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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs18
1 files changed, 14 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index efe3365..d857a1c 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1935,8 +1935,14 @@ namespace OpenSim.Region.Framework.Scenes
1935//Console.WriteLine("Scripted, unoccupied"); 1935//Console.WriteLine("Scripted, unoccupied");
1936 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it 1936 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1937 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one 1937 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1938 sitOrientation = avSitOrientation; // Change rotatione to the scripted one 1938
1939 OffsetRotation = avSitOrientation; 1939 Quaternion nrot = avSitOrientation;
1940 if (!part.IsRoot)
1941 {
1942 nrot = part.RotationOffset * avSitOrientation;
1943 }
1944 sitOrientation = nrot; // Change rotatione to the scripted one
1945 OffsetRotation = nrot;
1940 autopilot = false; // Jump direct to scripted llSitPos() 1946 autopilot = false; // Jump direct to scripted llSitPos()
1941 } 1947 }
1942 else 1948 else
@@ -2010,7 +2016,7 @@ namespace OpenSim.Region.Framework.Scenes
2010 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot); 2016 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2011 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error. 2017 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2012 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot 2018 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2013 offsetr = offset * partIRot; 2019 //offsetr = offset * partIRot;
2014// 2020//
2015 // else 2021 // else
2016 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) 2022 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
@@ -2029,7 +2035,7 @@ namespace OpenSim.Region.Framework.Scenes
2029//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); 2035//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2030 2036
2031 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child 2037 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2032 ControllingClient.SendSitResponse(part.ParentGroup.UUID, offsetr + part.OffsetPosition, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2038 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2033 2039
2034 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target 2040 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
2035 // This calls HandleAgentSit twice, once from here, and the client calls 2041 // This calls HandleAgentSit twice, once from here, and the client calls
@@ -2343,6 +2349,10 @@ namespace OpenSim.Region.Framework.Scenes
2343 Quaternion sitTargetOrient = part.SitTargetOrientation; 2349 Quaternion sitTargetOrient = part.SitTargetOrientation;
2344 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2350 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2345 m_pos += SIT_TARGET_ADJUSTMENT; 2351 m_pos += SIT_TARGET_ADJUSTMENT;
2352 if (!part.IsRoot)
2353 {
2354 m_pos *= part.RotationOffset;
2355 }
2346 m_bodyRot = sitTargetOrient; 2356 m_bodyRot = sitTargetOrient;
2347 m_parentPosition = part.AbsolutePosition; 2357 m_parentPosition = part.AbsolutePosition;
2348 part.IsOccupied = true; 2358 part.IsOccupied = true;