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-rw-r--r--OpenSim/Framework/Servers/VersionInfo.cs8
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs9
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs253
4 files changed, 156 insertions, 122 deletions
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
29{ 29{
30 public class VersionInfo 30 public class VersionInfo
31 { 31 {
32 private const string VERSION_NUMBER = "0.6.9-CM"; 32 private const string VERSION_NUMBER = "112609s";
33 private const Flavour VERSION_FLAVOUR = Flavour.Dev; 33 private const Flavour VERSION_FLAVOUR = Flavour.BetaM7;
34
35 public enum Flavour 34 public enum Flavour
36 { 35 {
37 Unknown, 36 Unknown,
@@ -39,7 +38,8 @@ namespace OpenSim
39 RC1, 38 RC1,
40 RC2, 39 RC2,
41 Release, 40 Release,
42 Post_Fixes 41 Post_Fixes,
42 BetaM7
43 } 43 }
44 44
45 public static string Version 45 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
331 { 331 {
332 //m_log.Debug("[CONNECTION DEBUGGING]: AgentHandler Called"); 332 //m_log.Debug("[CONNECTION DEBUGGING]: AgentHandler Called");
333 333
334 m_log.Debug("---------------------------"); 334/* m_log.Debug("---------------------------");
335 m_log.Debug(" >> uri=" + request["uri"]); 335 m_log.Debug(" >> uri=" + request["uri"]);
336 m_log.Debug(" >> content-type=" + request["content-type"]); 336 m_log.Debug(" >> content-type=" + request["content-type"]);
337 m_log.Debug(" >> http-method=" + request["http-method"]); 337 m_log.Debug(" >> http-method=" + request["http-method"]);
338 m_log.Debug("---------------------------\n"); 338 m_log.Debug("---------------------------\n"); */
339
340 Hashtable responsedata = new Hashtable(); 339 Hashtable responsedata = new Hashtable();
341 responsedata["content_type"] = "text/html"; 340 responsedata["content_type"] = "text/html";
342 responsedata["keepalive"] = false; 341 responsedata["keepalive"] = false;
@@ -576,11 +575,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion
576 { 575 {
577 m_log.Debug("[CONNECTION DEBUGGING]: ObjectHandler Called"); 576 m_log.Debug("[CONNECTION DEBUGGING]: ObjectHandler Called");
578 577
579 m_log.Debug("---------------------------"); 578 /* m_log.Debug("---------------------------");
580 m_log.Debug(" >> uri=" + request["uri"]); 579 m_log.Debug(" >> uri=" + request["uri"]);
581 m_log.Debug(" >> content-type=" + request["content-type"]); 580 m_log.Debug(" >> content-type=" + request["content-type"]);
582 m_log.Debug(" >> http-method=" + request["http-method"]); 581 m_log.Debug(" >> http-method=" + request["http-method"]);
583 m_log.Debug("---------------------------\n"); 582 m_log.Debug("---------------------------\n"); */
584 583
585 Hashtable responsedata = new Hashtable(); 584 Hashtable responsedata = new Hashtable();
586 responsedata["content_type"] = "text/html"; 585 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
212 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 212 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
213 private Vector3 m_sitTargetPosition; 213 private Vector3 m_sitTargetPosition;
214 private string m_sitAnimation = "SIT"; 214 private string m_sitAnimation = "SIT";
215 private bool m_occupied; // KF if any av is sitting on this prim
215 private string m_text = String.Empty; 216 private string m_text = String.Empty;
216 private string m_touchName = String.Empty; 217 private string m_touchName = String.Empty;
217 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 218 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -993,6 +994,13 @@ namespace OpenSim.Region.Framework.Scenes
993 get { return _flags; } 994 get { return _flags; }
994 set { _flags = value; } 995 set { _flags = value; }
995 } 996 }
997
998 [XmlIgnore]
999 public bool IsOccupied // KF If an av is sittingon this prim
1000 {
1001 get { return m_occupied; }
1002 set { m_occupied = value; }
1003 }
996 1004
997 [XmlIgnore] 1005 [XmlIgnore]
998 public UUID SitTargetAvatar 1006 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
197 private bool m_autopilotMoving; 197 private bool m_autopilotMoving;
198 private Vector3 m_autoPilotTarget; 198 private Vector3 m_autoPilotTarget;
199 private bool m_sitAtAutoTarget; 199 private bool m_sitAtAutoTarget;
200 private Vector3 m_initialSitTarget; //KF: First estimate of where to sit
200 201
201 private string m_nextSitAnimation = String.Empty; 202 private string m_nextSitAnimation = String.Empty;
202 203
@@ -1524,7 +1525,6 @@ namespace OpenSim.Region.Framework.Scenes
1524 m_sitAtAutoTarget = false; 1525 m_sitAtAutoTarget = false;
1525 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1526 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1526 //proxy.PCode = (byte)PCode.ParticleSystem; 1527 //proxy.PCode = (byte)PCode.ParticleSystem;
1527
