private SceneObjectPart FindNextAvailableSitTarget(UUID targetID)
{
SceneObjectPart targetPart = m_scene.GetSceneObjectPart(targetID);
if (targetPart == null)
return null;
// If the primitive the player clicked on has a sit target and that sit target is not full, that sit target is used.
// If the primitive the player clicked on has no sit target, and one or more other linked objects have sit targets that are not full, the sit target of the object with the lowest link number will be used.
// Get our own copy of the part array, and sort into the order we want to test
SceneObjectPart[] partArray = targetPart.ParentGroup.Parts;
Array.Sort(partArray, delegate(SceneObjectPart p1, SceneObjectPart p2)
{
// we want the originally selected part first, then the rest in link order -- so make the selected part link num (-1)
int linkNum1 = p1==targetPart ? -1 : p1.LinkNum;
int linkNum2 = p2==targetPart ? -1 : p2.LinkNum;
return linkNum1 - linkNum2;
}
);
//look for prims with explicit sit targets that are available
foreach (SceneObjectPart part in partArray)
{
// Is a sit target available?
Vector3 avSitOffSet = part.SitTargetPosition;
Quaternion avSitOrientation = part.SitTargetOrientation;
UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
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));
if (SitTargetisSet && SitTargetUnOccupied)
{
//switch the target to this prim
return part;
}
}
// no explicit sit target found - use original target
return targetPart;
}