stop using a Vector3 to store 3bits

This commit is contained in:
UbitUmarov
2015-10-20 16:55:18 +01:00
parent dfd60d6f71
commit 52860a7d15
2 changed files with 58 additions and 23 deletions

View File

@@ -110,6 +110,9 @@ namespace OpenSim.Region.Framework.Scenes
STATUS_ROTATE_X = 0x002,
STATUS_ROTATE_Y = 0x004,
STATUS_ROTATE_Z = 0x008,
NOT_STATUS_ROTATE_X = 0xFD,
NOT_STATUS_ROTATE_Y = 0xFB,
NOT_STATUS_ROTATE_Z = 0xF7
}
// This flag has the same purpose as InventoryItemFlags.ObjectSlamPerm
@@ -4367,30 +4370,52 @@ namespace OpenSim.Region.Framework.Scenes
bool setY = ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) != 0);
bool setZ = ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) != 0);
float setval = (rotate10 > 0) ? 1f : 0f;
if (setX)
RootPart.RotationAxis.X = setval;
if (setY)
RootPart.RotationAxis.Y = setval;
if (setZ)
RootPart.RotationAxis.Z = setval;
if (setX || setY || setZ)
{
bool lockaxis = (rotate10 == 0); // zero means axis locked
byte locks = RootPart.RotationAxisLocks;
if (setX)
{
if(lockaxis)
locks |= (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_X;
else
locks &= (byte)SceneObjectGroup.axisSelect.NOT_STATUS_ROTATE_X;
}
if (setY)
{
if(lockaxis)
locks |= (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y;
else
locks &= (byte)SceneObjectGroup.axisSelect.NOT_STATUS_ROTATE_Y;
}
if (setZ)
{
if(lockaxis)
locks |= (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z;
else
locks &= (byte)SceneObjectGroup.axisSelect.NOT_STATUS_ROTATE_Z;
}
RootPart.RotationAxisLocks = locks;
RootPart.SetPhysicsAxisRotation();
}
}
public int GetAxisRotation(int axis)
{
Vector3 rotAxis = RootPart.RotationAxis;
byte rotAxislocks = RootPart.RotationAxisLocks;
// if multiple return the one with higher id
if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z)
return (int)rotAxis.Z;
return (rotAxislocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) == 0 ? 1:0;
if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y)
return (int)rotAxis.Y;
return (rotAxislocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) == 0 ? 1:0;
if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X)
return (int)rotAxis.X;
return (rotAxislocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) == 0 ? 1:0;
return 0;
}