start adding LegacySitOffsets option. TRUE will prevent the use of new math for the compensation of SL sittarget bug, and so not break content. (this is the main code change)
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@ -228,7 +228,12 @@ namespace OpenSim.Region.Framework.Scenes
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public bool m_allowScriptCrossings = true;
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public bool m_allowScriptCrossings = true;
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/// <summary>
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/// <summary>
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/// use legacy sittarget offsets to avoid contents breaks
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/// to compensate for SL bug
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/// </summary>
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public bool LegacySitOffsets = true;
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/// <summary>
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/// Can avatars cross from and to this region?
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/// Can avatars cross from and to this region?
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/// </summary>
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/// </summary>
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public bool AllowAvatarCrossing { get; set; }
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public bool AllowAvatarCrossing { get; set; }
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@ -960,6 +965,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
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m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
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m_maxDrawDistance = startupConfig.GetFloat("MaxDrawDistance", m_maxDrawDistance);
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m_maxDrawDistance = startupConfig.GetFloat("MaxDrawDistance", m_maxDrawDistance);
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LegacySitOffsets = startupConfig.GetBoolean("LegacyOpenSimSitOffsets", LegacySitOffsets);
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if (m_defaultDrawDistance > m_maxDrawDistance)
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if (m_defaultDrawDistance > m_maxDrawDistance)
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m_defaultDrawDistance = m_maxDrawDistance;
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m_defaultDrawDistance = m_maxDrawDistance;
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@ -144,6 +144,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// issue #1716
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/// issue #1716
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/// </summary>
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/// </summary>
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public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
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public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
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public bool LegacySitOffsets = true;
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/// <summary>
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/// <summary>
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/// Movement updates for agents in neighboring regions are sent directly to clients.
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/// Movement updates for agents in neighboring regions are sent directly to clients.
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@ -1003,6 +1004,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_name = String.Format("{0} {1}", Firstname, Lastname);
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m_name = String.Format("{0} {1}", Firstname, Lastname);
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m_uuid = client.AgentId;
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m_uuid = client.AgentId;
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LocalId = m_scene.AllocateLocalId();
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LocalId = m_scene.AllocateLocalId();
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LegacySitOffsets = m_scene.LegacySitOffsets;
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UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
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UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
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if (account != null)
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if (account != null)
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@ -3211,30 +3213,72 @@ namespace OpenSim.Region.Framework.Scenes
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// "[SCENE PRESENCE]: Sitting {0} at sit target {1}, {2} on {3} {4}",
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// "[SCENE PRESENCE]: Sitting {0} at sit target {1}, {2} on {3} {4}",
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// Name, sitTargetPos, sitTargetOrient, part.Name, part.LocalId);
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// Name, sitTargetPos, sitTargetOrient, part.Name, part.LocalId);
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//Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
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//Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
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//Quaternion result = (sitTargetOrient * vq) * nq;
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double x, y, z, m;
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double x, y, z, m;
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Vector3 sitOffset;
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Quaternion r = sitTargetOrient;
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Quaternion r = sitTargetOrient;
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m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
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if (Math.Abs(1.0 - m) > 0.000001)
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if(LegacySitOffsets)
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{
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{
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m = 1.0 / Math.Sqrt(m);
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double m1,m2;
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r.X *= (float)m;
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r.Y *= (float)m;
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r.Z *= (float)m;
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r.W *= (float)m;
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}
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x = 2 * (r.X * r.Z + r.Y * r.W);
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m1 = r.X * r.X + r.Y * r.Y;
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y = 2 * (-r.X * r.W + r.Y * r.Z);
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m2 = r.Z * r.Z + r.W * r.W;
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z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
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Vector3 up = new Vector3((float)x, (float)y, (float)z);
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// Rotate the vector <0, 0, 1>
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Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
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x = 2 * (r.X * r.Z + r.Y * r.W);
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y = 2 * (-r.X * r.W + r.Y * r.Z);
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z = m2 - m1;
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// Set m to be the square of the norm of r.
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m = m1 + m2;
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// This constant is emperically determined to be what is used in SL.
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// See also http://opensimulator.org/mantis/view.php?id=7096
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double offset = 0.05;
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// Normally m will be ~ 1, but if someone passed a handcrafted quaternion
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// to llSitTarget with values so small that squaring them is rounded off
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// to zero, then m could be zero. The result of this floating point
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// round off error (causing us to skip this impossible normalization)
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// is only 5 cm.
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if (m > 0.000001)
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{
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offset /= m;
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}
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Vector3 up = new Vector3((float)x, (float)y, (float)z);
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sitOffset = up * (float)offset;
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}
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else
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{
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m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
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if (Math.Abs(1.0 - m) > 0.000001)
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{
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if(m != 0)
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{
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m = 1.0 / Math.Sqrt(m);
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r.X *= (float)m;
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r.Y *= (float)m;
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r.Z *= (float)m;
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r.W *= (float)m;
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}
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else
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{
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r.X = 0.0f;
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r.Y = 0.0f;
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r.Z = 0.0f;
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r.W = 1.0f;
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m = 1.0f;
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}
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}
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x = 2 * (r.X * r.Z + r.Y * r.W);
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y = 2 * (-r.X * r.W + r.Y * r.Z);
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z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
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Vector3 up = new Vector3((float)x, (float)y, (float)z);
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sitOffset = up * Appearance.AvatarHeight * 0.02638f;
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}
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Vector3 newPos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
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Vector3 newPos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
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Quaternion newRot;
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Quaternion newRot;
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