From 47b091f6630a4db2df72b4b2a0bc877287a751f1 Mon Sep 17 00:00:00 2001 From: Charles Krinke Date: Wed, 12 Dec 2007 17:18:15 +0000 Subject: Thanks to Alondria for: Adding vector->string and rotation->string, float * vector, vector * float, vector / float, vector + vector, vector - vector, vector * vector, vector % vector and changing x, y, z, (and r) parts of vector and rotation to be lower case (similar to LL's LSL vectors/rots). With these changes we should expect to run kan-ed#1, kan-ed#2 and most of kan-ed#3. --- OpenSim/Region/ScriptEngine/Common/LSL_Types.cs | 114 ++++++++++++++++----- .../Compiler/Server_API/LSL_BuiltIn_Commands.cs | 106 +++++++++---------- 2 files changed, 143 insertions(+), 77 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs index df3d752..5618db6 100644 --- a/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs +++ b/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs @@ -36,48 +36,114 @@ namespace OpenSim.Region.ScriptEngine.Common [Serializable] public struct Vector3 { - public double X; - public double Y; - public double Z; + public double x; + public double y; + public double z; public Vector3(Vector3 vector) { - X = (float) vector.X; - Y = (float) vector.Y; - Z = (float) vector.Z; + x = (float) vector.x; + y = (float) vector.y; + z = (float) vector.z; } - public Vector3(double x, double y, double z) + public Vector3(double X, double Y, double Z) { - X = x; - Y = y; - Z = z; + x = X; + y = Y; + z = Z; + } + public string ToString() + { + return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ">"; + } + public static Vector3 operator *(Vector3 v, float f) + { + v.x = v.x * f; + v.y = v.y * f; + v.z = v.z * f; + return v; + } + public static Vector3 operator /(Vector3 v, float f) + { + v.x = v.x / f; + v.y = v.y / f; + v.z = v.z / f; + return v; + } + public static Vector3 operator /(float f, Vector3 v) + { + v.x = v.x / f; + v.y = v.y / f; + v.z = v.z / f; + return v; + } + public static Vector3 operator *(float f, Vector3 v) + { + v.x = v.x * f; + v.y = v.y * f; + v.z = v.z * f; + return v; + } + public static Vector3 operator *(Vector3 v1, Vector3 v2) + { + v1.x = v1.x * v2.x; + v1.y = v1.y * v2.y; + v1.z = v1.z * v2.z; + return v1; + } + public static Vector3 operator +(Vector3 v1, Vector3 v2) + { + v1.x = v1.x + v2.x; + v1.y = v1.y + v2.y; + v1.z = v1.z + v2.z; + return v1; + } + public static Vector3 operator -(Vector3 v1, Vector3 v2) + { + v1.x = v1.x - v2.x; + v1.y = v1.y - v2.y; + v1.z = v1.z - v2.z; + return v1; + } + public static Vector3 operator %(Vector3 v1, Vector3 v2) + { + //Cross product + Vector3 tv; + tv.x = (v1.y * v2.z) - (v1.z * v2.y); + tv.y = (v1.z * v2.x) - (v1.x * v2.z); + tv.z = (v1.x * v2.y) - (v1.y * v2.x); + return tv; } } [Serializable] public struct Quaternion { - public double X; - public double Y; - public double Z; - public double R; + public double x; + public double y; + public double z; + public double r; public Quaternion(Quaternion Quat) { - X = (float) Quat.X; - Y = (float) Quat.Y; - Z = (float) Quat.Z; - R = (float) Quat.R; + x = (float) Quat.x; + y = (float) Quat.y; + z = (float) Quat.z; + r = (float) Quat.r; } - public Quaternion(double x, double y, double z, double r) + public Quaternion(double X, double Y, double Z, double R) + { + x = X; + y = Y; + z = Z; + r = R; + } + public string ToString() { - X = x; - Y = y; - Z = z; - R = r; + return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ", " + r.ToString() + ">"; } } } -} \ No newline at end of file +} diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/Compiler/Server_API/LSL_BuiltIn_Commands.cs b/OpenSim/Region/ScriptEngine/DotNetEngine/Compiler/Server_API/LSL_BuiltIn_Commands.cs index 0edff14..0e905be 100644 --- a/OpenSim/Region/ScriptEngine/DotNetEngine/Compiler/Server_API/LSL_BuiltIn_Commands.cs +++ b/OpenSim/Region/ScriptEngine/DotNetEngine/Compiler/Server_API/LSL_BuiltIn_Commands.cs @@ -165,24 +165,24 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler //This next group are vector operations involving