made setting rotation match Second Life
parent
32b534f324
commit
f7b88d1c40
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@ -2083,23 +2083,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public void llSetRot(LSL_Rotation rot)
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public void llSetRot(LSL_Rotation rot)
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{
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{
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m_host.AddScriptLPS(1);
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m_host.AddScriptLPS(1);
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// try to let this work as in SL...
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if (m_host.ParentID == 0)
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{
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// special case: If we are root, rotate complete SOG to new rotation
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SetRot(m_host, rot);
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SetRot(m_host, 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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{
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SetRot(m_host, rootPart.RotationOffset * (Quaternion)rot);
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}
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}
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ScriptSleep(200);
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ScriptSleep(200);
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}
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}
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@ -7292,22 +7276,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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break;
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break;
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case (int)ScriptBaseClass.PRIM_ROTATION:
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case (int)ScriptBaseClass.PRIM_ROTATION:
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case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
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if (remain < 1)
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if (remain < 1)
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return null;
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return null;
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LSL_Rotation q = rules.GetQuaternionItem(idx++);
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LSL_Rotation q = rules.GetQuaternionItem(idx++);
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// try to let this work as in SL...
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if (part.ParentID == 0)
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{
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// special case: If we are root, rotate complete SOG to new rotation
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SetRot(part, q);
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SetRot(part, q);
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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 = part.ParentGroup.RootPart;
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SetRot(part, rootPart.RotationOffset * (Quaternion)q);
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}
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break;
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break;
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@ -7614,11 +7588,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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string primDesc = rules.GetLSLStringItem(idx++);
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string primDesc = rules.GetLSLStringItem(idx++);
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part.Description = primDesc;
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part.Description = primDesc;
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break;
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break;
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case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
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if (remain < 1)
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return null;
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SetRot(part, rules.GetQuaternionItem(idx++));
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break;
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case (int)ScriptBaseClass.PRIM_OMEGA:
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case (int)ScriptBaseClass.PRIM_OMEGA:
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if (remain < 3)
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if (remain < 3)
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return null;
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return null;
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