Adjust avatar sit positioning on a target to pretty much exactly match that of the LL grid.
This uses an offset of 0.05 on the up vector of the sit orientation, after extensive analysis on
http://opensimulator.org/mantis/view.php?id=7096 and https://wiki.secondlife.com/wiki/Talk:LlSitTarget
This supersedes the previous adjustment in 5b73b9c4
which had been wrongly applied.
The maximum change is about 0.1 with a maximum height avatar.
This patch is all Aleric's work - I am applying manually in order to add these additional notes
0.8.0.3
parent
b01e73cf27
commit
328bc3b76e
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@ -2941,28 +2941,40 @@ namespace OpenSim.Region.Framework.Scenes
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//Quaternion result = (sitTargetOrient * vq) * nq;
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double x, y, z, m;
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double x, y, z, m1, m2;
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Quaternion r = sitTargetOrient;
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m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
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if (Math.Abs(1.0 - m) > 0.000001)
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{
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m = 1.0 / Math.Sqrt(m);
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r.X *= (float)m;
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r.Y *= (float)m;
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r.Z *= (float)m;
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r.W *= (float)m;
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}
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m1 = r.X * r.X + r.Y * r.Y;
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m2 = r.Z * r.Z + r.W * r.W;
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// Rotate the vector <0, 0, 1>
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x = 2 * (r.X * r.Z + r.Y * r.W);
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y = 2 * (-r.X * r.W + r.Y * r.Z);
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z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
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z = m2 - m1;
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// Set m to be the square of the norm of r.
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double m = m1 + m2;
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// This constant is emperically determined to be what is used in SL.
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// See also http://opensimulator.org/mantis/view.php?id=7096
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double offset = 0.05;
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// Normally m will be ~ 1, but if someone passed a handcrafted quaternion
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// to llSitTarget with values so small that squaring them is rounded off
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// to zero, then m could be zero. The result of this floating point
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// round off error (causing us to skip this impossible normalization)
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// is only 5 cm.
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if (m > 0.000001)
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{
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offset /= m;
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}
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Vector3 up = new Vector3((float)x, (float)y, (float)z);
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Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
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Vector3 sitOffset = up * (float)offset;
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Vector3 newPos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
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// sitOffset is in Avatar Center coordinates: from origin to 'sitTargetPos + SIT_TARGET_ADJUSTMENT'.
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// So, we need to _substract_ it to get to the origin of the Avatar Center.
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Vector3 newPos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
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Quaternion newRot;
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if (part.IsRoot)
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