Bring us up to date.

This commit is contained in:
Tom
2011-09-14 19:11:32 -07:00
49 changed files with 1324 additions and 632 deletions

View File

@@ -7040,6 +7040,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
{
float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
return shapeBlock;
@@ -7123,8 +7124,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
twist.y = 1.0f;
}
shapeBlock.PathTwistBegin = (sbyte)(100 * twist.x);
shapeBlock.PathTwist = (sbyte)(100 * twist.y);
// A fairly large precision error occurs for some calculations,
// if a float or double is directly cast to a byte or sbyte
// variable, in both .Net and Mono. In .Net, coding
// "(sbyte)(float)(some expression)" corrects the precision
// errors. But this does not work for Mono. This longer coding
// form of creating a tempoary float variable from the
// expression first, then casting that variable to a byte or
// sbyte, works for both .Net and Mono. These types of
// assignments occur in SetPrimtiveBlockShapeParams and
// SetPrimitiveShapeParams in support of llSetPrimitiveParams.
tempFloat = (float)(100.0d * twist.x);
shapeBlock.PathTwistBegin = (sbyte)tempFloat;
tempFloat = (float)(100.0d * twist.y);
shapeBlock.PathTwist = (sbyte)tempFloat;
shapeBlock.ObjectLocalID = part.LocalId;
@@ -7138,6 +7151,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
return;
float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
ObjectShapePacket.ObjectDataBlock shapeBlock;
shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -7158,8 +7172,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
taper_b.y = 2f;
}
shapeBlock.PathScaleX = (byte)(100 * (2.0 - taper_b.x));
shapeBlock.PathScaleY = (byte)(100 * (2.0 - taper_b.y));
tempFloat = (float)(100.0d * (2.0d - taper_b.x));
shapeBlock.PathScaleX = (byte)tempFloat;
tempFloat = (float)(100.0d * (2.0d - taper_b.y));
shapeBlock.PathScaleY = (byte)tempFloat;
if (topshear.x < -0.5f)
{
topshear.x = -0.5f;
@@ -7176,8 +7192,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
topshear.y = 0.5f;
}
shapeBlock.PathShearX = (byte)(100 * topshear.x);
shapeBlock.PathShearY = (byte)(100 * topshear.y);
tempFloat = (float)(100.0d * topshear.x);
shapeBlock.PathShearX = (byte)tempFloat;
tempFloat = (float)(100.0d * topshear.y);
shapeBlock.PathShearY = (byte)tempFloat;
part.Shape.SculptEntry = false;
part.UpdateShape(shapeBlock);
@@ -7233,6 +7251,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
return;
float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
ObjectShapePacket.ObjectDataBlock shapeBlock;
shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -7257,8 +7276,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
holesize.y = 0.5f;
}
shapeBlock.PathScaleX = (byte)(100 * (2 - holesize.x));
shapeBlock.PathScaleY = (byte)(100 * (2 - holesize.y));
tempFloat = (float)(100.0d * (2.0d - holesize.x));
shapeBlock.PathScaleX = (byte)tempFloat;
tempFloat = (float)(100.0d * (2.0d - holesize.y));
shapeBlock.PathScaleY = (byte)tempFloat;
if (topshear.x < -0.5f)
{
topshear.x = -0.5f;
@@ -7275,8 +7296,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
topshear.y = 0.5f;
}
shapeBlock.PathShearX = (byte)(100 * topshear.x);
shapeBlock.PathShearY = (byte)(100 * topshear.y);
tempFloat = (float)(100.0d * topshear.x);
shapeBlock.PathShearX = (byte)tempFloat;
tempFloat = (float)(100.0d * topshear.y);
shapeBlock.PathShearY = (byte)tempFloat;
if (profilecut.x < 0f)
{
profilecut.x = 0f;
@@ -7320,8 +7343,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
taper_a.y = 1f;
}
shapeBlock.PathTaperX = (sbyte)(100 * taper_a.x);
shapeBlock.PathTaperY = (sbyte)(100 * taper_a.y);
tempFloat = (float)(100.0d * taper_a.x);
shapeBlock.PathTaperX = (sbyte)tempFloat;
tempFloat = (float)(100.0d * taper_a.y);
shapeBlock.PathTaperY = (sbyte)tempFloat;
if (revolutions < 1f)
{
revolutions = 1f;
@@ -7330,7 +7355,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
revolutions = 4f;
}
shapeBlock.PathRevolutions = (byte)(66.666667 * (revolutions - 1.0));
tempFloat = 66.66667f * (revolutions - 1.0f);
shapeBlock.PathRevolutions = (byte)tempFloat;
// limits on radiusoffset depend on revolutions and hole size (how?) seems like the maximum range is 0 to 1
if (radiusoffset < 0f)
{
@@ -7340,7 +7366,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
radiusoffset = 1f;
}
shapeBlock.PathRadiusOffset = (sbyte)(100 * radiusoffset);
tempFloat = 100.0f * radiusoffset;
shapeBlock.PathRadiusOffset = (sbyte)tempFloat;
if (skew < -0.95f)
{
skew = -0.95f;
@@ -7349,7 +7376,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
skew = 0.95f;
}
shapeBlock.PathSkew = (sbyte)(100 * skew);
tempFloat = 100.0f * skew;
shapeBlock.PathSkew = (sbyte)tempFloat;
part.Shape.SculptEntry = false;
part.UpdateShape(shapeBlock);
@@ -8268,10 +8296,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
res.Add(new LSL_Vector(Shape.PathTaperX / 100.0, Shape.PathTaperY / 100.0, 0));
// float revolutions
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).
res.Add(new LSL_Float(Math.Round(Shape.PathRevolutions * 0.015d, 2, MidpointRounding.AwayFromZero)) + 1.0d);
// 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).
//
// Using these formulas to store and retrieve PathRevolutions, it is not
// possible to use all values between 1.00 and 4.00. For instance, you can't
// represent 1.10. You can represent 1.09 and 1.11, but not 1.10. So, if you
// use llSetPrimitiveParams to set revolutions to 1.10 and then retreive them
// with llGetPrimitiveParams, you'll retrieve 1.09. You can also see a similar
// behavior in the viewer as you cannot set 1.10. The viewer jumps to 1.11.
// In SL, llSetPrimitveParams and llGetPrimitiveParams can set and get a value
// such as 1.10. So, SL must store and retreive the actual user input rather
// than only storing the encoded value.
// float radiusoffset
res.Add(new LSL_Float(Shape.PathRadiusOffset / 100.0));

