diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 290 |
1 files changed, 211 insertions, 79 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 5604e3d..cebd108 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
73 | // { | 73 | // { |
74 | // m_log.Debug("[ScenePresence] Destructor called"); | 74 | // m_log.Debug("[ScenePresence] Destructor called"); |
75 | // } | 75 | // } |
76 | 76 | ||
77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
78 | 78 | ||
79 | 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 }; |
@@ -89,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
89 | /// 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 |
90 | /// issue #1716 | 90 | /// issue #1716 |
91 | /// </summary> | 91 | /// </summary> |
92 | 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); | ||
93 | 95 | ||
94 | public UUID currentParcelUUID = UUID.Zero; | 96 | public UUID currentParcelUUID = UUID.Zero; |
95 | 97 | ||
@@ -113,7 +115,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
113 | public Vector3 lastKnownAllowedPosition; | 115 | public Vector3 lastKnownAllowedPosition; |
114 | public bool sentMessageAboutRestrictedParcelFlyingDown; | 116 | public bool sentMessageAboutRestrictedParcelFlyingDown; |
115 | public Vector4 CollisionPlane = Vector4.UnitW; | 117 | public Vector4 CollisionPlane = Vector4.UnitW; |
116 | 118 | ||
119 | private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation | ||
120 | private Vector3 m_avUnscriptedSitPos; // for non-scripted prims | ||
117 | private Vector3 m_lastPosition; | 121 | private Vector3 m_lastPosition; |
118 | private Quaternion m_lastRotation; | 122 | private Quaternion m_lastRotation; |
119 | private Vector3 m_lastVelocity; | 123 | private Vector3 m_lastVelocity; |
@@ -144,7 +148,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
144 | private int m_perfMonMS; | 148 | private int m_perfMonMS; |
145 | 149 | ||
146 | private bool m_setAlwaysRun; | 150 | private bool m_setAlwaysRun; |
147 | |||
148 | private bool m_forceFly; | 151 | private bool m_forceFly; |
149 | private bool m_flyDisabled; | 152 | private bool m_flyDisabled; |
150 | 153 | ||
@@ -168,7 +171,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
168 | protected RegionInfo m_regionInfo; | 171 | protected RegionInfo m_regionInfo; |
169 | protected ulong crossingFromRegion; | 172 | protected ulong crossingFromRegion; |
170 | 173 | ||
171 | private readonly Vector3[] Dir_Vectors = new Vector3[6]; | 174 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; |
175 | private bool m_isNudging = false; | ||
172 | 176 | ||
173 | // Position of agent's camera in world (region cordinates) | 177 | // Position of agent's camera in world (region cordinates) |
174 | protected Vector3 m_CameraCenter; | 178 | protected Vector3 m_CameraCenter; |
@@ -203,6 +207,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
203 | private bool m_followCamAuto; | 207 | private bool m_followCamAuto; |
204 | 208 | ||
205 | private int m_movementUpdateCount; | 209 | private int m_movementUpdateCount; |
210 | private int m_lastColCount = -1; //KF: Look for Collision chnages | ||
211 | private int m_updateCount = 0; //KF: Update Anims for a while | ||
212 | private static readonly int UPDATE_COUNT = 10; // how many frames to update for | ||
206 | 213 | ||
207 | private const int NumMovementsBetweenRayCast = 5; | 214 | private const int NumMovementsBetweenRayCast = 5; |
208 | 215 | ||
@@ -232,6 +239,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
232 | DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, | 239 | DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, |
233 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 240 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
234 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 241 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, |
242 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, | ||
243 | DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | ||
244 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, | ||
245 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, | ||
235 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 246 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
236 | } | 247 | } |
237 | 248 | ||
@@ -658,9 +669,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
658 | 669 | ||
659 | AdjustKnownSeeds(); | 670 | AdjustKnownSeeds(); |
660 | 671 | ||
661 | // TODO: I think, this won't send anything, as we are still a child here... | 672 | Animator.TrySetMovementAnimation("STAND"); |
662 | Animator.TrySetMovementAnimation("STAND"); | ||
663 | |||
