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-rw-r--r--OpenSim/Framework/AgentUpdateArgs.cs1
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs97
3 files changed, 55 insertions, 51 deletions
diff --git a/OpenSim/Framework/AgentUpdateArgs.cs b/OpenSim/Framework/AgentUpdateArgs.cs
index 660bc32..eaa7902 100644
--- a/OpenSim/Framework/AgentUpdateArgs.cs
+++ b/OpenSim/Framework/AgentUpdateArgs.cs
@@ -81,6 +81,7 @@ namespace OpenSim.Framework
81 81
82 public Vector3 ClientAgentPosition; 82 public Vector3 ClientAgentPosition;
83 public bool UseClientAgentPosition; 83 public bool UseClientAgentPosition;
84 public bool NeedsCameraCollision;
84 85
85 public AgentUpdateArgs() 86 public AgentUpdateArgs()
86 { 87 {
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 99c9049..46c6a19 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -6263,7 +6263,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6263 6263
6264 bool movement = CheckAgentMovementUpdateSignificance(x); 6264 bool movement = CheckAgentMovementUpdateSignificance(x);
6265 bool camera = CheckAgentCameraUpdateSignificance(x); 6265 bool camera = CheckAgentCameraUpdateSignificance(x);
6266 6266
6267 // Was there a significant movement/state change? 6267 // Was there a significant movement/state change?
6268 if (movement) 6268 if (movement)
6269 { 6269 {
@@ -6274,6 +6274,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6274 m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation; 6274 m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation;
6275 m_thisAgentUpdateArgs.State = x.State; 6275 m_thisAgentUpdateArgs.State = x.State;
6276 6276
6277 m_thisAgentUpdateArgs.NeedsCameraCollision = !camera;
6278
6277 UpdateAgent handlerAgentUpdate = OnAgentUpdate; 6279 UpdateAgent handlerAgentUpdate = OnAgentUpdate;
6278 UpdateAgent handlerPreAgentUpdate = OnPreAgentUpdate; 6280 UpdateAgent handlerPreAgentUpdate = OnPreAgentUpdate;
6279 6281
@@ -6282,7 +6284,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6282 6284
6283 if (handlerAgentUpdate != null) 6285 if (handlerAgentUpdate != null)
6284 OnAgentUpdate(this, m_thisAgentUpdateArgs); 6286 OnAgentUpdate(this, m_thisAgentUpdateArgs);
6285 6287
6286 } 6288 }
6287 6289
6288 // Was there a significant camera(s) change? 6290 // Was there a significant camera(s) change?
@@ -6293,6 +6295,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6293 m_thisAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis; 6295 m_thisAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis;
6294 m_thisAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis; 6296 m_thisAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis;
6295 6297
6298 m_thisAgentUpdateArgs.NeedsCameraCollision = true;
6299
6296 UpdateAgent handlerAgentCameraUpdate = OnAgentCameraUpdate; 6300 UpdateAgent handlerAgentCameraUpdate = OnAgentCameraUpdate;
6297 6301
6298 if (handlerAgentCameraUpdate != null) 6302 if (handlerAgentCameraUpdate != null)
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index f96fb85..2ca218c 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2297,6 +2297,48 @@ namespace OpenSim.Region.Framework.Scenes
2297 /// <param name="distance"></param> 2297 /// <param name="distance"></param>
2298 /// 2298 ///
2299 2299
2300 private void checkCameraCollision()
2301 {
2302 if(!m_scene.PhysicsScene.SupportsRayCast())
2303 return;
2304
2305 ++m_movementUpdateCount;
2306 if (m_movementUpdateCount < 1)
2307 m_movementUpdateCount = 1;
2308
2309 if (m_doingCamRayCast || m_movementUpdateCount % NumMovementsBetweenRayCast != 0)
2310 return;
2311
2312 if (m_followCamAuto && !m_mouseLook)
2313 {
2314 Vector3 posAdjusted = AbsolutePosition;
2315// posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f;
2316 posAdjusted.Z += 1.0f; // viewer current camera focus point
2317 Vector3 tocam = CameraPosition - posAdjusted;
2318 tocam.X = (float)Math.Round(tocam.X, 1);
2319 tocam.Y = (float)Math.Round(tocam.Y, 1);
2320 tocam.Z = (float)Math.Round(tocam.Z, 1);
2321
2322 float distTocamlen = tocam.Length();
2323 if (distTocamlen > 0.3f)
2324 {
2325 tocam *= (1.0f / distTocamlen);
2326 posAdjusted.X = (float)Math.Round(posAdjusted.X, 1);
2327 posAdjusted.Y = (float)Math.Round(posAdjusted.Y, 1);
2328 posAdjusted.Z = (float)Math.Round(posAdjusted.Z, 1);
2329
2330 m_doingCamRayCast = true;
2331 m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback);
2332 }
2333 }
2334 else if (CameraConstraintActive)
2335 {
2336 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right...
2337 UpdateCameraCollisionPlane(plane);
2338 CameraConstraintActive = false;
2339 }
2340 }
2341
2300 private void UpdateCameraCollisionPlane(Vector4 plane) 2342 private void UpdateCameraCollisionPlane(Vector4 plane)
2301 { 2343 {
2302 if (m_lastCameraCollisionPlane != plane) 2344 if (m_lastCameraCollisionPlane != plane)
@@ -2442,38 +2484,8 @@ namespace OpenSim.Region.Framework.Scenes
2442 2484
2443 // Raycast from the avatar's head to the camera to see if there's anything blocking the view 2485 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
2444 // this exclude checks may not be complete 2486 // this exclude checks may not be complete
2445 2487 if(agentData.NeedsCameraCollision && ParentID == 0) // condition parentID may be wrong
2446 if (m_movementUpdateCount % NumMovementsBetweenRayCast == 0 && m_scene.PhysicsScene.SupportsRayCast()) 2488 checkCameraCollision();
2447 {
2448 if (!m_doingCamRayCast && !m_mouseLook && ParentID == 0)
2449 {
2450 Vector3 posAdjusted = AbsolutePosition;
2451// posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f;
2452 posAdjusted.Z += 1.0f; // viewer current camera focus point
2453 Vector3 tocam = CameraPosition - posAdjusted;
2454 tocam.X = (float)Math.Round(tocam.X, 1);
2455 tocam.Y = (float)Math.Round(tocam.Y, 1);
2456 tocam.Z = (float)Math.Round(tocam.Z, 1);
2457
2458 float distTocamlen = tocam.Length();
2459 if (distTocamlen > 0.3f)
2460 {
2461 tocam *= (1.0f / distTocamlen);
2462 posAdjusted.X = (float)Math.Round(posAdjusted.X, 1);
2463 posAdjusted.Y = (float)Math.Round(posAdjusted.Y, 1);
2464 posAdjusted.Z = (float)Math.Round(posAdjusted.Z, 1);
2465
2466 m_doingCamRayCast = true;
2467 m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback);
2468 }
2469 }
2470 else if (CameraConstraintActive && (m_mouseLook || ParentID != 0))
2471 {
2472 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right...
2473 UpdateCameraCollisionPlane(plane);
2474 CameraConstraintActive = false;
2475 }
2476 }
2477 2489
2478 uint flagsForScripts = (uint)flags; 2490 uint flagsForScripts = (uint)flags;
2479 flags = RemoveIgnoredControls(flags, IgnoredControls); 2491 flags = RemoveIgnoredControls(flags, IgnoredControls);
@@ -2742,14 +2754,10 @@ namespace OpenSim.Region.Framework.Scenes
2742 // Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags); 2754 // Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags);
2743 2755
2744 if (IsChildAgent) 2756 if (IsChildAgent)
2745 {
2746 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");
2747 return; 2757 return;
2748 }
2749 2758
2750 ++m_movementUpdateCount; 2759 if(IsInTransit)
2751 if (m_movementUpdateCount < 1) 2760 return;
2752 m_movementUpdateCount = 1;
2753 2761
2754// AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags; 2762// AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags;
2755 2763
@@ -2779,17 +2787,8 @@ namespace OpenSim.Region.Framework.Scenes
2779 m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f) 2787 m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
2780 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; 2788 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
2781 2789
2782 2790 if(agentData.NeedsCameraCollision)
2783 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto); 2791 checkCameraCollision();
2784 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
2785 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast())
2786 {
2787 if (m_followCamAuto)
2788 {
2789 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
2790 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
2791 }
2792 }
2793 2792
2794 TriggerScenePresenceUpdated(); 2793 TriggerScenePresenceUpdated();
2795 } 2794 }