Fix sensor cone for sensing avatars
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881fcb7def
commit
0fa57cac3f
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@ -309,6 +309,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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// in mouselook.
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ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
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fromRegionPos = avatar.AbsolutePosition;
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q = avatar.Rotation;
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}
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LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
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@ -422,6 +423,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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SceneObjectPart SensePoint = ts.host;
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Vector3 fromRegionPos = SensePoint.AbsolutePosition;
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Quaternion q = SensePoint.RotationOffset;
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if (SensePoint.ParentGroup.RootPart.IsAttachment)
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{
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// In attachments, the sensor cone always orients with the
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// avatar rotation. This may include a nonzero elevation if
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// in mouselook.
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ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
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fromRegionPos = avatar.AbsolutePosition;
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q = avatar.Rotation;
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}
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LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
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LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
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double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
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