fix get/set parameters on avatars
parent
89655b0baa
commit
dc752e8d82
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@ -13466,14 +13466,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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case ScriptBaseClass.OBJECT_POS:
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Vector3 avpos;
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if (av.ParentID != 0 && av.ParentPart != null)
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if (av.ParentID != 0 && av.ParentPart != null &&
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av.ParentPart.ParentGroup != null && av.ParentPart.ParentGroup.RootPart != null )
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{
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avpos = av.OffsetPosition;
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Vector3 sitOffset = (Zrot(av.Rotation)) * (av.Appearance.AvatarHeight * 0.02638f *2.0f);
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avpos -= sitOffset;
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avpos = av.ParentPart.GetWorldPosition() + avpos * av.ParentPart.GetWorldRotation();
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SceneObjectPart sitRoot = av.ParentPart.ParentGroup.RootPart;
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avpos = sitRoot.GetWorldPosition() + avpos * sitRoot.GetWorldRotation();
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}
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else
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avpos = av.AbsolutePosition;
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@ -13481,12 +13482,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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ret.Add(new LSL_Vector((double)avpos.X, (double)avpos.Y, (double)avpos.Z));
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break;
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case ScriptBaseClass.OBJECT_ROT:
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Quaternion avrot = av.Rotation;
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if (av.ParentID != 0 && av.ParentPart != null)
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{
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avrot = av.ParentPart.GetWorldRotation() * avrot;
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}
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ret.Add(new LSL_Rotation((double)avrot.X, (double)avrot.Y, (double)avrot.Z, (double)avrot.W));
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Quaternion avrot = av.GetWorldRotation();
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ret.Add(new LSL_Rotation(avrot));
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break;
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case ScriptBaseClass.OBJECT_VELOCITY:
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Vector3 avvel = av.GetWorldVelocity();
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@ -15695,14 +15692,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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protected LSL_List SetPrimParams(ScenePresence av, LSL_List rules, string originFunc, ref uint rulesParsed)
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{
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//This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
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//This is a special version of SetPrimParams to deal with avatars which are sitting on the linkset.
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int idx = 0;
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int idxStart = 0;
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bool positionChanged = false;
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Vector3 finalPos = Vector3.Zero;
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try
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{
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while (idx < rules.Length)
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@ -15729,13 +15724,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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v = v + 2 * sitOffset;
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av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
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av.SendAvatarDataToAllAgents();
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positionChanged = true;
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}
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break;
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case (int)ScriptBaseClass.PRIM_ROTATION:
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{
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if (remain < 1)
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return new LSL_List();
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Quaternion r;
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r = rules.GetQuaternionItem(idx++);
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av.Rotation = m_host.GetWorldRotation() * r;
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positionChanged = true;
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}
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break;
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case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
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case (int)ScriptBaseClass.PRIM_ROTATION:
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{
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if (remain < 1)
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return new LSL_List();
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@ -15743,8 +15749,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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LSL_Rotation r;
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r = rules.GetQuaternionItem(idx++);
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av.Rotation = r * llGetRootRotation();
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av.SendAvatarDataToAllAgents();
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av.Rotation = r;
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positionChanged = true;
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}
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break;
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@ -15848,12 +15854,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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finally
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{
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if (positionChanged)
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{
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av.OffsetPosition = finalPos;
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// av.SendAvatarDataToAllAgents();
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av.SendTerseUpdateToAllClients();
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positionChanged = false;
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}
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}
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return new LSL_List();
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}
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@ -15891,12 +15892,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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break;
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case (int)ScriptBaseClass.PRIM_POSITION:
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Vector3 pos;
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Vector3 pos = avatar.OffsetPosition;
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if (sitPart.ParentGroup.RootPart != null)
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{
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pos = avatar.OffsetPosition;
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Vector3 sitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f *2.0f);
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pos -= sitOffset;
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SceneObjectPart sitroot = sitPart.ParentGroup.RootPart;
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pos = sitroot.AbsolutePosition + pos * sitroot.GetWorldRotation();
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}
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else
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pos = avatar.AbsolutePosition;
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res.Add(new LSL_Vector(pos.X,pos.Y,pos.Z));
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break;
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@ -15907,9 +15917,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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break;
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case (int)ScriptBaseClass.PRIM_ROTATION:
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LSL_Rotation rot = new LSL_Rotation(avatar.Rotation.X, avatar.Rotation.Y, avatar.Rotation.Z, avatar.Rotation.W) / llGetRootRotation();
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res.Add(rot);
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res.Add(new LSL_Rotation(avatar.GetWorldRotation()));
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break;
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case (int)ScriptBaseClass.PRIM_TYPE:
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@ -16079,23 +16087,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
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Quaternion lrot = avatar.Rotation;
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if (sitPart != null && sitPart != sitPart.ParentGroup.RootPart)
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{
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lrot = sitPart.RotationOffset * lrot; // apply sit part rotation offset
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}
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res.Add(new LSL_Rotation(lrot.X, lrot.Y, lrot.Z, lrot.W));
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break;
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case (int)ScriptBaseClass.PRIM_POS_LOCAL:
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Vector3 lpos = avatar.OffsetPosition; // pos relative to sit part
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Vector3 lpos = avatar.OffsetPosition;
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Vector3 lsitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f * 2.0f);
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lpos -= lsitOffset;
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if (sitPart != null && sitPart != sitPart.ParentGroup.RootPart)
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{
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lpos = sitPart.OffsetPosition + (lpos * sitPart.RotationOffset); // make it relative to root prim
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}
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res.Add(new LSL_Vector(lpos.X,lpos.Y,lpos.Z));
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break;
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