change float to byte rounding
change float to byte rounding
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 2969060..48c3812 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -8342,7 +8342,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
cut.x = 0f;
}
- if (cut.x > 1f)
+ else if (cut.x > 1f)
{
cut.x = 1f;
}
@@ -8350,7 +8350,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
cut.y = 0f;
}
- if (cut.y > 1f)
+ else if (cut.y > 1f)
{
cut.y = 1f;
}
@@ -8395,7 +8395,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
twist.x = -1.0f;
}
- if (twist.x > 1.0f)
+ else if (twist.x > 1.0f)
{
twist.x = 1.0f;
}
@@ -8403,23 +8403,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
twist.y = -1.0f;
}
- if (twist.y > 1.0f)
+ else if (twist.y > 1.0f)
{
twist.y = 1.0f;
}
- // A fairly large precision error occurs for some calculations,
- // if a float or double is directly cast to a byte or sbyte
- // variable, in both .Net and Mono. In .Net, coding
- // "(sbyte)(float)(some expression)" corrects the precision
- // errors. But this does not work for Mono. This longer coding
- // form of creating a tempoary float variable from the
- // expression first, then casting that variable to a byte or
- // sbyte, works for both .Net and Mono. These types of
- // assignments occur in SetPrimtiveBlockShapeParams and
- // SetPrimitiveShapeParams in support of llSetPrimitiveParams.
- tempFloat = (float)(100.0d * twist.x);
+ tempFloat = 100.0f * (float)twist.x;
+ if (tempFloat >= 0)
+ tempFloat += 0.5f;
+ else
+ tempFloat -= 0.5f;
shapeBlock.PathTwistBegin = (sbyte)tempFloat;
- tempFloat = (float)(100.0d * twist.y);
+
+ tempFloat = 100.0f * (float)twist.y;
+ if (tempFloat >= 0)
+ tempFloat += 0.5f;
+ else
+ tempFloat -= 0.5f;
shapeBlock.PathTwist = (sbyte)tempFloat;
shapeBlock.ObjectLocalID = part.LocalId;
@@ -8443,7 +8442,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
taper_b.x = 0f;
}
- if (taper_b.x > 2f)
+ else if (taper_b.x > 2f)
{
taper_b.x = 2f;
}
@@ -8451,19 +8450,29 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
taper_b.y = 0f;
}
- if (taper_b.y > 2f)
+ else if (taper_b.y > 2f)
{
taper_b.y = 2f;
}
- tempFloat = (float)(100.0d * (2.0d - taper_b.x));
+ tempFloat = 100.0f * (2.0f - (float)taper_b.x);
+ if (tempFloat >= 0)
+ tempFloat += 0.5f;
+ else
+ tempFloat -= 0.5f;
shapeBlock.PathScaleX = (byte)tempFloat;
- tempFloat = (float)(100.0d * (2.0d - taper_b.y));
+
+ tempFloat = 100.0f * (2.0f - (float)taper_b.y);
+ if (tempFloat >= 0)
+ tempFloat += 0.5f;
+ else
+ tempFloat -= 0.5f;
shapeBlock.PathScaleY = (byte)tempFloat;
+
if (topshear.x < -0.5f)
{
topshear.x = -0.5f;
}
- if (topshear.x > 0.5f)
+ else if (topshear.x > 0.5f)
{
topshear.x = 0.5f;
}
@@ -8471,13 +8480,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
topshear.y = -0.5f;
}
- if (topshear.y > 0.5f)
+ else if (topshear.y > 0.5f)
{
topshear.y = 0.5f;
}
- tempFloat = (float)(100.0d * topshear.x);
+ tempFloat = 100.0f * (float)topshear.x;
+ if (tempFloat >= 0)
+ tempFloat += 0.5f;
+ else
+ tempFloat -= 0.5f;
shapeBlock.PathShearX = (byte)tempFloat;
- tempFloat = (float)(100.0d * topshear.y);
+
+ tempFloat = 100.0f * (float)topshear.y;
+ if (tempFloat >= 0)
+ tempFloat += 0.5f;
+ else
+ tempFloat -= 0.5f;
shapeBlock.PathShearY = (byte)tempFloat;
part.Shape.SculptEntry = false;
@@ -8505,7 +8523,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
dimple.x = 0f;
}
- if (dimple.x > 1f)
+ else if (dimple.x > 1f)
{
dimple.x = 1f;
}
@@ -8513,7 +8531,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
