diff options
Merge branch 'master' into bulletsim
Conflicts:
OpenSim/Region/Framework/Scenes/SceneManager.cs
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 117 |
1 files changed, 52 insertions, 65 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index d354c0a..719f2da 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -75,6 +75,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
75 | 75 | ||
76 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 76 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
77 | 77 | ||
78 | /// <summary> | ||
79 | /// What type of presence is this? User, NPC, etc. | ||
80 | /// </summary> | ||
81 | public PresenceType PresenceType { get; private set; } | ||
82 | |||
78 | // private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); | 83 | // private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); |
79 | private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags)); | 84 | private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags)); |
80 | private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f); | 85 | private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f); |
@@ -173,7 +178,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
173 | 178 | ||
174 | private float m_speedModifier = 1.0f; | 179 | private float m_speedModifier = 1.0f; |
175 | 180 | ||
176 | private Quaternion m_bodyRot= Quaternion.Identity; | 181 | private Quaternion m_bodyRot = Quaternion.Identity; |
177 | 182 | ||
178 | private Quaternion m_bodyRotPrevious = Quaternion.Identity; | 183 | private Quaternion m_bodyRotPrevious = Quaternion.Identity; |
179 | 184 | ||
@@ -708,15 +713,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
708 | 713 | ||
709 | #region Constructor(s) | 714 | #region Constructor(s) |
710 | 715 | ||
711 | public ScenePresence() | 716 | public ScenePresence( |
717 | IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance, PresenceType type) | ||
712 | { | 718 | { |
713 | m_sendCourseLocationsMethod = SendCoarseLocationsDefault; | 719 | m_sendCourseLocationsMethod = SendCoarseLocationsDefault; |
714 | CreateSceneViewer(); | 720 | m_sceneViewer = new SceneViewer(this); |
715 | m_animator = new ScenePresenceAnimator(this); | 721 | m_animator = new ScenePresenceAnimator(this); |
716 | } | 722 | PresenceType = type; |
717 | |||
718 | private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() | ||
719 | { | ||
720 | m_DrawDistance = world.DefaultDrawDistance; | 723 | m_DrawDistance = world.DefaultDrawDistance; |
721 | m_rootRegionHandle = reginfo.RegionHandle; | 724 | m_rootRegionHandle = reginfo.RegionHandle; |
722 | m_controllingClient = client; | 725 | m_controllingClient = client; |
@@ -762,19 +765,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
762 | 765 | ||
763 | RegisterToEvents(); | 766 | RegisterToEvents(); |
764 | SetDirectionVectors(); | 767 | SetDirectionVectors(); |
765 | } | ||
766 | 768 | ||
767 | public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance) | ||
768 | : this(client, world, reginfo) | ||
769 | { | ||
770 | m_appearance = appearance; | 769 | m_appearance = appearance; |
771 | } | 770 | } |
772 | 771 | ||
773 | private void CreateSceneViewer() | ||
774 | { | ||
775 | m_sceneViewer = new SceneViewer(this); | ||
776 | } | ||
777 | |||
778 | public void RegisterToEvents() | 772 | public void RegisterToEvents() |
779 | { | 773 | { |
780 | m_controllingClient.OnCompleteMovementToRegion += CompleteMovement; | 774 | m_controllingClient.OnCompleteMovementToRegion += CompleteMovement; |
@@ -1144,10 +1138,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1144 | 1138 | ||
1145 | /// <summary> | 1139 | /// <summary> |
1146 | /// Complete Avatar's movement into the region. | 1140 | /// Complete Avatar's movement into the region. |
1147 | /// This is called upon a very important packet sent from the client, | ||
1148 | /// so it's client-controlled. Never call this method directly. | ||
1149 | /// </summary> | 1141 | /// </summary> |
1150 | public void CompleteMovement(IClientAPI client) | 1142 | /// <param name="client"></param> |
1143 | /// <param name="openChildAgents"> | ||
1144 | /// If true, send notification to neighbour regions to expect | ||
1145 | /// a child agent from the client. These neighbours can be some distance away, depending right now on the | ||
