private LSL_Rotation GetPartRot(SceneObjectPart part)
{
Quaternion q;
if (part.LinkNum == 0 || part.LinkNum == 1) // unlinked or root prim
{
if (part.ParentGroup.AttachmentPoint != 0)
{
ScenePresence avatar = World.GetScenePresence(part.ParentGroup.AttachedAvatar);
if (avatar != null)
{
if ((avatar.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0)
q = avatar.CameraRotation; // Mouselook
else
q = avatar.GetWorldRotation(); // Currently infrequently updated so may be inaccurate
}
else
q = part.ParentGroup.GroupRotation; // Likely never get here but just in case
}
else
q = part.ParentGroup.GroupRotation; // just the group rotation
return new LSL_Rotation(q);
}
q = part.GetWorldRotation();
if (part.ParentGroup.AttachmentPoint != 0)
{
ScenePresence avatar = World.GetScenePresence(part.ParentGroup.AttachedAvatar);
if (avatar != null)
{
if ((avatar.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0)
q = avatar.CameraRotation * q; // Mouselook
else
q = avatar.Rotation * q; // Currently infrequently updated so may be inaccurate
}
}
return new LSL_Rotation(q.X, q.Y, q.Z, q.W);
}