Remove unused sp.ParentPosition, which has not been used for some time
parent
84bfde3bdf
commit
5f0e763062
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@ -789,16 +789,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e);
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m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e);
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}
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}
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}
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}
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// TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
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if (SitTargetAvatar != UUID.Zero)
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{
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ScenePresence avatar;
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if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
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{
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avatar.ParentPosition = GetWorldPosition();
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}
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}
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}
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}
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}
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}
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@ -480,8 +480,6 @@ namespace OpenSim.Region.Framework.Scenes
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get { return (IClientCore)ControllingClient; }
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get { return (IClientCore)ControllingClient; }
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}
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}
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public Vector3 ParentPosition { get; set; }
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/// <summary>
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/// <summary>
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/// Position of this avatar relative to the region the avatar is in
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/// Position of this avatar relative to the region the avatar is in
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/// </summary>
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/// </summary>
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@ -540,10 +538,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Don't update while sitting. The PhysicsActor above is null whilst sitting.
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// Don't update while sitting. The PhysicsActor above is null whilst sitting.
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if (ParentID == 0)
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if (ParentID == 0)
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{
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m_pos = value;
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m_pos = value;
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ParentPosition = Vector3.Zero;
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}
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//m_log.DebugFormat(
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//m_log.DebugFormat(
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// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}",
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// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}",
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@ -2195,7 +2190,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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ParentPosition = part.GetWorldPosition();
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Vector3 sitPartWorldPosition = part.GetWorldPosition();
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ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
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ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
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ParentID = 0;
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ParentID = 0;
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@ -2230,7 +2225,7 @@ namespace OpenSim.Region.Framework.Scenes
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// hardcoding here.
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// hardcoding here.
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Vector3 adjustmentForSitPose = new Vector3(0.74f, 0f, 0f) * standRotation;
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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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Vector3 standPos = sitPartWorldPosition + adjustmentForSitPosition + adjustmentForSitPose;
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// m_log.DebugFormat(
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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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// "[SCENE PRESENCE]: Setting stand to pos {0}, (adjustmentForSitPosition {1}, adjustmentForSitPose {2}) rotation {3} for {4} in {5}",
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@ -2238,7 +2233,6 @@ namespace OpenSim.Region.Framework.Scenes
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Rotation = standRotation;
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Rotation = standRotation;
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AbsolutePosition = standPos;
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AbsolutePosition = standPos;
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ParentPosition = Vector3.Zero;
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}
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}
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// We need to wait until we have calculated proper stand positions before sitting up the physical
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// We need to wait until we have calculated proper stand positions before sitting up the physical
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@ -2663,7 +2657,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_pos = newPos;
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m_pos = newPos;
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Rotation = newRot;
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Rotation = newRot;
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ParentPosition = part.AbsolutePosition;
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}
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}
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else
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else
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{
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{
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@ -2671,8 +2664,6 @@ namespace OpenSim.Region.Framework.Scenes
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// being sat upon.
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// being sat upon.
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m_pos -= part.GroupPosition;
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m_pos -= part.GroupPosition;
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ParentPosition = part.AbsolutePosition;
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
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// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
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// Name, part.AbsolutePosition, m_pos, ParentPosition, part.Name, part.LocalId);
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// Name, part.AbsolutePosition, m_pos, ParentPosition, part.Name, part.LocalId);
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