Secnond revision of Sit and Stand for unscripted prims; Comment out
spammy debug messages in Interregion....avinationmerge
parent
2c3f6aaa87
commit
cc8246206d
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@ -29,9 +29,8 @@ namespace OpenSim
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{
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public class VersionInfo
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{
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private const string VERSION_NUMBER = "0.6.9-CM";
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private const Flavour VERSION_FLAVOUR = Flavour.Dev;
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private const string VERSION_NUMBER = "112609s";
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private const Flavour VERSION_FLAVOUR = Flavour.BetaM7;
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public enum Flavour
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{
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Unknown,
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@ -39,7 +38,8 @@ namespace OpenSim
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RC1,
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RC2,
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Release,
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Post_Fixes
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Post_Fixes,
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BetaM7
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}
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public static string Version
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@ -331,12 +331,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion
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{
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//m_log.Debug("[CONNECTION DEBUGGING]: AgentHandler Called");
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m_log.Debug("---------------------------");
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/* m_log.Debug("---------------------------");
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m_log.Debug(" >> uri=" + request["uri"]);
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m_log.Debug(" >> content-type=" + request["content-type"]);
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m_log.Debug(" >> http-method=" + request["http-method"]);
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m_log.Debug("---------------------------\n");
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m_log.Debug("---------------------------\n"); */
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Hashtable responsedata = new Hashtable();
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responsedata["content_type"] = "text/html";
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responsedata["keepalive"] = false;
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@ -576,11 +575,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion
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{
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m_log.Debug("[CONNECTION DEBUGGING]: ObjectHandler Called");
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m_log.Debug("---------------------------");
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/* m_log.Debug("---------------------------");
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m_log.Debug(" >> uri=" + request["uri"]);
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m_log.Debug(" >> content-type=" + request["content-type"]);
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m_log.Debug(" >> http-method=" + request["http-method"]);
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m_log.Debug("---------------------------\n");
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m_log.Debug("---------------------------\n"); */
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Hashtable responsedata = new Hashtable();
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responsedata["content_type"] = "text/html";
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@ -212,6 +212,7 @@ namespace OpenSim.Region.Framework.Scenes
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private Quaternion m_sitTargetOrientation = Quaternion.Identity;
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private Vector3 m_sitTargetPosition;
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private string m_sitAnimation = "SIT";
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private bool m_occupied; // KF if any av is sitting on this prim
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private string m_text = String.Empty;
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private string m_touchName = String.Empty;
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private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
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@ -993,6 +994,13 @@ namespace OpenSim.Region.Framework.Scenes
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get { return _flags; }
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set { _flags = value; }
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}
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[XmlIgnore]
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public bool IsOccupied // KF If an av is sittingon this prim
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{
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get { return m_occupied; }
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set { m_occupied = value; }
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}
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[XmlIgnore]
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public UUID SitTargetAvatar
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@ -197,6 +197,7 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_autopilotMoving;
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private Vector3 m_autoPilotTarget;
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private bool m_sitAtAutoTarget;
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private Vector3 m_initialSitTarget; //KF: First estimate of where to sit
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private string m_nextSitAnimation = String.Empty;
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@ -1524,7 +1525,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_sitAtAutoTarget = false;
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PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
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//proxy.PCode = (byte)PCode.ParticleSystem;
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proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
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proxyObjectGroup.AttachToScene(m_scene);
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@ -1566,7 +1566,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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m_moveToPositionInProgress = true;
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m_moveToPositionTarget = new Vector3(locx, locy, locz);
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}
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}
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catch (Exception ex)
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{
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//Why did I get this error?
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@ -1646,16 +1646,22 @@ namespace OpenSim.Region.Framework.Scenes
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m_parentPosition = part.GetWorldPosition();
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ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
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}
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// part.GetWorldRotation() is the rotation of the object being sat on
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// Rotation is the sittiing Av's rotation
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Quaternion wr = Quaternion.Inverse(Quaternion.Inverse(Rotation) * Quaternion.Inverse(part.GetWorldRotation())); // world or. of the av
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Vector3 so = new Vector3(1.0f, 0f, 0f) * wr; // 1M infront of av
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Vector3 wso = so + part.GetWorldPosition() + ( m_pos * part.GetWorldRotation()); // + av sit offset!
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if (m_physicsActor == null)
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{
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AddToPhysicalScene(false);
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}
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m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight);
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AbsolutePosition = wso; //KF: Fix stand up.
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m_parentPosition = Vector3.Zero;
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//Console.WriteLine("Stand Pos {0}", m_pos);
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m_parentID = 0;
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m_parentID = 0;
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part.IsOccupied = false;
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SendFullUpdateToAllClients();
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m_requestedSitTargetID = 0;
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if ((m_physicsActor != null) && (m_avHeight > 0))
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@ -1694,13 +1700,9 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 avSitOffSet = part.SitTargetPosition;
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Quaternion avSitOrientation = part.SitTargetOrientation;
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UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
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bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
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bool SitTargetisSet =
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(!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
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avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
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// this test is probably failing
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if (SitTargetisSet && SitTargetUnOccupied)
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bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
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bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
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if (SitTargetisSet && !SitTargetOccupied)
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{
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//switch the target to this prim
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return part;
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@ -1714,7 +1716,7 @@ namespace OpenSim.Region.Framework.Scenes
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private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset)
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{
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bool autopilot = true;
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Vector3 pos = new Vector3();
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Vector3 autopilotTarget = new Vector3();
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Quaternion sitOrientation = Quaternion.Identity;
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Vector3 cameraEyeOffset = Vector3.Zero;
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Vector3 cameraAtOffset = Vector3.Zero;
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@ -1722,98 +1724,104 @@ namespace OpenSim.Region.Framework.Scenes
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//SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
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SceneObjectPart part = FindNextAvailableSitTarget(targetID);
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if (part != null)
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{
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// TODO: determine position to sit at based on scene geometry; don't trust offset from client
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// see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
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if (part == null) return;
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// TODO: determine position to sit at based on scene geometry; don't trust offset from client
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// see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
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// part is the prim to sit on
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// offset is the vector distance from that prim center to the click-spot
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// UUID is the UUID of the Avatar doing the clicking
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// part is the prim to sit on
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// offset is the world-ref vector distance from that prim center to the click-spot
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// UUID is the UUID of the Avatar doing the clicking
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m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
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// Is a sit target available?
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Vector3 avSitOffSet = part.SitTargetPosition;
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Quaternion avSitOrientation = part.SitTargetOrientation;
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UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
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m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
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// Is a sit target available?
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Vector3 avSitOffSet = part.SitTargetPosition;
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Quaternion avSitOrientation = part.SitTargetOrientation;
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bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
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// bool SitTargetisSet =
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// (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 0f &&
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// avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f));
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bool SitTargetisSet = ((Vector3.Zero != avSitOffSet) || (Quaternion.Identity != avSitOrientation));
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//Console.WriteLine("SendSitResponse offset=" + offset + " UnOccup=" + SitTargetUnOccupied +
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// " TargSet=" + SitTargetisSet);
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// Sit analysis rewritten by KF 091125
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if (SitTargetisSet) // scipted sit
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{
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if (SitTargetUnOccupied)
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{
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part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
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offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
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sitOrientation = avSitOrientation; // Change rotatione to the scripted one
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autopilot = false; // Jump direct to scripted llSitPos()
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}
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else return;
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bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
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Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
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//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
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// Sit analysis rewritten by KF 091125
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if (SitTargetisSet) // scipted sit
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{
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if (!part.IsOccupied)
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{
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//Console.WriteLine("Scripted, unoccupied");
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part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
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offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
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sitOrientation = avSitOrientation; // Change rotatione to the scripted one
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autopilot = false; // Jump direct to scripted llSitPos()
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}
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else // Not Scripted
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{
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if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) // large prim
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{
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Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
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m_avUnscriptedSitPos = offset * partIRot; // sit where clicked
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pos = part.AbsolutePosition + (offset * partIRot);
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}
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else // small prim
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{
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if (SitTargetUnOccupied)
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{
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m_avUnscriptedSitPos = Vector3.Zero; // Sit on unoccupied small prim center
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pos = part.AbsolutePosition;
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}
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else return; // occupied small
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} // end large/small
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} // end Scripted/not
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else
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{
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//Console.WriteLine("Scripted, occupied");
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return;
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}
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}
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else // Not Scripted
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{
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if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
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{
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// large prim & offset, ignore if other Avs sitting
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// offset.Z -= 0.05f;
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m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
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autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
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//Console.WriteLine(" offset ={0}", offset);
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//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
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//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
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}
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else // small offset
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{
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//Console.WriteLine("Small offset");
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if (!part.IsOccupied)
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{
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m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
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autopilotTarget = part.AbsolutePosition;
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}
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else return; // occupied small
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} // end large/small
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} // end Scripted/not
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cameraAtOffset = part.GetCameraAtOffset();
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cameraEyeOffset = part.GetCameraEyeOffset();
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forceMouselook = part.GetForceMouselook();
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if (m_physicsActor != null)
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{
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// If we're not using the client autopilot, we're immediately warping the avatar to the location
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// We can remove the physicsActor until they stand up.
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m_sitAvatarHeight = m_physicsActor.Size.Z;
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if (autopilot)
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{ // its not a scripted sit
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if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5)
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{
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autopilot = false; // close enough
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RemoveFromPhysicalScene();
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AbsolutePosition = pos + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to Prim
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} // else the autopilot will get us close
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}
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else
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{ // its a scripted sit
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if (m_physicsActor != null)
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{
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// If we're not using the client autopilot, we're immediately warping the avatar to the location
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// We can remove the physicsActor until they stand up.
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m_sitAvatarHeight = m_physicsActor.Size.Z;
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if (autopilot)
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{ // its not a scripted sit
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// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
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if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) )
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{
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autopilot = false; // close enough
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RemoveFromPhysicalScene();
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}
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AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
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} // else the autopilot will get us close
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}
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else
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{ // its a scripted sit
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RemoveFromPhysicalScene();
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}
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cameraAtOffset = part.GetCameraAtOffset();
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cameraEyeOffset = part.GetCameraEyeOffset();
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forceMouselook = part.GetForceMouselook();
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}
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else return; // physactor is null!
