Merge branch 'master' of ssh://diva@opensimulator.org/var/git/opensim
commit
dcafb1dfcd
|
@ -7401,9 +7401,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PRIM_POSITION:
|
||||
res.Add(new LSL_Vector(part.AbsolutePosition.X,
|
||||
LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
|
||||
part.AbsolutePosition.Y,
|
||||
part.AbsolutePosition.Z));
|
||||
part.AbsolutePosition.Z);
|
||||
// For some reason, the part.AbsolutePosition.* values do not change if the
|
||||
// linkset is rotated; they always reflect the child prim's world position
|
||||
// as though the linkset is unrotated. This is incompatible behavior with SL's
|
||||
// implementation, so will break scripts imported from there (not to mention it
|
||||
// makes it more difficult to determine a child prim's actual inworld position).
|
||||
if (part.ParentID != 0)
|
||||
v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
|
||||
res.Add( v );
|
||||
break;
|
||||
|
||||
case (int)ScriptBaseClass.PRIM_SIZE:
|
||||
|
@ -7421,6 +7429,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
PrimitiveBaseShape Shape = part.Shape;
|
||||
int primType = getScriptPrimType(part.Shape);
|
||||
res.Add(new LSL_Integer(primType));
|
||||
double topshearx = (double)(sbyte)Shape.PathShearX / 100.0; // Fix negative values for PathShearX
|
||||
double topsheary = (double)(sbyte)Shape.PathShearY / 100.0; // and PathShearY.
|
||||
switch (primType)
|
||||
{
|
||||
case ScriptBaseClass.PRIM_TYPE_BOX:
|
||||
|
@ -7431,7 +7441,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
res.Add(new LSL_Float(Shape.ProfileHollow / 50000.0));
|
||||
res.Add(new LSL_Vector(Shape.PathTwistBegin / 100.0, Shape.PathTwist / 100.0, 0));
|
||||
res.Add(new LSL_Vector(1 - (Shape.PathScaleX / 100.0 - 1), 1 - (Shape.PathScaleY / 100.0 - 1), 0));
|
||||
res.Add(new LSL_Vector(Shape.PathShearX / 100.0, Shape.PathShearY / 100.0, 0));
|
||||
res.Add(new LSL_Vector(topshearx, topsheary, 0));
|
||||
break;
|
||||
|
||||
case ScriptBaseClass.PRIM_TYPE_SPHERE:
|
||||
|
@ -7466,7 +7476,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
res.Add(new LSL_Vector(1 - (Shape.PathScaleX / 100.0 - 1), 1 - (Shape.PathScaleY / 100.0 - 1), 0));
|
||||
|
||||
// vector topshear
|
||||
res.Add(new LSL_Vector(Shape.PathShearX / 100.0, Shape.PathShearY / 100.0, 0));
|
||||
res.Add(new LSL_Vector(topshearx, topsheary, 0));
|
||||
|
||||
// vector profilecut
|
||||
res.Add(new LSL_Vector(Shape.ProfileBegin / 50000.0, 1 - Shape.ProfileEnd / 50000.0, 0));
|
||||
|
@ -7475,7 +7485,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
res.Add(new LSL_Vector(Shape.PathTaperX / 100.0, Shape.PathTaperY / 100.0, 0));
|
||||
|
||||
// float revolutions
|
||||
res.Add(new LSL_Float(Shape.PathRevolutions / 50.0)); // needs fixing :(
|
||||
res.Add(new LSL_Float((Shape.PathRevolutions * 0.015) + 1.0)); // Slightly inaccurate, because an unsigned
|
||||
// byte is being used to represent the entire
|
||||
// range of floating-point values from 1.0
|
||||
// through 4.0 (which is how SL does it).
|
||||
|
||||
// float radiusoffset
|
||||
res.Add(new LSL_Float(Shape.PathRadiusOffset / 100.0));
|
||||
|
|
Loading…
Reference in New Issue