- Change llSetRot behavior so it matches the SL behavior (in particular, the

rather strange behavior if used in a child prim).
- Small refactoring.
0.6.1-post-fixes
Homer Horwitz 2008-11-15 21:03:06 +00:00
parent e26169f0b0
commit 448e4b0beb
1 changed files with 38 additions and 14 deletions

View File

@ -317,6 +317,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
} }
} }
// convert a LSL_Rotation to a Quaternion
private Quaternion Rot2Quaternion(LSL_Rotation r)
{
return new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
}
//These are the implementations of the various ll-functions used by the LSL scripts. //These are the implementations of the various ll-functions used by the LSL scripts.
public LSL_Float llSin(double f) public LSL_Float llSin(double f)
{ {
@ -1791,14 +1797,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{ {
m_host.AddScriptLPS(1); m_host.AddScriptLPS(1);
SetRot(m_host, rot); // try to let this work as in SL...
if (m_host.ParentID == 0)
{
// special case: If we are root, rotate complete SOG to new rotation
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.
SceneObjectGroup group = m_host.ParentGroup;
if (group != null) // a bit paranoid, maybe
{
SceneObjectPart rootPart = group.RootPart;
if(rootPart != null) // again, better safe than sorry
{
SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot));
}
}
}
ScriptSleep(200); ScriptSleep(200);
} }
private void SetRot(SceneObjectPart part, LSL_Rotation rot) public void llSetLocalRot(LSL_Rotation rot)
{ {
part.UpdateRotation(new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s)); m_host.AddScriptLPS(1);
SetRot(m_host, Rot2Quaternion(rot));
ScriptSleep(200);
}
private void SetRot(SceneObjectPart part, Quaternion rot)
{
part.UpdateRotation(rot);
// Update rotation does not move the object in the physics scene if it's a linkset. // Update rotation does not move the object in the physics scene if it's a linkset.
part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition; part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition;
} }
@ -2414,7 +2445,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
// need the magnitude later // need the magnitude later
float velmag = (float)Util.GetMagnitude(llvel); float velmag = (float)Util.GetMagnitude(llvel);
SceneObjectGroup new_group = World.RezObject(m_host, inv.Value, llpos, new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s), llvel, param); SceneObjectGroup new_group = World.RezObject(m_host, inv.Value, llpos, Rot2Quaternion(rot), llvel, param);
// If either of these are null, then there was an unknown error. // If either of these are null, then there was an unknown error.
if (new_group == null) if (new_group == null)
@ -5484,7 +5515,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (m_host.ParentGroup.RootPart != null) if (m_host.ParentGroup.RootPart != null)
{ {
m_host.ParentGroup.RootPart.SetVehicleRotationParam(param, m_host.ParentGroup.RootPart.SetVehicleRotationParam(param,
new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s)); Rot2Quaternion(rot));
} }
} }
} }
@ -5509,7 +5540,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
rot.z = 1; // ZERO_ROTATION = 0,0,0,1 rot.z = 1; // ZERO_ROTATION = 0,0,0,1
m_host.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z); m_host.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z);
m_host.SitTargetOrientation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); m_host.SitTargetOrientation = Rot2Quaternion(rot);
} }
public LSL_String llAvatarOnSitTarget() public LSL_String llAvatarOnSitTarget()
@ -6104,7 +6135,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return; return;
LSL_Rotation q = rules.GetQuaternionItem(idx++); LSL_Rotation q = rules.GetQuaternionItem(idx++);
SetRot(part, q); SetRot(part, Rot2Quaternion(q));
break; break;
@ -7160,13 +7191,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return System.Environment.MachineName; return System.Environment.MachineName;
} }
public void llSetLocalRot(LSL_Rotation rot)
{
m_host.AddScriptLPS(1);
m_host.RotationOffset = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
// ScriptSleep(200);
}
// <summary> // <summary>
// Scan the string supplied in 'src' and // Scan the string supplied in 'src' and
// tokenize it based upon two sets of // tokenize it based upon two sets of