parent
db2dcbbe2d
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5d32979170
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@ -611,10 +611,7 @@ namespace OpenSim.Region.Framework.Scenes
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public bool IsSelected
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{
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get
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{
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return m_isSelected;
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}
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get { return m_isSelected; }
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set
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{
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m_isSelected = value;
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@ -622,23 +619,8 @@ namespace OpenSim.Region.Framework.Scenes
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ParentGroup.PartSelectChanged(value);
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}
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}
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public bool IsPhysical
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{
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get
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{
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return ((Flags & PrimFlags.Physics) != 0);
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}
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}
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public bool IsPhantom
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{
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get
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{
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return ((Flags & PrimFlags.Phantom) != 0);
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}
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}
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public Dictionary<int, string> CollisionFilter
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{
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get { return m_CollisionFilter; }
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@ -660,24 +660,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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m_host.AddScriptLPS(1);
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double x,y,z,s;
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v.x *= 0.5;
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v.y *= 0.5;
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v.z *= 0.5;
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double c1 = Math.Cos(v.x);
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double c2 = Math.Cos(v.y);
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double c1c2 = c1 * c2;
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double s1 = Math.Sin(v.x);
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double s2 = Math.Sin(v.y);
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double s1s2 = s1 * s2;
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double c1s2 = c1 * s2;
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double s1c2 = s1 * c2;
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double c3 = Math.Cos(v.z);
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double s3 = Math.Sin(v.z);
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x = s1c2 * c3 + c1s2 * s3;
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y = c1s2 * c3 - s1c2 * s3;
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z = s1s2 * c3 + c1c2 * s3;
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s = c1c2 * c3 - s1s2 * s3;
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double c1 = Math.Cos(v.x * 0.5);
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double c2 = Math.Cos(v.y * 0.5);
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double c3 = Math.Cos(v.z * 0.5);
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double s1 = Math.Sin(v.x * 0.5);
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double s2 = Math.Sin(v.y * 0.5);
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double s3 = Math.Sin(v.z * 0.5);
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x = s1 * c2 * c3 + c1 * s2 * s3;
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y = c1 * s2 * c3 - s1 * c2 * s3;
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z = s1 * s2 * c3 + c1 * c2 * s3;
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s = c1 * c2 * c3 - s1 * s2 * s3;
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return new LSL_Rotation(x, y, z, s);
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}
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@ -1917,12 +1911,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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Primitive.TextureEntry tex = part.Shape.Textures;
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Color4 texcolor;
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LSL_Vector rgb = new LSL_Vector();
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int nsides = GetNumberOfSides(part);
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if (face == ScriptBaseClass.ALL_SIDES)
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{
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int i;
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for (i = 0; i < nsides; i++)
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for (i = 0 ; i < GetNumberOfSides(part); i++)
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{
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texcolor = tex.GetFace((uint)i).RGBA;
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rgb.x += texcolor.R;
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@ -1930,15 +1923,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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rgb.z += texcolor.B;
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}
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float invnsides = 1.0f / (float)nsides;
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rgb.x *= invnsides;
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rgb.y *= invnsides;
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rgb.z *= invnsides;
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rgb.x /= (float)GetNumberOfSides(part);
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rgb.y /= (float)GetNumberOfSides(part);
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rgb.z /= (float)GetNumberOfSides(part);
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return rgb;
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}
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if (face >= 0 && face < nsides)
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if (face >= 0 && face < GetNumberOfSides(part))
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{
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texcolor = tex.GetFace((uint)face).RGBA;
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rgb.x = texcolor.R;
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@ -2337,14 +2328,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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// (root prim). ParentID may be nonzero in attachments and
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// using it would cause attachments and HUDs to rotate
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// to the wrong positions.
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SetRot(m_host, Rot2Quaternion(rot));
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}
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else
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{
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// we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
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SceneObjectPart rootPart;// = m_host.ParentGroup.RootPart;
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if (m_host.ParentGroup != null && ((rootPart = m_host.ParentGroup.RootPart) != null)) // better safe than sorry
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SceneObjectPart rootPart = m_host.ParentGroup.RootPart;
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if (rootPart != null) // better safe than sorry
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{
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SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot));
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}
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@ -2356,7 +2346,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public void llSetLocalRot(LSL_Rotation rot)
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{
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m_host.AddScriptLPS(1);
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SetRot(m_host, Rot2Quaternion(rot));
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ScriptSleep(200);
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}
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@ -2366,33 +2355,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
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return;
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bool isroot = (part == part.ParentGroup.RootPart);
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// SL doesn't let scripts rotate root of physical linksets
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if (isroot && part.IsPhysical)
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return;
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part.UpdateRotation(rot);
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// Update rotation does not move the object in the physics scene if it's a linkset.
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// so do a nasty update
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// but only root part rotation changes positions and only needed if we have physics actor
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if (isroot && part.PhysActor != null)
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//KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type
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// part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition;
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// So, after thinking about this for a bit, the issue with the part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition line
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// is it isn't compatible with vehicles because it causes the vehicle body to have to be broken down and rebuilt
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// It's perfectly okay when the object is not an active physical body though.
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// So, part.ParentGroup.ResetChildPrimPhysicsPositions(); does the thing that Kitto is warning against
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// but only if the object is not physial and active. This is important for rotating doors.
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// without the absoluteposition = absoluteposition happening, the doors do not move in the physics
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// scene
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PhysicsActor pa = part.PhysActor;
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if (pa != null && !pa.IsPhysical)
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{
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part.ParentGroup.ResetChildPrimPhysicsPositions();
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}
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else // fix sitting avatars
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{
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List<ScenePresence> sittingavas = part.ParentGroup.GetLinkedAvatars();
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if (sittingavas.Count > 0)
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{
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foreach (ScenePresence av in sittingavas)
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{
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if (isroot || part.LocalId == av.ParentID)
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av.SendAvatarDataToAllAgents();
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}
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}
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}
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}
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/// <summary>
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@ -2441,8 +2422,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public LSL_Rotation llGetLocalRot()
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{
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m_host.AddScriptLPS(1);
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Quaternion rot = m_host.RotationOffset;
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return new LSL_Rotation(rot.X, rot.Y, rot.Z, rot.W);
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return new LSL_Rotation(m_host.RotationOffset.X, m_host.RotationOffset.Y, m_host.RotationOffset.Z, m_host.RotationOffset.W);
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}
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public void llSetForce(LSL_Vector force, int local)
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@ -8554,7 +8534,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
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if (remain < 1)
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return;
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LSL_Rotation lr = rules.GetQuaternionItem(idx++);
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SetRot(part, Rot2Quaternion(lr));
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break;
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