SL doesn't let scripts rotate root part of physical linksets also fix sitting avatars rotations broken in previus commit, forcing send of updates.
parent
065cda3711
commit
db2dcbbe2d
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@ -2337,13 +2337,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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// (root prim). ParentID may be nonzero in attachments and
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// using it would cause attachments and HUDs to rotate
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// to the wrong positions.
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SetRot(m_host, Rot2Quaternion(rot));
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}
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else
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{
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// we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
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SceneObjectPart rootPart = m_host.ParentGroup.RootPart;
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if (rootPart != null) // better safe than sorry
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SceneObjectPart rootPart;// = m_host.ParentGroup.RootPart;
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if (m_host.ParentGroup != null && ((rootPart = m_host.ParentGroup.RootPart) != null)) // better safe than sorry
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{
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SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot));
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}
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@ -2355,6 +2356,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public void llSetLocalRot(LSL_Rotation rot)
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{
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m_host.AddScriptLPS(1);
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SetRot(m_host, Rot2Quaternion(rot));
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ScriptSleep(200);
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}
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@ -2364,25 +2366,33 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
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return;
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bool isroot = (part == part.ParentGroup.RootPart);
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// SL doesn't let scripts rotate root of physical linksets
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if (isroot && part.IsPhysical)
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return;
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part.UpdateRotation(rot);
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// Update rotation does not move the object in the physics scene if it's a linkset.
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//KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type
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// part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition;
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// So, after thinking about this for a bit, the issue with the part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition line
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// is it isn't compatible with vehicles because it causes the vehicle body to have to be broken down and rebuilt
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// It's perfectly okay when the object is not an active physical body though.
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// So, part.ParentGroup.ResetChildPrimPhysicsPositions(); does the thing that Kitto is warning against
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// but only if the object is not physial and active. This is important for rotating doors.
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// without the absoluteposition = absoluteposition happening, the doors do not move in the physics
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// scene
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PhysicsActor pa = part.PhysActor;
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// only root part rot changes positions
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if (pa != null && !pa.IsPhysical && part == part.ParentGroup.RootPart)
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// so do a nasty update
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// but only root part rotation changes positions and only needed if we have physics actor
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if (isroot && part.PhysActor != null)
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{
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part.ParentGroup.ResetChildPrimPhysicsPositions();
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}
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else // fix sitting avatars
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{
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List<ScenePresence> sittingavas = part.ParentGroup.GetLinkedAvatars();
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if (sittingavas.Count > 0)
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{
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foreach (ScenePresence av in sittingavas)
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{
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if (isroot || part.LocalId == av.ParentID)
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av.SendAvatarDataToAllAgents();
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}
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}
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}
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}
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/// <summary>
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@ -8544,6 +8554,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
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if (remain < 1)
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return;
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LSL_Rotation lr = rules.GetQuaternionItem(idx++);
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SetRot(part, Rot2Quaternion(lr));
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break;
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