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-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs20
1 files changed, 16 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 5be8929..75dd615 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -2881,6 +2881,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2881 2881
2882 public void llLookAt(LSL_Vector target, double strength, double damping) 2882 public void llLookAt(LSL_Vector target, double strength, double damping)
2883 { 2883 {
2884 /*
2884 m_host.AddScriptLPS(1); 2885 m_host.AddScriptLPS(1);
2885 // Determine where we are looking from 2886 // Determine where we are looking from
2886 LSL_Vector from = llGetPos(); 2887 LSL_Vector from = llGetPos();
@@ -2900,12 +2901,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2900 // the angles of rotation in radians into rotation value 2901 // the angles of rotation in radians into rotation value
2901 2902
2902 LSL_Types.Quaternion rot = llEuler2Rot(angle); 2903 LSL_Types.Quaternion rot = llEuler2Rot(angle);
2903 /* 2904
2904 Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); 2905 // This would only work if your physics system contains an APID controller:
2905 m_host.startLookAt(rotation, (float)damping, (float)strength); 2906 // Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
2906 This would only work if your physics system contains an APID controller */ 2907 // m_host.startLookAt(rotation, (float)damping, (float)strength);
2908
2907 // Orient the object to the angle calculated 2909 // Orient the object to the angle calculated
2908 llSetRot(rot); 2910 llSetRot(rot);
2911 */
2912
2913 //The above code, while nice, doesn't replicate the behaviour of SL and tends to "roll" the object.
2914 //There's probably a smarter way of doing this, my rotation math-fu is weak.
2915 // http://bugs.meta7.com/view.php?id=28
2916 // - Tom
2917
2918 LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
2919 llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
2920
2909 } 2921 }
2910 2922
2911 public void llRotLookAt(LSL_Rotation target, double strength, double damping) 2923 public void llRotLookAt(LSL_Rotation target, double strength, double damping)