refactor: In sit code, compare against Vector3.Zero and Quaternion.Identity instead of individual components of a vector/quat

remove-scene-viewer
Justin Clark-Casey (justincc) 2011-11-05 02:04:48 +00:00
parent 8105794121
commit cfce2529ad
1 changed files with 12 additions and 12 deletions

View File

@ -320,7 +320,10 @@ namespace OpenSim.Region.Framework.Scenes
}
#region Client Camera
// Position of agent's camera in world (region cordinates)
/// <summary>
/// Position of agent's camera in world (region cordinates)
/// </summary>
protected Vector3 m_lastCameraPosition;
protected Vector3 m_CameraPosition;
@ -1911,14 +1914,12 @@ namespace OpenSim.Region.Framework.Scenes
foreach (SceneObjectPart part in partArray)
{
// Is a sit target available?
Vector3 avSitOffSet = part.SitTargetPosition;
Vector3 avSitOffset = part.SitTargetPosition;
Quaternion avSitOrientation = part.SitTargetOrientation;
UUID avOnTargetAlready = part.SitTargetAvatar;
bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
bool SitTargetisSet =
(!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
bool SitTargetUnOccupied = avOnTargetAlready == UUID.Zero;
bool SitTargetisSet = avSitOffset != Vector3.Zero || avSitOrientation != Quaternion.Identity;
if (SitTargetisSet && SitTargetUnOccupied)
{
@ -1940,7 +1941,6 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 cameraAtOffset = Vector3.Zero;
bool forceMouselook = false;
//SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
SceneObjectPart part = FindNextAvailableSitTarget(targetID);
if (part != null)
{
@ -1954,9 +1954,9 @@ namespace OpenSim.Region.Framework.Scenes
bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
bool SitTargetisSet =
(!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f &&
(!(avSitOffSet == Vector3.Zero &&
(
avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion
avSitOrientation == Quaternion.Identity // Valid Zero Rotation quaternion
|| avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point
|| avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion
)
@ -2008,6 +2008,7 @@ namespace OpenSim.Region.Framework.Scenes
ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
m_requestedSitTargetUUID = targetID;
// This calls HandleAgentSit twice, once from here, and the client calls
// HandleAgentSit itself after it gets to the location
// It doesn't get to the location until we've moved them there though
@ -2292,15 +2293,13 @@ namespace OpenSim.Region.Framework.Scenes
//Quaternion result = (sitTargetOrient * vq) * nq;
m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
m_pos += SIT_TARGET_ADJUSTMENT;
m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT;
Rotation = sitTargetOrient;
ParentPosition = part.AbsolutePosition;
}
else
{
m_pos -= part.AbsolutePosition;
ParentPosition = part.AbsolutePosition;
// m_log.DebugFormat(
@ -2313,6 +2312,7 @@ namespace OpenSim.Region.Framework.Scenes
return;
}
}
ParentID = m_requestedSitTargetID;
Velocity = Vector3.Zero;