From cfce2529ad7dd41ca3c82f378f41491f1b38d9c4 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Sat, 5 Nov 2011 02:04:48 +0000
Subject: refactor: In sit code, compare against Vector3.Zero and
Quaternion.Identity instead of individual components of a vector/quat
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 24 ++++++++++++------------
1 file changed, 12 insertions(+), 12 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 4156f21..0ff93f6 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -320,7 +320,10 @@ namespace OpenSim.Region.Framework.Scenes
}
#region Client Camera
- // Position of agent's camera in world (region cordinates)
+
+ ///
+ /// Position of agent's camera in world (region cordinates)
+ ///
protected Vector3 m_lastCameraPosition;
protected Vector3 m_CameraPosition;
@@ -1911,14 +1914,12 @@ namespace OpenSim.Region.Framework.Scenes
foreach (SceneObjectPart part in partArray)
{
// Is a sit target available?
- Vector3 avSitOffSet = part.SitTargetPosition;
+ Vector3 avSitOffset = part.SitTargetPosition;
Quaternion avSitOrientation = part.SitTargetOrientation;
UUID avOnTargetAlready = part.SitTargetAvatar;
- 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));
+ bool SitTargetUnOccupied = avOnTargetAlready == UUID.Zero;
+ bool SitTargetisSet = avSitOffset != Vector3.Zero || avSitOrientation != Quaternion.Identity;
if (SitTargetisSet && SitTargetUnOccupied)
{
@@ -1940,7 +1941,6 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 cameraAtOffset = Vector3.Zero;
bool forceMouselook = false;
- //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
SceneObjectPart part = FindNextAvailableSitTarget(targetID);
if (part != null)
{
@@ -1954,9 +1954,9 @@ namespace OpenSim.Region.Framework.Scenes
bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
bool SitTargetisSet =
- (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f &&
+ (!(avSitOffSet == Vector3.Zero &&
(
- avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion
+ avSitOrientation == Quaternion.Identity // Valid Zero Rotation quaternion
|| avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point
|| avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion
)
@@ -2008,6 +2008,7 @@ namespace OpenSim.Region.Framework.Scenes
ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
m_requestedSitTargetUUID = targetID;
+
// 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
@@ -2292,15 +2293,13 @@ namespace OpenSim.Region.Framework.Scenes
//Quaternion result = (sitTargetOrient * vq) * nq;
- m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
- m_pos += SIT_TARGET_ADJUSTMENT;
+ m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT;
Rotation = sitTargetOrient;
ParentPosition = part.AbsolutePosition;
}
else
{
m_pos -= part.AbsolutePosition;
-
ParentPosition = part.AbsolutePosition;
// m_log.DebugFormat(
@@ -2313,6 +2312,7 @@ namespace OpenSim.Region.Framework.Scenes
return;
}
}
+
ParentID = m_requestedSitTargetID;
Velocity = Vector3.Zero;
--
cgit v1.1
From e3885625a069e5d6a59ad0300215c13c89ea00f8 Mon Sep 17 00:00:00 2001
From: nebadon
Date: Sat, 5 Nov 2011 02:26:25 -0700
Subject: Don't rotate child prims, if only the root prim is rotated.
---
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 4d6c4cb..3f4e112 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2926,8 +2926,8 @@ namespace OpenSim.Region.Framework.Scenes
axPos *= Quaternion.Inverse(axRot);
prim.OffsetPosition = axPos;
Quaternion primsRot = prim.RotationOffset;
- Quaternion newRot = primsRot * oldParentRot;
- newRot *= Quaternion.Inverse(axRot);
+ Quaternion newRot = oldParentRot * primsRot;
+ newRot = Quaternion.Inverse(axRot) * newRot;
prim.RotationOffset = newRot;
prim.ScheduleTerseUpdate();
prim.IgnoreUndoUpdate = false;
--
cgit v1.1
From e182cc198d3b0151b2a891f6470e664f77e42d79 Mon Sep 17 00:00:00 2001
From: nebadon
Date: Sat, 5 Nov 2011 02:56:52 -0700
Subject: Fix avatar height, removes the hip offset hack Author: Mana Janus
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 3 ---
1 file changed, 3 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 0ff93f6..e961bdd 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2445,9 +2445,6 @@ namespace OpenSim.Region.Framework.Scenes
// server.
if (remoteClient.IsActive)
{
- Vector3 pos = m_pos;
- pos.Z += Appearance.HipOffset;
-
//m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity);
remoteClient.SendEntityUpdate(
--
cgit v1.1