diff options
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Shared/Api/Implementation')
-rw-r--r-- | OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 105 |
1 files changed, 89 insertions, 16 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 8aeca31..b0a99f3 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -2412,8 +2412,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2412 | 2412 | ||
2413 | float groupmass = new_group.GetMass(); | 2413 | float groupmass = new_group.GetMass(); |
2414 | 2414 | ||
2415 | //Recoil. | 2415 | if (new_group.RootPart.PhysActor != null && new_group.RootPart.PhysActor.IsPhysical && llvel != Vector3.Zero) |
2416 | llApplyImpulse(new LSL_Vector(llvel.X * groupmass, llvel.Y * groupmass, llvel.Z * groupmass), 0); | 2416 | { |
2417 | new_group.RootPart.ApplyImpulse(llvel, false); | ||
2418 | //Recoil. | ||
2419 | llApplyImpulse(new LSL_Vector(llvel.X * groupmass, llvel.Y * groupmass, llvel.Z * groupmass), 0); | ||
2420 | } | ||
2417 | // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay) | 2421 | // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay) |
2418 | ScriptSleep((int)((groupmass * velmag) / 10)); | 2422 | ScriptSleep((int)((groupmass * velmag) / 10)); |
2419 | // ScriptSleep(100); | 2423 | // ScriptSleep(100); |
@@ -4935,22 +4939,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
4935 | } | 4939 | } |
4936 | else | 4940 | else |
4937 | { | 4941 | { |
4938 | byte[] parms = avatar.Appearance.VisualParams; | 4942 | agentSize = new LSL_Vector(0.45, 0.6, calculateAgentHeight(avatar)); |
4939 | // The values here were arrived at from experimentation with the sliders | ||
4940 | // in edit appearance in SL to find the ones that affected the height and how | ||
4941 | // much they affected it. | ||
4942 | float avatarHeight = 1.23077f // Shortest possible avatar height | ||
4943 | + 0.516945f * (float)parms[25] / 255.0f // Body height | ||
4944 | + 0.072514f * (float)parms[120] / 255.0f // Head size | ||
4945 | + 0.3836f * (float)parms[125] / 255.0f // Leg length | ||
4946 | + 0.08f * (float)parms[77] / 255.0f // Shoe heel height | ||
4947 | + 0.07f * (float)parms[78] / 255.0f // Shoe platform height | ||
4948 | + 0.076f * (float)parms[148] / 255.0f; // Neck length | ||
4949 | agentSize = new LSL_Vector(0.45, 0.6, avatarHeight); | ||
4950 | } | 4943 | } |
4951 | return agentSize; | 4944 | return agentSize; |
4952 | } | 4945 | } |
4953 | 4946 | ||
4947 | private float calculateAgentHeight(ScenePresence avatar) | ||
4948 | { | ||
4949 | byte[] parms = avatar.Appearance.VisualParams; | ||
4950 | // The values here were arrived at from experimentation with the sliders | ||
4951 | // in edit appearance in SL to find the ones that affected the height and how | ||
4952 | // much they affected it. | ||
4953 | float avatarHeight = 1.23077f // Shortest possible avatar height | ||
4954 | + 0.516945f * (float)parms[25] / 255.0f // Body height | ||
4955 | + 0.072514f * (float)parms[120] / 255.0f // Head size | ||
4956 | + 0.3836f * (float)parms[125] / 255.0f // Leg length | ||
4957 | + 0.08f * (float)parms[77] / 255.0f // Shoe heel height | ||
4958 | + 0.07f * (float)parms[78] / 255.0f // Shoe platform height | ||
4959 | + 0.076f * (float)parms[148] / 255.0f; // Neck length | ||
4960 | return avatarHeight; | ||
4961 | } | ||
4962 | |||
4954 | public LSL_Integer llSameGroup(string agent) | 4963 | public LSL_Integer llSameGroup(string agent) |
4955 | { | 4964 | { |
