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author | Mic Bowman | 2012-01-13 14:48:56 -0800 |
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committer | Mic Bowman | 2012-01-13 14:48:56 -0800 |
commit | e1a2c44ebe8f10cf00a14578e44b000ff16b68df (patch) | |
tree | 00d0dd19ce7a3f4f67d8625868c594777132de27 /OpenSim/Region/ScriptEngine | |
parent | Fix llRotLookAt and llLookAt for non-physical objects. Per conversation (diff) | |
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Cleaned up the LookAt code in SOP and SOG. Added support for incrementally
rotating physical objects. This does not use physics. Currently the rate
of change is determined as 1 / (PI * Strength).
Diffstat (limited to 'OpenSim/Region/ScriptEngine')
-rw-r--r-- | OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 30145c7..ab175ba 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -2865,13 +2865,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2865 | 2865 | ||
2866 | // Per discussion with Melanie, for non-physical objects llLookAt appears to simply | 2866 | // Per discussion with Melanie, for non-physical objects llLookAt appears to simply |
2867 | // set the rotation of the object, copy that behavior | 2867 | // set the rotation of the object, copy that behavior |
2868 | if (m_host.PhysActor == null || !m_host.PhysActor.IsPhysical) | 2868 | if (strength == 0 || m_host.PhysActor == null || !m_host.PhysActor.IsPhysical) |
2869 | { | 2869 | { |
2870 | llSetRot(rot); | 2870 | llSetRot(rot); |
2871 | } | 2871 | } |
2872 | else | 2872 | else |
2873 | { | 2873 | { |
2874 | m_host.startLookAt(Rot2Quaternion(rot), (float)damping, (float)strength); | 2874 | m_host.StartLookAt(Rot2Quaternion(rot), (float)strength, (float)damping); |
2875 | } | 2875 | } |
2876 | } | 2876 | } |
2877 | 2877 | ||
@@ -3251,13 +3251,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
3251 | 3251 | ||
3252 | // Per discussion with Melanie, for non-physical objects llLookAt appears to simply | 3252 | // Per discussion with Melanie, for non-physical objects llLookAt appears to simply |
3253 | // set the rotation of the object, copy that behavior | 3253 | // set the rotation of the object, copy that behavior |
3254 | if (m_host.PhysActor == null || !m_host.PhysActor.IsPhysical) | 3254 | if (strength == 0 || m_host.PhysActor == null || !m_host.PhysActor.IsPhysical) |
3255 | { | 3255 | { |
3256 | llSetLocalRot(target); | 3256 | llSetLocalRot(target); |
3257 | } | 3257 | } |
3258 | else | 3258 | else |
3259 | { | 3259 | { |
3260 | m_host.RotLookAt(Rot2Quaternion(target), (float)damping, (float)strength); | 3260 | m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping); |
3261 | } | 3261 | } |
3262 | } | 3262 | } |
3263 | 3263 | ||