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authorMelanie2010-07-17 16:25:56 +0100
committerMelanie2010-07-17 16:25:56 +0100
commit7b62c25cfb4abf33d904b9c9af0193f6c8b3dce4 (patch)
tree9131b774b7fea1e65adddd9b451497e2abce88dc /OpenSim/Region
parentAllow communicating with blue box dialogs across a region border via a (diff)
parentAllow use of old angle rules PSYS_SRC_INNERANGLE and PSYS_SRC_OUTERANGLE in l... (diff)
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Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs48
1 files changed, 27 insertions, 21 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index dbea6ef..417cef4 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -465,22 +465,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
465 465
466 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 466 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
467 467
468 // Utility function for llRot2Euler 468 // Old implementation of llRot2Euler. Normalization not required as Atan2 function will
469 469 // only return values >= -PI (-180 degrees) and <= PI (180 degrees).
470 // normalize an angle between -PI and PI (-180 to +180 degrees)
471 protected double NormalizeAngle(double angle)
472 {
473 if (angle > -Math.PI && angle < Math.PI)
474 return angle;
475
476 int numPis = (int)(Math.PI / angle);
477 double remainder = angle - Math.PI * numPis;
478 if (numPis % 2 == 1)
479 return Math.PI - angle;
480 return remainder;
481 }
482
483 // Old implementation of llRot2Euler, now normalized
484 470
485 public LSL_Vector llRot2Euler(LSL_Rotation r) 471 public LSL_Vector llRot2Euler(LSL_Rotation r)
486 { 472 {
@@ -492,13 +478,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
492 double n = 2 * (r.y * r.s + r.x * r.z); 478 double n = 2 * (r.y * r.s + r.x * r.z);
493 double p = m * m - n * n; 479 double p = m * m - n * n;
494 if (p > 0) 480 if (p > 0)
495 return new LSL_Vector(NormalizeAngle(Math.Atan2(2.0 * (r.x * r.s - r.y * r.z), (-t.x - t.y + t.z + t.s))), 481 return new LSL_Vector(Math.Atan2(2.0 * (r.x * r.s - r.y * r.z), (-t.x - t.y + t.z + t.s)),
496 NormalizeAngle(Math.Atan2(n, Math.Sqrt(p))), 482 Math.Atan2(n, Math.Sqrt(p)),
497 NormalizeAngle(Math.Atan2(2.0 * (r.z * r.s - r.x * r.y), (t.x - t.y - t.z + t.s)))); 483 Math.Atan2(2.0 * (r.z * r.s - r.x * r.y), (t.x - t.y - t.z + t.s)));
498 else if (n > 0) 484 else if (n > 0)
499 return new LSL_Vector(0.0, Math.PI * 0.5, NormalizeAngle(Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z))); 485 return new LSL_Vector(0.0, Math.PI * 0.5, Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z));
500 else 486 else
501 return new LSL_Vector(0.0, -Math.PI * 0.5, NormalizeAngle(Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z))); 487 return new LSL_Vector(0.0, -Math.PI * 0.5, Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z));
502 } 488 }
503 489
504 /* From wiki: 490 /* From wiki:
@@ -5873,6 +5859,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5873 PSYS_PART_MAX_AGE = 7, 5859 PSYS_PART_MAX_AGE = 7,
5874 PSYS_SRC_ACCEL = 8, 5860 PSYS_SRC_ACCEL = 8,
5875 PSYS_SRC_PATTERN = 9, 5861 PSYS_SRC_PATTERN = 9,
5862 PSYS_SRC_INNERANGLE = 10,
5863 PSYS_SRC_OUTERANGLE = 11,
5876 PSYS_SRC_TEXTURE = 12, 5864 PSYS_SRC_TEXTURE = 12,
5877 PSYS_SRC_BURST_RATE = 13, 5865 PSYS_SRC_BURST_RATE = 13,
5878 PSYS_SRC_BURST_PART_COUNT = 15, 5866 PSYS_SRC_BURST_PART_COUNT = 15,
@@ -6005,6 +5993,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6005 prules.Pattern = (Primitive.ParticleSystem.SourcePattern)tmpi; 5993 prules.Pattern = (Primitive.ParticleSystem.SourcePattern)tmpi;
6006 break; 5994 break;
6007 5995
5996 // PSYS_SRC_INNERANGLE and PSYS_SRC_ANGLE_BEGIN use the same variables. The
5997 // PSYS_SRC_OUTERANGLE and PSYS_SRC_ANGLE_END also use the same variable. The
5998 // client tells the difference between the two by looking at the 0x02 bit in
5999 // the PartFlags variable.
6000 case (int)ScriptBaseClass.PSYS_SRC_INNERANGLE:
6001 tempf = (float)rules.GetLSLFloatItem(i + 1);
6002 prules.InnerAngle = (float)tempf;
6003 prules.PartFlags &= 0xFFFFFFFD; // Make sure new angle format is off.
6004 break;
6005
6006 case (int)ScriptBaseClass.PSYS_SRC_OUTERANGLE:
6007 tempf = (float)rules.GetLSLFloatItem(i + 1);
6008 prules.OuterAngle = (float)tempf;
6009 prules.PartFlags &= 0xFFFFFFFD; // Make sure new angle format is off.
6010 break;
6011
6008 case (int)ScriptBaseClass.PSYS_SRC_TEXTURE: 6012 case (int)ScriptBaseClass.PSYS_SRC_TEXTURE:
6009 prules.Texture = KeyOrName(rules.GetLSLStringItem(i + 1)); 6013 prules.Texture = KeyOrName(rules.GetLSLStringItem(i + 1));
6010 break; 6014 break;
@@ -6061,11 +6065,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6061 case (int)ScriptBaseClass.PSYS_SRC_ANGLE_BEGIN: 6065 case (int)ScriptBaseClass.PSYS_SRC_ANGLE_BEGIN:
6062 tempf = (float)rules.GetLSLFloatItem(i + 1); 6066 tempf = (float)rules.GetLSLFloatItem(i + 1);
6063 prules.InnerAngle = (float)tempf; 6067 prules.InnerAngle = (float)tempf;
6068 prules.PartFlags |= 0x02; // Set new angle format.
6064 break; 6069 break;
6065 6070
6066 case (int)ScriptBaseClass.PSYS_SRC_ANGLE_END: 6071 case (int)ScriptBaseClass.PSYS_SRC_ANGLE_END:
6067 tempf = (float)rules.GetLSLFloatItem(i + 1); 6072 tempf = (float)rules.GetLSLFloatItem(i + 1);
6068 prules.OuterAngle = (float)tempf; 6073 prules.OuterAngle = (float)tempf;
6074 prules.PartFlags |= 0x02; // Set new angle format.
6069 break; 6075 break;
6070 } 6076 }
6071 6077