mantis 8740: rename osObjectTeleport as osTeleportObject, replaced the stop parameter by flags, add flags OSTPOBJ_STOPATTARRGET and OSTPOBJ_SETROT

This commit is contained in:
UbitUmarov
2017-04-04 14:34:25 +01:00
parent 056b765fbc
commit ca250e0b0b
5 changed files with 37 additions and 18 deletions

View File

@@ -853,7 +853,13 @@ namespace OpenSim.Region.Framework.Scenes
m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
}
*/
public void ObjectTeleport(UUID sourceID, Vector3 targetPosition, Quaternion rotation, bool stop)
// copy from LSL_constants.cs
const int OSTPOBJ_STOPATTARRGET = 0x1; // stops at destination
const int OSTPOBJ_STOPONFAIL = 0x2; // stops at start if tp fails
const int OSTPOBJ_SETROT = 0x4; // the rotation is the final rotation, otherwise is a added rotation
public void TeleportObject(UUID sourceID, Vector3 targetPosition, Quaternion rotation, int flags)
{
if(inTransit || IsDeleted || IsAttachmentCheckFull() || IsSelected || Scene == null)
return;
@@ -900,38 +906,44 @@ namespace OpenSim.Region.Framework.Scenes
}
}
bool stop = (flags & OSTPOBJ_STOPATTARRGET) != 0;
bool setrot = (flags & OSTPOBJ_SETROT) != 0;
rotation.Normalize();
bool dorot = (Math.Abs(rotation.W) < 0.999);
Quaternion currentRot = RootPart.RotationOffset;
if(dorot && setrot)
rotation = rotation * Quaternion.Conjugate(currentRot);
if(stop)
{
RootPart.Stop();
if(Math.Abs(rotation.W) < 0.999)
{
Quaternion rot = RootPart.RotationOffset;
rot *= rotation;
RootPart.RotationOffset = rot;
}
}
else
{
if(Math.Abs(rotation.W) < 0.999)
if(dorot)
{
Quaternion rot = RootPart.RotationOffset;
Vector3 vel = RootPart.Velocity;
Vector3 avel = RootPart.AngularVelocity;
Vector3 acc = RootPart.Acceleration;
rot *= rotation;
vel *= rotation;
avel *= rotation;
acc *= rotation;
RootPart.RotationOffset = rot;
RootPart.Velocity = vel;
RootPart.AngularVelocity = avel;
RootPart.Acceleration = acc;
}
}
if(dorot)
{
currentRot *= rotation;
RootPart.RotationOffset = currentRot;
}
Vector3 s = RootPart.Scale * RootPart.RotationOffset;
float h = Scene.GetGroundHeight(posX, posY) + 0.5f * (float)Math.Abs(s.Z) + 0.01f;
if(targetPosition.Z < h)