View File

@@ -712,9 +712,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
== World.LandChannel.GetLandObject(
presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
{
World.RequestTeleportLocation(presence.ControllingClient, regionName,
new Vector3((float)position.x, (float)position.y, (float)position.z),
new Vector3((float)lookat.x, (float)lookat.y, (float)lookat.z), (uint)TPFlags.ViaLocation);
// We will launch the teleport on a new thread so that when the script threads are terminated
// before teleport in ScriptInstance.GetXMLState(), we don't end up aborting the one doing the teleporting.
Util.FireAndForget(
o => World.RequestTeleportLocation(presence.ControllingClient, regionName,
new Vector3((float)position.x, (float)position.y, (float)position.z),
new Vector3((float)lookat.x, (float)lookat.y, (float)lookat.z), (uint)TPFlags.ViaLocation));
ScriptSleep(5000);
}
@@ -750,9 +753,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
== World.LandChannel.GetLandObject(
presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
{
World.RequestTeleportLocation(presence.ControllingClient, regionHandle,
new Vector3((float)position.x, (float)position.y, (float)position.z),
new Vector3((float)lookat.x, (float)lookat.y, (float)lookat.z), (uint)TPFlags.ViaLocation);
// We will launch the teleport on a new thread so that when the script threads are terminated
// before teleport in ScriptInstance.GetXMLState(), we don't end up aborting the one doing the teleporting.
Util.FireAndForget(
o => World.RequestTeleportLocation(presence.ControllingClient, regionHandle,
new Vector3((float)position.x, (float)position.y, (float)position.z),
new Vector3((float)lookat.x, (float)lookat.y, (float)lookat.z), (uint)TPFlags.ViaLocation));
ScriptSleep(5000);
}
}

