From aec16c2a0a9283d28361eb21b16495421a77b46a Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Mon, 27 Jul 2009 23:13:31 +0000 Subject: Than you, otakup0pe, for a patch to correct llSetPos & friends' behavior for child prims. Fixes Mantis #3931 --- .../Shared/Api/Implementation/LSL_Api.cs | 38 ++++++++++++++-------- 1 file changed, 24 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region/ScriptEngine/Shared/Api/Implementation') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 2c3002a..c7c416c 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -1849,15 +1849,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api ScriptSleep(200); } - + // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) + // note linked setpos is capped "differently" + private LSL_Vector SetPosAdjust(LSL_Vector start, LSL_Vector end) + { + if ( llVecDist(start, end) > 10.0f * m_ScriptDistanceFactor ) { + return start + m_ScriptDistanceFactor * 10.0f * llVecNorm(end - start); + } else { + return end; + } + } protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) { // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) LSL_Vector currentPos = llGetLocalPos(); - if (llVecDist(currentPos, targetPos) > 10.0f * m_ScriptDistanceFactor) - { - targetPos = currentPos + m_ScriptDistanceFactor * 10.0f * llVecNorm(targetPos - currentPos); - } float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y); bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true); @@ -1867,22 +1872,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { if ((targetPos.z < ground) && disable_underground_movement) targetPos.z = ground; - part.UpdateOffSet(new Vector3((float)targetPos.x, (float)targetPos.y, (float)targetPos.z)); - } + LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos); + part.UpdateOffSet(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z)); } else if (part.ParentGroup.RootPart == part) { if ((targetPos.z < ground) && disable_underground_movement) targetPos.z = ground; SceneObjectGroup parent = part.ParentGroup; - parent.UpdateGroupPosition(new Vector3((float)targetPos.x, (float)targetPos.y, (float)targetPos.z)); + LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos); + parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z)); } else - { - part.OffsetPosition = new Vector3((float)targetPos.x, (float)targetPos.y, (float)targetPos.z); - SceneObjectGroup parent = part.ParentGroup; - parent.HasGroupChanged = true; - parent.ScheduleGroupForTerseUpdate(); - } + { + //it's late... i think this is right ? + if ( llVecDist(new LSL_Vector(0,0,0), targetPos) <= 10.0f ) + { + part.OffsetPosition = new Vector3((float)targetPos.x, (float)targetPos.y, (float)targetPos.z); + SceneObjectGroup parent = part.ParentGroup; + parent.HasGroupChanged = true; + parent.ScheduleGroupForTerseUpdate(); + } + } } public LSL_Vector llGetPos() -- cgit v1.1