Merge branch 'ubitwork' into avination
commit
910a94d143
|
@ -1415,8 +1415,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (m_followCamAuto)
|
||||
{
|
||||
if (hitYN)
|
||||
if (hitYN && localid != LocalId)
|
||||
{
|
||||
|
||||
CameraConstraintActive = true;
|
||||
//m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance);
|
||||
|
||||
|
@ -2282,7 +2283,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
ControllingClient.SendAlertMessage(" Sit position on restricted land, try another spot");
|
||||
return;
|
||||
}
|
||||
// m_log.InfoFormat("physsit {0} {1}", offset.ToString(),Orientation.ToString());
|
||||
|
||||
RemoveFromPhysicalScene();
|
||||
|
||||
|
@ -2293,7 +2293,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
part.AddSittingAvatar(UUID);
|
||||
|
||||
|
||||
Vector3 cameraAtOffset = part.GetCameraAtOffset();
|
||||
Vector3 cameraEyeOffset = part.GetCameraEyeOffset();
|
||||
bool forceMouselook = part.GetForceMouselook();
|
||||
|
|
|
@ -78,8 +78,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
IntPtr geom = ((OdePrim)actor).prim_geom;
|
||||
|
||||
Vector3 geopos = d.GeomGetPositionOMV(geom);
|
||||
Quaternion geomOri = d.GeomGetQuaternionOMV(geom);
|
||||
// Vector3 geopos = d.GeomGetPositionOMV(geom);
|
||||
// Quaternion geomOri = d.GeomGetQuaternionOMV(geom);
|
||||
|
||||
Vector3 geopos = actor.Position;
|
||||
Quaternion geomOri = actor.Orientation;
|
||||
|
||||
Quaternion geomInvOri = Quaternion.Conjugate(geomOri);
|
||||
|
||||
Quaternion ori = Quaternion.Identity;
|
||||
|
@ -116,6 +120,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
|
||||
int status = 1;
|
||||
|
||||
offset = rayResults[0].Pos - geopos;
|
||||
|
||||
d.GeomClassID geoclass = d.GeomGetClass(geom);
|
||||
|
@ -191,13 +196,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (norm.Z < 0.5f)
|
||||
{
|
||||
float rayDist = 4.0f;
|
||||
float curEdgeDist = 0.0f;
|
||||
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
pivot.X -= 0.005f * norm.X;
|
||||
pivot.Y -= 0.005f * norm.Y;
|
||||
pivot.Z -= 0.005f * norm.Z;
|
||||
pivot.X -= 0.01f * norm.X;
|
||||
pivot.Y -= 0.01f * norm.Y;
|
||||
pivot.Z -= 0.01f * norm.Z;
|
||||
|
||||
rayDir.X = -norm.X * norm.Z;
|
||||
rayDir.Y = -norm.Y * norm.Z;
|
||||
|
@ -208,8 +212,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (rayResults.Count == 0)
|
||||
break;
|
||||
|
||||
curEdgeDist += rayResults[0].Depth;
|
||||
|
||||
if (Math.Abs(rayResults[0].Normal.Z) < 0.7f)
|
||||
{
|
||||
rayDist -= rayResults[0].Depth;
|
||||
|
@ -226,7 +228,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
else
|
||||
{
|
||||
foundEdge = true;
|
||||
edgeDist = curEdgeDist;
|
||||
edgePos = rayResults[0].Pos;
|
||||
break;
|
||||
}
|
||||
|
@ -254,7 +255,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
pivot.Z -= 0.005f;
|
||||
pivot.Z -= 0.01f;
|
||||
rayDir.X = toCamX;
|
||||
rayDir.Y = toCamY;
|
||||
rayDir.Z = (-toCamX * norm.X - toCamY * norm.Y) / norm.Z;
|
||||
|
|
|
@ -2586,7 +2586,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
req.Normal = direction;
|
||||
req.Origin = position;
|
||||
req.Count = 0;
|
||||
req.filter = RayFilterFlags.All;
|
||||
req.filter = RayFilterFlags.AllPrims;
|
||||
|
||||
m_rayCastManager.QueueRequest(req);
|
||||
}
|
||||
|
@ -2603,7 +2603,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
req.Normal = direction;
|
||||
req.Origin = position;
|
||||
req.Count = Count;
|
||||
req.filter = RayFilterFlags.All;
|
||||
req.filter = RayFilterFlags.AllPrims;
|
||||
|
||||
m_rayCastManager.QueueRequest(req);
|
||||
}
|
||||
|
@ -2631,7 +2631,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
req.Normal = direction;
|
||||
req.Origin = position;
|
||||
req.Count = Count;
|
||||
req.filter = RayFilterFlags.All;
|
||||
req.filter = RayFilterFlags.AllPrims;
|
||||
|
||||
lock (SyncObject)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue