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author | SignpostMarv | 2012-08-06 15:35:40 +0100 |
---|---|---|
committer | Justin Clark-Casey (justincc) | 2012-08-15 23:35:23 +0100 |
commit | ef4122213c440c55d32c097c08e52170f4b4346a (patch) | |
tree | ba7aa3047bac89053992d2539907f07d110f415e /OpenSim/Region/ScriptEngine | |
parent | Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim (diff) | |
download | opensim-SC-ef4122213c440c55d32c097c08e52170f4b4346a.zip opensim-SC-ef4122213c440c55d32c097c08e52170f4b4346a.tar.gz opensim-SC-ef4122213c440c55d32c097c08e52170f4b4346a.tar.bz2 opensim-SC-ef4122213c440c55d32c097c08e52170f4b4346a.tar.xz |
enables configurable minimum sizes for physical & non-physical prims
Diffstat (limited to 'OpenSim/Region/ScriptEngine')
-rw-r--r-- | OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 28 |
1 files changed, 8 insertions, 20 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 55567d1..a7852ec 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -1343,31 +1343,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
1343 | if (part == null || part.ParentGroup.IsDeleted) | 1343 | if (part == null || part.ParentGroup.IsDeleted) |
1344 | return; | 1344 | return; |
1345 | 1345 | ||
1346 | if (scale.x < 0.01) | 1346 | // First we need to check whether or not we need to clamp the size of a physics-enabled prim |
1347 | scale.x = 0.01; | ||
1348 | if (scale.y < 0.01) | ||
1349 | scale.y = 0.01; | ||
1350 | if (scale.z < 0.01) | ||
1351 | scale.z = 0.01; | ||
1352 | |||
1353 | PhysicsActor pa = part.ParentGroup.RootPart.PhysActor; | 1347 | PhysicsActor pa = part.ParentGroup.RootPart.PhysActor; |
1354 | |||
1355 | if (pa != null && pa.IsPhysical) | 1348 | if (pa != null && pa.IsPhysical) |
1356 | { | 1349 | { |
1357 | if (scale.x > World.m_maxPhys) | 1350 | scale.x = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.x)); |
1358 | scale.x = World.m_maxPhys; | 1351 | scale.y = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.y)); |
1359 | if (scale.y > World.m_maxPhys) | 1352 | scale.z = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.z)); |
1360 | scale.y = World.m_maxPhys; | ||
1361 | if (scale.z > World.m_maxPhys) | ||
1362 | scale.z = World.m_maxPhys; | ||
1363 | } | 1353 | } |
1364 | 1354 | ||
1365 | if (scale.x > World.m_maxNonphys) | 1355 | // Next we clamp the scale to the non-physical min/max |
1366 | scale.x = World.m_maxNonphys; | 1356 | scale.x = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.x)); |
1367 | if (scale.y > World.m_maxNonphys) | 1357 | scale.y = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.y)); |
1368 | scale.y = World.m_maxNonphys; | 1358 | scale.z = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.z)); |
1369 | if (scale.z > World.m_maxNonphys) | ||
1370 | scale.z = World.m_maxNonphys; | ||
1371 | 1359 | ||
1372 | Vector3 tmp = part.Scale; | 1360 | Vector3 tmp = part.Scale; |
1373 | tmp.X = (float)scale.x; | 1361 | tmp.X = (float)scale.x; |