1528 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1528 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1529 proxyObjectGroup.AttachToScene(m_scene); 1529 proxyObjectGroup.AttachToScene(m_scene);
1530 1530
@@ -1566,7 +1566,7 @@ namespace OpenSim.Region.Framework.Scenes
1566 } 1566 }
1567 m_moveToPositionInProgress = true; 1567 m_moveToPositionInProgress = true;
1568 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1568 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1569 } 1569 }
1570 catch (Exception ex) 1570 catch (Exception ex)
1571 { 1571 {
1572 //Why did I get this error? 1572 //Why did I get this error?
@@ -1646,16 +1646,22 @@ namespace OpenSim.Region.Framework.Scenes
1646 m_parentPosition = part.GetWorldPosition(); 1646 m_parentPosition = part.GetWorldPosition();
1647 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1647 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1648 } 1648 }
1649 // part.GetWorldRotation() is the rotation of the object being sat on
1650 // Rotation is the sittiing Av's rotation
1651
1652 Quaternion wr = Quaternion.Inverse(Quaternion.Inverse(Rotation) * Quaternion.Inverse(part.GetWorldRotation())); // world or. of the av
1653 Vector3 so = new Vector3(1.0f, 0f, 0f) * wr; // 1M infront of av
1654 Vector3 wso = so + part.GetWorldPosition() + ( m_pos * part.GetWorldRotation()); // + av sit offset!
1649 1655
1650 if (m_physicsActor == null) 1656 if (m_physicsActor == null)
1651 { 1657 {
1652 AddToPhysicalScene(false); 1658 AddToPhysicalScene(false);
1653 } 1659 }
1654 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1660 AbsolutePosition = wso; //KF: Fix stand up.
1655 m_parentPosition = Vector3.Zero; 1661 m_parentPosition = Vector3.Zero;
1656//Console.WriteLine("Stand Pos {0}", m_pos); 1662
1657 1663 m_parentID = 0;
1658 m_parentID = 0; 1664 part.IsOccupied = false;
1659 SendFullUpdateToAllClients(); 1665 SendFullUpdateToAllClients();
1660 m_requestedSitTargetID = 0; 1666 m_requestedSitTargetID = 0;
1661 if ((m_physicsActor != null) && (m_avHeight > 0)) 1667 if ((m_physicsActor != null) && (m_avHeight > 0))
@@ -1694,13 +1700,9 @@ namespace OpenSim.Region.Framework.Scenes
1694 Vector3 avSitOffSet = part.SitTargetPosition; 1700 Vector3 avSitOffSet = part.SitTargetPosition;
1695 Quaternion avSitOrientation = part.SitTargetOrientation; 1701 Quaternion avSitOrientation = part.SitTargetOrientation;
1696 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1702 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1697 1703 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1698 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1704 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1699 bool SitTargetisSet = 1705 if (SitTargetisSet && !SitTargetOccupied)
1700 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1701 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1702 // this test is probably failing
1703 if (SitTargetisSet && SitTargetUnOccupied)
1704 { 1706 {
1705 //switch the target to this prim 1707 //switch the target to this prim
1706 return part; 1708 return part;
@@ -1714,7 +1716,7 @@ namespace OpenSim.Region.Framework.Scenes
1714 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset) 1716 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset)
1715 { 1717 {
1716 bool autopilot = true; 1718 bool autopilot = true;
1717 Vector3 pos = new Vector3(); 1719 Vector3 autopilotTarget = new Vector3();
1718 Quaternion sitOrientation = Quaternion.Identity; 1720 Quaternion sitOrientation = Quaternion.Identity;
1719 Vector3 cameraEyeOffset = Vector3.Zero; 1721 Vector3 cameraEyeOffset = Vector3.Zero;
1720 Vector3 cameraAtOffset = Vector3.Zero; 1722 Vector3 cameraAtOffset = Vector3.Zero;
@@ -1722,98 +1724,104 @@ namespace OpenSim.Region.Framework.Scenes
1722 1724
1723 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1725 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1724 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1726 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1725 if (part != null) 1727 if (part == null) return;
1726 { 1728
1727 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1729 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1728 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1730 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1729 1731
1730 // part is the prim to sit on 1732 // part is the prim to sit on
1731 // offset is the vector distance from that prim center to the click-spot 1733 // offset is the world-ref vector distance from that prim center to the click-spot
1732 // UUID is the UUID of the Avatar doing the clicking 1734 // UUID is the UUID of the Avatar doing the clicking
1733
1734 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1735 1735
1736 // Is a sit target available? 1736 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1737 Vector3 avSitOffSet = part.SitTargetPosition; 1737
