Fix stand positions rather than having the stand jump to the root prim.
parent
a3c72dafe6
commit
0785210e29
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@ -5076,6 +5076,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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ScenePresence presence = (ScenePresence)entity;
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// m_log.DebugFormat(
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// "[LLCLIENTVIEW]: Sending terse update to {0} with position {1} in {2}", Name, presence.OffsetPosition, m_scene.Name);
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attachPoint = presence.State;
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collisionPlane = presence.CollisionPlane;
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position = presence.OffsetPosition;
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@ -5195,6 +5198,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data)
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{
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// m_log.DebugFormat(
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// "[LLCLIENTVIEW]: Sending full update to {0} with position {1} in {2}", Name, data.OffsetPosition, m_scene.Name);
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byte[] objectData = new byte[76];
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data.CollisionPlane.ToBytes(objectData, 0);
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@ -12646,6 +12652,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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if (p is ScenePresence)
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{
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// m_log.DebugFormat(
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// "[LLCLIENTVIEW]: Immediately sending terse agent update for {0} to {1} in {2}",
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// p.Name, Name, Scene.Name);
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// It turns out to get the agent to stop flying, you have to feed it stop flying velocities
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// There's no explicit message to send the client to tell it to stop flying.. it relies on the
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// velocity, collision plane and avatar height
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@ -499,6 +499,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Fetching abs pos where PhysicsActor == null and parent part {0} for {1}", Name, Scene.Name);
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// Obtain the correct position of a seated avatar.
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// In addition to providing the correct position while
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// the avatar is seated, this value will also
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@ -515,14 +516,14 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectPart sitPart = ParentPart;
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if (sitPart != null)
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return sitPart.AbsolutePosition + (m_pos * sitPart.GetWorldRotation());
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return sitPart.AbsolutePosition;
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}
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return m_pos;
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}
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set
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Setting position of {0} in {1} to {2}", Name, Scene.Name, value);
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// m_log.DebugFormat("[SCENE PRESENCE]: Setting position of {0} to {1} in {2}", Name, value, Scene.Name);
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// Util.PrintCallStack();
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if (PhysicsActor != null)
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@ -2174,8 +2175,6 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
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SitGround = false;
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if (PhysicsActor == null)
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AddToPhysicalScene(false);
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if (ParentID != 0)
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{
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@ -2198,11 +2197,53 @@ namespace OpenSim.Region.Framework.Scenes
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ParentPosition = part.GetWorldPosition();
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ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
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m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
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ParentPosition = Vector3.Zero;
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ParentID = 0;
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ParentPart = null;
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Quaternion standRotation;
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if (part.SitTargetAvatar == UUID)
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{
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standRotation = part.GetWorldRotation();
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if (!part.IsRoot)
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standRotation = standRotation * part.SitTargetOrientation;
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// standRotation = part.RotationOffset * part.SitTargetOrientation;
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// else
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// standRotation = part.SitTargetOrientation;
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}
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else
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{
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standRotation = Rotation;
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}
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//Vector3 standPos = ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
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//Vector3 standPos = ParentPosition;
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// Vector3 standPositionAdjustment
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// = part.SitTargetPosition + new Vector3(0.5f, 0f, m_sitAvatarHeight / 2f);
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Vector3 adjustmentForSitPosition = part.SitTargetPosition * part.GetWorldRotation();
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// XXX: This is based on the physics capsule sizes. Need to find a better way to read this rather than
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// hardcoding here.
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Vector3 adjustmentForSitPose = new Vector3(0.74f, 0f, 0f) * standRotation;
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Vector3 standPos = ParentPosition + adjustmentForSitPosition + adjustmentForSitPose;
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m_log.DebugFormat(
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"[SCENE PRESENCE]: Setting stand to pos {0}, (adjustmentForSitPosition {1}, adjustmentForSitPose {2}) rotation {3} for {4} in {5}",
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standPos, adjustmentForSitPosition, adjustmentForSitPose, standRotation, Name, Scene.Name);
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Rotation = standRotation;
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AbsolutePosition = standPos;
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ParentPosition = Vector3.Zero;
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// We need to wait until we have calculated proper stand positions before sitting up the physical
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// avatar to avoid race conditions.
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if (PhysicsActor == null)
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AddToPhysicalScene(false);
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SendAvatarDataToAllAgents();
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m_requestedSitTargetID = 0;
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@ -2859,6 +2900,7 @@ namespace OpenSim.Region.Framework.Scenes
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lastTerseUpdateToAllClientsTick = currentTick;
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lastPositionSentToAllClients = OffsetPosition;
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// Console.WriteLine("Scheduled update for {0} in {1}", Name, Scene.Name);
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m_scene.ForEachClient(SendTerseUpdateToClient);
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}
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TriggerScenePresenceUpdated();
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