OpenSimMirror/OpenSim/Region/ScriptEngine/XMREngine/XMRInstSorpra.cs

77 lines
3.7 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.ScriptEngine.Shared;
using System;
using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
namespace OpenSim.Region.ScriptEngine.XMREngine
{
public partial class XMRInstance
{
/**
* @brief If RegionCrossing trapping is enabled, any attempt to move the object
* outside its current region will cause the event to fire and the object
* will remain in its current region.
*/
public override void xmrTrapRegionCrossing (int en)
{ }
/**
* @brief Move object to new position and rotation asynchronously.
* Can move object across region boundary.
* @param pos = new position within current region (same coords as llGetPos())
* @param rot = new rotation within current region (same coords as llGetRot())
* @param options = not used
* @param evcode = not used
* @param evargs = arguments to pass to event handler
* @returns false: completed synchronously, no event will be queued
*/
public const double Sorpra_MIN_CROSS = 1.0 / 512.0; // ie, ~2mm
public const int Sorpra_TIMEOUT_MS = 30000; // ie, 30sec
public override bool xmrSetObjRegPosRotAsync (LSL_Vector pos, LSL_Rotation rot, int options, int evcode, LSL_List evargs)
{
// do the move
SceneObjectGroup sog = m_Part.ParentGroup;
sog.UpdateGroupRotationPR (pos, rot);
// it is always synchronous
return false;
}
}
}