refactoring to allow Scene.GetLandData to accept Vector3 as an argument. Note that the prior work on LSL_Vector implicit operators means one does not need to explicitly cast a LSL_Vector to Vector3
parent
a2a46a18ae
commit
f8612b0d1b
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@ -4301,6 +4301,16 @@ namespace OpenSim.Region.Framework.Scenes
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return LandChannel.GetLandObject(x, y).LandData;
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return LandChannel.GetLandObject(x, y).LandData;
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}
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}
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/// <summary>
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/// Get LandData by position.
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/// </summary>
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/// <param name="pos"></param>
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/// <returns></returns>
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public LandData GetLandData(Vector3 pos)
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{
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return GetLandData(pos.X, pos.Y);
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}
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public LandData GetLandData(uint x, uint y)
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public LandData GetLandData(uint x, uint y)
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{
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{
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m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y);
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m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y);
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@ -447,7 +447,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
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// settings allow voice, then whether parcel allows
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// settings allow voice, then whether parcel allows
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// voice, if all do retrieve or obtain the parcel
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// voice, if all do retrieve or obtain the parcel
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// voice channel
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// voice channel
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LandData land = scene.GetLandData(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
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LandData land = scene.GetLandData(avatar.AbsolutePosition);
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//m_log.DebugFormat("[FreeSwitchVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}",
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//m_log.DebugFormat("[FreeSwitchVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}",
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// scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param);
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// scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param);
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@ -623,7 +623,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
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// settings allow voice, then whether parcel allows
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// settings allow voice, then whether parcel allows
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// voice, if all do retrieve or obtain the parcel
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// voice, if all do retrieve or obtain the parcel
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// voice channel
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// voice channel
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LandData land = scene.GetLandData(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
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LandData land = scene.GetLandData(avatar.AbsolutePosition);
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m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}",
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m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}",
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scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param);
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scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param);
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@ -1979,8 +1979,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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// 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.
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// 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.
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Vector3 objectPos = m_host.ParentGroup.RootPart.AbsolutePosition;
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Vector3 objectPos = m_host.ParentGroup.RootPart.AbsolutePosition;
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LandData here = World.GetLandData((float)objectPos.X, (float)objectPos.Y);
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LandData here = World.GetLandData(objectPos);
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LandData there = World.GetLandData((float)pos.x, (float)pos.y);
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LandData there = World.GetLandData(pos);
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// 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.
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// 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.
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@ -9699,20 +9699,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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switch ((ParcelMediaCommandEnum) aList.Data[i])
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switch ((ParcelMediaCommandEnum) aList.Data[i])
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{
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{
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case ParcelMediaCommandEnum.Url:
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case ParcelMediaCommandEnum.Url:
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list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
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list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaURL));
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break;
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break;
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case ParcelMediaCommandEnum.Desc:
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case ParcelMediaCommandEnum.Desc:
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list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).Description));
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list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).Description));
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break;
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break;
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case ParcelMediaCommandEnum.Texture:
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case ParcelMediaCommandEnum.Texture:
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list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaID.ToString()));
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list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaID.ToString()));
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break;
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break;
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case ParcelMediaCommandEnum.Type:
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case ParcelMediaCommandEnum.Type:
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list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaType));
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list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaType));
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break;
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break;
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case ParcelMediaCommandEnum.Size:
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case ParcelMediaCommandEnum.Size:
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list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaWidth));
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list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaWidth));
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list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaHeight));
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list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaHeight));
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break;
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break;
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default:
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default:
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ParcelMediaCommandEnum mediaCommandEnum = ParcelMediaCommandEnum.Url;
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ParcelMediaCommandEnum mediaCommandEnum = ParcelMediaCommandEnum.Url;
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@ -10329,7 +10329,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public LSL_List llGetParcelDetails(LSL_Vector pos, LSL_List param)
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public LSL_List llGetParcelDetails(LSL_Vector pos, LSL_List param)
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{
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{
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m_host.AddScriptLPS(1);
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m_host.AddScriptLPS(1);
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LandData land = World.GetLandData((float)pos.x, (float)pos.y);
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LandData land = World.GetLandData(pos);
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if (land == null)
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if (land == null)
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{
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{
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return new LSL_List(0);
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return new LSL_List(0);
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@ -2911,7 +2911,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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ScenePresence presence = World.GetScenePresence(avatarId);
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ScenePresence presence = World.GetScenePresence(avatarId);
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if (presence != null)
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if (presence != null)
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{
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{
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LandData land = World.GetLandData((float)pos.X, (float)pos.Y);
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LandData land = World.GetLandData(pos);
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if ((land.Flags & (uint)ParcelFlags.AllowDamage) == (uint)ParcelFlags.AllowDamage)
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if ((land.Flags & (uint)ParcelFlags.AllowDamage) == (uint)ParcelFlags.AllowDamage)
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{
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{
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float health = presence.Health;
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float health = presence.Health;
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