refactor: use SOG register target waypoints and rots directly instead of calling through the SOP, which doesn't make conceptual sense anyway.
parent
7eca929686
commit
c491cdcb95
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@ -4766,26 +4766,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public int registerTargetWaypoint(Vector3 target, float tolerance)
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{
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return m_parentGroup.registerTargetWaypoint(target, tolerance);
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}
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public void unregisterTargetWaypoint(int handle)
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{
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m_parentGroup.unregisterTargetWaypoint(handle);
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}
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public int registerRotTargetWaypoint(Quaternion target, float tolerance)
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{
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return m_parentGroup.registerRotTargetWaypoint(target, tolerance);
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}
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public void unregisterRotTargetWaypoint(int handle)
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{
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m_parentGroup.unregisterRotTargetWaypoint(handle);
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}
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public void SetCameraAtOffset(Vector3 v)
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{
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m_cameraAtOffset = v;
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@ -2141,25 +2141,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public LSL_Integer llTarget(LSL_Vector position, double range)
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{
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m_host.AddScriptLPS(1);
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return m_host.registerTargetWaypoint(new Vector3((float)position.x, (float)position.y, (float)position.z), (float)range);
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return m_host.ParentGroup.registerTargetWaypoint(
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new Vector3((float)position.x, (float)position.y, (float)position.z), (float)range);
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}
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public void llTargetRemove(int number)
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{
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m_host.AddScriptLPS(1);
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m_host.unregisterTargetWaypoint(number);
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m_host.ParentGroup.unregisterTargetWaypoint(number);
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}
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public LSL_Integer llRotTarget(LSL_Rotation rot, double error)
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{
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m_host.AddScriptLPS(1);
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return m_host.registerRotTargetWaypoint(new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s), (float)error);
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return m_host.ParentGroup.registerRotTargetWaypoint(
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new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s), (float)error);
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}
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public void llRotTargetRemove(int number)
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{
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m_host.AddScriptLPS(1);
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m_host.unregisterRotTargetWaypoint(number);
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m_host.ParentGroup.unregisterRotTargetWaypoint(number);
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}
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public void llMoveToTarget(LSL_Vector target, double tau)
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