Difference between revisions of "WarpPos"

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m (should be a tiny bit faster...changed from while to do...while)
(The last change broke warpPos. Undo revision 1173893 by Kireji Haiku (Talk))
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WarpPos is a method by which the 10m limit on non-physical movement can be avoided, by exploiting a misfeature in [[llSetPrimitiveParams]] in which multiple parameters of the same flag type are executed in a single server frame.
WarpPos is a method by which the 10m limit on non-physical movement can be avoided, by exploiting a misfeature in [[llSetPrimitiveParams]] in which multiple parameters of the same flag type are executed in a single server frame.
<lsl>
<lsl>
// R&D by Keknehv Psaltery, 05/25/2006
warpPos( vector destinationRootPosition )
// with a little poking by Strife, and a bit more
{
// some more munging by Talarus Luan
    //R&D by Keknehv Psaltery, 05/25/2006
// Final cleanup by Keknehv Psaltery
    //with a little poking by Strife, and a bit more
// Changed jump value to 410 (4096 ceiling) by Jesse Barnett
    //some more munging by Talarus Luan
// Compute the number of jumps necessary
    //Final cleanup by Keknehv Psaltery
    //Changed jump value to 411 (4096 ceiling) by Jesse Barnett
    // Compute the number of jumps necessary


warpPos(vector destinationRootPosition)
{
     vector currentRootPosition = llGetRootPosition();
     vector currentRootPosition = llGetRootPosition();


     integer jumps = (integer)(llVecDist(destinationRootPosition, currentRootPosition) / 10.0);
     integer jumps = (integer)(llVecDist(destinationRootPosition, currentRootPosition) / 10.0) + 1;


     // Try and avoid stack/heap collisions
     // Try and avoid stack/heap collisions
     if (jumps > 410)
     if (jumps > 411)
         jumps = 410;
         jumps = 411;


     // The start for the rules list
     // The start for the rules list
     list rules = [PRIM_POSITION, destinationRootPosition];
     list rules = [ PRIM_POSITION, destinationRootPosition ];


     integer count = 1;
     integer count = 1;
Line 33: Line 32:
     currentRootPosition = llGetRootPosition();
     currentRootPosition = llGetRootPosition();
     if ( llVecDist( currentRootPosition, destinationRootPosition ) > .001 )
     if ( llVecDist( currentRootPosition, destinationRootPosition ) > .001 )
    {
         while ( --jumps )
         do
        {
             llSetLinkPrimitiveParamsFast(LINK_ROOT, [PRIM_POSITION, destinationRootPosition] );
             llSetLinkPrimitiveParamsFast(LINK_ROOT, [PRIM_POSITION, destinationRootPosition] );
        }
        while (--jumps);
    }
}
}
</lsl>
</lsl>

Revision as of 01:30, 30 November 2012

WarpPos is a method by which the 10m limit on non-physical movement can be avoided, by exploiting a misfeature in llSetPrimitiveParams in which multiple parameters of the same flag type are executed in a single server frame. <lsl> warpPos( vector destinationRootPosition ) {

   //R&D by Keknehv Psaltery, 05/25/2006
   //with a little poking by Strife, and a bit more
   //some more munging by Talarus Luan
   //Final cleanup by Keknehv Psaltery
   //Changed jump value to 411 (4096 ceiling) by Jesse Barnett
   // Compute the number of jumps necessary
   vector currentRootPosition = llGetRootPosition();
   integer jumps = (integer)(llVecDist(destinationRootPosition, currentRootPosition) / 10.0) + 1;
   // Try and avoid stack/heap collisions
   if (jumps > 411)
       jumps = 411;
   // The start for the rules list
   list rules = [ PRIM_POSITION, destinationRootPosition ];
   integer count = 1;
   while ( ( count = count << 1 ) < jumps)
       rules = (rules=[]) + rules + rules;// should tighten memory use.
   llSetLinkPrimitiveParamsFast(LINK_ROOT,
       rules + llList2List( rules, (count - jumps) << 1, count) );
   //Failsafe
   currentRootPosition = llGetRootPosition();
   if ( llVecDist( currentRootPosition, destinationRootPosition ) > .001 )
       while ( --jumps ) 
           llSetLinkPrimitiveParamsFast(LINK_ROOT, [PRIM_POSITION, destinationRootPosition] );

} </lsl>

Quote: warpPos -- llSetPos without the limits ~~ Keknehv Psaltery

A few observations:
Sim crossings are perilous for AVs. Depending on connection speed and whether or not you are connected to the sim (can see it on the mini-map), it may screw up your client. However, it seems like objects, by themselves, can cross great distances. I managed to send an object 4 sims away diagonally. Further testing would help us to understand these things.
...
The average time this function takes to execute is under .2 seconds, which is barely noticeable at all, and can easily be attributed to general lag. A simple optimization for an object with a known destination might be to calculate the list beforehand, and then call llSetPrimitiveParams with that list.
...
a Linden ... response ... go ahead and find a workaround - I'd love to see it, I'm sure it is usefull, but it might not work very well across sim borders