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