1146 | /// configuration of DefaultDrawDistance in the [Startup] section of config | ||
1147 | /// </param> | ||
1148 | public void CompleteMovement(IClientAPI client, bool openChildAgents) | ||
1151 | { | 1149 | { |
1152 | // DateTime startTime = DateTime.Now; | 1150 | // DateTime startTime = DateTime.Now; |
1153 | 1151 | ||
@@ -1188,15 +1186,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1188 | SendInitialData(); | 1186 | SendInitialData(); |
1189 | 1187 | ||
1190 | // Create child agents in neighbouring regions | 1188 | // Create child agents in neighbouring regions |
1191 | if (!m_isChildAgent) | 1189 | if (openChildAgents && !m_isChildAgent) |
1192 | { | 1190 | { |
1193 | IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); | 1191 | IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); |
1194 | if (m_agentTransfer != null) | 1192 | if (m_agentTransfer != null) |
1195 | m_agentTransfer.EnableChildAgents(this); | 1193 | m_agentTransfer.EnableChildAgents(this); |
1196 | else | ||
1197 | m_log.DebugFormat( | ||
1198 | "[SCENE PRESENCE]: Unable to create child agents in neighbours, because AgentTransferModule is not active for region {0}", | ||
1199 | m_scene.RegionInfo.RegionName); | ||
1200 | 1194 | ||
1201 | IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); | 1195 | IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); |
1202 | if (friendsModule != null) | 1196 | if (friendsModule != null) |
@@ -1294,7 +1288,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1294 | #region Inputs | 1288 | #region Inputs |
1295 | 1289 | ||
1296 | AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags; | 1290 | AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags; |
1297 | Quaternion bodyRotation = agentData.BodyRotation; | ||
1298 | 1291 | ||
1299 | // Camera location in world. We'll need to raytrace | 1292 | // Camera location in world. We'll need to raytrace |
1300 | // from this location from time to time. | 1293 | // from this location from time to time. |
@@ -1380,6 +1373,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
1380 | 1373 | ||
1381 | if (m_allowMovement && !SitGround) | 1374 | if (m_allowMovement && !SitGround) |
1382 | { | 1375 | { |
1376 | Quaternion bodyRotation = agentData.BodyRotation; | ||
1377 | bool update_rotation = false; | ||
1378 | |||
1379 | if (bodyRotation != m_bodyRot) | ||
1380 | { | ||
1381 | Rotation = bodyRotation; | ||
1382 | update_rotation = true; | ||
1383 | } | ||
1384 | |||
1383 | bool update_movementflag = false; | 1385 | bool update_movementflag = false; |
1384 | 1386 | ||
1385 | if (agentData.UseClientAgentPosition) | 1387 | if (agentData.UseClientAgentPosition) |
@@ -1389,11 +1391,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1389 | } | 1391 | } |
1390 | 1392 | ||
1391 | int i = 0; | 1393 | int i = 0; |
1392 | |||
1393 | bool update_rotation = false; | ||
1394 | bool DCFlagKeyPressed = false; | 1394 | bool DCFlagKeyPressed = false; |
1395 | Vector3 agent_control_v3 = Vector3.Zero; | 1395 | Vector3 agent_control_v3 = Vector3.Zero; |
1396 | Quaternion q = bodyRotation; | ||
1397 | 1396 | ||
1398 | bool oldflying = PhysicsActor.Flying; | 1397 | bool oldflying = PhysicsActor.Flying; |
1399 | 1398 | ||
@@ -1407,12 +1406,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1407 | if (actor.Flying != oldflying) | 1406 | if (actor.Flying != oldflying) |
1408 | update_movementflag = true; | 1407 | update_movementflag = true; |
1409 | 1408 | ||
1410 | if (q != m_bodyRot) | ||
1411 | { | ||
1412 | m_bodyRot = q; | ||
1413 | update_rotation = true; | ||
1414 | } | ||
1415 | |||
1416 | if (m_parentID == 0) | 1409 | if (m_parentID == 0) |
1417 | { | 1410 | { |
1418 | bool bAllowUpdateMoveToPosition = false; | 1411 | bool bAllowUpdateMoveToPosition = false; |
@@ -1464,8 +1457,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1464 | ) // This or is for Nudge forward | 1457 | ) // This or is for Nudge forward |
1465 | { | 1458 | { |
1466 | m_movementflag -= ((byte)(uint)DCF); | 1459 | m_movementflag -= ((byte)(uint)DCF); |
1467 | |||
1468 | update_movementflag = true; | 1460 | update_movementflag = true; |
1461 | |||
1469 | /* | 1462 | /* |
1470 | if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | 1463 | if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) |
