only rotation of root part change parts positions, so only call ResetChildPrimPhysicsPositions() if root part. Plus 'cosmetics'

avinationmerge
UbitUmarov 2012-06-15 11:24:37 +01:00
parent aac80550e0
commit c8227e1bb7
1 changed files with 30 additions and 20 deletions

View File

@ -660,18 +660,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_host.AddScriptLPS(1); m_host.AddScriptLPS(1);
double x,y,z,s; double x,y,z,s;
v.x *= 0.5;
v.y *= 0.5;
v.z *= 0.5;
double c1 = Math.Cos(v.x);
double c2 = Math.Cos(v.y);
double c1c2 = c1 * c2;
double s1 = Math.Sin(v.x);
double s2 = Math.Sin(v.y);
double s1s2 = s1 * s2;
double c1s2 = c1 * s2;
double s1c2 = s1 * c2;
double c3 = Math.Cos(v.z);
double s3 = Math.Sin(v.z);
double c1 = Math.Cos(v.x * 0.5); x = s1c2 * c3 + c1s2 * s3;
double c2 = Math.Cos(v.y * 0.5); y = c1s2 * c3 - s1c2 * s3;
double c3 = Math.Cos(v.z * 0.5); z = s1s2 * c3 + c1c2 * s3;
double s1 = Math.Sin(v.x * 0.5); s = c1c2 * c3 - s1s2 * s3;
double s2 = Math.Sin(v.y * 0.5);
double s3 = Math.Sin(v.z * 0.5);
x = s1 * c2 * c3 + c1 * s2 * s3;
y = c1 * s2 * c3 - s1 * c2 * s3;
z = s1 * s2 * c3 + c1 * c2 * s3;
s = c1 * c2 * c3 - s1 * s2 * s3;
return new LSL_Rotation(x, y, z, s); return new LSL_Rotation(x, y, z, s);
} }
@ -1911,11 +1917,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
Primitive.TextureEntry tex = part.Shape.Textures; Primitive.TextureEntry tex = part.Shape.Textures;
Color4 texcolor; Color4 texcolor;
LSL_Vector rgb = new LSL_Vector(); LSL_Vector rgb = new LSL_Vector();
int nsides = GetNumberOfSides(part);
if (face == ScriptBaseClass.ALL_SIDES) if (face == ScriptBaseClass.ALL_SIDES)
{ {
int i; int i;
for (i = 0; i < nsides; i++)
for (i = 0 ; i < GetNumberOfSides(part); i++)
{ {
texcolor = tex.GetFace((uint)i).RGBA; texcolor = tex.GetFace((uint)i).RGBA;
rgb.x += texcolor.R; rgb.x += texcolor.R;
@ -1923,13 +1930,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
rgb.z += texcolor.B; rgb.z += texcolor.B;
} }
rgb.x /= (float)GetNumberOfSides(part); float invnsides = 1.0f / (float)nsides;
rgb.y /= (float)GetNumberOfSides(part);
rgb.z /= (float)GetNumberOfSides(part); rgb.x *= invnsides;
rgb.y *= invnsides;
rgb.z *= invnsides;
return rgb; return rgb;
} }
if (face >= 0 && face < GetNumberOfSides(part)) if (face >= 0 && face < nsides)
{ {
texcolor = tex.GetFace((uint)face).RGBA; texcolor = tex.GetFace((uint)face).RGBA;
rgb.x = texcolor.R; rgb.x = texcolor.R;
@ -2369,8 +2378,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
// without the absoluteposition = absoluteposition happening, the doors do not move in the physics // without the absoluteposition = absoluteposition happening, the doors do not move in the physics
// scene // scene
PhysicsActor pa = part.PhysActor; PhysicsActor pa = part.PhysActor;
// only root part rot changes positions
if (pa != null && !pa.IsPhysical) if (pa != null && !pa.IsPhysical && part == part.ParentGroup.RootPart)
{ {
part.ParentGroup.ResetChildPrimPhysicsPositions(); part.ParentGroup.ResetChildPrimPhysicsPositions();
} }
@ -2422,7 +2431,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public LSL_Rotation llGetLocalRot() public LSL_Rotation llGetLocalRot()
{ {
m_host.AddScriptLPS(1); m_host.AddScriptLPS(1);
return new LSL_Rotation(m_host.RotationOffset.X, m_host.RotationOffset.Y, m_host.RotationOffset.Z, m_host.RotationOffset.W); Quaternion rot = m_host.RotationOffset;
return new LSL_Rotation(rot.X, rot.Y, rot.Z, rot.W);
} }
public void llSetForce(LSL_Vector force, int local) public void llSetForce(LSL_Vector force, int local)