Fixed llGetObjectDetails(), OBJECT_ROT for sitting avatars case, plus 'cosmetics' and added some parts costs information.
parent
b4ab9a7350
commit
4027c8e9c9
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@ -11800,6 +11800,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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LSL_List ret = new LSL_List();
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UUID key = new UUID();
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if (UUID.TryParse(id, out key))
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{
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ScenePresence av = World.GetScenePresence(key);
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@ -11817,13 +11819,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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ret.Add(new LSL_String(""));
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break;
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case ScriptBaseClass.OBJECT_POS:
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ret.Add(new LSL_Vector((double)av.AbsolutePosition.X, (double)av.AbsolutePosition.Y, (double)av.AbsolutePosition.Z));
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Vector3 avpos = av.AbsolutePosition;
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ret.Add(new LSL_Vector((double)avpos.X, (double)avpos.Y, (double)avpos.Z));
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break;
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case ScriptBaseClass.OBJECT_ROT:
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ret.Add(new LSL_Rotation((double)av.Rotation.X, (double)av.Rotation.Y, (double)av.Rotation.Z, (double)av.Rotation.W));
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Quaternion avrot = av.Rotation;
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if(av.ParentID != 0 && av.ParentPart != null)
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{
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avrot = av.ParentPart.GetWorldRotation() * avrot;
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}
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ret.Add(new LSL_Rotation((double)avrot.X, (double)avrot.Y, (double)avrot.Z, (double)avrot.W));
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break;
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case ScriptBaseClass.OBJECT_VELOCITY:
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ret.Add(new LSL_Vector(av.Velocity.X, av.Velocity.Y, av.Velocity.Z));
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Vector3 avvel = av.Velocity;
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ret.Add(new LSL_Vector((double)avvel.X, (double)avvel.Y, (double)avvel.Z));
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break;
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case ScriptBaseClass.OBJECT_OWNER:
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ret.Add(new LSL_String(id));
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@ -11879,17 +11888,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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case ScriptBaseClass.OBJECT_NAME:
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ret.Add(new LSL_String(obj.Name));
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break;
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case ScriptBaseClass.OBJECT_DESC:
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case ScriptBaseClass.OBJECT_DESC:
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ret.Add(new LSL_String(obj.Description));
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break;
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case ScriptBaseClass.OBJECT_POS:
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ret.Add(new LSL_Vector(obj.AbsolutePosition.X, obj.AbsolutePosition.Y, obj.AbsolutePosition.Z));
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Vector3 opos = obj.AbsolutePosition;
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ret.Add(new LSL_Vector(opos.X, opos.Y, opos.Z));
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break;
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case ScriptBaseClass.OBJECT_ROT:
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ret.Add(new LSL_Rotation(obj.RotationOffset.X, obj.RotationOffset.Y, obj.RotationOffset.Z, obj.RotationOffset.W));
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Quaternion orot = obj.RotationOffset;
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ret.Add(new LSL_Rotation(orot.X, orot.Y, orot.Z, orot.W));
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break;
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case ScriptBaseClass.OBJECT_VELOCITY:
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ret.Add(new LSL_Vector(obj.Velocity.X, obj.Velocity.Y, obj.Velocity.Z));
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Vector3 ovel = obj.Velocity;
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ret.Add(new LSL_Vector(ovel.X, ovel.Y, ovel.Z));
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break;
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case ScriptBaseClass.OBJECT_OWNER:
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ret.Add(new LSL_String(obj.OwnerID.ToString()));
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@ -11927,17 +11939,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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// The value returned in SL for normal prims is prim count
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ret.Add(new LSL_Integer(0));
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break;
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// costs below may need to be diferent for root parts, need to check
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case ScriptBaseClass.OBJECT_SERVER_COST:
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// The value returned in SL for normal prims is prim count
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ret.Add(new LSL_Float(0));
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break;
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case ScriptBaseClass.OBJECT_STREAMING_COST:
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// The value returned in SL for normal prims is prim count * 0.06
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ret.Add(new LSL_Float(0));
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ret.Add(new LSL_Float(obj.StreamingCost));
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break;
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case ScriptBaseClass.OBJECT_PHYSICS_COST:
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// The value returned in SL for normal prims is prim count
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ret.Add(new LSL_Float(0));
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ret.Add(new LSL_Float(obj.PhysicsCost));
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break;
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default:
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// Invalid or unhandled constant.
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