1471 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | 1464 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) |
@@ -1493,7 +1486,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1493 | } | 1486 | } |
1494 | else if (bAllowUpdateMoveToPosition) | 1487 | else if (bAllowUpdateMoveToPosition) |
1495 | { | 1488 | { |
1496 | if (HandleMoveToTargetUpdate(ref agent_control_v3, bodyRotation)) | 1489 | if (HandleMoveToTargetUpdate(ref agent_control_v3)) |
1497 | update_movementflag = true; | 1490 | update_movementflag = true; |
1498 | } | 1491 | } |
1499 | } | 1492 | } |
@@ -1531,13 +1524,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1531 | // m_log.DebugFormat( | 1524 | // m_log.DebugFormat( |
1532 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); | 1525 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); |
1533 | 1526 | ||
1534 | AddNewMovement(agent_control_v3, q); | 1527 | AddNewMovement(agent_control_v3); |
1535 | } | 1528 | } |
1536 | 1529 | ||
1537 | if (update_movementflag | 1530 | if (update_movementflag && m_parentID == 0) |
1538 | && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) | ||
1539 | && (m_parentID == 0) | ||
1540 | && !SitGround) | ||
1541 | Animator.UpdateMovementAnimations(); | 1531 | Animator.UpdateMovementAnimations(); |
1542 | } | 1532 | } |
1543 | 1533 | ||
@@ -1553,9 +1543,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1553 | /// This doesn't actually perform the movement. Instead, it adds its vector to agent_control_v3. | 1543 | /// This doesn't actually perform the movement. Instead, it adds its vector to agent_control_v3. |
1554 | /// </remarks> | 1544 | /// </remarks> |
1555 | /// <param value="agent_control_v3">Cumulative agent movement that this method will update.</param> | 1545 | /// <param value="agent_control_v3">Cumulative agent movement that this method will update.</param> |
1556 | /// <param value="bodyRotation">New body rotation of the avatar.</param> | ||
1557 | /// <returns>True if movement has been updated in some way. False otherwise.</returns> | 1546 | /// <returns>True if movement has been updated in some way. False otherwise.</returns> |
1558 | public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3, Quaternion bodyRotation) | 1547 | public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3) |
1559 | { | 1548 | { |
1560 | // m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); | 1549 | // m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); |
1561 | 1550 | ||
@@ -1591,7 +1580,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1591 | // to such forces, but the following simple approach seems to works fine. | 1580 | // to such forces, but the following simple approach seems to works fine. |
1592 | Vector3 LocalVectorToTarget3D = | 1581 | Vector3 LocalVectorToTarget3D = |
1593 | (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords | 1582 | (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords |
1594 | * Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords | 1583 | * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords |
1595 | // Ignore z component of vector | 1584 | // Ignore z component of vector |
1596 | // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1585 | // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1597 | LocalVectorToTarget3D.Normalize(); | 1586 | LocalVectorToTarget3D.Normalize(); |
@@ -1680,7 +1669,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1680 | /// Move to the given target over time. | 1669 | /// Move to the given target over time. |
1681 | /// </summary> | 1670 | /// </summary> |
1682 | /// <param name="pos"></param> | 1671 | /// <param name="pos"></param> |
1683 | public void MoveToTarget(Vector3 pos) | 1672 | /// <param name="noFly"> |
1673 | /// If true, then don't allow the avatar to fly to the target, even if it's up in the air. | ||
1674 | /// This is to allow movement to targets that are known to be on an elevated platform with a continuous path | ||
1675 | /// from start to finish. | ||
1676 | /// </param> | ||
1677 | public void MoveToTarget(Vector3 pos, bool noFly) | ||
1684 | { | 1678 | { |
1685 | // m_log.DebugFormat( | 1679 | // m_log.DebugFormat( |
