From cc8246206d5044aff0b306a4bcaf4b321fb826c9 Mon Sep 17 00:00:00 2001 From: KittoFlora Date: Sat, 5 Dec 2009 09:03:02 +0100 Subject: Secnond revision of Sit and Stand for unscripted prims; Comment out spammy debug messages in Interregion.... --- OpenSim/Framework/Servers/VersionInfo.cs | 8 +- .../Interregion/RESTInterregionComms.cs | 9 +- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 8 + OpenSim/Region/Framework/Scenes/ScenePresence.cs | 253 ++++++++++++--------- 4 files changed, 156 insertions(+), 122 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Framework/Servers/VersionInfo.cs b/OpenSim/Framework/Servers/VersionInfo.cs index 0d4215b..f5be1e6 100644 --- a/OpenSim/Framework/Servers/VersionInfo.cs +++ b/OpenSim/Framework/Servers/VersionInfo.cs @@ -29,9 +29,8 @@ namespace OpenSim { public class VersionInfo { - private const string VERSION_NUMBER = "0.6.9-CM"; - private const Flavour VERSION_FLAVOUR = Flavour.Dev; - + private const string VERSION_NUMBER = "112609s"; + private const Flavour VERSION_FLAVOUR = Flavour.BetaM7; public enum Flavour { Unknown, @@ -39,7 +38,8 @@ namespace OpenSim RC1, RC2, Release, - Post_Fixes + Post_Fixes, + BetaM7 } public static string Version diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs index 710e3ca..39e2413 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs @@ -331,12 +331,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion { //m_log.Debug("[CONNECTION DEBUGGING]: AgentHandler Called"); - m_log.Debug("---------------------------"); +/* m_log.Debug("---------------------------"); m_log.Debug(" >> uri=" + request["uri"]); m_log.Debug(" >> content-type=" + request["content-type"]); m_log.Debug(" >> http-method=" + request["http-method"]); - m_log.Debug("---------------------------\n"); - + m_log.Debug("---------------------------\n"); */ Hashtable responsedata = new Hashtable(); responsedata["content_type"] = "text/html"; responsedata["keepalive"] = false; @@ -576,11 +575,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion { m_log.Debug("[CONNECTION DEBUGGING]: ObjectHandler Called"); - m_log.Debug("---------------------------"); + /* m_log.Debug("---------------------------"); m_log.Debug(" >> uri=" + request["uri"]); m_log.Debug(" >> content-type=" + request["content-type"]); m_log.Debug(" >> http-method=" + request["http-method"]); - m_log.Debug("---------------------------\n"); + m_log.Debug("---------------------------\n"); */ Hashtable responsedata = new Hashtable(); responsedata["content_type"] = "text/html"; diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 19e3023..9f2c3db 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -212,6 +212,7 @@ namespace OpenSim.Region.Framework.Scenes private Quaternion m_sitTargetOrientation = Quaternion.Identity; private Vector3 m_sitTargetPosition; private string m_sitAnimation = "SIT"; + private bool m_occupied; // KF if any av is sitting on this prim private string m_text = String.Empty; private string m_touchName = String.Empty; private readonly UndoStack m_undo = new UndoStack(5); @@ -993,6 +994,13 @@ namespace OpenSim.Region.Framework.Scenes get { return _flags; } set { _flags = value; } } + + [XmlIgnore] + public bool IsOccupied // KF If an av is sittingon this prim + { + get { return m_occupied; } + set { m_occupied = value; } + } [XmlIgnore] public UUID SitTargetAvatar diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index cebd108..817b9df 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -197,6 +197,7 @@ namespace OpenSim.Region.Framework.Scenes private bool m_autopilotMoving; private Vector3 m_autoPilotTarget; private bool m_sitAtAutoTarget; + private Vector3 m_initialSitTarget; //KF: First estimate of where to sit private string m_nextSitAnimation = String.Empty; @@ -1524,7 +1525,6 @@ namespace OpenSim.Region.Framework.Scenes m_sitAtAutoTarget = false; PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; //proxy.PCode = (byte)PCode.ParticleSystem; - proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); proxyObjectGroup.AttachToScene(m_scene); @@ -1566,7 +1566,7 @@ namespace OpenSim.Region.Framework.Scenes } m_moveToPositionInProgress = true; m_moveToPositionTarget = new Vector3(locx, locy, locz); - } + } catch (Exception ex) { //Why did I get this error? @@ -1646,16 +1646,22 @@ namespace OpenSim.Region.Framework.Scenes m_parentPosition = part.GetWorldPosition(); ControllingClient.SendClearFollowCamProperties(part.ParentUUID); } + // part.GetWorldRotation() is the rotation of the object being sat on + // Rotation is the sittiing Av's rotation + + Quaternion wr = Quaternion.Inverse(Quaternion.Inverse(Rotation) * Quaternion.Inverse(part.GetWorldRotation())); // world or. of the av + Vector3 so = new Vector3(1.0f, 0f, 0f) * wr; // 1M infront of av + Vector3 wso = so + part.GetWorldPosition() + ( m_pos * part.GetWorldRotation()); // + av sit offset! if (m_physicsActor == null) { AddToPhysicalScene(false); } - m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); + AbsolutePosition = wso; //KF: Fix stand up. m_parentPosition = Vector3.Zero; -//Console.WriteLine("Stand Pos {0}", m_pos); - - m_parentID = 0; + + m_parentID = 0; + part.IsOccupied = false; SendFullUpdateToAllClients(); m_requestedSitTargetID = 0; if ((m_physicsActor != null) && (m_avHeight > 0)) @@ -1694,13 +1700,9 @@ namespace OpenSim.Region.Framework.Scenes Vector3 avSitOffSet = part.SitTargetPosition; Quaternion avSitOrientation = part.SitTargetOrientation; UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); - - bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); - bool SitTargetisSet = - (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && - avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); - // this test is probably failing - if (SitTargetisSet && SitTargetUnOccupied) + bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero); + bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. + if (SitTargetisSet && !SitTargetOccupied) { //switch the target to this prim return part; @@ -1714,7 +1716,7 @@ namespace OpenSim.Region.Framework.Scenes private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset) { bool autopilot = true; - Vector3 pos = new Vector3(); + Vector3 autopilotTarget = new Vector3(); Quaternion sitOrientation = Quaternion.Identity; Vector3 cameraEyeOffset = Vector3.Zero; Vector3 cameraAtOffset = Vector3.Zero; @@ -1722,98 +1724,104 @@ namespace OpenSim.Region.Framework.Scenes //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); SceneObjectPart part = FindNextAvailableSitTarget(targetID); - if (part != null) - { - // TODO: determine position to sit at based on scene geometry; don't trust offset from client - // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it + if (part == null) return; + + // TODO: determine position to sit at based on scene geometry; don't trust offset from client + // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it - // part is the prim to sit on - // offset is the vector distance from that prim center to the click-spot - // UUID is the UUID of the Avatar doing the clicking - - m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation + // part is the prim to sit on + // offset is the world-ref vector distance from that prim center to the click-spot + // UUID is the UUID of the Avatar doing the clicking - // Is a sit target available? - Vector3 avSitOffSet = part.SitTargetPosition; - Quaternion avSitOrientation = part.SitTargetOrientation; - UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); - - bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); -// bool SitTargetisSet = -// (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 0f && -// avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f)); - - bool SitTargetisSet = ((Vector3.Zero != avSitOffSet) || (Quaternion.Identity != avSitOrientation)); - -//Console.WriteLine("SendSitResponse offset=" + offset + " UnOccup=" + SitTargetUnOccupied + -// " TargSet=" + SitTargetisSet); - // Sit analysis rewritten by KF 091125 - if (SitTargetisSet) // scipted sit - { - if (SitTargetUnOccupied) - { - part.SetAvatarOnSitTarget(UUID); // set that Av will be on it - offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one - sitOrientation = avSitOrientation; // Change rotatione to the scripted one - autopilot = false; // Jump direct to scripted llSitPos() - } - else return; + m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation + + // Is a sit target available? + Vector3 avSitOffSet = part.SitTargetPosition; + Quaternion avSitOrientation = part.SitTargetOrientation; + + bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. + Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); + +//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet); + // Sit analysis rewritten by KF 091125 + if (SitTargetisSet) // scipted sit + { + if (!part.IsOccupied) + { +//Console.WriteLine("Scripted, unoccupied"); + part.SetAvatarOnSitTarget(UUID); // set that Av will be on it + offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one + sitOrientation = avSitOrientation; // Change rotatione to the scripted one + autopilot = false; // Jump direct to scripted llSitPos() } - else // Not Scripted - { - if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) // large prim - { - Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); - m_avUnscriptedSitPos = offset * partIRot; // sit where clicked - pos = part.AbsolutePosition + (offset * partIRot); - } - else // small prim - { - if (SitTargetUnOccupied) - { - m_avUnscriptedSitPos = Vector3.Zero; // Sit on unoccupied small prim center - pos = part.AbsolutePosition; - } - else return; // occupied small - } // end large/small - } // end Scripted/not - - if (m_physicsActor != null) - { - // If we're not using the client autopilot, we're immediately warping the