664 | // we created a new ScenePresence (a new child agent) in a fresh region. | 673 | // we created a new ScenePresence (a new child agent) in a fresh region. |
665 | // Request info about all the (root) agents in this region | 674 | // Request info about all the (root) agents in this region |
666 | // Note: This won't send data *to* other clients in that region (children don't send) | 675 | // Note: This won't send data *to* other clients in that region (children don't send) |
@@ -716,21 +725,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
716 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 725 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
717 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 726 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
718 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 727 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
719 | Dir_Vectors[5] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 728 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
729 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE | ||
730 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE | ||
731 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | ||
732 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
720 | } | 733 | } |
721 | 734 | ||
722 | private Vector3[] GetWalkDirectionVectors() | 735 | private Vector3[] GetWalkDirectionVectors() |
723 | { | 736 | { |
724 | Vector3[] vector = new Vector3[6]; | 737 | Vector3[] vector = new Vector3[11]; |
725 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD | 738 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
726 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK | 739 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
727 | vector[2] = Vector3.UnitY; //LEFT | 740 | vector[2] = Vector3.UnitY; //LEFT |
728 | vector[3] = -Vector3.UnitY; //RIGHT | 741 | vector[3] = -Vector3.UnitY; //RIGHT |
729 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 742 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
730 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN | 743 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
731 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | 744 | vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE |
745 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE | ||
746 | vector[8] = Vector3.UnitY; //LEFT_NUDGE | ||
747 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | ||
748 | vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE | ||
732 | return vector; | 749 | return vector; |
733 | } | 750 | } |
751 | |||
752 | private bool[] GetDirectionIsNudge() | ||
753 | { | ||
754 | bool[] isNudge = new bool[11]; | ||
755 | isNudge[0] = false; //FORWARD | ||
756 | isNudge[1] = false; //BACK | ||
757 | isNudge[2] = false; //LEFT | ||
758 | isNudge[3] = false; //RIGHT | ||
759 | isNudge[4] = false; //UP | ||
760 | isNudge[5] = false; //DOWN | ||
761 | isNudge[6] = true; //FORWARD_NUDGE | ||
762 | isNudge[7] = true; //BACK_NUDGE | ||
763 | isNudge[8] = true; //LEFT_NUDGE | ||
764 | isNudge[9] = true; //RIGHT_NUDGE | ||
765 | isNudge[10] = true; //DOWN_Nudge | ||
766 | return isNudge; | ||
767 | } | ||
768 | |||
734 | 769 | ||
735 | #endregion | 770 | #endregion |
736 | 771 | ||
@@ -994,7 +1029,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
994 | { | 1029 | { |
995 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); | 1030 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); |
996 | } | 1031 | } |
997 | 1032 | ||
1033 | m_updateCount = UPDATE_COUNT; //KF: Trigger Anim updates to catch falling anim. | ||
1034 | |||
998 | ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, | 1035 | ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, |
999 | AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); | 1036 | AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); |
1000 | } | 1037 | } |
@@ -1147,7 +1184,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1147 | // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); | 1184 | // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); |
1148 | // return; | 1185 | // return; |
1149 | //} | 1186 | //} |
1150 | |||
1151 | m_perfMonMS = Environment.TickCount; | 1187 | m_perfMonMS = Environment.TickCount; |
1152 | 1188 | ||
1153 | ++m_movementUpdateCount; | 1189 | ++m_movementUpdateCount; |
@@ -1229,7 +1265,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1229 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); | 1265 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); |
1230 | } | 1266 | } |
1231 | } | 1267 | } |
1232 | |||
1233 | lock (scriptedcontrols) | 1268 | lock (scriptedcontrols) |
1234 | { | 1269 | { |
1235 | if (scriptedcontrols.Count > 0) | 1270 | if (scriptedcontrols.Count > 0) |
