From 5d329791705fa5d82d37f5c3ff03d0f4f597c2e1 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Fri, 15 Jun 2012 14:31:35 +0100 Subject: Revert changes... This reverts commit c8227e1bb70817351de283fb647ec39f090fc9f1. --- .../Shared/Api/Implementation/LSL_Api.cs | 89 +++++++++------------- 1 file changed, 34 insertions(+), 55 deletions(-) (limited to 'OpenSim/Region/ScriptEngine') 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 m_host.AddScriptLPS(1); double x,y,z,s; - v.x *= 0.5; - v.y *= 0.5; - v.z *= 0.5; - double c1 = Math.Cos(v.x); - double c2 = Math.Cos(v.y); - double c1c2 = c1 * c2; - double s1 = Math.Sin(v.x); - double s2 = Math.Sin(v.y); - double s1s2 = s1 * s2; - double c1s2 = c1 * s2; - double s1c2 = s1 * c2; - double c3 = Math.Cos(v.z); - double s3 = Math.Sin(v.z); - - x = s1c2 * c3 + c1s2 * s3; - y = c1s2 * c3 - s1c2 * s3; - z = s1s2 * c3 + c1c2 * s3; - s = c1c2 * c3 - s1s2 * s3; + + double c1 = Math.Cos(v.x * 0.5); + double c2 = Math.Cos(v.y * 0.5); + double c3 = Math.Cos(v.z * 0.5); + double s1 = Math.Sin(v.x * 0.5); + double s2 = Math.Sin(v.y * 0.5); + double s3 = Math.Sin(v.z * 0.5); + + x = s1 * c2 * c3 + c1 * s2 * s3; + y = c1 * s2 * c3 - s1 * c2 * s3; + z = s1 * s2 * c3 + c1 * c2 * s3; + s = c1 * c2 * c3 - s1 * s2 * s3; return new LSL_Rotation(x, y, z, s); } @@ -1917,12 +1911,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api Primitive.TextureEntry tex = part.Shape.Textures; Color4 texcolor; LSL_Vector rgb = new LSL_Vector(); - int nsides = GetNumberOfSides(part); - if (face == ScriptBaseClass.ALL_SIDES) { int i; - for (i = 0; i < nsides; i++) + + for (i = 0 ; i < GetNumberOfSides(part); i++) { texcolor = tex.GetFace((uint)i).RGBA; rgb.x += texcolor.R; @@ -1930,15 +1923,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api rgb.z += texcolor.B; } - float invnsides = 1.0f / (float)nsides; - - rgb.x *= invnsides; - rgb.y *= invnsides; - rgb.z *= invnsides; + rgb.x /= (float)GetNumberOfSides(part); + rgb.y /= (float)GetNumberOfSides(part); + rgb.z /= (float)GetNumberOfSides(part); return rgb; } - if (face >= 0 && face < nsides) + if (face >= 0 && face < GetNumberOfSides(part)) { texcolor = tex.GetFace((uint)face).RGBA; rgb.x = texcolor.R; @@ -2337,14 +2328,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // (root prim). ParentID may be nonzero in attachments and // using it would cause attachments and HUDs to rotate // to the wrong positions. - SetRot(m_host, Rot2Quaternion(rot)); } else { // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask. - SceneObjectPart rootPart;// = m_host.ParentGroup.RootPart; - if (m_host.ParentGroup != null && ((rootPart = m_host.ParentGroup.RootPart) != null)) // better safe than sorry + SceneObjectPart rootPart = m_host.ParentGroup.RootPart; + if (rootPart != null) // better safe than sorry { SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot)); } @@ -2356,7 +2346,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public void llSetLocalRot(LSL_Rotation rot) { m_host.AddScriptLPS(1); - SetRot(m_host, Rot2Quaternion(rot)); ScriptSleep(200); } @@ -2366,33 +2355,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted) return; - bool isroot = (part == part.ParentGroup.RootPart); + part.UpdateRotation(rot); + // Update rotation does not move the object in the physics scene if it's a linkset. - // SL doesn't let scripts rotate root of physical linksets - if (isroot && part.IsPhysical) - return; +//KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type +// part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition; - part.UpdateRotation(rot); + // So, after thinking about this for a bit, the issue with the part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition line + // is it isn't compatible with vehicles because it causes the vehicle body to have to be broken down and rebuilt + // It's perfectly okay when the object is not an active physical body though. + // So, part.ParentGroup.ResetChildPrimPhysicsPositions(); does the thing that Kitto is warning against + // but only if the object is not physial and active. This is important for rotating doors. + // without the absoluteposition = absoluteposition happening, the doors do not move in the physics + // scene + PhysicsActor pa = part.PhysActor; - // Update rotation does not move the object in the physics scene if it's a linkset. - // so do a nasty update - // but only root part rotation changes positions and only needed if we have physics actor - if (isroot && part.PhysActor != null) + if (pa != null && !pa.IsPhysical) { part.ParentGroup.ResetChildPrimPhysicsPositions(); } - else // fix sitting avatars - { - List sittingavas = part.ParentGroup.GetLinkedAvatars(); - if (sittingavas.Count > 0) - { - foreach (ScenePresence av in sittingavas) - { - if (isroot || part.LocalId == av.ParentID) - av.SendAvatarDataToAllAgents(); - } - } - } } /// @@ -2441,8 +2422,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public LSL_Rotation llGetLocalRot() { m_host.AddScriptLPS(1); - Quaternion rot = m_host.RotationOffset; - return new LSL_Rotation(rot.X, rot.Y, rot.Z, rot.W); + return new LSL_Rotation(m_host.RotationOffset.X, m_host.RotationOffset.Y, m_host.RotationOffset.Z, m_host.RotationOffset.W); } public void llSetForce(LSL_Vector force, int local) @@ -8554,7 +8534,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api case (int)ScriptBaseClass.PRIM_ROT_LOCAL: if (remain < 1) return; - LSL_Rotation lr = rules.GetQuaternionItem(idx++); SetRot(part, Rot2Quaternion(lr)); break; -- cgit v1.1