refactor: In sit code, compare against Vector3.Zero and Quaternion.Identity instead of individual components of a vector/quat
parent
8105794121
commit
cfce2529ad
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@ -320,7 +320,10 @@ namespace OpenSim.Region.Framework.Scenes
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}
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#region Client Camera
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// Position of agent's camera in world (region cordinates)
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/// <summary>
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/// Position of agent's camera in world (region cordinates)
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/// </summary>
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protected Vector3 m_lastCameraPosition;
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protected Vector3 m_CameraPosition;
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@ -1911,14 +1914,12 @@ namespace OpenSim.Region.Framework.Scenes
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foreach (SceneObjectPart part in partArray)
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{
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// Is a sit target available?
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Vector3 avSitOffSet = part.SitTargetPosition;
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Vector3 avSitOffset = part.SitTargetPosition;
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Quaternion avSitOrientation = part.SitTargetOrientation;
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UUID avOnTargetAlready = part.SitTargetAvatar;
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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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bool SitTargetUnOccupied = avOnTargetAlready == UUID.Zero;
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bool SitTargetisSet = avSitOffset != Vector3.Zero || avSitOrientation != Quaternion.Identity;
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if (SitTargetisSet && SitTargetUnOccupied)
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{
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@ -1940,7 +1941,6 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 cameraAtOffset = Vector3.Zero;
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bool forceMouselook = false;
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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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@ -1954,9 +1954,9 @@ namespace OpenSim.Region.Framework.Scenes
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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 &&
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(!(avSitOffSet == Vector3.Zero &&
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(
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avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion
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avSitOrientation == Quaternion.Identity // Valid Zero Rotation quaternion
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|| avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point
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|| avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion
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)
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@ -2008,6 +2008,7 @@ namespace OpenSim.Region.Framework.Scenes
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ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
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m_requestedSitTargetUUID = targetID;
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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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@ -2292,15 +2293,13 @@ namespace OpenSim.Region.Framework.Scenes
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//Quaternion result = (sitTargetOrient * vq) * nq;
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m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
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m_pos += SIT_TARGET_ADJUSTMENT;
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m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT;
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Rotation = sitTargetOrient;
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ParentPosition = part.AbsolutePosition;
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}
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else
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{
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m_pos -= part.AbsolutePosition;
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ParentPosition = part.AbsolutePosition;
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// m_log.DebugFormat(
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@ -2313,6 +2312,7 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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}
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}
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ParentID = m_requestedSitTargetID;
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Velocity = Vector3.Zero;
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