Merge branch 'master' into careminster

Conflicts:
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
This commit is contained in:
Melanie
2012-04-27 22:28:09 +01:00
19 changed files with 341 additions and 45 deletions

View File

@@ -308,7 +308,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
}
SceneObjectPart SensePoint = ts.host;
Vector3 fromRegionPos = SensePoint.AbsolutePosition;
Vector3 fromRegionPos = SensePoint.GetWorldPosition();
// pre define some things to avoid repeated definitions in the loop body
Vector3 toRegionPos;
@@ -323,13 +323,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
Quaternion q = SensePoint.GetWorldRotation(); // non-attached prim Sensor *always* uses World rotation!
if (SensePoint.ParentGroup.IsAttachment)
{
// In attachments, the sensor cone always orients with the
// In attachments, rotate the sensor cone with the
// avatar rotation. This may include a nonzero elevation if
// in mouselook.
// This will not include the rotation and position of the
// attachment point (e.g. your head when a sensor is in your
// hair attached to your scull. Your hair will turn with
// your head but the sensor will stay with your (global)
// avatar rotation and position.
// Position of a sensor in a child prim attached to an avatar
// will be still wrong.
ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
fromRegionPos = avatar.AbsolutePosition;
q = avatar.Rotation;
}
LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
@@ -441,14 +449,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
return sensedEntities;
SceneObjectPart SensePoint = ts.host;
Vector3 fromRegionPos = SensePoint.AbsolutePosition;
Vector3 fromRegionPos = SensePoint.GetWorldPosition();
Quaternion q = SensePoint.RotationOffset;
Quaternion q = SensePoint.GetWorldRotation();
if (SensePoint.ParentGroup.IsAttachment)
{
// In attachments, the sensor cone always orients with the
// In attachments, rotate the sensor cone with the
// avatar rotation. This may include a nonzero elevation if
// in mouselook.
// This will not include the rotation and position of the
// attachment point (e.g. your head when a sensor is in your
// hair attached to your scull. Your hair will turn with
// your head but the sensor will stay with your (global)
// avatar rotation and position.
// Position of a sensor in a child prim attached to an avatar
// will be still wrong.
ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
if (avatar == null)
return sensedEntities;