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authorMelanie Thielker2016-05-23 19:18:24 +0200
committerMelanie Thielker2016-05-23 19:18:24 +0200
commit775a657bb10264db49f2e3f86144cf98ead56930 (patch)
treea708ce4539759f82abeab2190534fa8fd8896cd0 /OpenSim/Region/Framework/Scenes
parentAccording to the SL wiki, estate managers can set parcels for sale. Make it sew. (diff)
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Addressing #7903. Fix legacy sit offsets to use legacy computation.
New offsets of course still use the correct math.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs8
1 files changed, 5 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index e4c9de1..04df4ce 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3312,7 +3312,9 @@ namespace OpenSim.Region.Framework.Scenes
3312 Vector3 sitOffset; 3312 Vector3 sitOffset;
3313 Quaternion r = sitTargetOrient; 3313 Quaternion r = sitTargetOrient;
3314 3314
3315 if(LegacySitOffsets) 3315 Vector3 newPos;
3316
3317 if (LegacySitOffsets)
3316 { 3318 {
3317 double m1,m2; 3319 double m1,m2;
3318 3320
@@ -3343,6 +3345,7 @@ namespace OpenSim.Region.Framework.Scenes
3343 3345
3344 Vector3 up = new Vector3((float)x, (float)y, (float)z); 3346 Vector3 up = new Vector3((float)x, (float)y, (float)z);
3345 sitOffset = up * (float)offset; 3347 sitOffset = up * (float)offset;
3348 newPos = sitTargetPos - sitOffset + SIT_TARGET_ADJUSTMENT;
3346 } 3349 }
3347 else 3350 else
3348 { 3351 {
@@ -3373,9 +3376,8 @@ namespace OpenSim.Region.Framework.Scenes
3373 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W; 3376 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
3374 Vector3 up = new Vector3((float)x, (float)y, (float)z); 3377 Vector3 up = new Vector3((float)x, (float)y, (float)z);
3375 sitOffset = up * Appearance.AvatarHeight * 0.02638f; 3378 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
3376 } 3379 newPos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
3377 3380
3378 Vector3 newPos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
3379 Quaternion newRot; 3381 Quaternion newRot;
3380 3382
3381 if (part.IsRoot) 3383 if (part.IsRoot)