/* * 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 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * 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; } } }