1738 Quaternion avSitOrientation = part.SitTargetOrientation; 1738 // Is a sit target available?
1739 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1739 Vector3 avSitOffSet = part.SitTargetPosition;
1740 1740 Quaternion avSitOrientation = part.SitTargetOrientation;
1741 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1741
1742// bool SitTargetisSet = 1742 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1743// (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 0f && 1743 Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1744// avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f)); 1744
1745 1745//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1746 bool SitTargetisSet = ((Vector3.Zero != avSitOffSet) || (Quaternion.Identity != avSitOrientation)); 1746 // Sit analysis rewritten by KF 091125
1747 1747 if (SitTargetisSet) // scipted sit
1748//Console.WriteLine("SendSitResponse offset=" + offset + " UnOccup=" + SitTargetUnOccupied + 1748 {
1749// " TargSet=" + SitTargetisSet); 1749 if (!part.IsOccupied)
1750 // Sit analysis rewritten by KF 091125 1750 {
1751 if (SitTargetisSet) // scipted sit 1751//Console.WriteLine("Scripted, unoccupied");
1752 { 1752 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1753 if (SitTargetUnOccupied) 1753 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1754 { 1754 sitOrientation = avSitOrientation; // Change rotatione to the scripted one
1755 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it 1755 autopilot = false; // Jump direct to scripted llSitPos()
1756 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1757 sitOrientation = avSitOrientation; // Change rotatione to the scripted one
1758 autopilot = false; // Jump direct to scripted llSitPos()
1759 }
1760 else return;
1761 } 1756 }
1762 else // Not Scripted 1757 else
1763 { 1758 {
1764 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) // large prim 1759//Console.WriteLine("Scripted, occupied");
1765 { 1760 return;
1766 Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); 1761 }
1767 m_avUnscriptedSitPos = offset * partIRot; // sit where clicked 1762 }
1768 pos = part.AbsolutePosition + (offset * partIRot); 1763 else // Not Scripted
1769 } 1764 {
1770 else // small prim 1765 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1771 { 1766 {
1772 if (SitTargetUnOccupied) 1767 // large prim & offset, ignore if other Avs sitting
1773 { 1768// offset.Z -= 0.05f;
1774 m_avUnscriptedSitPos = Vector3.Zero; // Sit on unoccupied small prim center 1769 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1775 pos = part.AbsolutePosition; 1770 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1776 } 1771
1777 else return; // occupied small 1772//Console.WriteLine(" offset ={0}", offset);
1778 } // end large/small 1773//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1779 } // end Scripted/not 1774//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1780 1775
1781 if (m_physicsActor != null) 1776 }
1782 { 1777 else // small offset
1783 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1778 {
1784 // We can remove the physicsActor until they stand up. 1779//Console.WriteLine("Small offset");
1785 m_sitAvatarHeight = m_physicsActor.Size.Z; 1780 if (!part.IsOccupied)
1786 1781 {
1787 if (autopilot) 1782 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1788 { // its not a scripted sit 1783 autopilotTarget = part.AbsolutePosition;
1789 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1784 }
1790 { 1785 else return; // occupied small
1791 autopilot = false; // close enough 1786 } // end large/small
1787 } // end Scripted/not
1788 cameraAtOffset = part.GetCameraAtOffset();
1789 cameraEyeOffset = part.GetCameraEyeOffset();
1790 forceMouselook = part.GetForceMouselook();
1792 1791
1793 RemoveFromPhysicalScene(); 1792 if (m_physicsActor != null)
1794 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to Prim 1793 {
1795 } // else the autopilot will get us close 1794 // If we're not using the client autopilot, we're immediately warping the avatar to the location
1796 } 1795 // We can remove the physicsActor until they stand up.
