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author | UbitUmarov | 2012-06-15 14:01:18 +0100 |
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committer | UbitUmarov | 2012-06-15 14:10:16 +0100 |
commit | db2dcbbe2d02bee0fdaab9a3b209c98dc690b976 (patch) | |
tree | 01bf98ba77c6361a2bc42818fee0189fd7a53d0a /OpenSim/Region/ScriptEngine/Shared | |
parent | Add sop IsPhysical and IsPhantom to be used gradually in core in place of as... (diff) | |
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SL doesn't let scripts rotate root part of physical linksets also fix sitting avatars rotations broken in previus commit, forcing send of updates.
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Shared')
-rw-r--r-- | OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 43 |
1 files changed, 27 insertions, 16 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index a37c68e..b507937 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -2337,13 +2337,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2337 | // (root prim). ParentID may be nonzero in attachments and | 2337 | // (root prim). ParentID may be nonzero in attachments and |
2338 | // using it would cause attachments and HUDs to rotate | 2338 | // using it would cause attachments and HUDs to rotate |
2339 | // to the wrong positions. | 2339 | // to the wrong positions. |
2340 | |||
2340 | SetRot(m_host, Rot2Quaternion(rot)); | 2341 | SetRot(m_host, Rot2Quaternion(rot)); |
2341 | } | 2342 | } |
2342 | else | 2343 | else |
2343 | { | 2344 | { |
2344 | // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask. | 2345 | // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask. |
2345 | SceneObjectPart rootPart = m_host.ParentGroup.RootPart; | 2346 | SceneObjectPart rootPart;// = m_host.ParentGroup.RootPart; |
2346 | if (rootPart != null) // better safe than sorry | 2347 | if (m_host.ParentGroup != null && ((rootPart = m_host.ParentGroup.RootPart) != null)) // better safe than sorry |
2347 | { | 2348 | { |
2348 | SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot)); | 2349 | SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot)); |
2349 | } | 2350 | } |
@@ -2355,6 +2356,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2355 | public void llSetLocalRot(LSL_Rotation rot) | 2356 | public void llSetLocalRot(LSL_Rotation rot) |
2356 | { | 2357 | { |
2357 | m_host.AddScriptLPS(1); | 2358 | m_host.AddScriptLPS(1); |
2359 | |||
2358 | SetRot(m_host, Rot2Quaternion(rot)); | 2360 | SetRot(m_host, Rot2Quaternion(rot)); |
2359 | ScriptSleep(200); | 2361 | ScriptSleep(200); |
2360 | } | 2362 | } |
@@ -2364,25 +2366,33 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2364 | if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted) | 2366 | if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted) |
2365 | return; | 2367 | return; |
2366 | 2368 | ||
2367 | part.UpdateRotation(rot); | 2369 | bool isroot = (part == part.ParentGroup.RootPart); |
2368 | // Update rotation does not move the object in the physics scene if it's a linkset. | ||
2369 | 2370 | ||
2370 | //KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type | 2371 | // SL doesn't let scripts rotate root of physical linksets |
2371 | // part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition; | 2372 | if (isroot && part.IsPhysical) |
2373 | return; | ||
2374 | |||
2375 | part.UpdateRotation(rot); | ||
2372 | 2376 | ||
2373 | // So, after thinking about this for a bit, the issue with the part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition line | 2377 | // Update rotation does not move the object in the physics scene if it's a linkset. |
2374 | // is it isn't compatible with vehicles because it causes the vehicle body to have to be broken down and rebuilt | 2378 | // so do a nasty update |
2375 | // It's perfectly okay when the object is not an active physical body though. | 2379 | // but only root part rotation changes positions and only needed if we have physics actor |
2376 | // So, part.ParentGroup.ResetChildPrimPhysicsPositions(); does the thing that Kitto is warning against | 2380 | if (isroot && part.PhysActor != null) |
2377 | // but only if the object is not physial and active. This is important for rotating doors. | ||
2378 | // without the absoluteposition = absoluteposition happening, the doors do not move in the physics | ||
2379 | // scene | ||
2380 | PhysicsActor pa = part.PhysActor; | ||
2381 | // only root part rot changes positions | ||
2382 | if (pa != null && !pa.IsPhysical && part == part.ParentGroup.RootPart) | ||
2383 | { | 2381 | { |
2384 | part.ParentGroup.ResetChildPrimPhysicsPositions(); | 2382 | part.ParentGroup.ResetChildPrimPhysicsPositions(); |
2385 | } | 2383 | } |
2384 | else // fix sitting avatars | ||
2385 | { | ||
2386 | List<ScenePresence> sittingavas = part.ParentGroup.GetLinkedAvatars(); | ||
2387 | if (sittingavas.Count > 0) | ||
2388 | { | ||
2389 | foreach (ScenePresence av in sittingavas) | ||
2390 | { | ||
2391 | if (isroot || part.LocalId == av.ParentID) | ||
2392 | av.SendAvatarDataToAllAgents(); | ||
2393 | } | ||
2394 | } | ||
2395 | } | ||
2386 | } | 2396 | } |
2387 | 2397 | ||
2388 | /// <summary> | 2398 | /// <summary> |
@@ -8544,6 +8554,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
8544 | case (int)ScriptBaseClass.PRIM_ROT_LOCAL: | 8554 | case (int)ScriptBaseClass.PRIM_ROT_LOCAL: |
8545 | if (remain < 1) | 8555 | if (remain < 1) |
8546 | return; | 8556 | return; |
8557 | |||
8547 | LSL_Rotation lr = rules.GetQuaternionItem(idx++); | 8558 | LSL_Rotation lr = rules.GetQuaternionItem(idx++); |
8548 | SetRot(part, Rot2Quaternion(lr)); | 8559 | SetRot(part, Rot2Quaternion(lr)); |
8549 | break; | 8560 | break; |