stop using a Vector3 to store 3bits
parent
dfd60d6f71
commit
52860a7d15
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@ -110,6 +110,9 @@ namespace OpenSim.Region.Framework.Scenes
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STATUS_ROTATE_X = 0x002,
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STATUS_ROTATE_Y = 0x004,
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STATUS_ROTATE_Z = 0x008,
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NOT_STATUS_ROTATE_X = 0xFD,
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NOT_STATUS_ROTATE_Y = 0xFB,
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NOT_STATUS_ROTATE_Z = 0xF7
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}
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// This flag has the same purpose as InventoryItemFlags.ObjectSlamPerm
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@ -4367,30 +4370,52 @@ namespace OpenSim.Region.Framework.Scenes
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bool setY = ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) != 0);
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bool setZ = ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) != 0);
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float setval = (rotate10 > 0) ? 1f : 0f;
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if (setX)
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RootPart.RotationAxis.X = setval;
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if (setY)
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RootPart.RotationAxis.Y = setval;
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if (setZ)
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RootPart.RotationAxis.Z = setval;
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if (setX || setY || setZ)
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{
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bool lockaxis = (rotate10 == 0); // zero means axis locked
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byte locks = RootPart.RotationAxisLocks;
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if (setX)
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{
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if(lockaxis)
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locks |= (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_X;
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else
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locks &= (byte)SceneObjectGroup.axisSelect.NOT_STATUS_ROTATE_X;
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}
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if (setY)
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{
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if(lockaxis)
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locks |= (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y;
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else
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locks &= (byte)SceneObjectGroup.axisSelect.NOT_STATUS_ROTATE_Y;
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}
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if (setZ)
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{
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if(lockaxis)
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locks |= (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z;
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else
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locks &= (byte)SceneObjectGroup.axisSelect.NOT_STATUS_ROTATE_Z;
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}
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RootPart.RotationAxisLocks = locks;
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RootPart.SetPhysicsAxisRotation();
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}
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}
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public int GetAxisRotation(int axis)
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{
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Vector3 rotAxis = RootPart.RotationAxis;
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byte rotAxislocks = RootPart.RotationAxisLocks;
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// if multiple return the one with higher id
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if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z)
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return (int)rotAxis.Z;
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return (rotAxislocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) == 0 ? 1:0;
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if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y)
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return (int)rotAxis.Y;
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return (rotAxislocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) == 0 ? 1:0;
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if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X)
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return (int)rotAxis.X;
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return (rotAxislocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) == 0 ? 1:0;
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return 0;
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}
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@ -254,11 +254,13 @@ namespace OpenSim.Region.Framework.Scenes
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public Quaternion AttachRotation = Quaternion.Identity;
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[XmlIgnore]
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public int STATUS_ROTATE_X;
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public int STATUS_ROTATE_X; // this should not be used
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[XmlIgnore]
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public int STATUS_ROTATE_Y; // this should not be used
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public int STATUS_ROTATE_Y;
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public int STATUS_ROTATE_Z;
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[XmlIgnore]
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public int STATUS_ROTATE_Z; // this should not be used
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private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>();
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@ -278,7 +280,10 @@ namespace OpenSim.Region.Framework.Scenes
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public Vector3 AttachedPos;
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public Vector3 RotationAxis = Vector3.One;
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// rotation locks on local X,Y and or Z axis bit flags
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// bits are as in llSetStatus defined in SceneObjectGroup.axisSelect enum
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// but reversed logic: bit cleared means free to rotate
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public byte RotationAxisLocks = 0;
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public bool VolumeDetectActive;
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@ -778,9 +783,6 @@ namespace OpenSim.Region.Framework.Scenes
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set { m_damage = value; }
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}
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public void setGroupPosition(Vector3 pos)
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{
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m_groupPosition = pos;
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@ -791,7 +793,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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///
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public Vector3 GroupPosition
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{
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get
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@ -3860,7 +3861,16 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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if (pa != null)
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{
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pa.LockAngularMotion(RotationAxis);
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// physics should also get a byte and not a Vector3 TODO
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Vector3 lrRotationAxis = Vector3.One;
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if((RotationAxisLocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) != 0 )
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lrRotationAxis.X = 0f;
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if((RotationAxisLocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) != 0 )
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lrRotationAxis.Y = 0f;
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if((RotationAxisLocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) != 0 )
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lrRotationAxis.Z = 0f;
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pa.LockAngularMotion(lrRotationAxis);
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
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}
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}
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