Thank you kindly, Idb for a patch that solves:

llGetRot and llGetRootRotation return the wrong 
values when the object is attached
0.6.0-stable
Charles Krinke 2008-10-27 00:51:50 +00:00
parent 8cb889cb0e
commit 8a6042f063
1 changed files with 30 additions and 1 deletions

View File

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