avatar to the location - // We can remove the physicsActor until they stand up. - m_sitAvatarHeight = m_physicsActor.Size.Z; - - if (autopilot) - { // its not a scripted sit - if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) - { - autopilot = false; // close enough + else + { +//Console.WriteLine("Scripted, occupied"); + return; + } + } + else // Not Scripted + { + if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) + { + // large prim & offset, ignore if other Avs sitting +// offset.Z -= 0.05f; + m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked + autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point + +//Console.WriteLine(" offset ={0}", offset); +//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos); +//Console.WriteLine(" autopilotTarget={0}", autopilotTarget); + + } + else // small offset + { +//Console.WriteLine("Small offset"); + if (!part.IsOccupied) + { + m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center + autopilotTarget = part.AbsolutePosition; + } + else return; // occupied small + } // end large/small + } // end Scripted/not + cameraAtOffset = part.GetCameraAtOffset(); + cameraEyeOffset = part.GetCameraEyeOffset(); + forceMouselook = part.GetForceMouselook(); - RemoveFromPhysicalScene(); - AbsolutePosition = pos + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to Prim - } // else the autopilot will get us close - } - else - { // its a scripted sit + if (m_physicsActor != null) + { + // If we're not using the client autopilot, we're immediately warping the avatar to the location + // We can remove the physicsActor until they stand up. + m_sitAvatarHeight = m_physicsActor.Size.Z; + if (autopilot) + { // its not a scripted sit +// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) + if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) ) + { + autopilot = false; // close enough RemoveFromPhysicalScene(); - } + AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target + } // else the autopilot will get us close + } + else + { // its a scripted sit + RemoveFromPhysicalScene(); } - - cameraAtOffset = part.GetCameraAtOffset(); - cameraEyeOffset = part.GetCameraEyeOffset(); - forceMouselook = part.GetForceMouselook(); } + else return; // physactor is null! - ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); - m_requestedSitTargetUUID = targetID; + Vector3 offsetr = offset * partIRot; + ControllingClient.SendSitResponse(part.UUID, offsetr, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); + m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target // This calls HandleAgentSit twice, once from here, and the client calls // HandleAgentSit itself after it gets to the location // It doesn't get to the location until we've moved them there though // which happens in HandleAgentSit :P m_autopilotMoving = autopilot; - m_autoPilotTarget = pos; + m_autoPilotTarget = autopilotTarget; m_sitAtAutoTarget = autopilot; + m_initialSitTarget = autopilotTarget; if (!autopilot) HandleAgentSit(remoteClient, UUID); } @@ -1898,6 +1906,7 @@ namespace OpenSim.Region.Framework.Scenes { if (part.GetAvatarOnSitTarget() == UUID) { +//Console.WriteLine("Scripted Sit"); // Scripted sit Vector3 sitTargetPos = part.SitTargetPosition; Quaternion sitTargetOrient = part.SitTargetOrientation; @@ -1905,42 +1914,44 @@ namespace OpenSim.Region.Framework.Scenes m_pos += SIT_TARGET_ADJUSTMENT; m_bodyRot = sitTargetOrient; m_parentPosition = part.AbsolutePosition; + part.IsOccupied = true; } else { +//Console.WriteLine("NON Scripted Sit"); + // if m_avUnscriptedSitPos is zero then Av sits above center + // Else Av sits at m_avUnscriptedSitPos + // Non-scripted sit by Kitto Flora 21Nov09 // Calculate angle of line from prim to Av + Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); float x_diff = ( m_avInitialPos.X - sitTargetPos.X); if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); - Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. // Av sits at world euler <0,0, z>, translated by part rotation m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click + m_parentPosition = part.AbsolutePosition; - if(m_avUnscriptedSitPos != Vector3.Zero) - { // sit where clicked on big prim - m_pos = m_avUnscriptedSitPos + (new Vector3(0.0f, 0f, 0.625f) * partIRot); - } - else - { // sit at center of small prim - m_pos = new Vector3(0f, 0f, 0.05f) + - (new Vector3(0.0f, 0f, 0.625f) * partIRot) + - (new Vector3(0.25f, 0f, 0.0f) * m_bodyRot); - //Set up raytrace to find top surface of prim - Vector3 size = part.Scale; - float mag = 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); - Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); - Vector3 down = new Vector3(0f, 0f, -1f); - m_scene.PhysicsScene.RaycastWorld( + part.IsOccupied = true; + m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation + (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center + (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) + + m_avUnscriptedSitPos; // adds click offset, if any + //Set up raytrace to find top surface of prim + Vector3 size = part.Scale; + float mag = 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); + Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); + Vector3 down = new Vector3(0f, 0f, -1f); +//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag); + m_scene.PhysicsScene.RaycastWorld( start, // Vector3 position, down, // Vector3 direction, mag, // float length, SitAltitudeCallback); // retMethod - } // end small/big } // end scripted/not } else // no Av @@ -1957,19 +1968,24 @@ namespace OpenSim.Region.Framework.Scenes SendFullUpdateToAllClients(); } - public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance) + public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance) // KF: Nov 2009 { + // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer + // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height. if(hitYN) { // m_pos = Av offset from prim center to make look like on center // m_parentPosition = Actual center pos of prim // collisionPoint = spot on prim where we want to sit + // collisionPoint.Z = global sit surface height SceneObjectPart part = m_scene.GetSceneObjectPart(localid); - Vector3 offset = (collisionPoint - m_parentPosition) * Quaternion.Inverse(part.RotationOffset); + Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); + float offZ = collisionPoint.Z - m_initialSitTarget.Z; + Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction +//Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); m_pos += offset; -// Console.WriteLine("m_pos={0}, offset={1} newsit={2}", m_pos, offset, newsit); } - } + } // End SitAltitudeCallback KF. /// /// Event handler for the 'Always run' setting on the client @@ -3716,5 +3732,16 @@ namespace OpenSim.Region.Framework.Scenes m_reprioritization_called = false; } } + + private Vector3 Quat2Euler(Quaternion rot){ + float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) , + (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z))); + float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W))); + float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) , + (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z))); + return(new Vector3(x,y,z)); + } + + } } -- cgit v1.1 From 0d1d437bd3bf608448d71ea7de8e4f7cfb0371f0 Mon Sep 17 00:00:00 2001 From: KittoFlora Date: Sun, 6 Dec 2009 21:11:59 +0100 Subject: Fix linked physical daughter prim position update. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 17 ++++++++++++++--- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 -- 2 files changed, 14 insertions(+), 5 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 9f2c3db..a6382ee 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -513,9 +513,16 @@ namespace OpenSim.Region.Framework.Scenes { // If this is a linkset, we don't want the physics engine mucking up our group position here. PhysicsActor actor = PhysActor; - if (actor != null && _parentID == 0) + if (actor != null) { - m_groupPosition = actor.Position; + if (_parentID == 0) + { + m_groupPosition = actor.Position; + } + else + { + m_groupPosition = ParentGroup.AbsolutePosition; // KF+Casper Update Child prims too! + } } if (IsAttachment) @@ -1743,9 +1750,13 @@ namespace OpenSim.Region.Framework.Scenes Quaternion parentRot = ParentGroup.RootPart.RotationOffset; Vector3 axPos = OffsetPosition; - axPos *= parentRot; Vector3 translationOffsetPosition = axPos; + + int tx = (int)GroupPosition.X; + int ty = (int)GroupPosition.Y; + int tz = (int)GroupPosition.Z; + return GroupPosition + translationOffsetPosition; } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 817b9df..5d0218f 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1642,7 +1642,6 @@ namespace OpenSim.Region.Framework.Scenes // Reset sit target. if (part.GetAvatarOnSitTarget() == UUID) part.SetAvatarOnSitTarget(UUID.Zero); - m_parentPosition = part.GetWorldPosition(); ControllingClient.SendClearFollowCamProperties(part.ParentUUID); } @@ -1659,7 +1658,6 @@ namespace OpenSim.Region.Framework.Scenes } AbsolutePosition = wso; //KF: Fix stand up. m_parentPosition = Vector3.Zero; - m_parentID = 0; part.IsOccupied = false; SendFullUpdateToAllClients(); -- cgit v1.1 From ee9d46c8255840473ed62c3b37270b35af1a9027 Mon Sep 17 00:00:00 2001 From: KittoFlora Date: Tue, 8 Dec 2009 05:49:05 +0100 Subject: Correct AbsolutePosition calculation --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index a6382ee..a23c11e 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -849,7 +849,8 @@ namespace OpenSim.Region.Framework.Scenes if (IsAttachment) return GroupPosition; - return m_offsetPosition + m_groupPosition; } +// return m_offsetPosition + m_groupPosition; } + return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored! } public SceneObjectGroup ParentGroup -- cgit v1.1