squaring and square root. ckrinke public double llVecMag(LSL_Types.Vector3 v) { - return (v.X*v.X + v.Y*v.Y + v.Z*v.Z); + return (v.x*v.x + v.y*v.y + v.z*v.z); } public LSL_Types.Vector3 llVecNorm(LSL_Types.Vector3 v) { - double mag = v.X*v.X + v.Y*v.Y + v.Z*v.Z; + double mag = v.x*v.x + v.y*v.y + v.z*v.z; LSL_Types.Vector3 nor = new LSL_Types.Vector3(); - nor.X = v.X/mag; - nor.Y = v.Y/mag; - nor.Z = v.Z/mag; + nor.x = v.x/mag; + nor.y = v.y/mag; + nor.z = v.z/mag; return nor; } public double llVecDist(LSL_Types.Vector3 a, LSL_Types.Vector3 b) { - double dx = a.X - b.X; - double dy = a.Y - b.Y; - double dz = a.Z - b.Z; + double dx = a.x - b.x; + double dy = a.y - b.y; + double dz = a.z - b.z; return Math.Sqrt(dx*dx + dy*dy + dz*dz); } @@ -190,31 +190,31 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler public LSL_Types.Vector3 llRot2Euler(LSL_Types.Quaternion r) { //This implementation is from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions. ckrinke - LSL_Types.Quaternion t = new LSL_Types.Quaternion(r.X*r.X, r.Y*r.Y, r.Z*r.Z, r.R*r.R); - double m = (t.X + t.Y + t.Z + t.R); + LSL_Types.Quaternion t = new LSL_Types.Quaternion(r.x*r.x, r.y*r.y, r.z*r.z, r.r*r.r); + double m = (t.x + t.y + t.z + t.r); if (m == 0) return new LSL_Types.Vector3(); - double n = 2*(r.Y*r.R + r.X*r.Z); + double n = 2*(r.y*r.r + r.x*r.z); double p = m*m - n*n; if (p > 0) - return new LSL_Types.Vector3(Math.Atan2(2.0*(r.X*r.R - r.Y*r.Z), (-t.X - t.Y + t.Z + t.R)), + return new LSL_Types.Vector3(Math.Atan2(2.0*(r.x*r.r - r.y*r.z), (-t.x - t.y + t.z + t.r)), Math.Atan2(n, Math.Sqrt(p)), - Math.Atan2(2.0*(r.Z*r.R - r.X*r.Y), (t.X - t.Y - t.Z + t.R))); + Math.Atan2(2.0*(r.z*r.r - r.x*r.y), (t.x - t.y - t.z + t.r))); else if (n > 0) - return new LSL_Types.Vector3(0.0, Math.PI/2, Math.Atan2((r.Z*r.R + r.X*r.Y), 0.5 - t.X - t.Z)); + return new LSL_Types.Vector3(0.0, Math.PI/2, Math.Atan2((r.z*r.r + r.x*r.y), 0.5 - t.x - t.z)); else - return new LSL_Types.Vector3(0.0, -Math.PI/2, Math.Atan2((r.Z*r.R + r.X*r.Y), 0.5 - t.X - t.Z)); + return new LSL_Types.Vector3(0.0, -Math.PI/2, Math.Atan2((r.z*r.r + r.x*r.y), 0.5 - t.x - t.z)); } public LSL_Types.Quaternion llEuler2Rot(LSL_Types.Vector3 v) { //this comes from from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions but is incomplete as of 8/19/07 float err = 0.00001f; - double ax = Math.Sin(v.X/2); - double aw = Math.Cos(v.X/2); - double by = Math.Sin(v.Y/2); - double bw = Math.Cos(v.Y/2); - double cz = Math.Sin(v.Z/2); - double cw = Math.Cos(v.Z/2); + double ax = Math.Sin(v.x/2); + double aw = Math.Cos(v.x/2); + double by = Math.Sin(v.y/2); + double bw = Math.Cos(v.y/2); + double cz = Math.Sin(v.z/2); + double cw = Math.Cos(v.z/2); LSL_Types.Quaternion a1 = new LSL_Types.Quaternion(0.0, 0.0, cz, cw); LSL_Types.Quaternion a2 = new LSL_Types.Quaternion(0.0, by, 0.0, bw); LSL_Types.Quaternion a3 = new LSL_Types.Quaternion(ax, 0.0, 0.0, aw); @@ -226,10 +226,10 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler //This addition doesnt compile yet c = a + b; LSL_Types.Quaternion d = new LSL_Types.Quaternion(); //This addition doesnt compile yet d = a - b; - if ((Math.Abs(c.X) > err && Math.Abs(d.X) > err) || - (Math.Abs(c.Y) > err && Math.Abs(d.Y) > err) || - (Math.Abs(c.Z) > err && Math.Abs(d.Z) > err) || - (Math.Abs(c.R) > err && Math.Abs(d.R) > err)) + if ((Math.Abs(c.x) > err && Math.Abs(d.x) > err) || + (Math.Abs(c.y) > err && Math.Abs(d.y) > err) || + (Math.Abs(c.z) > err && Math.Abs(d.z) > err) || + (Math.Abs(c.r) > err && Math.Abs(d.r) > err)) { //return a new Quaternion that is null until I figure this out // return b; @@ -426,9 +426,9 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler { // TODO: this needs to trigger a persistance save as well LLVector3 tmp = m_host.Scale; - tmp.X = (float) scale.X; - tmp.Y = (float) scale.Y; - tmp.Z = (float) scale.Z; + tmp.X = (float) scale.x; + tmp.Y = (float) scale.y; + tmp.Z = (float) scale.z; m_host.Scale = tmp; m_host.SendFullUpdateToAllClients(); return; @@ -446,9 +446,9 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler if (face > -1) { texcolor = tex.CreateFace((uint)face).RGBA; - texcolor.R = (float)Math.Abs(color.X - 1); - texcolor.G = (float)Math.Abs(color.Y - 1); - texcolor.B = (float)Math.Abs(color.Z - 1); + texcolor.R = (float)Math.Abs(color.x - 1); + texcolor.G = (float)Math.Abs(color.y - 1); + texcolor.B = (float)Math.Abs(color.z - 1); tex.FaceTextures[face].RGBA = texcolor; m_host.UpdateTexture(tex); return; @@ -456,18 +456,18 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler else if (face == -1) { texcolor = tex.DefaultTexture.RGBA; - texcolor.R = (float)Math.Abs(color.X - 1); - texcolor.G = (float)Math.Abs(color.Y - 1); - texcolor.B = (float)Math.Abs(color.Z - 1); + texcolor.R = (float)Math.Abs(color.x - 1); + texcolor.G = (float)Math.Abs(color.y - 1); + texcolor.B = (float)Math.Abs(color.z - 1); tex.DefaultTexture.RGBA = texcolor; for (uint i = 0; i < 32; i++) { if (tex.FaceTextures[i] != null) { texcolor = tex.FaceTextures[i].RGBA; - texcolor.R = (float)Math.Abs(color.X - 1); - texcolor.G = (float)Math.Abs(color.Y - 1); - texcolor.B = (float)Math.Abs(color.Z - 1); + texcolor.R = (float)Math.Abs(color.x - 1); + texcolor.G = (float)Math.Abs(color.y - 1); + texcolor.B = (float)Math.Abs(color.z - 1); tex.FaceTextures[i].RGBA = texcolor; } } @@ -533,17 +533,17 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler if (face == -1) // TMP: Until we can determine number of sides, ALL_SIDES (-1) will return default color { texcolor = tex.DefaultTexture.RGBA; - rgb.X = (255 - (texcolor.R * 255)) / 255; - rgb.Y = (255 - (texcolor.G * 255)) / 255; - rgb.Z = (255 - (texcolor.B * 255)) / 255; + rgb.x = (255 - (texcolor.R * 255)) / 255; + rgb.y = (255 - (texcolor.G * 255)) / 255; + rgb.z = (255 - (texcolor.B * 255)) / 255; return rgb; } if (face > -1) { texcolor = tex.GetFace((uint)face).RGBA; - rgb.X = (255 - (texcolor.R * 255)) / 255; - rgb.Y = (255 - (texcolor.G * 255)) / 255; - rgb.Z = (255 - (texcolor.B * 255)) / 255; + rgb.x = (255 - (texcolor.R * 255)) / 255; + rgb.y = (255 - (texcolor.G * 255)) / 255; + rgb.z = (255 - (texcolor.B * 255)) / 255; return rgb; } NotImplemented("llGetColor"); @@ -691,11 +691,11 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler { if (m_host.ParentID != 0) { - m_host.UpdateOffSet(new LLVector3((float) pos.X, (float) pos.Y, (float) pos.Z)); + m_host.UpdateOffSet(new LLVector3((float) pos.x, (float) pos.y, (float) pos.z)); } else { - m_host.UpdateGroupPosition(new LLVector3((float) pos.X, (float) pos.Y, (float) pos.Z)); + m_host.UpdateGroupPosition(new LLVector3((float) pos.x, (float) pos.y, (float) pos.z)); } } @@ -724,7 +724,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler public void llSetRot(LSL_Types.Quaternion rot) { - m_host.UpdateRotation(new LLQuaternion((float) rot.X, (float) rot.Y, (float) rot.Z, (float) rot.R)); + m_host.UpdateRotation(new LLQuaternion((float) rot.x, (float) rot.y, (float) rot.z, (float) rot.r)); } public LSL_Types.Quaternion llGetRot() @@ -1216,7 +1216,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler public void llSetText(string text, LSL_Types.Vector3 color, double alpha) { - Vector3 av3 = new Vector3((float) color.X, (float) color.Y, (float) color.Z); + Vector3 av3 = new Vector3((float) color.x, (float) color.y, (float) color.z); m_host.SetText(text, av3, alpha); } @@ -1351,9 +1351,9 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler { face = 0; } - offset.X = tex.GetFace((uint)face).OffsetU; - offset.Y = tex.GetFace((uint)face).OffsetV; - offset.Z = 0.0; + offset.x = tex.GetFace((uint)face).OffsetU; + offset.y = tex.GetFace((uint)face).OffsetV; + offset.z = 0.0; return offset; } @@ -1365,9 +1365,9 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler { side = 0; } - scale.X = tex.GetFace((uint)side).RepeatU; - scale.Y = tex.GetFace((uint)side).RepeatV; - scale.Z = 0.0; + scale.x = tex.GetFace((uint)side).RepeatU; + scale.y = tex.GetFace((uint)side).RepeatV; + scale.z = 0.0; return scale; } -- cgit v1.1