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authorUbitUmarov2016-11-25 18:35:23 +0000
committerUbitUmarov2016-11-25 18:35:23 +0000
commit935510d87956f080f1425982b3da918009c32feb (patch)
tree4298ca103968aafe9e8381eb74c5ac6dd0cc68eb /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parent change llScaleByFactor (sorry Mandarinka). (diff)
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add llGetMaxScaleFactor and llGetMinScaleFactor
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs77
1 files changed, 77 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 739d23d..6cdbac5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -4258,6 +4258,83 @@ namespace OpenSim.Region.Framework.Scenes
4258 return true; 4258 return true;
4259 } 4259 }
4260 4260
4261 public float GetMaxGroupResizeScale()
4262 {
4263 if (Scene == null || IsDeleted || inTransit)
4264 return 1.0f;
4265
4266 float maxsize = Scene.m_maxNonphys;
4267 PhysicsActor pa = m_rootPart.PhysActor;
4268 // assuming physics is more restrictive
4269 if (pa != null && pa.IsPhysical)
4270 maxsize = Scene.m_maxPhys;
4271
4272 SceneObjectPart[] parts = m_parts.GetArray();
4273 float larger = float.MinValue;
4274
4275 for(int i = 0; i < parts.Length; i++)
4276 {
4277 SceneObjectPart obPart = parts[i];
4278 Vector3 oldSize = new Vector3(obPart.Scale);
4279 if(larger < oldSize.X)
4280 larger = oldSize.X;
4281
4282 if(larger < oldSize.Y)
4283 larger = oldSize.Y;
4284
4285 if(larger < oldSize.Z)
4286 larger = oldSize.Z;
4287 }
4288
4289 if(larger >= maxsize)
4290 return 1.0f;
4291
4292 larger += 1e-3f;
4293 float fscale = maxsize / larger;
4294
4295 return fscale;
4296 }
4297
4298 public float GetMinGroupResizeScale()
4299 {
4300 if (Scene == null || IsDeleted || inTransit)
4301 return 1.0f;
4302
4303 float minsize = Scene.m_minNonphys;
4304 PhysicsActor pa = m_rootPart.PhysActor;
4305 // assuming physics is more restrictive
4306 if (pa != null && pa.IsPhysical)
4307 minsize = Scene.m_minPhys;
4308
4309 SceneObjectPart[] parts = m_parts.GetArray();
4310 float smaller = float.MaxValue;
4311
4312 for(int i = 0; i < parts.Length; i++)
4313 {
4314 SceneObjectPart obPart = parts[i];
4315 Vector3 oldSize = new Vector3(obPart.Scale);
4316 if(smaller > oldSize.X)
4317 smaller = oldSize.X;
4318
4319 if(smaller > oldSize.Y)
4320 smaller = oldSize.Y;
4321
4322 if(smaller > oldSize.Z)
4323 smaller = oldSize.Z;
4324 }
4325
4326 if(smaller <= minsize)
4327 return 1.0f;
4328
4329 if(smaller > 2e-3f)
4330 smaller -= 1e-3f;
4331 float fscale = minsize / smaller;
4332 if(fscale < 1e-8f)
4333 fscale = 1e-8f;
4334
4335 return fscale;
4336 }
4337
4261 #endregion 4338 #endregion
4262 4339
4263 #region Position 4340 #region Position