Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork
commit
05cca8c694
|
@ -203,9 +203,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
private float waterlevel = 0f;
|
private float waterlevel = 0f;
|
||||||
private int framecount = 0;
|
private int framecount = 0;
|
||||||
|
|
||||||
private IntPtr WaterGeom = IntPtr.Zero;
|
// private IntPtr WaterGeom = IntPtr.Zero;
|
||||||
private IntPtr WaterHeightmapData = IntPtr.Zero;
|
// private IntPtr WaterHeightmapData = IntPtr.Zero;
|
||||||
private GCHandle WaterMapHandler = new GCHandle();
|
// private GCHandle WaterMapHandler = new GCHandle();
|
||||||
|
|
||||||
public float avPIDD = 2200f; // make it visible
|
public float avPIDD = 2200f; // make it visible
|
||||||
public float avPIDP = 900f; // make it visible
|
public float avPIDP = 900f; // make it visible
|
||||||
|
@ -2491,9 +2491,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
public override void SetWaterLevel(float baseheight)
|
public override void SetWaterLevel(float baseheight)
|
||||||
{
|
{
|
||||||
waterlevel = baseheight;
|
waterlevel = baseheight;
|
||||||
randomizeWater(waterlevel);
|
// randomizeWater(waterlevel);
|
||||||
}
|
}
|
||||||
|
/*
|
||||||
public void randomizeWater(float baseheight)
|
public void randomizeWater(float baseheight)
|
||||||
{
|
{
|
||||||
const uint heightmapWidth = Constants.RegionSize + 2;
|
const uint heightmapWidth = Constants.RegionSize + 2;
|
||||||
|
@ -2574,7 +2574,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
public override void Dispose()
|
public override void Dispose()
|
||||||
{
|
{
|
||||||
lock (OdeLock)
|
lock (OdeLock)
|
||||||
|
@ -2624,7 +2624,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
TerrainHeightFieldHeightsHandlers.Clear();
|
TerrainHeightFieldHeightsHandlers.Clear();
|
||||||
TerrainHeightFieldHeights.Clear();
|
TerrainHeightFieldHeights.Clear();
|
||||||
|
/*
|
||||||
if (WaterGeom != IntPtr.Zero)
|
if (WaterGeom != IntPtr.Zero)
|
||||||
{
|
{
|
||||||
d.GeomDestroy(WaterGeom);
|
d.GeomDestroy(WaterGeom);
|
||||||
|
@ -2636,7 +2636,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
if (WaterMapHandler.IsAllocated)
|
if (WaterMapHandler.IsAllocated)
|
||||||
WaterMapHandler.Free();
|
WaterMapHandler.Free();
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
if (ContactgeomsArray != IntPtr.Zero)
|
if (ContactgeomsArray != IntPtr.Zero)
|
||||||
Marshal.FreeHGlobal(ContactgeomsArray);
|
Marshal.FreeHGlobal(ContactgeomsArray);
|
||||||
if (GlobalContactsArray != IntPtr.Zero)
|
if (GlobalContactsArray != IntPtr.Zero)
|
||||||
|
|
|
@ -2469,9 +2469,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
}
|
}
|
||||||
|
|
||||||
public LSL_Rotation llGetLocalRot()
|
public LSL_Rotation llGetLocalRot()
|
||||||
|
{
|
||||||
|
return GetPartLocalRot(m_host);
|
||||||
|
}
|
||||||
|
|
||||||
|
private LSL_Rotation GetPartLocalRot(SceneObjectPart part)
|
||||||
{
|
{
|
||||||
m_host.AddScriptLPS(1);
|
m_host.AddScriptLPS(1);
|
||||||
Quaternion rot = m_host.RotationOffset;
|
Quaternion rot = part.RotationOffset;
|
||||||
return new LSL_Rotation(rot.X, rot.Y, rot.Z, rot.W);
|
return new LSL_Rotation(rot.X, rot.Y, rot.Z, rot.W);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -8000,7 +8005,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
//This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
|
//This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
|
||||||
|
|
||||||
int idx = 0;
|
int idx = 0;
|
||||||
SceneObjectPart sitpart = World.GetSceneObjectPart(av.ParentID); // betting this will be used
|
|
||||||
|
|
||||||
bool positionChanged = false;
|
bool positionChanged = false;
|
||||||
Vector3 finalPos = Vector3.Zero;
|
Vector3 finalPos = Vector3.Zero;
|
||||||
|
@ -8015,81 +8019,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
|
|
||||||
switch (code)
|
switch (code)
|
||||||
{
|
{
|
||||||
// a avatar is a child
|
|
||||||
case (int)ScriptBaseClass.PRIM_POSITION:
|
case (int)ScriptBaseClass.PRIM_POSITION:
|
||||||
case (int)ScriptBaseClass.PRIM_POS_LOCAL:
|
case (int)ScriptBaseClass.PRIM_POS_LOCAL:
|
||||||
{
|
{
|
||||||
if (remain < 1)
|
if (remain < 1)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
LSL_Vector v;
|
LSL_Vector v;
|
||||||
v = rules.GetVector3Item(idx++);
|
v = rules.GetVector3Item(idx++);
|
||||||
|
|
||||||
if (sitpart == null)
|
SceneObjectPart part = World.GetSceneObjectPart(av.ParentID);
|
||||||
|
if (part == null)
|
||||||
break;
|
break;
|
||||||
|
|
||||||
Vector3 pos = new Vector3((float)v.x, (float)v.y, (float)v.z); // requested absolute position
|
LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
|
||||||
|
LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
|
||||||
if (sitpart != sitpart.ParentGroup.RootPart)
|
if (part.LinkNum > 1)
|
||||||
{
|
{
|
||||||
pos -= sitpart.OffsetPosition; // remove sit part offset
|
localRot = GetPartLocalRot(part);
|
||||||
Quaternion rot = sitpart.RotationOffset;
|
localPos = GetPartLocalPos(part);
|
||||||
pos *= Quaternion.Conjugate(rot); // removed sit part rotation
|
|
||||||
}
|
}
|
||||||
Vector3 sitOffset = (Zrot(av.Rotation)) * (av.Appearance.AvatarHeight * 0.02638f * 2.0f);
|
|
||||||
pos += sitOffset;
|
|
||||||
|
|
||||||
finalPos = pos;
|
v -= localPos;
|
||||||
positionChanged = true;
|
v /= localRot;
|
||||||
|
|
||||||
|
LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f);
|
||||||
|
|
||||||
|
v = v + 2 * sitOffset;
|
||||||
|
|
||||||
|
av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
|
||||||
|
av.SendAvatarDataToAllAgents();
|
||||||
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
|
||||||
case (int)ScriptBaseClass.PRIM_ROTATION:
|
case (int)ScriptBaseClass.PRIM_ROTATION:
|
||||||
{
|
{
|
||||||
if (remain < 1)
|
if (remain < 1)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if (sitpart == null)
|
LSL_Rotation r;
|
||||||
|
r = rules.GetQuaternionItem(idx++);
|
||||||
|
|
||||||
|
SceneObjectPart part = World.GetSceneObjectPart(av.ParentID);
|
||||||
|
if (part == null)
|
||||||
break;
|
break;
|
||||||
|
|
||||||
LSL_Rotation r = rules.GetQuaternionItem(idx++);
|
LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
|
||||||
Quaternion rot = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); // requested world rotation
|
LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
|
||||||
|
|
||||||
SceneObjectGroup sitgrp = sitpart.ParentGroup;
|
|
||||||
if (sitgrp != null)
|
|
||||||
{
|
|
||||||
// need to replicate SL bug
|
|
||||||
rot = sitgrp.RootPart.RotationOffset * rot;
|
|
||||||
if (sitgrp.RootPart != sitpart)
|
|
||||||
{
|
|
||||||
Quaternion srot = sitpart.RotationOffset;
|
|
||||||
rot = Quaternion.Conjugate(srot) * rot; // removed sit part offset rotation
|
|
||||||
}
|
|
||||||
|
|
||||||
av.Rotation = rot;
|
if (part.LinkNum > 1)
|
||||||
// av.SendAvatarDataToAllAgents();
|
localRot = GetPartLocalRot(part);
|
||||||
av.SendTerseUpdateToAllClients();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
|
r = r * llGetRootRotation() / localRot;
|
||||||
{
|
av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
|
||||||
if (remain < 1)
|
av.SendAvatarDataToAllAgents();
|
||||||
return;
|
|
||||||
|
|
||||||
if (sitpart == null)
|
|
||||||
break;
|
|
||||||
|
|
||||||
LSL_Rotation r = rules.GetQuaternionItem(idx++);
|
|
||||||
Quaternion rot = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); // requested offset rotation
|
|
||||||
if (sitpart != sitpart.ParentGroup.RootPart)
|
|
||||||
{
|
|
||||||
Quaternion srot = sitpart.RotationOffset;
|
|
||||||
rot = Quaternion.Conjugate(srot) * rot; // remove sit part offset rotation
|
|
||||||
}
|
|
||||||
av.Rotation = rot;
|
|
||||||
// av.SendAvatarDataToAllAgents();
|
|
||||||
av.SendTerseUpdateToAllClients();
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue