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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs977
1 files changed, 789 insertions, 188 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index a4533fa..b3df1ea 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -88,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
89 /// issue #1716 90 /// issue #1716
90 /// </summary> 91 /// </summary>
91 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
92 95
93 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
94 97
@@ -122,8 +125,11 @@ namespace OpenSim.Region.Framework.Scenes
122 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
123 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
124 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
125 128
129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
126 private Vector3 m_lastPosition; 131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition;
127 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
128 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
129 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
@@ -156,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
156 private int m_perfMonMS; 162 private int m_perfMonMS;
157 163
158 private bool m_setAlwaysRun; 164 private bool m_setAlwaysRun;
159
160 private bool m_forceFly; 165 private bool m_forceFly;
161 private bool m_flyDisabled; 166 private bool m_flyDisabled;
162 167
@@ -180,7 +185,8 @@ namespace OpenSim.Region.Framework.Scenes
180 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
181 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
182 187
183 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false;
184 190
185 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
186 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
@@ -205,17 +211,23 @@ namespace OpenSim.Region.Framework.Scenes
205 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
206 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
207 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
208 215
209 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
210 217
211 //PauPaw:Proper PID Controler for autopilot************ 218 //PauPaw:Proper PID Controler for autopilot************
212 private bool m_moveToPositionInProgress; 219 private bool m_moveToPositionInProgress;
213 private Vector3 m_moveToPositionTarget; 220 private Vector3 m_moveToPositionTarget;
221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
214 222
215 private bool m_followCamAuto; 223 private bool m_followCamAuto;
216 224
217 private int m_movementUpdateCount; 225 private int m_movementUpdateCount;
226 private int m_lastColCount = -1; //KF: Look for Collision chnages
227 private int m_updateCount = 0; //KF: Update Anims for a while
228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
218 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
230 private List<uint> m_lastColliders = new List<uint>();
219 231
220 private bool CameraConstraintActive; 232 private bool CameraConstraintActive;
221 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
@@ -242,7 +254,9 @@ namespace OpenSim.Region.Framework.Scenes
242 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
243 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
244 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
245 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
246 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
247 } 261 }
248 262
@@ -449,9 +463,18 @@ namespace OpenSim.Region.Framework.Scenes
449 get 463 get
450 { 464 {
451 PhysicsActor actor = m_physicsActor; 465 PhysicsActor actor = m_physicsActor;
452 if (actor != null) 466// if (actor != null)
467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
453 m_pos = actor.Position; 468 m_pos = actor.Position;
454 469
470 // If we're sitting, we need to update our position
471 if (m_parentID != 0)
472 {
473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 if (part != null)
475 m_parentPosition = part.AbsolutePosition;
476 }
477
455 return m_parentPosition + m_pos; 478 return m_parentPosition + m_pos;
456 } 479 }
457 set 480 set
@@ -470,7 +493,8 @@ namespace OpenSim.Region.Framework.Scenes
470 } 493 }
471 } 494 }
472 495
473 m_pos = value; 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 m_pos = value;
474 m_parentPosition = Vector3.Zero; 498 m_parentPosition = Vector3.Zero;
475 } 499 }
476 } 500 }
@@ -514,10 +538,39 @@ namespace OpenSim.Region.Framework.Scenes
514 } 538 }
515 } 539 }
516 540
541 public Quaternion OffsetRotation
542 {
543 get { return m_offsetRotation; }
544 set { m_offsetRotation = value; }
545 }
546
517 public Quaternion Rotation 547 public Quaternion Rotation
518 { 548 {
519 get { return m_bodyRot; } 549 get {
520 set { m_bodyRot = value; } 550 if (m_parentID != 0)
551 {
552 if (m_offsetRotation != null)
553 {
554 return m_offsetRotation;
555 }
556 else
557 {
558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 }
560
561 }
562 else
563 {
564 return m_bodyRot;
565 }
566 }
567 set {
568 m_bodyRot = value;
569 if (m_parentID != 0)
570 {
571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 }
573 }
521 } 574 }
522 575
523 public Quaternion PreviousRotation 576 public Quaternion PreviousRotation
@@ -542,11 +595,21 @@ namespace OpenSim.Region.Framework.Scenes
542 595
543 private uint m_parentID; 596 private uint m_parentID;
544 597
598
599 private UUID m_linkedPrim;
600
545 public uint ParentID 601 public uint ParentID
546 { 602 {
547 get { return m_parentID; } 603 get { return m_parentID; }
548 set { m_parentID = value; } 604 set { m_parentID = value; }
549 } 605 }
606
607 public UUID LinkedPrim
608 {
609 get { return m_linkedPrim; }
610 set { m_linkedPrim = value; }
611 }
612
550 public float Health 613 public float Health
551 { 614 {
552 get { return m_health; } 615 get { return m_health; }
@@ -668,7 +731,7 @@ namespace OpenSim.Region.Framework.Scenes
668 CreateSceneViewer(); 731 CreateSceneViewer();
669 m_animator = new ScenePresenceAnimator(this); 732 m_animator = new ScenePresenceAnimator(this);
670 } 733 }
671 734
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
673 { 736 {
674 m_rootRegionHandle = reginfo.RegionHandle; 737 m_rootRegionHandle = reginfo.RegionHandle;
@@ -700,16 +763,16 @@ namespace OpenSim.Region.Framework.Scenes
700 m_reprioritization_timer.AutoReset = false; 763 m_reprioritization_timer.AutoReset = false;
701 764
702 AdjustKnownSeeds(); 765 AdjustKnownSeeds();
703
704 // TODO: I think, this won't send anything, as we are still a child here...
705 Animator.TrySetMovementAnimation("STAND"); 766 Animator.TrySetMovementAnimation("STAND");
706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 767 // we created a new ScenePresence (a new child agent) in a fresh region.
708 // Request info about all the (root) agents in this region 768 // Request info about all the (root) agents in this region
709 // Note: This won't send data *to* other clients in that region (children don't send) 769 // Note: This won't send data *to* other clients in that region (children don't send)
710 SendInitialFullUpdateToAllClients(); 770 SendInitialFullUpdateToAllClients();
711
712 RegisterToEvents(); 771 RegisterToEvents();
772 if (m_controllingClient != null)
773 {
774 m_controllingClient.ProcessPendingPackets();
775 }
713 SetDirectionVectors(); 776 SetDirectionVectors();
714 } 777 }
715 778
@@ -759,25 +822,47 @@ namespace OpenSim.Region.Framework.Scenes
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 823 Dir_Vectors[4] = Vector3.UnitZ; //UP
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
765 } 830 }
766 831
767 private Vector3[] GetWalkDirectionVectors() 832 private Vector3[] GetWalkDirectionVectors()
768 { 833 {
769 Vector3[] vector = new Vector3[9]; 834 Vector3[] vector = new Vector3[11];
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
771 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
772 vector[2] = Vector3.UnitY; //LEFT 837 vector[2] = Vector3.UnitY; //LEFT
773 vector[3] = -Vector3.UnitY; //RIGHT 838 vector[3] = -Vector3.UnitY; //RIGHT
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
775 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
776 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
777 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
778 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 843 vector[8] = Vector3.UnitY; //LEFT_NUDGE
844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
779 return vector; 846 return vector;
780 } 847 }
848
849 private bool[] GetDirectionIsNudge()
850 {
851 bool[] isNudge = new bool[11];
852 isNudge[0] = false; //FORWARD
853 isNudge[1] = false; //BACK
854 isNudge[2] = false; //LEFT
855 isNudge[3] = false; //RIGHT
856 isNudge[4] = false; //UP
857 isNudge[5] = false; //DOWN
858 isNudge[6] = true; //FORWARD_NUDGE
859 isNudge[7] = true; //BACK_NUDGE
860 isNudge[8] = true; //LEFT_NUDGE
861 isNudge[9] = true; //RIGHT_NUDGE
862 isNudge[10] = true; //DOWN_Nudge
863 return isNudge;
864 }
865
781 866
782 #endregion 867 #endregion
783 868
@@ -839,6 +924,52 @@ namespace OpenSim.Region.Framework.Scenes
839 pos.Y = crossedBorder.BorderLine.Z - 1; 924 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 925 }
841 926
927 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
928 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
929 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
930 if (KnownChildRegionHandles.Count == 0)
931 {
932 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
933 if (land != null)
934 {
935 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
936 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
937 {
938 pos = land.LandData.UserLocation;
939 }
940 }
941 }
942
943 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
944 {
945 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
946
947 if (pos.X < 0)
948 {
949 emergencyPos.X = (int)Constants.RegionSize + pos.X;
950 if (!(pos.Y < 0))
951 emergencyPos.Y = pos.Y;
952 if (!(pos.Z < 0))
953 emergencyPos.Z = pos.Z;
954 }
955 if (pos.Y < 0)
956 {
957 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
958 if (!(pos.X < 0))
959 emergencyPos.X = pos.X;
960 if (!(pos.Z < 0))
961 emergencyPos.Z = pos.Z;
962 }
963 if (pos.Z < 0)
964 {
965 emergencyPos.Z = 128;
966 if (!(pos.Y < 0))
967 emergencyPos.Y = pos.Y;
968 if (!(pos.X < 0))
969 emergencyPos.X = pos.X;
970 }
971 }
972
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 973 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 974 {
844 m_log.WarnFormat( 975 m_log.WarnFormat(
@@ -960,12 +1091,17 @@ namespace OpenSim.Region.Framework.Scenes
960 { 1091 {
961 if (PhysicsActor != null) 1092 if (PhysicsActor != null)
962 { 1093 {
963 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1094 try
964 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1095 {
965 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1096 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
966 m_physicsActor.UnSubscribeEvents(); 1097 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
967 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1098 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
968 PhysicsActor = null; 1099 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1100 m_physicsActor.UnSubscribeEvents();
1101 PhysicsActor = null;
1102 }
1103 catch
1104 { }
969 } 1105 }
970 } 1106 }
971 1107
@@ -976,9 +1112,10 @@ namespace OpenSim.Region.Framework.Scenes
976 public void Teleport(Vector3 pos) 1112 public void Teleport(Vector3 pos)
977 { 1113 {
978 bool isFlying = false; 1114 bool isFlying = false;
1115
979 if (m_physicsActor != null) 1116 if (m_physicsActor != null)
980 isFlying = m_physicsActor.Flying; 1117 isFlying = m_physicsActor.Flying;
981 1118
982 RemoveFromPhysicalScene(); 1119 RemoveFromPhysicalScene();
983 Velocity = Vector3.Zero; 1120 Velocity = Vector3.Zero;
984 AbsolutePosition = pos; 1121 AbsolutePosition = pos;
@@ -990,6 +1127,7 @@ namespace OpenSim.Region.Framework.Scenes
990 } 1127 }
991 1128
992 SendTerseUpdateToAllClients(); 1129 SendTerseUpdateToAllClients();
1130
993 } 1131 }
994 1132
995 public void TeleportWithMomentum(Vector3 pos) 1133 public void TeleportWithMomentum(Vector3 pos)
@@ -1103,7 +1241,6 @@ namespace OpenSim.Region.Framework.Scenes
1103 pos.Z = ground + 1.5f; 1241 pos.Z = ground + 1.5f;
1104 AbsolutePosition = pos; 1242 AbsolutePosition = pos;
1105 } 1243 }
1106
1107 m_isChildAgent = false; 1244 m_isChildAgent = false;
1108 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1245 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1109 MakeRootAgent(AbsolutePosition, m_flying); 1246 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1202,6 +1339,7 @@ namespace OpenSim.Region.Framework.Scenes
1202 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1339 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1203 1340
1204 m_pos = m_LastFinitePos; 1341 m_pos = m_LastFinitePos;
1342
1205 if (!m_pos.IsFinite()) 1343 if (!m_pos.IsFinite())
1206 { 1344 {
1207 m_pos.X = 127f; 1345 m_pos.X = 127f;
@@ -1268,7 +1406,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1406 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1269 } 1407 }
1270 } 1408 }
1271
1272 lock (scriptedcontrols) 1409 lock (scriptedcontrols)
1273 { 1410 {
1274 if (scriptedcontrols.Count > 0) 1411 if (scriptedcontrols.Count > 0)
@@ -1283,6 +1420,9 @@ namespace OpenSim.Region.Framework.Scenes
1283 1420
1284 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1421 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1285 { 1422 {
1423 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1424 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1425
1286 // TODO: This doesn't prevent the user from walking yet. 1426 // TODO: This doesn't prevent the user from walking yet.
1287 // Setting parent ID would fix this, if we knew what value 1427 // Setting parent ID would fix this, if we knew what value
1288 // to use. Or we could add a m_isSitting variable. 1428 // to use. Or we could add a m_isSitting variable.
@@ -1331,12 +1471,20 @@ namespace OpenSim.Region.Framework.Scenes
1331 if (actor.Flying != oldflying) 1471 if (actor.Flying != oldflying)
1332 update_movementflag = true; 1472 update_movementflag = true;
1333 1473
1474 if (m_animator.m_jumping) // add for jumping
1475 update_movementflag = true;
1476
1334 if (q != m_bodyRot) 1477 if (q != m_bodyRot)
1335 { 1478 {
1336 m_bodyRot = q; 1479 m_bodyRot = q;
1337 update_rotation = true; 1480 update_rotation = true;
1338 } 1481 }
1339 1482
1483 //guilty until proven innocent..
1484 bool Nudging = true;
1485 //Basically, if there is at least one non-nudge control then we don't need
1486 //to worry about stopping the avatar
1487
1340 if (m_parentID == 0) 1488 if (m_parentID == 0)
1341 { 1489 {
1342 bool bAllowUpdateMoveToPosition = false; 1490 bool bAllowUpdateMoveToPosition = false;
@@ -1351,9 +1499,12 @@ namespace OpenSim.Region.Framework.Scenes
1351 else 1499 else
1352 dirVectors = Dir_Vectors; 1500 dirVectors = Dir_Vectors;
1353 1501
1354 // The fact that m_movementflag is a byte needs to be fixed 1502 bool[] isNudge = GetDirectionIsNudge();
1355 // it really should be a uint 1503
1356 uint nudgehack = 250; 1504
1505
1506
1507
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1508 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1358 { 1509 {
1359 if (((uint)flags & (uint)DCF) != 0) 1510 if (((uint)flags & (uint)DCF) != 0)
@@ -1363,40 +1514,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 try 1514 try
1364 { 1515 {
1365 agent_control_v3 += dirVectors[i]; 1516 agent_control_v3 += dirVectors[i];
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1517 if (isNudge[i] == false)
1518 {
1519 Nudging = false;
1520 }
1367 } 1521 }
1368 catch (IndexOutOfRangeException) 1522 catch (IndexOutOfRangeException)
1369 { 1523 {
1370 // Why did I get this? 1524 // Why did I get this?
1371 } 1525 }
1372 1526
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1527 if ((m_movementflag & (uint)DCF) == 0)
1374 { 1528 {
1375 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1376 {
1377 m_movementflag |= (byte)nudgehack;
1378 }
1379 m_movementflag += (byte)(uint)DCF; 1529 m_movementflag += (byte)(uint)DCF;
1380 update_movementflag = true; 1530 update_movementflag = true;
1381 } 1531 }
1382 } 1532 }
1383 else 1533 else
1384 { 1534 {
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1535 if ((m_movementflag & (uint)DCF) != 0)
1386 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1387 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1388 ) // This or is for Nudge forward
1389 { 1536 {
1390 m_movementflag -= ((byte)(uint)DCF); 1537 m_movementflag -= (byte)(uint)DCF;
1391
1392 update_movementflag = true; 1538 update_movementflag = true;
1393 /*
1394 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1395 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1396 {
1397 m_log.Debug("Removed Hack flag");
1398 }
1399 */
1400 } 1539 }
1401 else 1540 else
1402 { 1541 {
@@ -1405,7 +1544,6 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1544 }
1406 i++; 1545 i++;
1407 } 1546 }
1408
1409 //Paupaw:Do Proper PID for Autopilot here 1547 //Paupaw:Do Proper PID for Autopilot here
1410 if (bResetMoveToPosition) 1548 if (bResetMoveToPosition)
1411 { 1549 {
@@ -1440,6 +1578,9 @@ namespace OpenSim.Region.Framework.Scenes
1440 // Ignore z component of vector 1578 // Ignore z component of vector
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1579 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1442 LocalVectorToTarget2D.Normalize(); 1580 LocalVectorToTarget2D.Normalize();
1581
1582 //We're not nudging
1583 Nudging = false;
1443 agent_control_v3 += LocalVectorToTarget2D; 1584 agent_control_v3 += LocalVectorToTarget2D;
1444 1585
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1586 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1530,13 +1671,13 @@ namespace OpenSim.Region.Framework.Scenes
1530 // m_log.DebugFormat( 1671 // m_log.DebugFormat(
1531 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1672 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1532 1673
1533 AddNewMovement(agent_control_v3, q); 1674 AddNewMovement(agent_control_v3, q, Nudging);
1534 1675
1535 1676
1536 } 1677 }
1537 } 1678 }
1538 1679
1539 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1680 if (update_movementflag && !SitGround)
1540 Animator.UpdateMovementAnimations(); 1681 Animator.UpdateMovementAnimations();
1541 1682
1542 m_scene.EventManager.TriggerOnClientMovement(this); 1683 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1551,7 +1692,6 @@ namespace OpenSim.Region.Framework.Scenes
1551 m_sitAtAutoTarget = false; 1692 m_sitAtAutoTarget = false;
1552 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1693 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1553 //proxy.PCode = (byte)PCode.ParticleSystem; 1694 //proxy.PCode = (byte)PCode.ParticleSystem;
1554
1555 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1695 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1556 proxyObjectGroup.AttachToScene(m_scene); 1696 proxyObjectGroup.AttachToScene(m_scene);
1557 1697
@@ -1593,7 +1733,7 @@ namespace OpenSim.Region.Framework.Scenes
1593 } 1733 }
1594 m_moveToPositionInProgress = true; 1734 m_moveToPositionInProgress = true;
1595 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1735 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1596 } 1736 }
1597 catch (Exception ex) 1737 catch (Exception ex)
1598 { 1738 {
1599 //Why did I get this error? 1739 //Why did I get this error?
@@ -1615,7 +1755,7 @@ namespace OpenSim.Region.Framework.Scenes
1615 Velocity = Vector3.Zero; 1755 Velocity = Vector3.Zero;
1616 SendFullUpdateToAllClients(); 1756 SendFullUpdateToAllClients();
1617 1757
1618 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1758 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1619 } 1759 }
1620 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1760 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1621 m_requestedSitTargetUUID = UUID.Zero; 1761 m_requestedSitTargetUUID = UUID.Zero;
@@ -1652,50 +1792,85 @@ namespace OpenSim.Region.Framework.Scenes
1652 1792
1653 if (m_parentID != 0) 1793 if (m_parentID != 0)
1654 { 1794 {
1655 m_log.Debug("StandupCode Executed"); 1795 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1656 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1657 if (part != null) 1796 if (part != null)
1658 { 1797 {
1798 part.TaskInventory.LockItemsForRead(true);
1659 TaskInventoryDictionary taskIDict = part.TaskInventory; 1799 TaskInventoryDictionary taskIDict = part.TaskInventory;
1660 if (taskIDict != null) 1800 if (taskIDict != null)
1661 { 1801 {
1662 lock (taskIDict) 1802 foreach (UUID taskID in taskIDict.Keys)
1663 { 1803 {
1664 foreach (UUID taskID in taskIDict.Keys) 1804 UnRegisterControlEventsToScript(LocalId, taskID);
1665 { 1805 taskIDict[taskID].PermsMask &= ~(
1666 UnRegisterControlEventsToScript(LocalId, taskID); 1806 2048 | //PERMISSION_CONTROL_CAMERA
1667 taskIDict[taskID].PermsMask &= ~( 1807 4); // PERMISSION_TAKE_CONTROLS
1668 2048 | //PERMISSION_CONTROL_CAMERA
1669 4); // PERMISSION_TAKE_CONTROLS
1670 }
1671 } 1808 }
1672
1673 } 1809 }
1810 part.TaskInventory.LockItemsForRead(false);
1674 // Reset sit target. 1811 // Reset sit target.
1675 if (part.GetAvatarOnSitTarget() == UUID) 1812 if (part.GetAvatarOnSitTarget() == UUID)
1676 part.SetAvatarOnSitTarget(UUID.Zero); 1813 part.SetAvatarOnSitTarget(UUID.Zero);
1677
1678 m_parentPosition = part.GetWorldPosition(); 1814 m_parentPosition = part.GetWorldPosition();
1679 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1815 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1680 } 1816 }
1817 // part.GetWorldRotation() is the rotation of the object being sat on
1818 // Rotation is the sittiing Av's rotation
1819
1820 Quaternion partRot;
1821// if (part.LinkNum == 1)
1822// { // Root prim of linkset
1823// partRot = part.ParentGroup.RootPart.RotationOffset;
1824// }
1825// else
1826// { // single or child prim
1827
1828// }
1829 if (part == null) //CW: Part may be gone. llDie() for example.
1830 {
1831 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1832 }
1833 else
1834 {
1835 partRot = part.GetWorldRotation();
1836 }
1837
1838 Quaternion partIRot = Quaternion.Inverse(partRot);
1681 1839
1840 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1841 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1842
1843
1682 if (m_physicsActor == null) 1844 if (m_physicsActor == null)
1683 { 1845 {
1684 AddToPhysicalScene(false); 1846 AddToPhysicalScene(false);
1685 } 1847 }
1686 1848 //CW: If the part isn't null then we can set the current position
1687 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1849 if (part != null)
1688 m_parentPosition = Vector3.Zero; 1850 {
1689 1851 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1690 m_parentID = 0; 1852 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1853 part.IsOccupied = false;
1854 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1855 }
1856 else
1857 {
1858 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1859 AbsolutePosition = m_lastWorldPosition;
1860 }
1861
1862 m_parentPosition = Vector3.Zero;
1863 m_parentID = 0;
1864 m_linkedPrim = UUID.Zero;
1865 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1691 SendFullUpdateToAllClients(); 1866 SendFullUpdateToAllClients();
1692 m_requestedSitTargetID = 0; 1867 m_requestedSitTargetID = 0;
1868
1693 if ((m_physicsActor != null) && (m_avHeight > 0)) 1869 if ((m_physicsActor != null) && (m_avHeight > 0))
1694 { 1870 {
1695 SetHeight(m_avHeight); 1871 SetHeight(m_avHeight);
1696 } 1872 }
1697 } 1873 }
1698
1699 Animator.TrySetMovementAnimation("STAND"); 1874 Animator.TrySetMovementAnimation("STAND");
1700 } 1875 }
1701 1876
@@ -1726,13 +1901,9 @@ namespace OpenSim.Region.Framework.Scenes
1726 Vector3 avSitOffSet = part.SitTargetPosition; 1901 Vector3 avSitOffSet = part.SitTargetPosition;
1727 Quaternion avSitOrientation = part.SitTargetOrientation; 1902 Quaternion avSitOrientation = part.SitTargetOrientation;
1728 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1903 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1729 1904 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1730 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1905 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1731 bool SitTargetisSet = 1906 if (SitTargetisSet && !SitTargetOccupied)
1732 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1733 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1734
1735 if (SitTargetisSet && SitTargetUnOccupied)
1736 { 1907 {
1737 //switch the target to this prim 1908 //switch the target to this prim
1738 return part; 1909 return part;
@@ -1746,84 +1917,164 @@ namespace OpenSim.Region.Framework.Scenes
1746 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1917 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1747 { 1918 {
1748 bool autopilot = true; 1919 bool autopilot = true;
1920 Vector3 autopilotTarget = new Vector3();
1921 Quaternion sitOrientation = Quaternion.Identity;
1749 Vector3 pos = new Vector3(); 1922 Vector3 pos = new Vector3();
1750 Quaternion sitOrientation = pSitOrientation;
1751 Vector3 cameraEyeOffset = Vector3.Zero; 1923 Vector3 cameraEyeOffset = Vector3.Zero;
1752 Vector3 cameraAtOffset = Vector3.Zero; 1924 Vector3 cameraAtOffset = Vector3.Zero;
1753 bool forceMouselook = false; 1925 bool forceMouselook = false;
1754 1926
1755 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1927 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1756 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1928 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1757 if (part != null) 1929 if (part == null) return;
1758 { 1930
1759 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1931 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1760 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1932 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1761 1933
1762 // Is a sit target available? 1934 // part is the prim to sit on
1763 Vector3 avSitOffSet = part.SitTargetPosition; 1935 // offset is the world-ref vector distance from that prim center to the click-spot
1764 Quaternion avSitOrientation = part.SitTargetOrientation; 1936 // UUID is the UUID of the Avatar doing the clicking
1765 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1937
1766 1938 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1767 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1939
1768 bool SitTargetisSet = 1940 // Is a sit target available?
1769 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1941 Vector3 avSitOffSet = part.SitTargetPosition;
1770 ( 1942 Quaternion avSitOrientation = part.SitTargetOrientation;
1771 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1943
1772 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1944 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1773 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1945 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1774 ) 1946 Quaternion partRot;
1775 )); 1947// if (part.LinkNum == 1)
1776 1948// { // Root prim of linkset
1777 if (SitTargetisSet && SitTargetUnOccupied) 1949// partRot = part.ParentGroup.RootPart.RotationOffset;
1778 { 1950// }
1779 part.SetAvatarOnSitTarget(UUID); 1951// else
1780 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1952// { // single or child prim
1781 sitOrientation = avSitOrientation; 1953 partRot = part.GetWorldRotation();
1782 autopilot = false; 1954// }
1783 } 1955 Quaternion partIRot = Quaternion.Inverse(partRot);
1784 1956//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1785 pos = part.AbsolutePosition + offset; 1957 // Sit analysis rewritten by KF 091125
1786 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1958 if (SitTargetisSet) // scipted sit
1787 //{ 1959 {
1788 // offset = pos; 1960 if (!part.IsOccupied)
1789 //autopilot = false; 1961 {
1790 //} 1962//Console.WriteLine("Scripted, unoccupied");
1791 if (m_physicsActor != null) 1963 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1792 { 1964 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1793 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1965
1794 // We can remove the physicsActor until they stand up. 1966 Quaternion nrot = avSitOrientation;
1795 m_sitAvatarHeight = m_physicsActor.Size.Z; 1967 if (!part.IsRoot)
1796
1797 if (autopilot)
1798 { 1968 {
1799 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1969 nrot = part.RotationOffset * avSitOrientation;
1800 {
1801 autopilot = false;
1802
1803 RemoveFromPhysicalScene();
1804 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1805 }
1806 } 1970 }
1807 else 1971 sitOrientation = nrot; // Change rotatione to the scripted one
1972 OffsetRotation = nrot;
1973 autopilot = false; // Jump direct to scripted llSitPos()
1974 }
1975 else
1976 {
1977//Console.WriteLine("Scripted, occupied");
1978 return;
1979 }
1980 }
1981 else // Not Scripted
1982 {
1983 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1984 {
1985 // large prim & offset, ignore if other Avs sitting
1986// offset.Z -= 0.05f;
1987 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1988 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1989
1990//Console.WriteLine(" offset ={0}", offset);
1991//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1992//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1993
1994 }
1995 else // small offset
1996 {
1997//Console.WriteLine("Small offset");
1998 if (!part.IsOccupied)
1999 {
2000 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
2001 autopilotTarget = part.AbsolutePosition;
2002//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2003 }
2004 else return; // occupied small
2005 } // end large/small
2006 } // end Scripted/not
2007 cameraAtOffset = part.GetCameraAtOffset();
2008 cameraEyeOffset = part.GetCameraEyeOffset();
2009 forceMouselook = part.GetForceMouselook();
2010 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2011 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2012
2013 if (m_physicsActor != null)
2014 {
2015 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2016 // We can remove the physicsActor until they stand up.
2017 m_sitAvatarHeight = m_physicsActor.Size.Z;
2018 if (autopilot)
2019 { // its not a scripted sit
2020// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2021 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1808 { 2022 {
2023 autopilot = false; // close enough
2024 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2025 Not using the part's position because returning the AV to the last known standing
2026 position is likely to be more friendly, isn't it? */
1809 RemoveFromPhysicalScene(); 2027 RemoveFromPhysicalScene();
1810 } 2028 Velocity = Vector3.Zero;
2029 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2030 } // else the autopilot will get us close
2031 }
2032 else
2033 { // its a scripted sit
2034 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2035 I *am* using the part's position this time because we have no real idea how far away
2036 the avatar is from the sit target. */
2037 RemoveFromPhysicalScene();
2038 Velocity = Vector3.Zero;
1811 } 2039 }
1812
1813 cameraAtOffset = part.GetCameraAtOffset();
1814 cameraEyeOffset = part.GetCameraEyeOffset();
1815 forceMouselook = part.GetForceMouselook();
1816 } 2040 }
1817 2041 else return; // physactor is null!
1818 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2042
1819 m_requestedSitTargetUUID = targetID; 2043 Vector3 offsetr; // = offset * partIRot;
2044 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2045 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2046 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2047 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2048 //offsetr = offset * partIRot;
2049//
2050 // else
2051 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2052 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2053 // (offset * partRot);
2054 // }
2055
2056//Console.WriteLine(" ");
2057//Console.WriteLine("link number ={0}", part.LinkNum);
2058//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2059//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2060//Console.WriteLine("Click offst ={0}", offset);
2061//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2062//Console.WriteLine("offsetr ={0}", offsetr);
2063//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2064//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2065
2066 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2067 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2068
2069 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1820 // This calls HandleAgentSit twice, once from here, and the client calls 2070 // This calls HandleAgentSit twice, once from here, and the client calls
1821 // HandleAgentSit itself after it gets to the location 2071 // HandleAgentSit itself after it gets to the location
1822 // It doesn't get to the location until we've moved them there though 2072 // It doesn't get to the location until we've moved them there though
1823 // which happens in HandleAgentSit :P 2073 // which happens in HandleAgentSit :P
1824 m_autopilotMoving = autopilot; 2074 m_autopilotMoving = autopilot;
1825 m_autoPilotTarget = pos; 2075 m_autoPilotTarget = autopilotTarget;
1826 m_sitAtAutoTarget = autopilot; 2076 m_sitAtAutoTarget = autopilot;
2077 m_initialSitTarget = autopilotTarget;
1827 if (!autopilot) 2078 if (!autopilot)
1828 HandleAgentSit(remoteClient, UUID); 2079 HandleAgentSit(remoteClient, UUID);
1829 } 2080 }
@@ -2118,47 +2369,130 @@ namespace OpenSim.Region.Framework.Scenes
2118 { 2369 {
2119 if (part != null) 2370 if (part != null)
2120 { 2371 {
2372//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2121 if (part.GetAvatarOnSitTarget() == UUID) 2373 if (part.GetAvatarOnSitTarget() == UUID)
2122 { 2374 {
2375//Console.WriteLine("Scripted Sit");
2376 // Scripted sit
2123 Vector3 sitTargetPos = part.SitTargetPosition; 2377 Vector3 sitTargetPos = part.SitTargetPosition;
2124 Quaternion sitTargetOrient = part.SitTargetOrientation; 2378 Quaternion sitTargetOrient = part.SitTargetOrientation;
2125
2126 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2127 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2128
2129 //Quaternion result = (sitTargetOrient * vq) * nq;
2130
2131 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2379 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2132 m_pos += SIT_TARGET_ADJUSTMENT; 2380 m_pos += SIT_TARGET_ADJUSTMENT;
2381 if (!part.IsRoot)
2382 {
2383 m_pos *= part.RotationOffset;
2384 }
2133 m_bodyRot = sitTargetOrient; 2385 m_bodyRot = sitTargetOrient;
2134 //Rotation = sitTargetOrient;
2135 m_parentPosition = part.AbsolutePosition; 2386 m_parentPosition = part.AbsolutePosition;
2136 2387 part.IsOccupied = true;
2137 //SendTerseUpdateToAllClients(); 2388 part.ParentGroup.AddAvatar(agentID);
2138 } 2389 }
2139 else 2390 else
2140 { 2391 {
2141 m_pos -= part.AbsolutePosition; 2392 // if m_avUnscriptedSitPos is zero then Av sits above center
2393 // Else Av sits at m_avUnscriptedSitPos
2394
2395 // Non-scripted sit by Kitto Flora 21Nov09
2396 // Calculate angle of line from prim to Av
2397 Quaternion partIRot;
2398// if (part.LinkNum == 1)
2399// { // Root prim of linkset
2400// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2401// }
2402// else
2403// { // single or child prim
2404 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2405// }
2406 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2407 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2408 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2409 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2410 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2411 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2412 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2413 // Av sits at world euler <0,0, z>, translated by part rotation
2414 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2415
2142 m_parentPosition = part.AbsolutePosition; 2416 m_parentPosition = part.AbsolutePosition;
2143 } 2417 part.IsOccupied = true;
2418 part.ParentGroup.AddAvatar(agentID);
2419 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2420 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2421 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2422 m_avUnscriptedSitPos; // adds click offset, if any
2423 //Set up raytrace to find top surface of prim
2424 Vector3 size = part.Scale;
2425 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2426 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2427 Vector3 down = new Vector3(0f, 0f, -1f);
2428//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2429 m_scene.PhysicsScene.RaycastWorld(
2430 start, // Vector3 position,
2431 down, // Vector3 direction,
2432 mag, // float length,
2433 SitAltitudeCallback); // retMethod
2434 } // end scripted/not
2144 } 2435 }
2145 else 2436 else // no Av
2146 { 2437 {
2147 return; 2438 return;
2148 } 2439 }
2149 } 2440 }
2150 m_parentID = m_requestedSitTargetID;
2151 2441
2442 //We want our offsets to reference the root prim, not the child we may have sat on
2443 if (!part.IsRoot)
2444 {
2445 m_parentID = part.ParentGroup.RootPart.LocalId;
2446 m_pos += part.OffsetPosition;
2447 }
2448 else
2449 {
2450 m_parentID = m_requestedSitTargetID;
2451 }
2452
2453 m_linkedPrim = part.UUID;
2454 if (part.GetAvatarOnSitTarget() != UUID)
2455 {
2456 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2457 }
2152 Velocity = Vector3.Zero; 2458 Velocity = Vector3.Zero;
2153 RemoveFromPhysicalScene(); 2459 RemoveFromPhysicalScene();
2154
2155 Animator.TrySetMovementAnimation(sitAnimation); 2460 Animator.TrySetMovementAnimation(sitAnimation);
2156 SendFullUpdateToAllClients(); 2461 SendFullUpdateToAllClients();
2157 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2462 SendTerseUpdateToAllClients();
2158 // So we're also sending a terse update (which has avatar rotation)
2159 // [Update] We do now.
2160 //SendTerseUpdateToAllClients();
2161 } 2463 }
2464
2465 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2466 {
2467 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2468 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2469 if(hitYN)
2470 {
2471 // m_pos = Av offset from prim center to make look like on center
2472 // m_parentPosition = Actual center pos of prim
2473 // collisionPoint = spot on prim where we want to sit
2474 // collisionPoint.Z = global sit surface height
2475 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2476 Quaternion partIRot;
2477// if (part.LinkNum == 1)
2478/// { // Root prim of linkset
2479// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2480// }
2481// else
2482// { // single or child prim
2483 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2484// }
2485 if (m_initialSitTarget != null)
2486 {
2487 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2488 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2489 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2490 m_pos += offset;
2491 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2492 }
2493
2494 }
2495 } // End SitAltitudeCallback KF.
2162 2496
2163 /// <summary> 2497 /// <summary>
2164 /// Event handler for the 'Always run' setting on the client 2498 /// Event handler for the 'Always run' setting on the client
@@ -2188,7 +2522,7 @@ namespace OpenSim.Region.Framework.Scenes
2188 /// </summary> 2522 /// </summary>
2189 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2523 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2190 /// <param name="rotation">The direction in which this avatar should now face. 2524 /// <param name="rotation">The direction in which this avatar should now face.
2191 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2525 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2192 { 2526 {
2193 if (m_isChildAgent) 2527 if (m_isChildAgent)
2194 { 2528 {
@@ -2229,15 +2563,18 @@ namespace OpenSim.Region.Framework.Scenes
2229 Rotation = rotation; 2563 Rotation = rotation;
2230 Vector3 direc = vec * rotation; 2564 Vector3 direc = vec * rotation;
2231 direc.Normalize(); 2565 direc.Normalize();
2566 PhysicsActor actor = m_physicsActor;
2567 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2232 2568
2233 direc *= 0.03f * 128f * m_speedModifier; 2569 direc *= 0.03f * 128f * m_speedModifier;
2234 2570
2235 PhysicsActor actor = m_physicsActor;
2236 if (actor != null) 2571 if (actor != null)
2237 { 2572 {
2238 if (actor.Flying) 2573// rm falling if (actor.Flying)
2574 if ((actor.Flying) || Animator.m_falling) // add for falling lateral speed
2239 { 2575 {
2240 direc *= 4.0f; 2576// rm speed mod direc *= 4.0f;
2577 direc *= 5.2f; // for speed mod
2241 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2578 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2242 //bool colliding = (m_physicsActor.IsColliding==true); 2579 //bool colliding = (m_physicsActor.IsColliding==true);
2243 //if (controlland) 2580 //if (controlland)
@@ -2250,22 +2587,30 @@ namespace OpenSim.Region.Framework.Scenes
2250 // m_log.Info("[AGENT]: Stop FLying"); 2587 // m_log.Info("[AGENT]: Stop FLying");
2251 //} 2588 //}
2252 } 2589 }
2590 /* This jumping section removed to SPA
2253 else if (!actor.Flying && actor.IsColliding) 2591 else if (!actor.Flying && actor.IsColliding)
2254 { 2592 {
2255 if (direc.Z > 2.0f) 2593 if (direc.Z > 2.0f)
2256 { 2594 {
2257 direc.Z *= 3.0f; 2595 if(m_animator.m_animTickJump == -1)
2258 2596 {
2259 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2597 direc.Z *= 3.0f; // jump
2260 Animator.TrySetMovementAnimation("PREJUMP"); 2598 }
2261 Animator.TrySetMovementAnimation("JUMP"); 2599 else
2600 {
2601 direc.Z *= 0.1f; // prejump
2602 }
2603 / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2604 Animator.TrySetMovementAnimation("PREJUMP");
2605 Animator.TrySetMovementAnimation("JUMP");
2606 * /
2262 } 2607 }
2263 } 2608 } */
2264 } 2609 }
2265 2610
2266 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2611 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2267 m_forceToApply = direc; 2612 m_forceToApply = direc;
2268 2613 m_isNudging = Nudging;
2269 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2614 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2270 } 2615 }
2271 2616
@@ -2280,7 +2625,7 @@ namespace OpenSim.Region.Framework.Scenes
2280 const float POSITION_TOLERANCE = 0.05f; 2625 const float POSITION_TOLERANCE = 0.05f;
2281 //const int TIME_MS_TOLERANCE = 3000; 2626 //const int TIME_MS_TOLERANCE = 3000;
2282 2627
2283 SendPrimUpdates(); 2628
2284 2629
2285 if (m_isChildAgent == false) 2630 if (m_isChildAgent == false)
2286 { 2631 {
@@ -2310,6 +2655,9 @@ namespace OpenSim.Region.Framework.Scenes
2310 CheckForBorderCrossing(); 2655 CheckForBorderCrossing();
2311 CheckForSignificantMovement(); // sends update to the modules. 2656 CheckForSignificantMovement(); // sends update to the modules.
2312 } 2657 }
2658
2659 //Sending prim updates AFTER the avatar terse updates are sent
2660 SendPrimUpdates();
2313 } 2661 }
2314 2662
2315 #endregion 2663 #endregion
@@ -3093,6 +3441,7 @@ namespace OpenSim.Region.Framework.Scenes
3093 m_callbackURI = cAgent.CallbackURI; 3441 m_callbackURI = cAgent.CallbackURI;
3094 3442
3095 m_pos = cAgent.Position; 3443 m_pos = cAgent.Position;
3444
3096 m_velocity = cAgent.Velocity; 3445 m_velocity = cAgent.Velocity;
3097 m_CameraCenter = cAgent.Center; 3446 m_CameraCenter = cAgent.Center;
3098 //m_avHeight = cAgent.Size.Z; 3447 //m_avHeight = cAgent.Size.Z;
@@ -3201,17 +3550,46 @@ namespace OpenSim.Region.Framework.Scenes
3201 /// </summary> 3550 /// </summary>
3202 public override void UpdateMovement() 3551 public override void UpdateMovement()
3203 { 3552 {
3204 if (m_forceToApply.HasValue) 3553 if (Animator!=null) // add for jumping
3205 { 3554 { // add for jumping
3206 Vector3 force = m_forceToApply.Value; 3555 // if (!m_animator.m_jumping) // add for jumping
3556 // { // add for jumping
3207 3557
3208 m_updateflag = true; 3558 if (m_forceToApply.HasValue) // this section realigned
3209// movementvector = force; 3559 {
3210 Velocity = force;
3211 3560
3212 m_forceToApply = null; 3561 Vector3 force = m_forceToApply.Value;
3213 } 3562 m_updateflag = true;
3214 } 3563if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3564 Velocity = force;
3565//Console.WriteLine("UM1 {0}", Velocity);
3566 m_forceToApply = null;
3567 }
3568 else
3569 {
3570 if (m_isNudging)
3571 {
3572 Vector3 force = Vector3.Zero;
3573
3574 m_updateflag = true;
3575if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3576 Velocity = force;
3577//Console.WriteLine("UM2 {0}", Velocity);
3578 m_isNudging = false;
3579 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3580 }
3581 else // add for jumping
3582 { // add for jumping
3583 Vector3 force = Vector3.Zero; // add for jumping
3584if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3585//Console.WriteLine("UM3 {0}", Velocity);
3586 Velocity = force; // add for jumping
3587 }
3588
3589 }
3590 // } // end realign
3591 } // add for jumping
3592 } // add for jumping
3215 3593
3216 /// <summary> 3594 /// <summary>
3217 /// Adds a physical representation of the avatar to the Physics plugin 3595 /// Adds a physical representation of the avatar to the Physics plugin
@@ -3256,18 +3634,29 @@ namespace OpenSim.Region.Framework.Scenes
3256 { 3634 {
3257 if (e == null) 3635 if (e == null)
3258 return; 3636 return;
3259 3637
3260 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3638 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3261 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3262 // as of this comment the interval is set in AddToPhysicalScene 3639 // as of this comment the interval is set in AddToPhysicalScene
3263 if (Animator!=null) 3640 if (Animator!=null)
3264 Animator.UpdateMovementAnimations(); 3641 {
3642 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3643 { // else its will lock out other animation changes, like ground sit.
3644 Animator.UpdateMovementAnimations();
3645 m_updateCount--;
3646 }
3647 }
3265 3648
3266 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3649 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3267 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3650 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3268 3651
3269 CollisionPlane = Vector4.UnitW; 3652 CollisionPlane = Vector4.UnitW;
3270 3653
3654 if (m_lastColCount != coldata.Count)
3655 {
3656 m_updateCount = UPDATE_COUNT;
3657 m_lastColCount = coldata.Count;
3658 }
3659
3271 if (coldata.Count != 0 && Animator != null) 3660 if (coldata.Count != 0 && Animator != null)
3272 { 3661 {
3273 switch (Animator.CurrentMovementAnimation) 3662 switch (Animator.CurrentMovementAnimation)
@@ -3297,6 +3686,148 @@ namespace OpenSim.Region.Framework.Scenes
3297 } 3686 }
3298 } 3687 }
3299 3688
3689 List<uint> thisHitColliders = new List<uint>();
3690 List<uint> endedColliders = new List<uint>();
3691 List<uint> startedColliders = new List<uint>();
3692
3693 foreach (uint localid in coldata.Keys)
3694 {
3695 thisHitColliders.Add(localid);
3696 if (!m_lastColliders.Contains(localid))
3697 {
3698 startedColliders.Add(localid);
3699 }
3700 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3701 }
3702
3703 // calculate things that ended colliding
3704 foreach (uint localID in m_lastColliders)
3705 {
3706 if (!thisHitColliders.Contains(localID))
3707 {
3708 endedColliders.Add(localID);
3709 }
3710 }
3711 //add the items that started colliding this time to the last colliders list.
3712 foreach (uint localID in startedColliders)
3713 {
3714 m_lastColliders.Add(localID);
3715 }
3716 // remove things that ended colliding from the last colliders list
3717 foreach (uint localID in endedColliders)
3718 {
3719 m_lastColliders.Remove(localID);
3720 }
3721
3722 // do event notification
3723 if (startedColliders.Count > 0)
3724 {
3725 ColliderArgs StartCollidingMessage = new ColliderArgs();
3726 List<DetectedObject> colliding = new List<DetectedObject>();
3727 foreach (uint localId in startedColliders)
3728 {
3729 if (localId == 0)
3730 continue;
3731
3732 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3733 string data = "";
3734 if (obj != null)
3735 {
3736 DetectedObject detobj = new DetectedObject();
3737 detobj.keyUUID = obj.UUID;
3738 detobj.nameStr = obj.Name;
3739 detobj.ownerUUID = obj.OwnerID;
3740 detobj.posVector = obj.AbsolutePosition;
3741 detobj.rotQuat = obj.GetWorldRotation();
3742 detobj.velVector = obj.Velocity;
3743 detobj.colliderType = 0;
3744 detobj.groupUUID = obj.GroupID;
3745 colliding.Add(detobj);
3746 }
3747 }
3748
3749 if (colliding.Count > 0)
3750 {
3751 StartCollidingMessage.Colliders = colliding;
3752
3753 foreach (SceneObjectGroup att in Attachments)
3754 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3755 }
3756 }
3757
3758 if (endedColliders.Count > 0)
3759 {
3760 ColliderArgs EndCollidingMessage = new ColliderArgs();
3761 List<DetectedObject> colliding = new List<DetectedObject>();
3762 foreach (uint localId in endedColliders)
3763 {
3764 if (localId == 0)
3765 continue;
3766
3767 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3768 string data = "";
3769 if (obj != null)
3770 {
3771 DetectedObject detobj = new DetectedObject();
3772 detobj.keyUUID = obj.UUID;
3773 detobj.nameStr = obj.Name;
3774 detobj.ownerUUID = obj.OwnerID;
3775 detobj.posVector = obj.AbsolutePosition;
3776 detobj.rotQuat = obj.GetWorldRotation();
3777 detobj.velVector = obj.Velocity;
3778 detobj.colliderType = 0;
3779 detobj.groupUUID = obj.GroupID;
3780 colliding.Add(detobj);
3781 }
3782 }
3783
3784 if (colliding.Count > 0)
3785 {
3786 EndCollidingMessage.Colliders = colliding;
3787
3788 foreach (SceneObjectGroup att in Attachments)
3789 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3790 }
3791 }
3792
3793 if (thisHitColliders.Count > 0)
3794 {
3795 ColliderArgs CollidingMessage = new ColliderArgs();
3796 List<DetectedObject> colliding = new List<DetectedObject>();
3797 foreach (uint localId in thisHitColliders)
3798 {
3799 if (localId == 0)
3800 continue;
3801
3802 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3803 string data = "";
3804 if (obj != null)
3805 {
3806 DetectedObject detobj = new DetectedObject();
3807 detobj.keyUUID = obj.UUID;
3808 detobj.nameStr = obj.Name;
3809 detobj.ownerUUID = obj.OwnerID;
3810 detobj.posVector = obj.AbsolutePosition;
3811 detobj.rotQuat = obj.GetWorldRotation();
3812 detobj.velVector = obj.Velocity;
3813 detobj.colliderType = 0;
3814 detobj.groupUUID = obj.GroupID;
3815 colliding.Add(detobj);
3816 }
3817 }
3818
3819 if (colliding.Count > 0)
3820 {
3821 CollidingMessage.Colliders = colliding;
3822
3823 lock (m_attachments)
3824 {
3825 foreach (SceneObjectGroup att in m_attachments)
3826 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3827 }
3828 }
3829 }
3830
3300 if (m_invulnerable) 3831 if (m_invulnerable)
3301 return; 3832 return;
3302 3833
@@ -3492,7 +4023,10 @@ namespace OpenSim.Region.Framework.Scenes
3492 m_scene = scene; 4023 m_scene = scene;
3493 4024
3494 RegisterToEvents(); 4025 RegisterToEvents();
3495 4026 if (m_controllingClient != null)
4027 {
4028 m_controllingClient.ProcessPendingPackets();
4029 }
3496 /* 4030 /*
3497 AbsolutePosition = client.StartPos; 4031 AbsolutePosition = client.StartPos;
3498 4032
@@ -3722,6 +4256,39 @@ namespace OpenSim.Region.Framework.Scenes
3722 return; 4256 return;
3723 } 4257 }
3724 4258
4259 XmlDocument doc = new XmlDocument();
4260 string stateData = String.Empty;
4261
4262 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4263 if (attServ != null)
4264 {
4265 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4266 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4267 if (stateData != String.Empty)
4268 {
4269 try
4270 {
4271 doc.LoadXml(stateData);
4272 }
4273 catch { }
4274 }
4275 }
4276
4277 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4278
4279 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4280 if (nodes.Count > 0)
4281 {
4282 foreach (XmlNode n in nodes)
4283 {
4284 XmlElement elem = (XmlElement)n;
4285 string itemID = elem.GetAttribute("ItemID");
4286 string xml = elem.InnerXml;
4287
4288 itemData[new UUID(itemID)] = xml;
4289 }
4290 }
4291
3725 List<int> attPoints = m_appearance.GetAttachedPoints(); 4292 List<int> attPoints = m_appearance.GetAttachedPoints();
3726 foreach (int p in attPoints) 4293 foreach (int p in attPoints)
3727 { 4294 {
@@ -3741,7 +4308,30 @@ namespace OpenSim.Region.Framework.Scenes
3741 4308
3742 try 4309 try
3743 { 4310 {
3744 m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4311 string xmlData;
4312 XmlDocument d = new XmlDocument();
4313 UUID asset;
4314 if (itemData.TryGetValue(itemID, out xmlData))
4315 {
4316 d.LoadXml(xmlData);
4317 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4318
4319 // Rez from inventory
4320 asset
4321 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4322
4323 }
4324 else
4325 {
4326 // Rez from inventory (with a null doc to let
4327 // CHANGED_OWNER happen)
4328 asset
4329 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4330 }
4331
4332 m_log.InfoFormat(
4333 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2}",
4334 p, itemID, asset);
3745 } 4335 }
3746 catch (Exception e) 4336 catch (Exception e)
3747 { 4337 {
@@ -3774,5 +4364,16 @@ namespace OpenSim.Region.Framework.Scenes
3774 m_reprioritization_called = false; 4364 m_reprioritization_called = false;
3775 } 4365 }
3776 } 4366 }
4367
4368 private Vector3 Quat2Euler(Quaternion rot){
4369 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4370 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4371 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4372 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4373 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4374 return(new Vector3(x,y,z));
4375 }
4376
4377
3777 } 4378 }
3778} 4379}