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authorMelanie2012-09-03 21:52:12 +0100
committerMelanie2012-09-03 21:52:12 +0100
commitd297eb39e57f9dc70abe43839e263af19b5777e2 (patch)
tree849ed1014919846970b9a937bea05144a6f9ea53 /OpenSim/Region/ScriptEngine/Shared/Api/Implementation
parentRevert "no need to assign rotation to a variable now" (diff)
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Revert "made setting rotation match Second Life"
Second Life seems to have introduced a bug, as we have confirmation that SL behavior changed recently and changed in contradiction to their stated intention This appears to be another of the bugs SL is notorious for. Signpost and I have decided to back this out until SL's intention becomes clear. This reverts commit f7b88d1c40ba06c62491d8d32809fe6c1c4d360d.
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Shared/Api/Implementation')
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs33
1 files changed, 32 insertions, 1 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 9f952d1..be22cb4 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -2083,7 +2083,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2083 public void llSetRot(LSL_Rotation rot) 2083 public void llSetRot(LSL_Rotation rot)
2084 { 2084 {
2085 m_host.AddScriptLPS(1); 2085 m_host.AddScriptLPS(1);
2086
2087 // try to let this work as in SL...
2088 if (m_host.ParentID == 0)
2089 {
2090 // special case: If we are root, rotate complete SOG to new rotation
2086 SetRot(m_host, rot); 2091 SetRot(m_host, rot);
2092 }
2093 else
2094 {
2095 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
2096 SceneObjectPart rootPart = m_host.ParentGroup.RootPart;
2097 if (rootPart != null) // better safe than sorry
2098 {
2099 SetRot(m_host, rootPart.RotationOffset * (Quaternion)rot);
2100 }
2101 }
2102
2087 ScriptSleep(200); 2103 ScriptSleep(200);
2088 } 2104 }
2089 2105
@@ -7276,12 +7292,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7276 7292
7277 break; 7293 break;
7278 case (int)ScriptBaseClass.PRIM_ROTATION: 7294 case (int)ScriptBaseClass.PRIM_ROTATION:
7279 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
7280 if (remain < 1) 7295 if (remain < 1)
7281 return null; 7296 return null;
7282 7297
7283 LSL_Rotation q = rules.GetQuaternionItem(idx++); 7298 LSL_Rotation q = rules.GetQuaternionItem(idx++);
7299 // try to let this work as in SL...
7300 if (part.ParentID == 0)
7301 {
7302 // special case: If we are root, rotate complete SOG to new rotation
7284 SetRot(part, q); 7303 SetRot(part, q);
7304 }
7305 else
7306 {
7307 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
7308 SceneObjectPart rootPart = part.ParentGroup.RootPart;
7309 SetRot(part, rootPart.RotationOffset * (Quaternion)q);
7310 }
7285 7311
7286 break; 7312 break;
7287 7313
@@ -7588,6 +7614,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7588 string primDesc = rules.GetLSLStringItem(idx++); 7614 string primDesc = rules.GetLSLStringItem(idx++);
7589 part.Description = primDesc; 7615 part.Description = primDesc;
7590 break; 7616 break;
7617 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
7618 if (remain < 1)
7619 return null;
7620 SetRot(part, rules.GetQuaternionItem(idx++));
7621 break;
7591 case (int)ScriptBaseClass.PRIM_OMEGA: 7622 case (int)ScriptBaseClass.PRIM_OMEGA:
7592 if (remain < 3) 7623 if (remain < 3)
7593 return null; 7624 return null;