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author | UbitUmarov | 2012-06-15 14:31:35 +0100 |
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committer | UbitUmarov | 2012-06-15 14:31:35 +0100 |
commit | 5d329791705fa5d82d37f5c3ff03d0f4f597c2e1 (patch) | |
tree | f5e62840d43dad480d6a54d6ca5b96a5506e71af /OpenSim | |
parent | SL doesn't let scripts rotate root part of physical linksets also fix sittin... (diff) | |
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Revert changes...
This reverts commit c8227e1bb70817351de283fb647ec39f090fc9f1.
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 24 | ||||
-rw-r--r-- | OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 89 |
2 files changed, 37 insertions, 76 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index b51ce38..8e74dc8 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -611,10 +611,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
611 | 611 | ||
612 | public bool IsSelected | 612 | public bool IsSelected |
613 | { | 613 | { |
614 | get | 614 | get { return m_isSelected; } |
615 | { | ||
616 | return m_isSelected; | ||
617 | } | ||
618 | set | 615 | set |
619 | { | 616 | { |
620 | m_isSelected = value; | 617 | m_isSelected = value; |
@@ -622,23 +619,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
622 | ParentGroup.PartSelectChanged(value); | 619 | ParentGroup.PartSelectChanged(value); |
623 | } | 620 | } |
624 | } | 621 | } |
625 | 622 | ||
626 | public bool IsPhysical | 623 | |
627 | { | ||
628 | get | ||
629 | { | ||
630 | return ((Flags & PrimFlags.Physics) != 0); | ||
631 | } | ||
632 | } | ||
633 | |||
634 | public bool IsPhantom | ||
635 | { | ||
636 | get | ||
637 | { | ||
638 | return ((Flags & PrimFlags.Phantom) != 0); | ||
639 | } | ||
640 | } | ||
641 | |||
642 | public Dictionary<int, string> CollisionFilter | 624 | public Dictionary<int, string> CollisionFilter |
643 | { | 625 | { |
644 | get { return m_CollisionFilter; } | 626 | get { return m_CollisionFilter; } |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index b507937..959d928 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -660,24 +660,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
660 | m_host.AddScriptLPS(1); | 660 | m_host.AddScriptLPS(1); |
661 | 661 | ||
662 | double x,y,z,s; | 662 | double x,y,z,s; |
663 | v.x *= 0.5; | 663 | |
664 | v.y *= 0.5; | 664 | double c1 = Math.Cos(v.x * 0.5); |
665 | v.z *= 0.5; | 665 | double c2 = Math.Cos(v.y * 0.5); |
666 | double c1 = Math.Cos(v.x); | 666 | double c3 = Math.Cos(v.z * 0.5); |
667 | double c2 = Math.Cos(v.y); | 667 | double s1 = Math.Sin(v.x * 0.5); |
668 | double c1c2 = c1 * c2; | 668 | double s2 = Math.Sin(v.y * 0.5); |
669 | double s1 = Math.Sin(v.x); | 669 | double s3 = Math.Sin(v.z * 0.5); |
670 | double s2 = Math.Sin(v.y); | 670 | |
671 | double s1s2 = s1 * s2; | 671 | x = s1 * c2 * c3 + c1 * s2 * s3; |
672 | double c1s2 = c1 * s2; | 672 | y = c1 * s2 * c3 - s1 * c2 * s3; |
673 | double s1c2 = s1 * c2; | 673 | z = s1 * s2 * c3 + c1 * c2 * s3; |
674 | double c3 = Math.Cos(v.z); | 674 | s = c1 * c2 * c3 - s1 * s2 * s3; |
675 | double s3 = Math.Sin(v.z); | ||
676 | |||
677 | x = s1c2 * c3 + c1s2 * s3; | ||
678 | y = c1s2 * c3 - s1c2 * s3; | ||
679 | z = s1s2 * c3 + c1c2 * s3; | ||
680 | s = c1c2 * c3 - s1s2 * s3; | ||
681 | 675 | ||
