aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/ScenePresence.cs
diff options
context:
space:
mode:
authorRevolution2010-02-14 15:41:57 -0600
committerMelanie2010-02-14 22:18:46 +0000
commit9821c4f566e11c75c8d87721777480c5b2e2bd4e (patch)
tree04cf7edb4cfe07e1f50ce3ee0ca5d846e6a7a379 /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parent* SQLite match code casing with regionsettings table field casing (what's wit... (diff)
downloadopensim-SC-9821c4f566e11c75c8d87721777480c5b2e2bd4e.zip
opensim-SC-9821c4f566e11c75c8d87721777480c5b2e2bd4e.tar.gz
opensim-SC-9821c4f566e11c75c8d87721777480c5b2e2bd4e.tar.bz2
opensim-SC-9821c4f566e11c75c8d87721777480c5b2e2bd4e.tar.xz
Revolution is on the roll again! :)
Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events). Direct flames and kudos to Revolution, please Signed-off-by: Melanie <melanie@t-data.com>
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs89
1 files changed, 83 insertions, 6 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 9c7559b..675fb69 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -164,6 +164,8 @@ namespace OpenSim.Region.Framework.Scenes
164 164
165 private Quaternion m_bodyRot= Quaternion.Identity; 165 private Quaternion m_bodyRot= Quaternion.Identity;
166 166
167 private Quaternion m_bodyRotPrevious = Quaternion.Identity;
168
167 private const int LAND_VELOCITYMAG_MAX = 12; 169 private const int LAND_VELOCITYMAG_MAX = 12;
168 170
169 public bool IsRestrictedToRegion; 171 public bool IsRestrictedToRegion;
@@ -508,6 +510,12 @@ namespace OpenSim.Region.Framework.Scenes
508 set { m_bodyRot = value; } 510 set { m_bodyRot = value; }
509 } 511 }
510 512
513 public Quaternion PreviousRotation
514 {
515 get { return m_bodyRotPrevious; }
516 set { m_bodyRotPrevious = value; }
517 }
518
511 /// <summary> 519 /// <summary>
512 /// If this is true, agent doesn't have a representation in this scene. 520 /// If this is true, agent doesn't have a representation in this scene.
513 /// this is an agent 'looking into' this scene from a nearby scene(region) 521 /// this is an agent 'looking into' this scene from a nearby scene(region)
@@ -824,6 +832,31 @@ namespace OpenSim.Region.Framework.Scenes
824 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) 832 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
825 { 833 {
826 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); 834 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
835
836 if (pos.X < 0)
837 {
838 emergencyPos.X = (int)Constants.RegionSize + pos.X;
839 if (!(pos.Y < 0))
840 emergencyPos.Y = pos.Y;
841 if (!(pos.Z < 0))
842 emergencyPos.X = pos.X;
843 }
844 if (pos.Y < 0)
845 {
846 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
847 if (!(pos.X < 0))
848 emergencyPos.X = pos.X;
849 if (!(pos.Z < 0))
850 emergencyPos.Z = pos.Z;
851 }
852 if (pos.Z < 0)
853 {
854 if (!(pos.X < 0))
855 emergencyPos.X = pos.X;
856 if (!(pos.Y < 0))
857 emergencyPos.Y = pos.Y;
858 //Leave as 128
859 }
827 860
828 m_log.WarnFormat( 861 m_log.WarnFormat(
829 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}", 862 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}",
@@ -1193,6 +1226,14 @@ namespace OpenSim.Region.Framework.Scenes
1193 } 1226 }
1194 else 1227 else
1195 { 1228 {
1229 if (m_pos.X < 0)
1230 m_pos.X = 128;
1231 if (m_pos.Y < 0)
1232 m_pos.Y = 128;
1233 if (m_pos.X > Scene.WestBorders[0].BorderLine.X)
