Add llLookAt() kinetic. Reduce StandUp +x offset to 0.3M.
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52222d82d5
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@ -1866,7 +1866,7 @@ namespace OpenSim.Region.Framework.Scenes
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Quaternion partIRot = Quaternion.Inverse(partRot);
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Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
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Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
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Vector3 avStandUp = new Vector3(0.3f, 0f, 0f) * avatarRot; // 0.3M infront of av
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if (m_physicsActor == null)
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@ -3023,9 +3023,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
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llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
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*/
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// Send the target vector to RotLookAt method inside a 'rotation', the .w -99.9 value indicates it is really a LookAt.
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if (m_host.PhysActor != null && !m_host.PhysActor.IsPhysical)
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{
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// Part is non-phys, convert this to a llSetRot()
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Vector3 tgt = new Vector3((float)target.x, (float)target.y, (float)target.z);
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Vector3 dir = tgt - m_host.GroupPosition;
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dir.Normalize();
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float tzrot = (float)Math.Atan2(dir.Y, dir.X);
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float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
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float terot = (float)Math.Atan2(-dir.Z, txy);
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LSL_Vector az = new LSL_Vector(0.0f, 0.0f, tzrot);
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LSL_Vector ae = new LSL_Vector(0.0f, terot, 0.0f);
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LSL_Types.Quaternion spin = llEuler2Rot(az);
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LSL_Types.Quaternion rot = llEuler2Rot(ae) * spin;
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llSetRot(rot);
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}
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else
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{
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// Physical, send the target vector to RotLookAt method inside a 'rotation', the .w -99.9 value indicates it is really a LookAt.
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Quaternion q = new Quaternion((float)target.x, (float)target.y, (float)target.z, -99.9f);
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m_host.RotLookAt(q, (float)strength, (float)damping);
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}
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}
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