Fix merge

avinationmerge
Melanie 2012-01-14 05:39:56 +01:00
parent 43128c9016
commit 4cbf8d728e
2 changed files with 1 additions and 61 deletions

View File

@ -2746,11 +2746,6 @@ namespace OpenSim.Region.Framework.Scenes
}
public void RotLookAt(Quaternion target, float strength, float damping)
{
m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
}
public void rotLookAt(Quaternion target, float strength, float damping)
{
if (ParentGroup.IsAttachment)
{

View File

@ -3039,7 +3039,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public void llLookAt(LSL_Vector target, double strength, double damping)
{
/*
m_host.AddScriptLPS(1);
// Determine where we are looking from
LSL_Vector from = llGetPos();
@ -3058,69 +3057,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
// we need to convert from a vector describing
// the angles of rotation in radians into rotation value
<<<<<<< HEAD:OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
LSL_Types.Quaternion rot = llEuler2Rot(angle);
// This would only work if your physics system contains an APID controller:
// Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
// m_host.startLookAt(rotation, (float)damping, (float)strength);
// Orient the object to the angle calculated
llSetRot(rot);
*/
//The above code, while nice, doesn't replicate the behaviour of SL and tends to "roll" the object.
//There's probably a smarter way of doing this, my rotation math-fu is weak.
// http://bugs.meta7.com/view.php?id=28
// - Tom
/* And the following does not do the job either. It has to be performed inside the ODE glue-code. -.- .._.
LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
*/
if (m_host.PhysActor != null && !m_host.PhysActor.IsPhysical)
{
// Part is non-phys, convert this to a llSetRot()
Vector3 tgt = new Vector3((float)target.x, (float)target.y, (float)target.z);
Vector3 dir = tgt - m_host.GroupPosition;
dir.Normalize();
float tzrot = (float)Math.Atan2(dir.Y, dir.X);
float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
float terot = (float)Math.Atan2(-dir.Z, txy);
LSL_Vector az = new LSL_Vector(0.0f, 0.0f, tzrot);
LSL_Vector ae = new LSL_Vector(0.0f, terot, 0.0f);
LSL_Types.Quaternion spin = llEuler2Rot(az);
LSL_Types.Quaternion rot = llEuler2Rot(ae) * spin;
=======
LSL_Rotation rot = llEuler2Rot(angle);
// Per discussion with Melanie, for non-physical objects llLookAt appears to simply
// set the rotation of the object, copy that behavior
if (strength == 0 || m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
{
>>>>>>> master:OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
llSetRot(rot);
}
else
{
<<<<<<< HEAD:OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
// Physical, send the target vector to RotLookAt method inside a 'rotation', the .w -99.9 value indicates it is really a LookAt.
Quaternion q = new Quaternion((float)target.x, (float)target.y, (float)target.z, -99.9f);
m_host.RotLookAt(q, (float)strength, (float)damping);
}
}
public void llRotLookAt(LSL_Rotation target, double strength, double damping)
{
m_host.AddScriptLPS(1);
// NotImplemented("llRotLookAt");
m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
=======
m_host.StartLookAt(Rot2Quaternion(rot), (float)strength, (float)damping);
}
>>>>>>> master:OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
}
public void llStopLookAt()
@ -3543,8 +3491,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_host.AddScriptLPS(1);
}
<<<<<<< HEAD:OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
=======
public void llRotLookAt(LSL_Rotation target, double strength, double damping)
{
m_host.AddScriptLPS(1);
@ -3561,7 +3507,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
}
}
>>>>>>> master:OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
public LSL_Integer llStringLength(string str)
{
m_host.AddScriptLPS(1);