true);
ScriptSleep(200);
}
/// <summary>
/// Tries to move the entire object so that the root prim is within 0.1m of position. http://wiki.secondlife.com/wiki/LlSetRegionPos
/// Documentation indicates that the use of x/y coordinates up to 10 meters outside the bounds of a region will work but do not specify what happens if there is no adjacent region for the object to move into.
/// Uses the RegionSize constant here rather than hard-coding 266.0 to alert any developer modifying OpenSim to support variable-sized regions that this method will need tweaking.
/// </summary>
/// <param name="pos"></param>
/// <returns>1 if successful, 0 otherwise.</returns>
public LSL_Integer llSetRegionPos(LSL_Vector pos)
{
m_host.AddScriptLPS(1);
// BEGIN WORKAROUND
// IF YOU GET REGION CROSSINGS WORKING WITH THIS FUNCTION, REPLACE THE WORKAROUND.
//
// This workaround is to prevent silent failure of this function.
// According to the specification on the SL Wiki, providing a position outside of the
if (pos.x < 0 || pos.x > Constants.RegionSize || pos.y < 0 || pos.y > Constants.RegionSize)
{
return 0;
}
// END WORK AROUND
else if ( // this is not part of the workaround if-block because it's not related to the workaround.
IsPhysical() ||
m_host.ParentGroup.IsAttachment || // return FALSE if attachment
(
pos.x < -10.0 || // return FALSE if more than 10 meters into a west-adjacent region.
pos.x > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a east-adjacent region.
pos.y < -10.0 || // return FALSE if more than 10 meters into a south-adjacent region.
pos.y > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a north-adjacent region.
pos.z > 4096 // return FALSE if altitude than 4096m
)
)
{
return 0;
}
// if we reach this point, then the object is not physical, it's not an attachment, and the destination is within the valid range.
// this could possibly be done in the above else-if block, but we're doing the check here to keep the code easier to read.
Vector3 objectPos = m_host.ParentGroup.RootPart.AbsolutePosition;
LandData here = World.GetLandData((float)objectPos.X, (float)objectPos.Y);
LandData there = World.GetLandData((float)pos.x, (float)pos.y);
// we're only checking prim limits if it's moving to a different parcel under the assumption that if the object got onto the parcel without exceeding the prim limits.
bool sameParcel = here.GlobalID == there.GlobalID;
if (!sameParcel && !World.Permissions.CanRezObject(m_host.ParentGroup.PrimCount, m_host.ParentGroup.OwnerID, new Vector3((float)pos.x, (float)pos.y, (float)pos.z)))
{
return 0;
}
SetPos(m_host.ParentGroup.RootPart, pos, false);
return VecDist(pos, llGetRootPosition()) <= 0.1 ? 1 : 0;
}
// Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
// note linked setpos is capped "differently"
private LSL_Vector SetPosAdjust(LSL_Vector start, LSL_Vector end)
@ -1953,7 +2016,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return real_vec;
}
protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
/// <summary>
/// set object position, optionally capping the distance.
/// </summary>
/// <param name="part"></param>
/// <param name="targetPos"></param>
/// <param name="adjust">if TRUE, will cap the distance to 10m.</param>
protected void SetPos(SceneObjectPart part, LSL_Vector targetPos, bool adjust)
{
// Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
LSL_Vector currentPos = GetPartLocalPos(part);
@ -1966,12 +2035,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
targetPos.z = ground;
SceneObjectGroup parent = part.ParentGroup;
LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos);
LSL_Vector real_vec = !adjust ? targetPos : SetPosAdjust(currentPos, targetPos);
parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z));
}
else
{
LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos);
LSL_Vector rel_vec = !adjust ? targetPos : SetPosAdjust(currentPos, targetPos);
part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
SceneObjectGroup parent = part.ParentGroup;
parent.HasGroupChanged = true;

View File

@ -359,6 +359,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
void llSetPrimitiveParams(LSL_List rules);
void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules);
void llSetPrimURL(string url);
LSL_Integer llSetRegionPos(LSL_Vector pos);
void llSetRemoteScriptAccessPin(int pin);
void llSetRot(LSL_Rotation rot);
void llSetScale(LSL_Vector scale);

View File

@ -1618,6 +1618,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
m_LSL_Functions.llSetPrimURL(url);
}
public LSL_Integer llSetRegionPos(LSL_Vector pos)
{
return m_LSL_Functions.llSetRegionPos(pos);
}
public void llSetRemoteScriptAccessPin(int pin)
{
m_LSL_Functions.llSetRemoteScriptAccessPin(pin);