Handle ObjectSpin* packets to spin physical prims on Ctrl+Shift+Drag

Addresses Mantis #3381

The current implementation works as expected if the object has no rotation or 
only rotation around the Z axis; you can spin the object left or right (around
the world Z axis).

It works a little unexpectedly if the object has a non-Z-axis rotation; in this
case the body is spun about its local Z axis, not the world Z-axis. (But SL 
also behaves oddly with a spin on an arbitrarily rotated object.)
This commit is contained in:
nlin
2009-04-10 06:39:52 +00:00
parent e8dfa00d8c
commit 8e6c20b27f
11 changed files with 198 additions and 3 deletions

View File

@@ -1341,6 +1341,47 @@ namespace OpenSim.Region.Framework.Scenes
}
}
/// <summary>
/// Start spinning the given object
/// </summary>
/// <param name="objectID"></param>
/// <param name="rotation"></param>
/// <param name="remoteClient"></param>
protected internal void SpinStart(UUID objectID, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(objectID);
if (group != null)
{
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.)
{
group.SpinStart(remoteClient);
}
}
}
/// <summary>
/// Spin the given object
/// </summary>
/// <param name="objectID"></param>
/// <param name="rotation"></param>
/// <param name="remoteClient"></param>
protected internal void SpinObject(UUID objectID, Quaternion rotation, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(objectID);
if (group != null)
{
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.)
{
group.SpinMovement(rotation, remoteClient);
}
// This is outside the above permissions condition
// so that if the object is locked the client moving the object
// get's it's position on the simulator even if it was the same as before
// This keeps the moving user's client in sync with the rest of the world.
group.SendGroupTerseUpdate();
}
}
/// <summary>
///
/// </summary>