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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs35
1 files changed, 5 insertions, 30 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index c71bae9..c644ea5 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1846,15 +1846,7 @@ namespace OpenSim.Region.Framework.Scenes
1846 //look for prims with explicit sit targets that are available 1846 //look for prims with explicit sit targets that are available
1847 foreach (SceneObjectPart part in partArray) 1847 foreach (SceneObjectPart part in partArray)
1848 { 1848 {
1849 // Is a sit target available? 1849 if (part.IsSitTargetSet && part.SitTargetAvatar == UUID.Zero)
1850 Vector3 avSitOffset = part.SitTargetPosition;
1851 Quaternion avSitOrientation = part.SitTargetOrientation;
1852 UUID avOnTargetAlready = part.SitTargetAvatar;
1853
1854 bool SitTargetUnOccupied = avOnTargetAlready == UUID.Zero;
1855 bool SitTargetisSet = avSitOffset != Vector3.Zero || avSitOrientation != Quaternion.Identity;
1856
1857 if (SitTargetisSet && SitTargetUnOccupied)
1858 { 1850 {
1859 //switch the target to this prim 1851 //switch the target to this prim
1860 return part; 1852 return part;
@@ -1880,40 +1872,23 @@ namespace OpenSim.Region.Framework.Scenes
1880 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1872 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1881 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1873 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1882 1874
1883 // Is a sit target available?
1884 Vector3 avSitOffSet = part.SitTargetPosition;
1885 Quaternion avSitOrientation = part.SitTargetOrientation;
1886 UUID avOnTargetAlready = part.SitTargetAvatar;
1887
1888 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
1889 bool SitTargetisSet =
1890 (!(avSitOffSet == Vector3.Zero &&
1891 (
1892 avSitOrientation == Quaternion.Identity // Valid Zero Rotation quaternion
1893 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point
1894 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion
1895 )
1896 ));
1897
1898// m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied);
1899
1900 if (PhysicsActor != null) 1875 if (PhysicsActor != null)
1901 m_sitAvatarHeight = PhysicsActor.Size.Z; 1876 m_sitAvatarHeight = PhysicsActor.Size.Z;
1902 1877
1903 bool canSit = false; 1878 bool canSit = false;
1904 pos = part.AbsolutePosition + offset; 1879 pos = part.AbsolutePosition + offset;
1905 1880
1906 if (SitTargetisSet) 1881 if (part.IsSitTargetSet)
1907 { 1882 {
1908 if (SitTargetUnOccupied) 1883 if (part.SitTargetAvatar == UUID.Zero)
1909 { 1884 {
1910// m_log.DebugFormat( 1885// m_log.DebugFormat(
1911// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is set and unoccupied", 1886// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is set and unoccupied",
1912// Name, part.Name, part.LocalId); 1887// Name, part.Name, part.LocalId);
1913 1888
1914 part.SitTargetAvatar = UUID; 1889 part.SitTargetAvatar = UUID;
1915 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1890 offset = part.SitTargetPosition;
1916 sitOrientation = avSitOrientation; 1891 sitOrientation = part.SitTargetOrientation;
1917 canSit = true; 1892 canSit = true;
1918 } 1893 }
1919 } 1894 }