View File

@@ -49,7 +49,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
private const double ANGLE_ACCURACY_IN_RADIANS = 1E-6;
private const double VECTOR_COMPONENT_ACCURACY = 0.0000005d;
private const double FLOAT_ACCURACY = 0.00005d;
private const float FLOAT_ACCURACY = 0.00005f;
private LSL_Api m_lslApi;
[SetUp]
@@ -194,10 +194,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
ScriptBaseClass.PRIM_TYPE_SPHERE, // Prim type
ScriptBaseClass.PRIM_HOLE_DEFAULT, // Prim hole type
new LSL_Types.Vector3(0.0d, 0.075d, 0.0d), // Prim cut
0.80d, // Prim hollow
0.80f, // Prim hollow
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist
new LSL_Types.Vector3(0.32d, 0.76d, 0.0d), // Prim dimple
0.80d); // Prim hollow check
0.80f); // Prim hollow check
// Test a prism.
CheckllSetPrimitiveParams(
@@ -206,11 +206,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
ScriptBaseClass.PRIM_TYPE_PRISM, // Prim type
ScriptBaseClass.PRIM_HOLE_CIRCLE, // Prim hole type
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut
0.90d, // Prim hollow
0.90f, // Prim hollow
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist
new LSL_Types.Vector3(2.0d, 1.0d, 0.0d), // Prim taper
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear
0.90d); // Prim hollow check
0.90f); // Prim hollow check
// Test a box.
CheckllSetPrimitiveParams(
@@ -219,11 +219,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
ScriptBaseClass.PRIM_TYPE_BOX, // Prim type
ScriptBaseClass.PRIM_HOLE_TRIANGLE, // Prim hole type
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut
0.95d, // Prim hollow
0.95f, // Prim hollow
new LSL_Types.Vector3(1.0d, 0.0d, 0.0d), // Prim twist
new LSL_Types.Vector3(1.0d, 1.0d, 0.0d), // Prim taper
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear
0.95d); // Prim hollow check
0.95f); // Prim hollow check
// Test a tube.
CheckllSetPrimitiveParams(
@@ -232,16 +232,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
ScriptBaseClass.PRIM_TYPE_TUBE, // Prim type
ScriptBaseClass.PRIM_HOLE_SQUARE, // Prim hole type
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut
0.00d, // Prim hollow
0.00f, // Prim hollow
new LSL_Types.Vector3(1.0d, -1.0d, 0.0d), // Prim twist
new LSL_Types.Vector3(1.0d, 0.5d, 0.0d), // Prim hole size
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear
new LSL_Types.Vector3(1.0d, 0.05d, 0.0d), // Prim hole size
// Expression for y selected to test precision problems during byte
// cast in SetPrimitiveShapeParams.
new LSL_Types.Vector3(0.0d, 0.35d + 0.1d, 0.0d), // Prim shear
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim profile cut
new LSL_Types.Vector3(-1.0d, 1.0d, 0.0d), // Prim taper
1.0d, // Prim revolutions
1.0d, // Prim radius
0.0d, // Prim skew
0.00d); // Prim hollow check
// Expression for y selected to test precision problems during sbyte
// cast in SetPrimitiveShapeParams.
new LSL_Types.Vector3(-1.0d, 0.70d + 0.1d + 0.1d, 0.0d), // Prim taper
1.11f, // Prim revolutions
0.88f, // Prim radius
0.95f, // Prim skew
0.00f); // Prim hollow check
// Test a prism.
CheckllSetPrimitiveParams(
@@ -250,11 +254,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
ScriptBaseClass.PRIM_TYPE_PRISM, // Prim type
ScriptBaseClass.PRIM_HOLE_SQUARE, // Prim hole type
new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut
0.95d, // Prim hollow
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist
new LSL_Types.Vector3(2.0d, 1.0d, 0.0d), // Prim taper
0.95f, // Prim hollow
// Expression for x selected to test precision problems during sbyte
// cast in SetPrimitiveShapeBlockParams.
new LSL_Types.Vector3(0.7d + 0.2d, 0.0d, 0.0d), // Prim twist
// Expression for y selected to test precision problems during sbyte
// cast in SetPrimitiveShapeParams.
new LSL_Types.Vector3(2.0d, (1.3d + 0.1d), 0.0d), // Prim taper
new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear
0.70d); // Prim hollow check
0.70f); // Prim hollow check
// Test a sculpted prim.
CheckllSetPrimitiveParams(
@@ -268,8 +276,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
// Set prim params for a box, cylinder or prism and check results.
public void CheckllSetPrimitiveParams(string primTest,
LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut,
double primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primTaper, LSL_Types.Vector3 primShear,
double primHollowCheck)
float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primTaper, LSL_Types.Vector3 primShear,
float primHollowCheck)
{
// Set the prim params.
m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize,
@@ -297,7 +305,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
// Set prim params for a sphere and check results.
public void CheckllSetPrimitiveParams(string primTest,
LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut,
double primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primDimple, double primHollowCheck)
float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primDimple, float primHollowCheck)
{
// Set the prim params.
m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize,
@@ -324,9 +332,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
// Set prim params for a torus, tube or ring and check results.
public void CheckllSetPrimitiveParams(string primTest,
LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut,
double primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primHoleSize,
float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primHoleSize,
LSL_Types.Vector3 primShear, LSL_Types.Vector3 primProfCut, LSL_Types.Vector3 primTaper,
double primRev, double primRadius, double primSkew, double primHollowCheck)
float primRev, float primRadius, float primSkew, float primHollowCheck)
{
// Set the prim params.
m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize,
@@ -353,7 +361,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
CheckllSetPrimitiveParamsVector(primProfCut, m_lslApi.llList2Vector(primParams, 8), primTest + " prim profile cut");
CheckllSetPrimitiveParamsVector(primTaper, m_lslApi.llList2Vector(primParams, 9), primTest + " prim taper");
Assert.AreEqual(primRev, m_lslApi.llList2Float(primParams, 10), FLOAT_ACCURACY,
"TestllSetPrimitiveParams " + primTest + " prim revolution fail");
"TestllSetPrimitiveParams " + primTest + " prim revolutions fail");
Assert.AreEqual(primRadius, m_lslApi.llList2Float(primParams, 11), FLOAT_ACCURACY,
"TestllSetPrimitiveParams " + primTest + " prim radius fail");
Assert.AreEqual(primSkew, m_lslApi.llList2Float(primParams, 12), FLOAT_ACCURACY,