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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs40
1 files changed, 26 insertions, 14 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index e722fa5..772b613 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2941,28 +2941,40 @@ namespace OpenSim.Region.Framework.Scenes
2941 2941
2942 //Quaternion result = (sitTargetOrient * vq) * nq; 2942 //Quaternion result = (sitTargetOrient * vq) * nq;
2943 2943
2944 double x, y, z, m; 2944 double x, y, z, m1, m2;
2945 2945
2946 Quaternion r = sitTargetOrient; 2946 Quaternion r = sitTargetOrient;
2947 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W; 2947 m1 = r.X * r.X + r.Y * r.Y;
2948 2948 m2 = r.Z * r.Z + r.W * r.W;
2949 if (Math.Abs(1.0 - m) > 0.000001)
2950 {
2951 m = 1.0 / Math.Sqrt(m);
2952 r.X *= (float)m;
2953 r.Y *= (float)m;
2954 r.Z *= (float)m;
2955 r.W *= (float)m;
2956 }
2957 2949
2950 // Rotate the vector <0, 0, 1>
2958 x = 2 * (r.X * r.Z + r.Y * r.W); 2951 x = 2 * (r.X * r.Z + r.Y * r.W);
2959 y = 2 * (-r.X * r.W + r.Y * r.Z); 2952 y = 2 * (-r.X * r.W + r.Y * r.Z);
2960 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W; 2953 z = m2 - m1;
2954
2955 // Set m to be the square of the norm of r.
2956 double m = m1 + m2;
2957
2958 // This constant is emperically determined to be what is used in SL.
2959 // See also http://opensimulator.org/mantis/view.php?id=7096
2960 double offset = 0.05;
2961
2962 // Normally m will be ~ 1, but if someone passed a handcrafted quaternion
2963 // to llSitTarget with values so small that squaring them is rounded off
2964 // to zero, then m could be zero. The result of this floating point
2965 // round off error (causing us to skip this impossible normalization)
2966 // is only 5 cm.
2967 if (m > 0.000001)
2968 {
2969 offset /= m;
2970 }
2961 2971
2962 Vector3 up = new Vector3((float)x, (float)y, (float)z); 2972 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2963 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f; 2973 Vector3 sitOffset = up * (float)offset;
2964 2974
2965 Vector3 newPos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT; 2975 // sitOffset is in Avatar Center coordinates: from origin to 'sitTargetPos + SIT_TARGET_ADJUSTMENT'.
2976 // So, we need to _substract_ it to get to the origin of the Avatar Center.
2977 Vector3 newPos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
2966 Quaternion newRot; 2978 Quaternion newRot;
2967 2979
2968 if (part.IsRoot) 2980 if (part.IsRoot)