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authorMic Bowman2012-01-13 11:37:17 -0800
committerMic Bowman2012-01-13 11:37:17 -0800
commitadea92f8b70ffc94d9dcfe775af08effaecc41ca (patch)
tree418cc84132be7847c8147cd9aae17f57a8c2629c /OpenSim
parentUpdate RegionReadyModule (diff)
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Fix llRotLookAt and llLookAt for non-physical objects. Per conversation
with Melanie and Nebadon, SL behavior seems to be that non physical objects snap to the request rotation.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs30
1 files changed, 23 insertions, 7 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index d6de39f..30145c7 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -2861,11 +2861,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2861 // we need to convert from a vector describing 2861 // we need to convert from a vector describing
2862 // the angles of rotation in radians into rotation value 2862 // the angles of rotation in radians into rotation value
2863 2863
2864 LSL_Types.Quaternion rot = llEuler2Rot(angle); 2864 LSL_Rotation rot = llEuler2Rot(angle);
2865 Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); 2865
2866 m_host.startLookAt(rotation, (float)damping, (float)strength); 2866 // Per discussion with Melanie, for non-physical objects llLookAt appears to simply
2867 // Orient the object to the angle calculated 2867 // set the rotation of the object, copy that behavior
2868 //llSetRot(rot); 2868 if (m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
2869 {
2870 llSetRot(rot);
2871 }
2872 else
2873 {
2874 m_host.startLookAt(Rot2Quaternion(rot), (float)damping, (float)strength);
2875 }
2869 } 2876 }
2870 2877
2871 public void llStopLookAt() 2878 public void llStopLookAt()
@@ -3241,8 +3248,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3241 public void llRotLookAt(LSL_Rotation target, double strength, double damping) 3248 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3242 { 3249 {
3243 m_host.AddScriptLPS(1); 3250 m_host.AddScriptLPS(1);
3244 Quaternion rot = new Quaternion((float)target.x, (float)target.y, (float)target.z, (float)target.s); 3251
3245 m_host.RotLookAt(rot, (float)strength, (float)damping); 3252 // Per discussion with Melanie, for non-physical objects llLookAt appears to simply
3253 // set the rotation of the object, copy that behavior
3254 if (m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
3255 {
3256 llSetLocalRot(target);
3257 }
3258 else
3259 {
3260 m_host.RotLookAt(Rot2Quaternion(target), (float)damping, (float)strength);
3261 }
3246 } 3262 }
3247 3263
3248 public LSL_Integer llStringLength(string str) 3264 public LSL_Integer llStringLength(string str)