1797 else 1796 m_sitAvatarHeight = m_physicsActor.Size.Z;
1798 { // its a scripted sit 1797 if (autopilot)
1798 { // its not a scripted sit
1799// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
1800 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) )
1801 {
1802 autopilot = false; // close enough
1799 RemoveFromPhysicalScene(); 1803 RemoveFromPhysicalScene();
1800 } 1804 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
1805 } // else the autopilot will get us close
1806 }
1807 else
1808 { // its a scripted sit
1809 RemoveFromPhysicalScene();
1801 } 1810 }
1802
1803 cameraAtOffset = part.GetCameraAtOffset();
1804 cameraEyeOffset = part.GetCameraEyeOffset();
1805 forceMouselook = part.GetForceMouselook();
1806 } 1811 }
1812 else return; // physactor is null!
1807 1813
1808 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 1814 Vector3 offsetr = offset * partIRot;
1809 m_requestedSitTargetUUID = targetID; 1815 ControllingClient.SendSitResponse(part.UUID, offsetr, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
1816 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1810 // This calls HandleAgentSit twice, once from here, and the client calls 1817 // This calls HandleAgentSit twice, once from here, and the client calls
1811 // HandleAgentSit itself after it gets to the location 1818 // HandleAgentSit itself after it gets to the location
1812 // It doesn't get to the location until we've moved them there though 1819 // It doesn't get to the location until we've moved them there though
1813 // which happens in HandleAgentSit :P 1820 // which happens in HandleAgentSit :P
1814 m_autopilotMoving = autopilot; 1821 m_autopilotMoving = autopilot;
1815 m_autoPilotTarget = pos; 1822 m_autoPilotTarget = autopilotTarget;
1816 m_sitAtAutoTarget = autopilot; 1823 m_sitAtAutoTarget = autopilot;
1824 m_initialSitTarget = autopilotTarget;
1817 if (!autopilot) 1825 if (!autopilot)
1818 HandleAgentSit(remoteClient, UUID); 1826 HandleAgentSit(remoteClient, UUID);
1819 } 1827 }
@@ -1898,6 +1906,7 @@ namespace OpenSim.Region.Framework.Scenes
1898 { 1906 {
1899 if (part.GetAvatarOnSitTarget() == UUID) 1907 if (part.GetAvatarOnSitTarget() == UUID)
1900 { 1908 {
1909//Console.WriteLine("Scripted Sit");
1901 // Scripted sit 1910 // Scripted sit
1902 Vector3 sitTargetPos = part.SitTargetPosition; 1911 Vector3 sitTargetPos = part.SitTargetPosition;
1903 Quaternion sitTargetOrient = part.SitTargetOrientation; 1912 Quaternion sitTargetOrient = part.SitTargetOrientation;
@@ -1905,42 +1914,44 @@ namespace OpenSim.Region.Framework.Scenes
1905 m_pos += SIT_TARGET_ADJUSTMENT; 1914 m_pos += SIT_TARGET_ADJUSTMENT;
1906 m_bodyRot = sitTargetOrient; 1915 m_bodyRot = sitTargetOrient;
1907 m_parentPosition = part.AbsolutePosition; 1916 m_parentPosition = part.AbsolutePosition;
1917 part.IsOccupied = true;
1908 } 1918 }
1909 else 1919 else
1910 { 1920 {
1921//Console.WriteLine("NON Scripted Sit");
1922 // if m_avUnscriptedSitPos is zero then Av sits above center
1923 // Else Av sits at m_avUnscriptedSitPos
1924
1911 // Non-scripted sit by Kitto Flora 21Nov09 1925 // Non-scripted sit by Kitto Flora 21Nov09
1912 // Calculate angle of line from prim to Av 1926 // Calculate angle of line from prim to Av
1927 Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1913 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; 1928 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
1914 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); 1929 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
1915 float x_diff = ( m_avInitialPos.X - sitTargetPos.X); 1930 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
1916 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 1931 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
1917 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 1932 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
1918 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); 1933 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
1919 Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1920 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. 1934 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
1921 // Av sits at world euler <0,0, z>, translated by part rotation 1935 // Av sits at world euler <0,0, z>, translated by part rotation
