diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index a810de2d57..059d4c2945 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2383,7 +2383,8 @@ namespace OpenSim.Region.Framework.Scenes Vector3 up = new Vector3((float)x, (float)y, (float)z); Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f; - m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT; +// m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT; + m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset; Rotation = sitTargetOrient; ParentPosition = part.AbsolutePosition; part.ParentGroup.AddAvatar(UUID); diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 31ce2c47ae..891d4d68de 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -7964,8 +7964,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api Quaternion rot = sitpart.RotationOffset; pos *= Quaternion.Conjugate(rot); // removed sit part rotation - Vector3 sitOffset = (Zrot(av.Rotation)) * (av.Appearance.AvatarHeight * 0.02638f); - pos += sitOffset; +// Vector3 sitOffset = (Zrot(av.Rotation)) * (av.Appearance.AvatarHeight * 0.02638f); +// pos += sitOffset; finalPos = pos; positionChanged = true; @@ -7984,11 +7984,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api Quaternion rot = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); // requested world rotation // need to replicate SL bug - SceneObjectGroup sitgrp = sitpart.ParentGroup; if (sitgrp != null && sitgrp.RootPart != sitpart) { - rot *= sitgrp.RootPart.RotationOffset; + rot = sitgrp.RootPart.RotationOffset * rot; } Quaternion srot = sitpart.GetWorldRotation(); @@ -8956,9 +8955,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api break; case (int)ScriptBaseClass.PRIM_POSITION: - Vector3 pos = avatar.AbsolutePosition; - Vector3 sitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f); - pos -= sitOffset; + + // can't use Abs pos to extract offset... +// Vector3 pos = avatar.AbsolutePosition; + Vector3 pos = avatar.OffsetPosition; + +// Vector3 sitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f); +// pos -= sitOffset; + + if( sitPart != null) + pos = sitPart.GetWorldPosition() + pos * sitPart.GetWorldRotation(); + res.Add(new LSL_Vector(pos.X,pos.Y,pos.Z)); break; @@ -9153,12 +9160,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api case (int)ScriptBaseClass.PRIM_POS_LOCAL: Vector3 lpos = avatar.OffsetPosition; // pos relative to sit part +// Vector3 lsitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f); +// lpos -= lsitOffset; + if (sitPart != null) { lpos = sitPart.OffsetPosition + (lpos * sitPart.RotationOffset); // make it relative to root prim } - Vector3 lsitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f); - lpos -= lsitOffset; res.Add(new LSL_Vector(lpos.X,lpos.Y,lpos.Z)); break;