Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
commit
a431f346e7
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@ -94,14 +94,6 @@ namespace OpenSim.Region.Framework.Scenes
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set { m_velocity = value; }
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}
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protected Quaternion m_rotation = new Quaternion(0f, 0f, 1f, 0f);
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public virtual Quaternion Rotation
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{
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get { return m_rotation; }
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set { m_rotation = value; }
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}
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protected uint m_localId;
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public virtual uint LocalId
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@ -115,13 +107,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public EntityBase()
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{
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m_uuid = UUID.Zero;
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m_pos = Vector3.Zero;
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m_velocity = Vector3.Zero;
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Rotation = Quaternion.Identity;
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m_name = "(basic entity)";
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m_rotationalvelocity = Vector3.Zero;
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}
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/// <summary>
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@ -204,6 +204,14 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_parts.Count; }
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}
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protected Quaternion m_rotation = Quaternion.Identity;
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public virtual Quaternion Rotation
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{
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get { return m_rotation; }
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set { m_rotation = value; }
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}
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public Quaternion GroupRotation
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{
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get { return m_rootPart.RotationOffset; }
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@ -243,7 +243,7 @@ namespace OpenSim.Region.Framework.Scenes
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protected SceneObjectGroup m_parentGroup;
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protected byte[] m_particleSystem = Utils.EmptyBytes;
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protected ulong m_regionHandle;
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protected Quaternion m_rotationOffset;
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protected Quaternion m_rotationOffset = Quaternion.Identity;
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protected PrimitiveBaseShape m_shape;
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protected UUID m_uuid;
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protected Vector3 m_velocity;
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@ -481,6 +481,12 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public Quaternion Rotation
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{
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get { return m_bodyRot; }
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set { m_bodyRot = value; }
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}
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/// <summary>
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/// If this is true, agent doesn't have a representation in this scene.
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/// this is an agent 'looking into' this scene from a nearby scene(region)
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@ -2256,7 +2262,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_perfMonMS = Environment.TickCount;
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m_rotation = rotation;
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Rotation = rotation;
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Vector3 direc = vec * rotation;
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direc.Normalize();
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@ -384,7 +384,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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m_host.AddScriptLPS(1);
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if (World.Entities.ContainsKey(target))
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{
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World.Entities[target].Rotation = rotation;
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EntityBase entity;
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if (World.Entities.TryGetValue(target, out entity))
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{
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if (entity is SceneObjectGroup)
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((SceneObjectGroup)entity).Rotation = rotation;
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else if (entity is ScenePresence)
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((ScenePresence)entity).Rotation = rotation;
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}
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}
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else
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{
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