Thank you kindly, Idb for a patch that solves:
llGetRot and llGetRootRotation return the wrong values when the object is attached0.6.0-stable
parent
8cb889cb0e
commit
8a6042f063
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@ -1790,6 +1790,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public LSL_Rotation llGetRot()
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{
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// unlinked or root prim then use llRootRotation
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// see llRootRotaion for references.
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if (m_host.LinkNum == 0 || m_host.LinkNum == 1)
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{
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return llGetRootRotation();
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}
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m_host.AddScriptLPS(1);
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Quaternion q = m_host.RotationOffset;
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return new LSL_Rotation(q.X, q.Y, q.Z, q.W);
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@ -6416,10 +6422,33 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return new LSL_Vector(m_host.ParentGroup.AbsolutePosition.X, m_host.ParentGroup.AbsolutePosition.Y, m_host.ParentGroup.AbsolutePosition.Z);
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}
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/// <summary>
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/// http://lslwiki.net/lslwiki/wakka.php?wakka=llGetRot
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/// http://lslwiki.net/lslwiki/wakka.php?wakka=ChildRotation
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/// Also tested in sl in regards to the behaviour in attachments/mouselook
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/// In the root prim:-
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/// Returns the object rotation if not attached
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/// Returns the avatars rotation if attached
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/// Returns the camera rotation if attached and the avatar is in mouselook
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/// </summary>
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public LSL_Rotation llGetRootRotation()
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{
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m_host.AddScriptLPS(1);
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return new LSL_Rotation(m_host.ParentGroup.GroupRotation.X, m_host.ParentGroup.GroupRotation.Y, m_host.ParentGroup.GroupRotation.Z, m_host.ParentGroup.GroupRotation.W);
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Quaternion q;
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if (m_host.ParentGroup.RootPart.AttachmentPoint != 0)
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{
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ScenePresence avatar = World.GetScenePresence(m_host.AttachedAvatar);
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if (avatar != null)
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if ((avatar.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0)
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q = avatar.CameraRotation; // Mouselook
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else
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q = avatar.Rotation; // Currently infrequently updated so may be inaccurate
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else
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q = m_host.ParentGroup.GroupRotation; // Likely never get here but just in case
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}
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else
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q = m_host.ParentGroup.GroupRotation; // just the group rotation
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return new LSL_Rotation(q.X, q.Y, q.Z, q.W);
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}
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public LSL_String llGetObjectDesc()
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