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ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
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m_requestedSitTargetUUID = targetID;
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Vector3 offsetr = offset * partIRot;
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ControllingClient.SendSitResponse(part.UUID, offsetr, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
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m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
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// This calls HandleAgentSit twice, once from here, and the client calls
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// HandleAgentSit itself after it gets to the location
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// It doesn't get to the location until we've moved them there though
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// which happens in HandleAgentSit :P
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m_autopilotMoving = autopilot;
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m_autoPilotTarget = pos;
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m_autoPilotTarget = autopilotTarget;
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m_sitAtAutoTarget = autopilot;
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m_initialSitTarget = autopilotTarget;
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if (!autopilot)
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HandleAgentSit(remoteClient, UUID);
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}
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@ -1898,6 +1906,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (part.GetAvatarOnSitTarget() == UUID)
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{
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//Console.WriteLine("Scripted Sit");
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// Scripted sit
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Vector3 sitTargetPos = part.SitTargetPosition;
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Quaternion sitTargetOrient = part.SitTargetOrientation;
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@ -1905,42 +1914,44 @@ namespace OpenSim.Region.Framework.Scenes
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m_pos += SIT_TARGET_ADJUSTMENT;
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m_bodyRot = sitTargetOrient;
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m_parentPosition = part.AbsolutePosition;
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part.IsOccupied = true;
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}
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else
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{
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//Console.WriteLine("NON Scripted Sit");
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// if m_avUnscriptedSitPos is zero then Av sits above center
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// Else Av sits at m_avUnscriptedSitPos
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// Non-scripted sit by Kitto Flora 21Nov09
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// Calculate angle of line from prim to Av
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Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
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Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
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float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
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float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
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if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
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if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
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float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
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Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
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// NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
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// Av sits at world euler <0,0, z>, translated by part rotation
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m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
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m_parentPosition = part.AbsolutePosition;
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if(m_avUnscriptedSitPos != Vector3.Zero)
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{ // sit where clicked on big prim
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m_pos = m_avUnscriptedSitPos + (new Vector3(0.0f, 0f, 0.625f) * partIRot);
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}
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else
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{ // sit at center of small prim
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m_pos = new Vector3(0f, 0f, 0.05f) +
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(new Vector3(0.0f, 0f, 0.625f) * partIRot) +
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(new Vector3(0.25f, 0f, 0.0f) * m_bodyRot);
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//Set up raytrace to find top surface of prim
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Vector3 size = part.Scale;
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float mag = 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
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Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
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Vector3 down = new Vector3(0f, 0f, -1f);
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m_scene.PhysicsScene.RaycastWorld(
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part.IsOccupied = true;
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m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
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(new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
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(new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
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m_avUnscriptedSitPos; // adds click offset, if any
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//Set up raytrace to find top surface of prim
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Vector3 size = part.Scale;
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float mag = 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
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Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
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Vector3 down = new Vector3(0f, 0f, -1f);
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//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
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m_scene.PhysicsScene.RaycastWorld(
|
||||
start, // Vector3 position,
|
||||
down, // Vector3 direction,
|
||||
mag, // float length,
|
||||
SitAltitudeCallback); // retMethod
|
||||
} // end small/big
|
||||
} // end scripted/not
|
||||
}
|
||||
else // no Av
|
||||
|
@ -1957,19 +1968,24 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
SendFullUpdateToAllClients();
|
||||
}
|
||||
|
||||
public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance)
|
||||
public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance) // KF: Nov 2009
|
||||
{
|
||||
// KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
|
||||
// sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
|
||||
if(hitYN)
|
||||
{
|
||||
// m_pos = Av offset from prim center to make look like on center
|
||||
// m_parentPosition = Actual center pos of prim
|
||||
// collisionPoint = spot on prim where we want to sit
|
||||
// collisionPoint.Z = global sit surface height
|
||||
SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
|
||||
Vector3 offset = (collisionPoint - m_parentPosition) * Quaternion.Inverse(part.RotationOffset);
|
||||
Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
|
||||
float offZ = collisionPoint.Z - m_initialSitTarget.Z;
|
||||
Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
|
||||
//Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
|
||||
m_pos += offset;
|
||||
// Console.WriteLine("m_pos={0}, offset={1} newsit={2}", m_pos, offset, newsit);
|
||||
}
|
||||
}
|
||||
} // End SitAltitudeCallback KF.
|
||||
|
||||
/// <summary>
|
||||
/// Event handler for the 'Always run' setting on the client
|
||||
|
@ -3716,5 +3732,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_reprioritization_called = false;
|
||||
}
|
||||
}
|
||||
|
||||
private Vector3 Quat2Euler(Quaternion rot){
|
||||
float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
|
||||
(double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
|
||||
float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
|
||||
float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
|
||||
(double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
|
||||
return(new Vector3(x,y,z));
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue