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-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs49
1 files changed, 47 insertions, 2 deletions
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index 3a966f4..3daa680 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -1073,13 +1073,57 @@ namespace OpenSim.Region.Environment.Scenes
1073 TrySetMovementAnimation("STAND"); 1073 TrySetMovementAnimation("STAND");
1074 } 1074 }
1075 1075
1076 private SceneObjectPart FindNextAvailableSitTarget(LLUUID targetID)
1077 {
1078 SceneObjectPart targetPart = m_scene.GetSceneObjectPart(targetID);
1079 if (targetPart == null)
1080 return null;
1081
1082 // If the primitive the player clicked on has a sit target and that sit target is not full, that sit target is used.
1083 // If the primitive the player clicked on has no sit target, and one or more other linked objects have sit targets that are not full, the sit target of the object with the lowest link number will be used.
1084
1085 // Get our own copy of the part array, and sort into the order we want to test
1086 SceneObjectPart[] partArray = targetPart.ParentGroup.GetParts();
1087 Array.Sort(partArray, delegate(SceneObjectPart p1, SceneObjectPart p2) {
1088 // we want the originally selected part first, then the rest in link order -- so make the selected part link num (-1)
1089 int linkNum1 = p1==targetPart ? -1 : p1.LinkNum;
1090 int linkNum2 = p2==targetPart ? -1 : p2.LinkNum;
1091 return linkNum1 - linkNum2;
1092 }
1093 );
1094
1095 //look for prims with explicit sit targets that are available
1096 foreach(SceneObjectPart part in partArray) {
1097
1098 // Is a sit target available?
1099 Vector3 avSitOffSet = part.GetSitTargetPosition();
1100 Quaternion avSitOrientation = part.GetSitTargetOrientation();
1101 LLUUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1102
1103 bool SitTargetUnOccupied = (!(avOnTargetAlready != LLUUID.Zero));
1104 bool SitTargetisSet =
1105 (!(avSitOffSet.x == 0 && avSitOffSet.y == 0 && avSitOffSet.z == 0 && avSitOrientation.w == 0 &&
1106 avSitOrientation.x == 0 && avSitOrientation.y == 0 && avSitOrientation.z == 1));
1107
1108 if (SitTargetisSet && SitTargetUnOccupied)
1109 {
1110 //switch the target to this prim
1111 return part;
1112 }
1113 }
1114
1115 // no explicit sit target found - use original target
1116 return targetPart;
1117 }
1118
1076 private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset) 1119 private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset)
1077 { 1120 {
1078 bool autopilot = true; 1121 bool autopilot = true;
1079 LLVector3 pos = new LLVector3(); 1122 LLVector3 pos = new LLVector3();
1080 LLQuaternion sitOrientation = new LLQuaternion(0, 0, 0, 1); 1123 LLQuaternion sitOrientation = new LLQuaternion(0, 0, 0, 1);
1081 1124
1082 SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1125 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1126 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1083 if (part != null) 1127 if (part != null)
1084 { 1128 {
1085 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1129 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
@@ -1153,7 +1197,8 @@ namespace OpenSim.Region.Environment.Scenes
1153 StandUp(); 1197 StandUp();
1154 } 1198 }
1155 1199
1156 SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1200 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1201 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1157 1202
1158 if (part != null) 1203 if (part != null)
1159 { 1204 {