Make sure the avatar position gets moved along with a prim it is sitting on. This fixes mantis #208 and (maybe) issues with chat and sound coming from the wrong place when sat on a vehicle.
parent
0a004f8c44
commit
a636af13e7
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@ -469,13 +469,22 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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}
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}
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foreach (SceneObjectPart part in m_parts.Values)
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List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
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lockPartsForRead(false);
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foreach (SceneObjectPart part in parts)
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{
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part.IgnoreUndoUpdate = false;
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part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
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part.GroupPosition = val;
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}
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lockPartsForRead(false);
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foreach (ScenePresence av in m_linkedAvatars)
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{
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Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
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av.AbsolutePosition += offset;
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av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
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av.SendFullUpdateToAllClients();
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}
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//if (m_rootPart.PhysActor != null)
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//{
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@ -682,25 +682,13 @@ namespace OpenSim.Region.Framework.Scenes
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// Tell the physics engines that this prim changed.
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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}
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catch (Exception e)
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{
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m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
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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 (m_sitTargetAvatar != UUID.Zero)
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{
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if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
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{
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ScenePresence avatar;
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if (m_parentGroup.Scene.TryGetScenePresence(m_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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@ -709,6 +697,7 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_offsetPosition; }
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set
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{
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Vector3 oldpos = m_offsetPosition;
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StoreUndoState(UndoType.STATE_PRIM_POSITION);
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m_offsetPosition = value;
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@ -727,7 +716,12 @@ namespace OpenSim.Region.Framework.Scenes
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List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
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foreach (ScenePresence av in avs)
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{
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av.SendFullUpdateToAllClients();
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if (av.LinkedPrim == m_uuid)
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{
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Vector3 offset = (m_offsetPosition - oldpos);
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av.OffsetPosition += offset;
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av.SendFullUpdateToAllClients();
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}
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}
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}
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}
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@ -595,11 +595,21 @@ namespace OpenSim.Region.Framework.Scenes
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private uint m_parentID;
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private UUID m_linkedPrim;
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public uint ParentID
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{
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get { return m_parentID; }
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set { m_parentID = value; }
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}
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public UUID LinkedPrim
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{
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get { return m_linkedPrim; }
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set { m_linkedPrim = value; }
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}
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public float Health
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{
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get { return m_health; }
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@ -1835,6 +1845,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_parentPosition = Vector3.Zero;
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m_parentID = 0;
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m_linkedPrim = UUID.Zero;
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m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
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SendFullUpdateToAllClients();
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m_requestedSitTargetID = 0;
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@ -2422,6 +2433,8 @@ Console.WriteLine("Scripted Sit ofset {0}", m_pos);
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m_parentID = m_requestedSitTargetID;
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}
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m_linkedPrim = part.UUID;
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Velocity = Vector3.Zero;
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RemoveFromPhysicalScene();
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