682 | return new LSL_Rotation(x, y, z, s); | 676 | return new LSL_Rotation(x, y, z, s); |
683 | } | 677 | } |
@@ -1917,12 +1911,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
1917 | Primitive.TextureEntry tex = part.Shape.Textures; | 1911 | Primitive.TextureEntry tex = part.Shape.Textures; |
1918 | Color4 texcolor; | 1912 | Color4 texcolor; |
1919 | LSL_Vector rgb = new LSL_Vector(); | 1913 | LSL_Vector rgb = new LSL_Vector(); |
1920 | int nsides = GetNumberOfSides(part); | ||
1921 | |||
1922 | if (face == ScriptBaseClass.ALL_SIDES) | 1914 | if (face == ScriptBaseClass.ALL_SIDES) |
1923 | { | 1915 | { |
1924 | int i; | 1916 | int i; |
1925 | for (i = 0; i < nsides; i++) | 1917 | |
1918 | for (i = 0 ; i < GetNumberOfSides(part); i++) | ||
1926 | { | 1919 | { |
1927 | texcolor = tex.GetFace((uint)i).RGBA; | 1920 | texcolor = tex.GetFace((uint)i).RGBA; |
1928 | rgb.x += texcolor.R; | 1921 | rgb.x += texcolor.R; |
@@ -1930,15 +1923,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
1930 | rgb.z += texcolor.B; | 1923 | rgb.z += texcolor.B; |
1931 | } | 1924 | } |
1932 | 1925 | ||
1933 | float invnsides = 1.0f / (float)nsides; | 1926 | rgb.x /= (float)GetNumberOfSides(part); |
1934 | 1927 | rgb.y /= (float)GetNumberOfSides(part); | |
1935 | rgb.x *= invnsides; | 1928 | rgb.z /= (float)GetNumberOfSides(part); |
1936 | rgb.y *= invnsides; | ||
1937 | rgb.z *= invnsides; | ||
1938 | 1929 | ||
1939 | return rgb; | 1930 | return rgb; |
1940 | } | 1931 | } |
1941 | if (face >= 0 && face < nsides) | 1932 | if (face >= 0 && face < GetNumberOfSides(part)) |
1942 | { | 1933 | { |
1943 | texcolor = tex.GetFace((uint)face).RGBA; | 1934 | texcolor = tex.GetFace((uint)face).RGBA; |
1944 | rgb.x = texcolor.R; | 1935 | rgb.x = texcolor.R; |
@@ -2337,14 +2328,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2337 | // (root prim). ParentID may be nonzero in attachments and | 2328 | // (root prim). ParentID may be nonzero in attachments and |
2338 | // using it would cause attachments and HUDs to rotate | 2329 | // using it would cause attachments and HUDs to rotate |
2339 | // to the wrong positions. | 2330 | // to the wrong positions. |
2340 | |||
2341 | SetRot(m_host, Rot2Quaternion(rot)); | 2331 | SetRot(m_host, Rot2Quaternion(rot)); |
2342 | } | 2332 | } |
2343 | else | 2333 | else |
2344 | { | 2334 | { |
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. | 2335 | // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask. |
2346 | SceneObjectPart rootPart;// = m_host.ParentGroup.RootPart; | 2336 | SceneObjectPart rootPart = m_host.ParentGroup.RootPart; |
2347 | if (m_host.ParentGroup != null && ((rootPart = m_host.ParentGroup.RootPart) != null)) // better safe than sorry | 2337 | if (rootPart != null) // better safe than sorry |
2348 | { | 2338 | { |
2349 | SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot)); | 2339 | SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot)); |
2350 | } | 2340 | } |
@@ -2356,7 +2346,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2356 | public void llSetLocalRot(LSL_Rotation rot) | 2346 | public void llSetLocalRot(LSL_Rotation rot) |
2357 | { | 2347 | { |
2358 | m_host.AddScriptLPS(1); | 2348 | m_host.AddScriptLPS(1); |
2359 | |||
2360 | SetRot(m_host, Rot2Quaternion(rot)); | 2349 | SetRot(m_host, Rot2Quaternion(rot)); |
2361 | ScriptSleep(200); | 2350 | ScriptSleep(200); |
2362 | } | 2351 | } |
