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authorUbitUmarov2017-04-04 14:34:25 +0100
committerUbitUmarov2017-04-04 14:34:25 +0100
commitca250e0b0b564efaaeb5c0b80760126cfd710c5e (patch)
tree96f82f09fd71d63b380fe732e4e099f4bd4fd5de /OpenSim/Region/Framework
parentmantis 8130: improve keyframes motion (diff)
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mantis 8740: rename osObjectTeleport as osTeleportObject, replaced the stop parameter by flags, add flags OSTPOBJ_STOPATTARRGET and OSTPOBJ_SETROT
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs34
1 files changed, 23 insertions, 11 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 24cdc7a..a0d7bfd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -853,7 +853,13 @@ namespace OpenSim.Region.Framework.Scenes
853 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); 853 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
854 } 854 }
855*/ 855*/
856 public void ObjectTeleport(UUID sourceID, Vector3 targetPosition, Quaternion rotation, bool stop) 856
857 // copy from LSL_constants.cs
858 const int OSTPOBJ_STOPATTARRGET = 0x1; // stops at destination
859 const int OSTPOBJ_STOPONFAIL = 0x2; // stops at start if tp fails
860 const int OSTPOBJ_SETROT = 0x4; // the rotation is the final rotation, otherwise is a added rotation
861
862 public void TeleportObject(UUID sourceID, Vector3 targetPosition, Quaternion rotation, int flags)
857 { 863 {
858 if(inTransit || IsDeleted || IsAttachmentCheckFull() || IsSelected || Scene == null) 864 if(inTransit || IsDeleted || IsAttachmentCheckFull() || IsSelected || Scene == null)
859 return; 865 return;
@@ -900,38 +906,44 @@ namespace OpenSim.Region.Framework.Scenes
900 } 906 }
901 } 907 }
902 908
909 bool stop = (flags & OSTPOBJ_STOPATTARRGET) != 0;
910 bool setrot = (flags & OSTPOBJ_SETROT) != 0;
911
903 rotation.Normalize(); 912 rotation.Normalize();
913 bool dorot = (Math.Abs(rotation.W) < 0.999);
914
915 Quaternion currentRot = RootPart.RotationOffset;
916 if(dorot && setrot)
917 rotation = rotation * Quaternion.Conjugate(currentRot);
918
904 if(stop) 919 if(stop)
905 { 920 {
906 RootPart.Stop(); 921 RootPart.Stop();
907 if(Math.Abs(rotation.W) < 0.999)
908 {
909 Quaternion rot = RootPart.RotationOffset;
910 rot *= rotation;
911 RootPart.RotationOffset = rot;
912 }
913 } 922 }
914 else 923 else
915 { 924 {
916 if(Math.Abs(rotation.W) < 0.999) 925 if(dorot)
917 { 926 {
918 Quaternion rot = RootPart.RotationOffset;
919 Vector3 vel = RootPart.Velocity; 927 Vector3 vel = RootPart.Velocity;
920 Vector3 avel = RootPart.AngularVelocity; 928 Vector3 avel = RootPart.AngularVelocity;
921 Vector3 acc = RootPart.Acceleration; 929 Vector3 acc = RootPart.Acceleration;
922 930
923 rot *= rotation;
924 vel *= rotation; 931 vel *= rotation;
925 avel *= rotation; 932 avel *= rotation;
926 acc *= rotation; 933 acc *= rotation;
927 934
928 RootPart.RotationOffset = rot;
929 RootPart.Velocity = vel; 935 RootPart.Velocity = vel;
930 RootPart.AngularVelocity = avel; 936 RootPart.AngularVelocity = avel;
931 RootPart.Acceleration = acc; 937 RootPart.Acceleration = acc;
932 } 938 }
933 } 939 }
934 940
941 if(dorot)
942 {
943 currentRot *= rotation;
944 RootPart.RotationOffset = currentRot;
945 }
946
935 Vector3 s = RootPart.Scale * RootPart.RotationOffset; 947 Vector3 s = RootPart.Scale * RootPart.RotationOffset;
936 float h = Scene.GetGroundHeight(posX, posY) + 0.5f * (float)Math.Abs(s.Z) + 0.01f; 948 float h = Scene.GetGroundHeight(posX, posY) + 0.5f * (float)Math.Abs(s.Z) + 0.01f;
937 if(targetPosition.Z < h) 949 if(targetPosition.Z < h)