1922 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click 1936 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
1937
1923 m_parentPosition = part.AbsolutePosition; 1938 m_parentPosition = part.AbsolutePosition;
1924 if(m_avUnscriptedSitPos != Vector3.Zero) 1939 part.IsOccupied = true;
1925 { // sit where clicked on big prim 1940 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
1926 m_pos = m_avUnscriptedSitPos + (new Vector3(0.0f, 0f, 0.625f) * partIRot); 1941 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
1927 } 1942 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
1928 else 1943 m_avUnscriptedSitPos; // adds click offset, if any
1929 { // sit at center of small prim 1944 //Set up raytrace to find top surface of prim
1930 m_pos = new Vector3(0f, 0f, 0.05f) + 1945 Vector3 size = part.Scale;
1931 (new Vector3(0.0f, 0f, 0.625f) * partIRot) + 1946 float mag = 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
1932 (new Vector3(0.25f, 0f, 0.0f) * m_bodyRot); 1947 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
1933 //Set up raytrace to find top surface of prim 1948 Vector3 down = new Vector3(0f, 0f, -1f);
1934 Vector3 size = part.Scale; 1949//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
1935 float mag = 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); 1950 m_scene.PhysicsScene.RaycastWorld(
1936 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
1937 Vector3 down = new Vector3(0f, 0f, -1f);
1938 m_scene.PhysicsScene.RaycastWorld(
1939 start, // Vector3 position, 1951 start, // Vector3 position,
1940 down, // Vector3 direction, 1952 down, // Vector3 direction,
1941 mag, // float length, 1953 mag, // float length,
1942 SitAltitudeCallback); // retMethod 1954 SitAltitudeCallback); // retMethod
1943 } // end small/big
1944 } // end scripted/not 1955 } // end scripted/not
1945 } 1956 }
1946 else // no Av 1957 else // no Av
@@ -1957,19 +1968,24 @@ namespace OpenSim.Region.Framework.Scenes
1957 SendFullUpdateToAllClients(); 1968 SendFullUpdateToAllClients();
1958 } 1969 }
1959 1970
1960 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance) 1971 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance) // KF: Nov 2009
1961 { 1972 {
1973 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
1974 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
1962 if(hitYN) 1975 if(hitYN)
1963 { 1976 {
1964 // m_pos = Av offset from prim center to make look like on center 1977 // m_pos = Av offset from prim center to make look like on center
1965 // m_parentPosition = Actual center pos of prim 1978 // m_parentPosition = Actual center pos of prim
1966 // collisionPoint = spot on prim where we want to sit 1979 // collisionPoint = spot on prim where we want to sit
1980 // collisionPoint.Z = global sit surface height
1967 SceneObjectPart part = m_scene.GetSceneObjectPart(localid); 1981 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
1968 Vector3 offset = (collisionPoint - m_parentPosition) * Quaternion.Inverse(part.RotationOffset); 1982 Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1983 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
1984 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
1985//Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
1969 m_pos += offset; 1986 m_pos += offset;
1970// Console.WriteLine("m_pos={0}, offset={1} newsit={2}", m_pos, offset, newsit);
1971 } 1987 }
1972 } 1988 } // End SitAltitudeCallback KF.
1973 1989
1974 /// <summary> 1990 /// <summary>
1975 /// Event handler for the 'Always run' setting on the client 1991 /// Event handler for the 'Always run' setting on the client
@@ -3716,5 +3732,16 @@ namespace OpenSim.Region.Framework.Scenes
3716 m_reprioritization_called = false; 3732 m_reprioritization_called = false;
3717 } 3733 }
3718 } 3734 }
3735
3736 private Vector3 Quat2Euler(Quaternion rot){
3737 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
3738 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
3739 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
3740 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
3741 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
3742 return(new Vector3(x,y,z));
3743 }
3744
3745
3719 } 3746 }
3720} 3747}