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