dimple.y = 0f;
}
- if (dimple.y > 1f)
+ else if (dimple.y > 1f)
{
dimple.y = 1f;
}
@@ -8539,7 +8557,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
return;
- float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
+ float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
ObjectShapePacket.ObjectDataBlock shapeBlock;
shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -8552,47 +8570,59 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
holesize.x = 0.01f;
}
- if (holesize.x > 1f)
+ else if (holesize.x > 1f)
{
holesize.x = 1f;
}
+ tempFloat = 100.0f * (2.0f - (float)holesize.x) + 0.5f;
+ shapeBlock.PathScaleX = (byte)tempFloat;
+
if (holesize.y < 0.01f)
{
holesize.y = 0.01f;
}
- if (holesize.y > 0.5f)
+ else if (holesize.y > 0.5f)
{
holesize.y = 0.5f;
}
- tempFloat = (float)(100.0d * (2.0d - holesize.x));
- shapeBlock.PathScaleX = (byte)tempFloat;
- tempFloat = (float)(100.0d * (2.0d - holesize.y));
+ tempFloat = 100.0f * (2.0f - (float)holesize.y) + 0.5f;
shapeBlock.PathScaleY = (byte)tempFloat;
+
if (topshear.x < -0.5f)
{
topshear.x = -0.5f;
}
- if (topshear.x > 0.5f)
+ else if (topshear.x > 0.5f)
{
topshear.x = 0.5f;
}
+ tempFloat = (float)(100.0d * topshear.x);
+ if (tempFloat >= 0)
+ tempFloat += 0.5f;
+ else
+ tempFloat -= 0.5f;
+ shapeBlock.PathShearX = (byte)tempFloat;
+
if (topshear.y < -0.5f)
{
topshear.y = -0.5f;
}
- if (topshear.y > 0.5f)
+ else if (topshear.y > 0.5f)
{
topshear.y = 0.5f;
}
- tempFloat = (float)(100.0d * topshear.x);
- shapeBlock.PathShearX = (byte)tempFloat;
tempFloat = (float)(100.0d * topshear.y);
+ if (tempFloat >= 0)
+ tempFloat += 0.5f;
+ else
+ tempFloat -= 0.5f;
shapeBlock.PathShearY = (byte)tempFloat;
+
if (profilecut.x < 0f)
{
profilecut.x = 0f;
}
- if (profilecut.x > 1f)
+ else if (profilecut.x > 1f)
{
profilecut.x = 1f;
}
@@ -8600,7 +8630,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
profilecut.y = 0f;
}
- if (profilecut.y > 1f)
+ else if (profilecut.y > 1f)
{
profilecut.y = 1f;
}
@@ -8623,18 +8653,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
taper_a.x = 1f;
}
+ tempFloat = 100.0f * (float)taper_a.x;
+ if (tempFloat >= 0)
+ tempFloat += 0.5f;
+ else
+ tempFloat -= 0.5f;
+ shapeBlock.PathTaperX = (sbyte)tempFloat;
+
if (taper_a.y < -1f)
{
taper_a.y = -1f;
}
- if (taper_a.y > 1f)
+ else if (taper_a.y > 1f)
{
taper_a.y = 1f;
}
- tempFloat = (float)(100.0d * taper_a.x);
- shapeBlock.PathTaperX = (sbyte)tempFloat;
- tempFloat = (float)(100.0d * taper_a.y);
+ tempFloat = 100.0f * (float)taper_a.y;
+ if (tempFloat >= 0)
+ tempFloat += 0.5f;
+ else
+ tempFloat -= 0.5f;
shapeBlock.PathTaperY = (sbyte)tempFloat;
+
if (revolutions < 1f)
{
revolutions = 1f;
@@ -8643,7 +8683,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
revolutions = 4f;
}
- tempFloat = 66.66667f * (revolutions - 1.0f);
+ tempFloat = 66.66667f * (revolutions - 1.0f) + 0.5f;
shapeBlock.PathRevolutions = (byte)tempFloat;
// limits on radiusoffset depend on revolutions and hole size (how?) seems like the maximum range is 0 to 1
if (radiusoffset < 0f)
@@ -8654,7 +8694,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
radiusoffset = 1f;
}
- tempFloat = 100.0f * radiusoffset;
+ tempFloat = 100.0f * radiusoffset + 0.5f;
shapeBlock.PathRadiusOffset = (sbyte)tempFloat;
if (skew < -0.95f)
{
@@ -8665,6 +8705,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
skew = 0.95f;
}
tempFloat = 100.0f * skew;
+ if (tempFloat >= 0)
+ tempFloat += 0.5f;
+ else
+ tempFloat -= 0.5f;
shapeBlock.PathSkew = (sbyte)tempFloat;
part.Shape.SculptEntry = false;