Fixing wrong position of llSensor, SensePoint wasnt following the rotation of the root prim.
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9bc94c502a
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b35a1d5681
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@ -308,7 +308,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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}
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SceneObjectPart SensePoint = ts.host;
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Vector3 fromRegionPos = SensePoint.AbsolutePosition;
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Vector3 fromRegionPos = SensePoint.GetWorldPosition();
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// pre define some things to avoid repeated definitions in the loop body
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Vector3 toRegionPos;
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@ -319,14 +319,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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float dy;
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float dz;
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Quaternion q = SensePoint.RotationOffset;
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Quaternion q = SensePoint.GetWorldRotation();
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if (SensePoint.ParentGroup.IsAttachment)
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{
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// In attachments, the sensor cone always orients with the
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// In attachments, rotate the sensor cone with the
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// avatar rotation. This may include a nonzero elevation if
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// in mouselook.
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// This will not include the rotation and position of the
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// attachment point (e.g. your head when a sensor is in your
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// hair attached to your scull. Your hair will turn with
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// your head but the sensor will stay with your (global)
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// avatar rotation and position.
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// Position of a sensor in a child prim attached to an avatar
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// will be still wrong.
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ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
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q = avatar.Rotation;
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q = avatar.Rotation*q;
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}
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LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
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LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
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@ -439,16 +446,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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return sensedEntities;
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SceneObjectPart SensePoint = ts.host;
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Vector3 fromRegionPos = SensePoint.AbsolutePosition;
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Vector3 fromRegionPos = SensePoint.GetWorldPosition();
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Quaternion q = SensePoint.RotationOffset;
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Quaternion q = SensePoint.GetWorldRotation();
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if (SensePoint.ParentGroup.IsAttachment)
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{
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// In attachments, the sensor cone always orients with the
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// In attachments, rotate the sensor cone with the
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// avatar rotation. This may include a nonzero elevation if
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// in mouselook.
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// This will not include the rotation and position of the
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// attachment point (e.g. your head when a sensor is in your
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// hair attached to your scull. Your hair will turn with
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// your head but the sensor will stay with your (global)
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// avatar rotation and position.
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// Position of a sensor in a child prim attached to an avatar
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// will be still wrong.
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ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
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q = avatar.Rotation;
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q = avatar.Rotation*q;
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}
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LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
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