Move common code to detect whether a part has a valid sit target into a SOP property rather than being repeated in SP.
This also makes the detection in SP.FindNextAvailableSitTarget() and SendSitResponse() identical. Previously they varied slightly (SendSitResponse didn't check for an older type of invalid quaternion) but the practical effect is most probably zero.0.7.3-extended
parent
cb4e074a8c
commit
095375d63d
|
@ -133,6 +133,21 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
get { return ParentGroup.RootPart == this; }
|
get { return ParentGroup.RootPart == this; }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Is an explicit sit target set for this part?
|
||||||
|
/// </summary>
|
||||||
|
public bool IsSitTargetSet
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return
|
||||||
|
!(SitTargetPosition == Vector3.Zero
|
||||||
|
&& (SitTargetOrientation == Quaternion.Identity // Valid Zero Rotation quaternion
|
||||||
|
|| SitTargetOrientation.X == 0f && SitTargetOrientation.Y == 0f && SitTargetOrientation.Z == 1f && SitTargetOrientation.W == 0f // W-Z Mapping was invalid at one point
|
||||||
|
|| SitTargetOrientation.X == 0f && SitTargetOrientation.Y == 0f && SitTargetOrientation.Z == 0f && SitTargetOrientation.W == 0f)); // Invalid Quaternion
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
#region Fields
|
#region Fields
|
||||||
|
|
||||||
public bool AllowedDrop;
|
public bool AllowedDrop;
|
||||||
|
|
|
@ -1911,15 +1911,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
//look for prims with explicit sit targets that are available
|
//look for prims with explicit sit targets that are available
|
||||||
foreach (SceneObjectPart part in partArray)
|
foreach (SceneObjectPart part in partArray)
|
||||||
{
|
{
|
||||||
// Is a sit target available?
|
if (part.IsSitTargetSet && part.SitTargetAvatar == UUID.Zero)
|
||||||
Vector3 avSitOffset = part.SitTargetPosition;
|
|
||||||
Quaternion avSitOrientation = part.SitTargetOrientation;
|
|
||||||
UUID avOnTargetAlready = part.SitTargetAvatar;
|
|
||||||
|
|
||||||
bool SitTargetUnOccupied = avOnTargetAlready == UUID.Zero;
|
|
||||||
bool SitTargetisSet = avSitOffset != Vector3.Zero || avSitOrientation != Quaternion.Identity;
|
|
||||||
|
|
||||||
if (SitTargetisSet && SitTargetUnOccupied)
|
|
||||||
{
|
{
|
||||||
//switch the target to this prim
|
//switch the target to this prim
|
||||||
return part;
|
return part;
|
||||||
|
@ -1945,40 +1937,23 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// TODO: determine position to sit at based on scene geometry; don't trust offset from client
|
// TODO: determine position to sit at based on scene geometry; don't trust offset from client
|
||||||
// see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
|
// see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
|
||||||
|
|
||||||
// Is a sit target available?
|
|
||||||
Vector3 avSitOffSet = part.SitTargetPosition;
|
|
||||||
Quaternion avSitOrientation = part.SitTargetOrientation;
|
|
||||||
UUID avOnTargetAlready = part.SitTargetAvatar;
|
|
||||||
|
|
||||||
bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
|
|
||||||
bool SitTargetisSet =
|
|
||||||
(!(avSitOffSet == Vector3.Zero &&
|
|
||||||
(
|
|
||||||
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
|
|
||||||
)
|
|
||||||
));
|
|
||||||
|
|
||||||
// m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied);
|
|
||||||
|
|
||||||
if (PhysicsActor != null)
|
if (PhysicsActor != null)
|
||||||
m_sitAvatarHeight = PhysicsActor.Size.Z;
|
m_sitAvatarHeight = PhysicsActor.Size.Z;
|
||||||
|
|
||||||
bool canSit = false;
|
bool canSit = false;
|
||||||
pos = part.AbsolutePosition + offset;
|
pos = part.AbsolutePosition + offset;
|
||||||
|
|
||||||
if (SitTargetisSet)
|
if (part.IsSitTargetSet)
|
||||||
{
|
{
|
||||||
if (SitTargetUnOccupied)
|
if (part.SitTargetAvatar == UUID.Zero)
|
||||||
{
|
{
|
||||||
// m_log.DebugFormat(
|
// m_log.DebugFormat(
|
||||||
// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is set and unoccupied",
|
// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is set and unoccupied",
|
||||||
// Name, part.Name, part.LocalId);
|
// Name, part.Name, part.LocalId);
|
||||||
|
|
||||||
part.SitTargetAvatar = UUID;
|
part.SitTargetAvatar = UUID;
|
||||||
offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z);
|
offset = part.SitTargetPosition;
|
||||||
sitOrientation = avSitOrientation;
|
sitOrientation = part.SitTargetOrientation;
|
||||||
canSit = true;
|
canSit = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue