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authorMelanie2013-07-24 04:45:07 +0100
committerMelanie2013-07-24 04:45:07 +0100
commite82d4154a2e348e4a38f01cb1877878c94569bba (patch)
tree7b27e6d30d04f6089fd17d5779cfb0a81e50d508 /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentMerge branch 'master' into careminster (diff)
parentFor unknown user issue, bump GUN7 to GUN8 and UMMAU3 to UMMAU4 to assess what... (diff)
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Merge branch 'master' into careminster
Conflicts: OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs OpenSim/Region/Physics/Manager/PhysicsActor.cs OpenSim/Region/Physics/Manager/PhysicsScene.cs
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs120
1 files changed, 96 insertions, 24 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 6e4ac98..1225c2e 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -142,6 +142,8 @@ namespace OpenSim.Region.Framework.Scenes
142 private Vector3 m_lastVelocity; 142 private Vector3 m_lastVelocity;
143 private Vector3 m_lastSize = new Vector3(0.45f,0.6f,1.9f); 143 private Vector3 m_lastSize = new Vector3(0.45f,0.6f,1.9f);
144 144
145 private bool m_followCamAuto = false;
146
145 147
146 private Vector3? m_forceToApply; 148 private Vector3? m_forceToApply;
147 private int m_userFlags; 149 private int m_userFlags;
@@ -874,6 +876,7 @@ namespace OpenSim.Region.Framework.Scenes
874 { 876 {
875 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 877 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
876 ControllingClient.OnAgentUpdate += HandleAgentUpdate; 878 ControllingClient.OnAgentUpdate += HandleAgentUpdate;
879 ControllingClient.OnAgentCameraUpdate += HandleAgentCamerasUpdate;
877 ControllingClient.OnAgentRequestSit += HandleAgentRequestSit; 880 ControllingClient.OnAgentRequestSit += HandleAgentRequestSit;
878 ControllingClient.OnAgentSit += HandleAgentSit; 881 ControllingClient.OnAgentSit += HandleAgentSit;
879 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 882 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
@@ -1306,7 +1309,26 @@ namespace OpenSim.Region.Framework.Scenes
1306 1309
1307 public void StopFlying() 1310 public void StopFlying()
1308 { 1311 {
1309 ControllingClient.StopFlying(this); 1312 Vector3 pos = AbsolutePosition;
1313 if (Appearance.AvatarHeight != 127.0f)
1314 pos += new Vector3(0f, 0f, (Appearance.AvatarHeight / 6f));
1315 else
1316 pos += new Vector3(0f, 0f, (1.56f / 6f));
1317
1318 AbsolutePosition = pos;
1319
1320 // attach a suitable collision plane regardless of the actual situation to force the LLClient to land.
1321 // Collision plane below the avatar's position a 6th of the avatar's height is suitable.
1322 // Mind you, that this method doesn't get called if the avatar's velocity magnitude is greater then a
1323 // certain amount.. because the LLClient wouldn't land in that situation anyway.
1324
1325 // why are we still testing for this really old height value default???
1326 if (Appearance.AvatarHeight != 127.0f)
1327 CollisionPlane = new Vector4(0, 0, 0, pos.Z - Appearance.AvatarHeight / 6f);
1328 else
1329 CollisionPlane = new Vector4(0, 0, 0, pos.Z - (1.56f / 6f));
1330
1331 ControllingClient.SendAgentTerseUpdate(this);
1310 } 1332 }
1311 1333
1312 /// <summary> 1334 /// <summary>
@@ -1662,9 +1684,9 @@ namespace OpenSim.Region.Framework.Scenes
1662 /// </summary> 1684 /// </summary>
1663 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 1685 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
1664 { 1686 {
1665// m_log.DebugFormat( 1687 //m_log.DebugFormat(
1666// "[SCENE PRESENCE]: In {0} received agent update from {1}, flags {2}", 1688 // "[SCENE PRESENCE]: In {0} received agent update from {1}, flags {2}",
1667// Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags); 1689 // Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags);
1668 1690
1669 if (IsChildAgent) 1691 if (IsChildAgent)
1670 { 1692 {
@@ -1672,10 +1694,6 @@ namespace OpenSim.Region.Framework.Scenes
1672 return; 1694 return;
1673 } 1695 }
1674 1696
1675 ++m_movementUpdateCount;
1676 if (m_movementUpdateCount < 1)
1677 m_movementUpdateCount = 1;
1678
1679 #region Sanity Checking 1697 #region Sanity Checking
1680 1698
1681 // This is irritating. Really. 1699 // This is irritating. Really.
@@ -1706,21 +1724,6 @@ namespace OpenSim.Region.Framework.Scenes
1706 1724
1707 AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags; 1725 AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags;
1708 1726
1709 // Camera location in world. We'll need to raytrace
1710 // from this location from time to time.
1711 CameraPosition = agentData.CameraCenter;
1712 if (Vector3.Distance(m_lastCameraPosition, CameraPosition) >= Scene.RootReprioritizationDistance)
1713 {
1714 ReprioritizeUpdates();
1715 m_lastCameraPosition = CameraPosition;
1716 }
1717
1718 // Use these three vectors to figure out what the agent is looking at
1719 // Convert it to a Matrix and/or Quaternion
1720 CameraAtAxis = agentData.CameraAtAxis;
1721 CameraLeftAxis = agentData.CameraLeftAxis;
1722 CameraUpAxis = agentData.CameraUpAxis;
1723
1724 // The Agent's Draw distance setting 1727 // The Agent's Draw distance setting
1725 // When we get to the point of re-computing neighbors everytime this 1728 // When we get to the point of re-computing neighbors everytime this
1726 // changes, then start using the agent's drawdistance rather than the 1729 // changes, then start using the agent's drawdistance rather than the
@@ -2005,10 +2008,79 @@ namespace OpenSim.Region.Framework.Scenes
2005 SendControlsToScripts(flagsForScripts); 2008 SendControlsToScripts(flagsForScripts);
2006 } 2009 }
2007 2010
2011 // We need to send this back to the client in order to see the edit beams
2012 if ((State & (uint)AgentState.Editing) != 0)
2013 ControllingClient.SendAgentTerseUpdate(this);
2014
2008 m_scene.EventManager.TriggerOnClientMovement(this); 2015 m_scene.EventManager.TriggerOnClientMovement(this);
2009 TriggerScenePresenceUpdated();
2010 } 2016 }
2011 2017
2018
2019 /// <summary>
2020 /// This is the event handler for client cameras. If a client is moving, or moving the camera, this event is triggering.
2021 /// </summary>
2022 private void HandleAgentCamerasUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
2023 {
2024 //m_log.DebugFormat(
2025 // "[SCENE PRESENCE]: In {0} received agent camera update from {1}, flags {2}",
2026 // Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags);
2027
2028 if (IsChildAgent)
2029 {
2030 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");
2031 return;
2032 }
2033
2034 ++m_movementUpdateCount;
2035 if (m_movementUpdateCount < 1)
2036 m_movementUpdateCount = 1;
2037
2038
2039 AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags;
2040
2041 // Camera location in world. We'll need to raytrace
2042 // from this location from time to time.
2043 CameraPosition = agentData.CameraCenter;
2044 if (Vector3.Distance(m_lastCameraPosition, CameraPosition) >= Scene.RootReprioritizationDistance)
2045 {
2046 ReprioritizeUpdates();
2047 m_lastCameraPosition = CameraPosition;
2048 }
2049
2050 // Use these three vectors to figure out what the agent is looking at
2051 // Convert it to a Matrix and/or Quaternion
2052 CameraAtAxis = agentData.CameraAtAxis;
2053 CameraLeftAxis = agentData.CameraLeftAxis;
2054 CameraUpAxis = agentData.CameraUpAxis;
2055
2056 // The Agent's Draw distance setting
2057 // When we get to the point of re-computing neighbors everytime this
2058 // changes, then start using the agent's drawdistance rather than the
2059 // region's draw distance.
2060 // DrawDistance = agentData.Far;
2061 DrawDistance = Scene.DefaultDrawDistance;
2062
2063 // Check if Client has camera in 'follow cam' or 'build' mode.
2064 Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
2065
2066 m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
2067 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
2068
2069
2070 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
2071 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
2072 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast())
2073 {
2074 if (m_followCamAuto)
2075 {
2076 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
2077 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
2078 }
2079 }
2080
2081 TriggerScenePresenceUpdated();
2082 }
2083
2012 /// <summary> 2084 /// <summary>
2013 /// Calculate an update to move the presence to the set target. 2085 /// Calculate an update to move the presence to the set target.
2014 /// </summary> 2086 /// </summary>