1234 m_pos.X = 128;
1235 if (m_pos.Y > Scene.NorthBorders[0].BorderLine.Y)
1236 m_pos.Y = 128;
1196 m_LastFinitePos = m_pos; 1237 m_LastFinitePos = m_pos;
1197 } 1238 }
1198 1239
@@ -2704,36 +2745,72 @@ namespace OpenSim.Region.Framework.Scenes
2704 { 2745 {
2705 // Checks if where it's headed exists a region 2746 // Checks if where it's headed exists a region
2706 2747
2748 bool needsTransit = false;
2707 if (m_scene.TestBorderCross(pos2, Cardinals.W)) 2749 if (m_scene.TestBorderCross(pos2, Cardinals.W))
2708 { 2750 {
2709 if (m_scene.TestBorderCross(pos2, Cardinals.S)) 2751 if (m_scene.TestBorderCross(pos2, Cardinals.S))
2752 {
2753 needsTransit = true;
2710 neighbor = HaveNeighbor(Cardinals.SW, ref fix); 2754 neighbor = HaveNeighbor(Cardinals.SW, ref fix);
2755 }
2711 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 2756 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
2757 {
2758 needsTransit = true;
2712 neighbor = HaveNeighbor(Cardinals.NW, ref fix); 2759 neighbor = HaveNeighbor(Cardinals.NW, ref fix);
2760 }
2713 else 2761 else
2762 {
2763 needsTransit = true;
2714 neighbor = HaveNeighbor(Cardinals.W, ref fix); 2764 neighbor = HaveNeighbor(Cardinals.W, ref fix);
2765 }
2715 } 2766 }
2716 else if (m_scene.TestBorderCross(pos2, Cardinals.E)) 2767 else if (m_scene.TestBorderCross(pos2, Cardinals.E))
2717 { 2768 {
2718 if (m_scene.TestBorderCross(pos2, Cardinals.S)) 2769 if (m_scene.TestBorderCross(pos2, Cardinals.S))
2770 {
2771 needsTransit = true;
2719 neighbor = HaveNeighbor(Cardinals.SE, ref fix); 2772 neighbor = HaveNeighbor(Cardinals.SE, ref fix);
2773 }
2720 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 2774 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
2775 {
2776 needsTransit = true;
2721 neighbor = HaveNeighbor(Cardinals.NE, ref fix); 2777 neighbor = HaveNeighbor(Cardinals.NE, ref fix);
2778 }
2722 else 2779 else
2780 {
2781 needsTransit = true;
2723 neighbor = HaveNeighbor(Cardinals.E, ref fix); 2782 neighbor = HaveNeighbor(Cardinals.E, ref fix);
2783 }
2724 } 2784 }
2725 else if (m_scene.TestBorderCross(pos2, Cardinals.S)) 2785 else if (m_scene.TestBorderCross(pos2, Cardinals.S))
2786 {
2787 needsTransit = true;
2726 neighbor = HaveNeighbor(Cardinals.S, ref fix); 2788 neighbor = HaveNeighbor(Cardinals.S, ref fix);
2789 }
2727 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 2790 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
2791 {
2792 needsTransit = true;
2728 neighbor = HaveNeighbor(Cardinals.N, ref fix); 2793 neighbor = HaveNeighbor(Cardinals.N, ref fix);
2794 }
2795
2729 2796
2730
2731 // Makes sure avatar does not end up outside region 2797 // Makes sure avatar does not end up outside region
2732 if (neighbor < 0) 2798 if (neighbor <= 0)
2733 AbsolutePosition = new Vector3( 2799 {
2734 AbsolutePosition.X + 3*fix[0], 2800 if (!needsTransit)
2735 AbsolutePosition.Y + 3*fix[1], 2801 {
2736 AbsolutePosition.Z); 2802 Vector3 pos = AbsolutePosition;
2803 if (AbsolutePosition.X < 0)
2804 pos.X += Velocity.Y;
2805 else if (AbsolutePosition.X > Constants.RegionSize)
2806 pos.X -= Velocity.Y;
2807 if (AbsolutePosition.Y < 0)
2808 pos.Y += Velocity.Y;
2809 else if (AbsolutePosition.Y > Constants.RegionSize)
2810 pos.Y -= Velocity.Y;
2811 AbsolutePosition = pos;
2812 }
2813 }
2737 else if (neighbor > 0) 2814 else if (neighbor > 0)
2738 CrossToNewRegion(); 2815 CrossToNewRegion();
2739 } 2816 }