If an llSensor() is in an attachment, make the detection cone face in the direction of the avatar, not the relative rotation of the attachment towards the avatar.

This is effectively a copy/paste from 459323a, which should be refactored sometime.
This seems the obvious problem from field reports but I have not tested the fix myself.  Feedback welcome.
bulletsim
Justin Clark-Casey (justincc) 2011-06-03 23:43:09 +01:00
parent d09210da86
commit 66004a9375
1 changed files with 10 additions and 1 deletions

View File

@ -308,7 +308,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
// In attachments, the sensor cone always orients with the
// avatar rotation. This may include a nonzero elevation if
// in mouselook.
ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
q = avatar.Rotation;
}
@ -422,7 +421,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
SceneObjectPart SensePoint = ts.host;
Vector3 fromRegionPos = SensePoint.AbsolutePosition;
Quaternion q = SensePoint.RotationOffset;
if (SensePoint.ParentGroup.RootPart.IsAttachment)
{
// In attachments, the sensor cone always orients with the
// avatar rotation. This may include a nonzero elevation if
// in mouselook.
ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
q = avatar.Rotation;
}
LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);