@@ -2366,33 +2355,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2366 | if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted) | 2355 | if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted) |
2367 | return; | 2356 | return; |
2368 | 2357 | ||
2369 | bool isroot = (part == part.ParentGroup.RootPart); | 2358 | part.UpdateRotation(rot); |
2359 | // Update rotation does not move the object in the physics scene if it's a linkset. | ||
2370 | 2360 | ||
2371 | // SL doesn't let scripts rotate root of physical linksets | 2361 | //KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type |
2372 | if (isroot && part.IsPhysical) | 2362 | // part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition; |
2373 | return; | ||
2374 | 2363 | ||
2375 | part.UpdateRotation(rot); | 2364 | // So, after thinking about this for a bit, the issue with the part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition line |
2365 | // is it isn't compatible with vehicles because it causes the vehicle body to have to be broken down and rebuilt | ||
2366 | // It's perfectly okay when the object is not an active physical body though. | ||
2367 | // So, part.ParentGroup.ResetChildPrimPhysicsPositions(); does the thing that Kitto is warning against | ||
2368 | // but only if the object is not physial and active. This is important for rotating doors. | ||
2369 | // without the absoluteposition = absoluteposition happening, the doors do not move in the physics | ||
2370 | // scene | ||
2371 | PhysicsActor pa = part.PhysActor; | ||
2376 | 2372 | ||
2377 | // Update rotation does not move the object in the physics scene if it's a linkset. | 2373 | if (pa != null && !pa.IsPhysical) |
2378 | // so do a nasty update | ||
2379 | // but only root part rotation changes positions and only needed if we have physics actor | ||
2380 | if (isroot && part.PhysActor != null) | ||
2381 | { | 2374 | { |
2382 | part.ParentGroup.ResetChildPrimPhysicsPositions(); | 2375 | part.ParentGroup.ResetChildPrimPhysicsPositions(); |
2383 | } | 2376 | } |
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 | } | ||
2396 | } | 2377 | } |
2397 | 2378 | ||
2398 | /// <summary> | 2379 | /// <summary> |
@@ -2441,8 +2422,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2441 | public LSL_Rotation llGetLocalRot() | 2422 | public LSL_Rotation llGetLocalRot() |
2442 | { | 2423 | { |
2443 | m_host.AddScriptLPS(1); | 2424 | m_host.AddScriptLPS(1); |
2444 | Quaternion rot = m_host.RotationOffset; | 2425 | return new LSL_Rotation(m_host.RotationOffset.X, m_host.RotationOffset.Y, m_host.RotationOffset.Z, m_host.RotationOffset.W); |
2445 | return new LSL_Rotation(rot.X, rot.Y, rot.Z, rot.W); | ||
2446 | } | 2426 | } |
2447 | 2427 | ||
2448 | public void llSetForce(LSL_Vector force, int local) | 2428 | public void llSetForce(LSL_Vector force, int local) |
@@ -8554,7 +8534,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
8554 | case (int)ScriptBaseClass.PRIM_ROT_LOCAL: | 8534 | case (int)ScriptBaseClass.PRIM_ROT_LOCAL: |
8555 | if (remain < 1) | 8535 | if (remain < 1) |
8556 | return; | 8536 | return; |
8557 | |||
8558 | LSL_Rotation lr = rules.GetQuaternionItem(idx++); | 8537 | LSL_Rotation lr = rules.GetQuaternionItem(idx++); |
8559 | SetRot(part, Rot2Quaternion(lr)); | 8538 | SetRot(part, Rot2Quaternion(lr)); |
8560 | break; | 8539 | break; |