1686 | // "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}", | 1680 | // "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}", |
@@ -1714,15 +1708,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1714 | "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", | 1708 | "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", |
1715 | Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); | 1709 | Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); |
1716 | 1710 | ||
1717 | if (pos.Z > terrainHeight) | 1711 | if (noFly) |
1712 | PhysicsActor.Flying = false; | ||
1713 | else if (pos.Z > terrainHeight) | ||
1718 | PhysicsActor.Flying = true; | 1714 | PhysicsActor.Flying = true; |
1719 | 1715 | ||
1720 | MovingToTarget = true; | 1716 | MovingToTarget = true; |
1721 | MoveToPositionTarget = pos; | 1717 | MoveToPositionTarget = pos; |
1722 | 1718 | ||
1723 | Vector3 agent_control_v3 = new Vector3(); | 1719 | Vector3 agent_control_v3 = new Vector3(); |
1724 | HandleMoveToTargetUpdate(ref agent_control_v3, Rotation); | 1720 | HandleMoveToTargetUpdate(ref agent_control_v3); |
1725 | AddNewMovement(agent_control_v3, Rotation); | 1721 | AddNewMovement(agent_control_v3); |
1726 | } | 1722 | } |
1727 | 1723 | ||
1728 | /// <summary> | 1724 | /// <summary> |
@@ -1734,6 +1730,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1734 | 1730 | ||
1735 | MovingToTarget = false; | 1731 | MovingToTarget = false; |
1736 | MoveToPositionTarget = Vector3.Zero; | 1732 | MoveToPositionTarget = Vector3.Zero; |
1733 | |||
1734 | // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct | ||
1735 | // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag. | ||
1736 | // However, the line is here rather than in the NPC module since it also appears necessary to stop a | ||
1737 | // viewer that uses "go here" from juddering on all subsequent avatar movements. | ||
1738 | AgentControlFlags = (uint)AgentManager.ControlFlags.NONE; | ||
1737 | } | 1739 | } |
1738 | 1740 | ||
1739 | private void CheckAtSitTarget() | 1741 | private void CheckAtSitTarget() |
@@ -2295,20 +2297,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2295 | /// Rotate the avatar to the given rotation and apply a movement in the given relative vector | 2297 | /// Rotate the avatar to the given rotation and apply a movement in the given relative vector |
2296 | /// </summary> | 2298 | /// </summary> |
2297 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 2299 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
2298 | /// <param name="rotation">The direction in which this avatar should now face. | 2300 | public void AddNewMovement(Vector3 vec) |
2299 | public void AddNewMovement(Vector3 vec, Quaternion rotation) | ||
2300 | { | 2301 | { |
2301 | if (m_isChildAgent) | ||
2302 | { | ||
2303 | // WHAT??? | ||
2304 | m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!"); | ||
2305 | return; | ||
2306 | } | ||
2307 | |||
2308 | m_perfMonMS = Util.EnvironmentTickCount(); | 2302 | m_perfMonMS = Util.EnvironmentTickCount(); |
2309 | 2303 | ||
2310 | Rotation = rotation; | 2304 | Vector3 direc = vec * Rotation; |
2311 | Vector3 direc = vec * rotation; | ||
2312 | direc.Normalize(); | 2305 | direc.Normalize(); |
2313 | 2306 | ||
2314 | direc *= 0.03f * 128f * m_speedModifier; | 2307 | direc *= 0.03f * 128f * m_speedModifier; |
@@ -2513,13 +2506,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2513 | // We have an appearance but we may not have the baked textures. Check the asset cache | 2506 | // We have an appearance but we may not have the baked textures. Check the asset cache |
2514 | // to see if all the baked textures are already here. | 2507 | // to see if all the baked textures are already here. |
2515 | if (m_scene.AvatarFactory != null) | 2508 | if (m_scene.AvatarFactory != null) |
2516 | { | ||
2517 | cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient); | 2509 | cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient); |
2518 | } | ||
2519 | else | ||
2520 | { | ||
2521 | m_log.WarnFormat("[SCENEPRESENCE]: AvatarFactory not set for {0}", Name); | ||
2522 | } | ||
2523 | 2510 | ||
2524 | // If we aren't using a cached appearance, then clear out the baked textures | 2511 | // If we aren't using a cached appearance, then clear out the baked textures |
2525 | if (!cachedappearance) | 2512 | if (!cachedappearance) |