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author | Melanie | 2013-12-16 22:11:03 +0000 |
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committer | Melanie | 2013-12-16 22:11:03 +0000 |
commit | fe01e7d1cce9d875b5989931b9652e4cd00c311d (patch) | |
tree | d7e12171d5952d5a96c3f405a5d80c6eebb00937 /OpenSim/Region/Framework | |
parent | This is the acutal sitting avatar crossing code. This commit implements the (diff) | |
parent | Merge branch 'justincc-master' (diff) | |
download | opensim-SC-fe01e7d1cce9d875b5989931b9652e4cd00c311d.zip opensim-SC-fe01e7d1cce9d875b5989931b9652e4cd00c311d.tar.gz opensim-SC-fe01e7d1cce9d875b5989931b9652e4cd00c311d.tar.bz2 opensim-SC-fe01e7d1cce9d875b5989931b9652e4cd00c311d.tar.xz |
Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 25 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs | 14 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 15 |
3 files changed, 39 insertions, 15 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index edb8ca8..cf98ef2 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -2866,16 +2866,33 @@ namespace OpenSim.Region.Framework.Scenes | |||
2866 | Vector3 up = new Vector3((float)x, (float)y, (float)z); | 2866 | Vector3 up = new Vector3((float)x, (float)y, (float)z); |
2867 | Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f; | 2867 | Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f; |
2868 | 2868 | ||
2869 | m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT; | 2869 | Vector3 newPos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT; |
2870 | Quaternion newRot; | ||
2871 | |||
2872 | if (part.IsRoot) | ||
2873 | { | ||
2874 | newRot = sitTargetOrient; | ||
2875 | } | ||
2876 | else | ||
2877 | { | ||
2878 | newPos = newPos * part.RotationOffset; | ||
2879 | newRot = part.RotationOffset * sitTargetOrient; | ||
2880 | } | ||
2881 | |||
2882 | newPos += part.OffsetPosition; | ||
2883 | |||
2884 | m_pos = newPos; | ||
2885 | Rotation = newRot; | ||
2870 | 2886 | ||
2871 | // m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset; | ||
2872 | Rotation = sitTargetOrient; | ||
2873 | // ParentPosition = part.AbsolutePosition; | 2887 | // ParentPosition = part.AbsolutePosition; |
2874 | part.ParentGroup.AddAvatar(UUID); | 2888 | part.ParentGroup.AddAvatar(UUID); |
2875 | } | 2889 | } |
2876 | else | 2890 | else |
2877 | { | 2891 | { |
2878 | m_pos -= part.AbsolutePosition; | 2892 | // An viewer expects to specify sit positions as offsets to the root prim, even if a child prim is |
2893 | // being sat upon. | ||
2894 | m_pos -= part.GroupPosition; | ||
2895 | |||
2879 | // ParentPosition = part.AbsolutePosition; | 2896 | // ParentPosition = part.AbsolutePosition; |
2880 | part.ParentGroup.AddAvatar(UUID); | 2897 | part.ParentGroup.AddAvatar(UUID); |
2881 | 2898 | ||
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs index acaeb90..0911f00 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs | |||
@@ -111,15 +111,13 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
111 | 111 | ||
112 | SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart; | 112 | SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart; |
113 | 113 | ||
114 | // We need to preserve this here because phys actor is removed by the sit. | ||
115 | Vector3 spPhysActorSize = m_sp.PhysicsActor.Size; | ||
114 | m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero); | 116 | m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero); |
115 | 117 | ||
116 | // FIXME: This is different for live avatars - z position is adjusted. This is half the height of the | ||
117 | // default avatar. | ||
118 | // Curiously, Vector3.ToString() will not display the last two places of the float. For example, | ||
119 | // printing out npc.AbsolutePosition will give <0, 0, 0.8454993> not <0, 0, 0.845499337> | ||
120 | Assert.That( | 118 | Assert.That( |
121 | m_sp.AbsolutePosition, | 119 | m_sp.AbsolutePosition, |
122 | Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.845499337f))); | 120 | Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, spPhysActorSize.Z / 2))); |
123 | 121 | ||
124 | m_sp.StandUp(); | 122 | m_sp.StandUp(); |
125 | 123 | ||
@@ -147,9 +145,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
147 | 145 | ||
148 | Assert.That(part.SitTargetAvatar, Is.EqualTo(m_sp.UUID)); | 146 | Assert.That(part.SitTargetAvatar, Is.EqualTo(m_sp.UUID)); |
149 | Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId)); | 147 | Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId)); |
150 | Assert.That( | 148 | // Assert.That( |
151 | m_sp.AbsolutePosition, | 149 | // m_sp.AbsolutePosition, |
152 | Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT)); | 150 | // Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT)); |
153 | Assert.That(m_sp.PhysicsActor, Is.Null); | 151 | Assert.That(m_sp.PhysicsActor, Is.Null); |
154 | 152 | ||
155 | Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1)); | 153 | Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1)); |
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 502c748..3e074b9 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs | |||
@@ -181,9 +181,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
181 | 181 | ||
182 | if (part.ParticleSystem.Length > 0) | 182 | if (part.ParticleSystem.Length > 0) |
183 | { | 183 | { |
184 | Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0); | 184 | try |
185 | if (ps.Texture != UUID.Zero) | 185 | { |
186 | assetUuids[ps.Texture] = AssetType.Texture; | 186 | Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0); |
187 | if (ps.Texture != UUID.Zero) | ||
188 | assetUuids[ps.Texture] = AssetType.Texture; | ||
189 | } | ||
190 | catch (Exception e) | ||
191 | { | ||
192 | m_log.WarnFormat( | ||
193 | "[UUID GATHERER]: Could not check particle system for part {0} {1} in object {2} {3} since it is corrupt. Continuing.", | ||
194 | part.Name, part.UUID, sceneObject.Name, sceneObject.UUID); | ||
195 | } | ||
187 | } | 196 | } |
188 | 197 | ||
189 | TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); | 198 | TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); |