4956 | m_host.AddScriptLPS(1); | 4965 | m_host.AddScriptLPS(1); |
@@ -6431,11 +6440,75 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
6431 | return m_host.ParentGroup.PrimCount; | 6440 | return m_host.ParentGroup.PrimCount; |
6432 | } | 6441 | } |
6433 | 6442 | ||
6443 | /// <summary> | ||
6444 | /// A partial implementation. | ||
6445 | /// http://lslwiki.net/lslwiki/wakka.php?wakka=llGetBoundingBox | ||
6446 | /// So far only valid for standing/flying/ground sitting avatars and single prim objects. | ||
6447 | /// If the object has multiple prims and/or a sitting avatar then the bounding | ||
6448 | /// box is for the root prim only. | ||
6449 | /// </summary> | ||
6434 | public LSL_List llGetBoundingBox(string obj) | 6450 | public LSL_List llGetBoundingBox(string obj) |
6435 | { | 6451 | { |
6436 | m_host.AddScriptLPS(1); | 6452 | m_host.AddScriptLPS(1); |
6437 | NotImplemented("llGetBoundingBox"); | 6453 | UUID objID = UUID.Zero; |
6438 | return new LSL_List(); | 6454 | LSL_List result = new LSL_List(); |
6455 | if (!UUID.TryParse(obj, out objID)) | ||
6456 | { | ||
6457 | result.Add(new LSL_Vector()); | ||
6458 | result.Add(new LSL_Vector()); | ||
6459 | return result; | ||
6460 | } | ||
6461 | ScenePresence presence = World.GetScenePresence(objID); | ||
6462 | if (presence != null) | ||
6463 | { | ||
6464 | if (presence.ParentID == 0) // not sat on an object | ||
6465 | { | ||
6466 | LSL_Vector lower; | ||
6467 | LSL_Vector upper; | ||
6468 | if (presence.Animations.DefaultAnimation.AnimID == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) | ||
6469 | { | ||
6470 | // This is for ground sitting avatars | ||
6471 | float height = calculateAgentHeight(presence) / 2.66666667f; | ||
6472 | lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f); | ||
6473 | upper = new LSL_Vector(0.3375f, 0.45f, 0.0f); | ||
6474 | } | ||
6475 | else | ||
6476 | { | ||
6477 | // This is for standing/flying avatars | ||
6478 | float height = calculateAgentHeight(presence) / 2.0f; | ||
6479 | lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f); | ||
6480 | upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f); | ||
6481 | } | ||
6482 | result.Add(lower); | ||
6483 | result.Add(upper); | ||
6484 | return result; | ||
6485 | } | ||
6486 | else | ||
6487 | { | ||
6488 | // sitting on an object so we need the bounding box of that | ||
6489 | // which should include the avatar so set the UUID to the | ||
6490 | // UUID of the object the avatar is sat on and allow it to fall through | ||
6491 | // to processing an object | ||
6492 | SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID); | ||
6493 | objID = p.UUID; | ||
6494 | } | ||
6495 | } | ||
6496 | SceneObjectPart part = World.GetSceneObjectPart(objID); | ||
6497 | // Currently only works for single prims without a sitting avatar | ||
6498 | if (part != null) | ||
6499 | { | ||
6500 | Vector3 halfSize = part.Scale / 2.0f; | ||
6501 | LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); | ||
6502 | LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); | ||
6503 | result.Add(lower); | ||
6504 | result.Add(upper); | ||
6505 | return result; | ||
6506 | } | ||
6507 | |||
6508 | // Not found so return empty values | ||
6509 | result.Add(new LSL_Vector()); | ||
6510 | result.Add(new LSL_Vector()); | ||
6511 | return result; | ||
6439 | } | 6512 | } |
6440 | 6513 | ||
6441 | public LSL_Vector llGetGeometricCenter() | 6514 | public LSL_Vector llGetGeometricCenter() |