Revert changes...

This reverts commit c8227e1bb7.
avinationmerge
UbitUmarov 2012-06-15 14:31:35 +01:00
parent db2dcbbe2d
commit 5d32979170
2 changed files with 37 additions and 76 deletions

View File

@ -611,10 +611,7 @@ namespace OpenSim.Region.Framework.Scenes
public bool IsSelected
{
get
{
return m_isSelected;
}
get { return m_isSelected; }
set
{
m_isSelected = value;
@ -622,23 +619,8 @@ namespace OpenSim.Region.Framework.Scenes
ParentGroup.PartSelectChanged(value);
}
}
public bool IsPhysical
{
get
{
return ((Flags & PrimFlags.Physics) != 0);
}
}
public bool IsPhantom
{
get
{
return ((Flags & PrimFlags.Phantom) != 0);
}
}
public Dictionary<int, string> CollisionFilter
{
get { return m_CollisionFilter; }

View File

@ -660,24 +660,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_host.AddScriptLPS(1);
double x,y,z,s;
v.x *= 0.5;
v.y *= 0.5;
v.z *= 0.5;
double c1 = Math.Cos(v.x);
double c2 = Math.Cos(v.y);
double c1c2 = c1 * c2;
double s1 = Math.Sin(v.x);
double s2 = Math.Sin(v.y);
double s1s2 = s1 * s2;
double c1s2 = c1 * s2;
double s1c2 = s1 * c2;
double c3 = Math.Cos(v.z);
double s3 = Math.Sin(v.z);
x = s1c2 * c3 + c1s2 * s3;
y = c1s2 * c3 - s1c2 * s3;
z = s1s2 * c3 + c1c2 * s3;
s = c1c2 * c3 - s1s2 * s3;
double c1 = Math.Cos(v.x * 0.5);
double c2 = Math.Cos(v.y * 0.5);
double c3 = Math.Cos(v.z * 0.5);
double s1 = Math.Sin(v.x * 0.5);
double s2 = Math.Sin(v.y * 0.5);
double s3 = Math.Sin(v.z * 0.5);
x = s1 * c2 * c3 + c1 * s2 * s3;
y = c1 * s2 * c3 - s1 * c2 * s3;
z = s1 * s2 * c3 + c1 * c2 * s3;
s = c1 * c2 * c3 - s1 * s2 * s3;
return new LSL_Rotation(x, y, z, s);
}
@ -1917,12 +1911,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
Primitive.TextureEntry tex = part.Shape.Textures;
Color4 texcolor;
LSL_Vector rgb = new LSL_Vector();
int nsides = GetNumberOfSides(part);
if (face == ScriptBaseClass.ALL_SIDES)
{
int i;
for (i = 0; i < nsides; i++)
for (i = 0 ; i < GetNumberOfSides(part); i++)
{
texcolor = tex.GetFace((uint)i).RGBA;
rgb.x += texcolor.R;
@ -1930,15 +1923,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
rgb.z += texcolor.B;
}
float invnsides = 1.0f / (float)nsides;
rgb.x *= invnsides;
rgb.y *= invnsides;
rgb.z *= invnsides;
rgb.x /= (float)GetNumberOfSides(part);
rgb.y /= (float)GetNumberOfSides(part);
rgb.z /= (float)GetNumberOfSides(part);
return rgb;
}
if (face >= 0 && face < nsides)
if (face >= 0 && face < GetNumberOfSides(part))
{
texcolor = tex.GetFace((uint)face).RGBA;
rgb.x = texcolor.R;
@ -2337,14 +2328,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
// (root prim). ParentID may be nonzero in attachments and
// using it would cause attachments and HUDs to rotate
// to the wrong positions.
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.
SceneObjectPart rootPart;// = m_host.ParentGroup.RootPart;
if (m_host.ParentGroup != null && ((rootPart = m_host.ParentGroup.RootPart) != null)) // better safe than sorry
SceneObjectPart rootPart = m_host.ParentGroup.RootPart;
if (rootPart != null) // better safe than sorry
{
SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot));
}
@ -2356,7 +2346,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public void llSetLocalRot(LSL_Rotation rot)
{
m_host.AddScriptLPS(1);
SetRot(m_host, Rot2Quaternion(rot));
ScriptSleep(200);
}
@ -2366,33 +2355,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
return;
bool isroot = (part == part.ParentGroup.RootPart);
// SL doesn't let scripts rotate root of physical linksets
if (isroot && part.IsPhysical)
return;
part.UpdateRotation(rot);
// Update rotation does not move the object in the physics scene if it's a linkset.
// so do a nasty update
// but only root part rotation changes positions and only needed if we have physics actor
if (isroot && part.PhysActor != null)
//KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type
// part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition;
// So, after thinking about this for a bit, the issue with the part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition line
// is it isn't compatible with vehicles because it causes the vehicle body to have to be broken down and rebuilt
// It's perfectly okay when the object is not an active physical body though.
// So, part.ParentGroup.ResetChildPrimPhysicsPositions(); does the thing that Kitto is warning against
// but only if the object is not physial and active. This is important for rotating doors.
// without the absoluteposition = absoluteposition happening, the doors do not move in the physics
// scene
PhysicsActor pa = part.PhysActor;
if (pa != null && !pa.IsPhysical)
{
part.ParentGroup.ResetChildPrimPhysicsPositions();
}
else // fix sitting avatars
{
List<ScenePresence> sittingavas = part.ParentGroup.GetLinkedAvatars();
if (sittingavas.Count > 0)
{
foreach (ScenePresence av in sittingavas)
{
if (isroot || part.LocalId == av.ParentID)
av.SendAvatarDataToAllAgents();
}
}
}
}
/// <summary>
@ -2441,8 +2422,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public LSL_Rotation llGetLocalRot()
{
m_host.AddScriptLPS(1);
Quaternion rot = m_host.RotationOffset;
return new LSL_Rotation(rot.X, rot.Y, rot.Z, rot.W);
return new LSL_Rotation(m_host.RotationOffset.X, m_host.RotationOffset.Y, m_host.RotationOffset.Z, m_host.RotationOffset.W);
}
public void llSetForce(LSL_Vector force, int local)
@ -8554,7 +8534,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
if (remain < 1)
return;
LSL_Rotation lr = rules.GetQuaternionItem(idx++);
SetRot(part, Rot2Quaternion(lr));
break;