Merge branch 'careminster-presence-refactor' of ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor
commit
4eefdd5549
|
@ -1866,7 +1866,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
Quaternion partIRot = Quaternion.Inverse(partRot);
|
Quaternion partIRot = Quaternion.Inverse(partRot);
|
||||||
|
|
||||||
Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
|
Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
|
||||||
Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
|
Vector3 avStandUp = new Vector3(0.3f, 0f, 0f) * avatarRot; // 0.3M infront of av
|
||||||
|
|
||||||
|
|
||||||
if (m_physicsActor == null)
|
if (m_physicsActor == null)
|
||||||
|
|
|
@ -3023,9 +3023,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
|
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()));
|
llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
|
||||||
*/
|
*/
|
||||||
// Send the target vector to RotLookAt method inside a 'rotation', the .w -99.9 value indicates it is really a LookAt.
|
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;
|
||||||
|
llSetRot(rot);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// 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);
|
Quaternion q = new Quaternion((float)target.x, (float)target.y, (float)target.z, -99.9f);
|
||||||
m_host.RotLookAt(q, (float)strength, (float)damping);
|
m_host.RotLookAt(q, (float)strength, (float)damping);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue