Replace sit position and rotation code with older, working version
parent
ec40c54509
commit
a2d19b9703
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@ -8015,31 +8015,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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switch (code)
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switch (code)
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{
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{
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// a avatar is a child
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case (int)ScriptBaseClass.PRIM_POSITION:
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case (int)ScriptBaseClass.PRIM_POSITION:
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case (int)ScriptBaseClass.PRIM_POS_LOCAL:
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case (int)ScriptBaseClass.PRIM_POS_LOCAL:
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{
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{
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if (remain < 1)
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if (remain < 1)
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return;
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return;
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LSL_Vector v;
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LSL_Vector v;
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v = rules.GetVector3Item(idx++);
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v = rules.GetVector3Item(idx++);
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if (sitpart == null)
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SceneObjectPart part = World.GetSceneObjectPart(av.ParentID);
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if (part == null)
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break;
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break;
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Vector3 pos = new Vector3((float)v.x, (float)v.y, (float)v.z); // requested absolute position
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LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
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LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
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if (sitpart != sitpart.ParentGroup.RootPart)
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if (llGetLinkNumber() > 1)
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{
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{
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pos -= sitpart.OffsetPosition; // remove sit part offset
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localRot = llGetLocalRot();
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Quaternion rot = sitpart.RotationOffset;
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localPos = llGetLocalPos();
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pos *= Quaternion.Conjugate(rot); // removed sit part rotation
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}
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}
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Vector3 sitOffset = (Zrot(av.Rotation)) * (av.Appearance.AvatarHeight * 0.02638f * 2.0f);
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pos += sitOffset;
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finalPos = pos;
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v -= localPos;
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positionChanged = true;
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v /= localRot;
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LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f);
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v = v + 2 * sitOffset;
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av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
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av.SendAvatarDataToAllAgents();
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}
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}
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break;
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break;
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@ -8048,24 +8054,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (remain < 1)
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if (remain < 1)
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return;
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return;
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if (sitpart == null)
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LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
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break;
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LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
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LSL_Rotation r = rules.GetQuaternionItem(idx++);
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if (llGetLinkNumber() > 1)
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Quaternion rot = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); // requested world rotation
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// need to replicate SL bug
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SceneObjectGroup sitgrp = sitpart.ParentGroup;
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if (sitgrp != null && sitgrp.RootPart != sitpart)
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{
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{
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rot = sitgrp.RootPart.RotationOffset * rot;
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localRot = llGetLocalRot();
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localPos = llGetLocalPos();
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}
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}
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Quaternion srot = sitpart.RotationOffset;
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LSL_Rotation r;
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rot = Quaternion.Conjugate(srot) * rot; // removed sit part offset rotation
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r = rules.GetQuaternionItem(idx++);
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av.Rotation = rot;
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r = r * llGetRootRotation() / localRot;
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// av.SendAvatarDataToAllAgents();
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av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
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av.SendTerseUpdateToAllClients();
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av.SendAvatarDataToAllAgents();
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}
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}
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break;
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break;
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