@@ -1244,9 +1279,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1244 | 1279 | ||
1245 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) | 1280 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) |
1246 | { | 1281 | { |
1247 | // TODO: This doesn't prevent the user from walking yet. | 1282 | m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. |
1248 | // Setting parent ID would fix this, if we knew what value | ||
1249 | // to use. Or we could add a m_isSitting variable. | ||
1250 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | 1283 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); |
1251 | } | 1284 | } |
1252 | 1285 | ||
@@ -1261,7 +1294,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1261 | { | 1294 | { |
1262 | return; | 1295 | return; |
1263 | } | 1296 | } |
1264 | |||
1265 | if (m_allowMovement) | 1297 | if (m_allowMovement) |
1266 | { | 1298 | { |
1267 | int i = 0; | 1299 | int i = 0; |
@@ -1289,6 +1321,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1289 | update_rotation = true; | 1321 | update_rotation = true; |
1290 | } | 1322 | } |
1291 | 1323 | ||
1324 | //guilty until proven innocent.. | ||
1325 | bool Nudging = true; | ||
1326 | //Basically, if there is at least one non-nudge control then we don't need | ||
1327 | //to worry about stopping the avatar | ||
1328 | |||
1292 | if (m_parentID == 0) | 1329 | if (m_parentID == 0) |
1293 | { | 1330 | { |
1294 | bool bAllowUpdateMoveToPosition = false; | 1331 | bool bAllowUpdateMoveToPosition = false; |
@@ -1303,6 +1340,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1303 | else | 1340 | else |
1304 | dirVectors = Dir_Vectors; | 1341 | dirVectors = Dir_Vectors; |
1305 | 1342 | ||
1343 | bool[] isNudge = GetDirectionIsNudge(); | ||
1344 | |||
1345 | |||
1346 | |||
1347 | |||
1348 | |||
1306 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 1349 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
1307 | { | 1350 | { |
1308 | if (((uint)flags & (uint)DCF) != 0) | 1351 | if (((uint)flags & (uint)DCF) != 0) |
@@ -1312,6 +1355,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1312 | try | 1355 | try |
1313 | { | 1356 | { |
1314 | agent_control_v3 += dirVectors[i]; | 1357 | agent_control_v3 += dirVectors[i]; |
1358 | if (isNudge[i] == false) | ||
1359 | { | ||
1360 | Nudging = false; | ||
1361 | } | ||
1315 | } | 1362 | } |
1316 | catch (IndexOutOfRangeException) | 1363 | catch (IndexOutOfRangeException) |
1317 | { | 1364 | { |
@@ -1373,6 +1420,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1373 | // Ignore z component of vector | 1420 | // Ignore z component of vector |
1374 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1421 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1375 | LocalVectorToTarget2D.Normalize(); | 1422 | LocalVectorToTarget2D.Normalize(); |
1423 | |||
1424 | //We're not nudging | ||
1425 | Nudging = false; | ||
1376 | agent_control_v3 += LocalVectorToTarget2D; | 1426 | agent_control_v3 += LocalVectorToTarget2D; |
1377 | 1427 | ||
1378 | // update avatar movement flags. the avatar coordinate system is as follows: | 1428 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1455,7 +1505,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1455 | // m_log.DebugFormat( | 1505 | // m_log.DebugFormat( |
1456 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); | 1506 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); |
1457 | 1507 | ||
1458 | AddNewMovement(agent_control_v3, q); | 1508 | AddNewMovement(agent_control_v3, q, Nudging); |
1459 | 1509 | ||
1460 | if (update_movementflag) | 1510 | if (update_movementflag) |
1461 | Animator.UpdateMovementAnimations(); | 1511 | Animator.UpdateMovementAnimations(); |
@@ -1538,7 +1588,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1538 | Velocity = Vector3.Zero; | 1588 | Velocity = Vector3.Zero; |
1539 | SendFullUpdateToAllClients(); | 1589 | SendFullUpdateToAllClients(); |
1540 | 1590 | ||
1541 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1591 | HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? |
1542 | } | 1592 | } |
1543 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); | 1593 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); |
1544 | m_requestedSitTargetUUID = UUID.Zero; | 1594 | m_requestedSitTargetUUID = UUID.Zero; |
@@ -1576,21 +1626,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
1576 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | 1626 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); |
1577 | if (part != null) | 1627 | if (part != null) |
1578 | { | 1628 | { |
1629 | part.TaskInventory.LockItemsForRead(true); | ||
1579 | TaskInventoryDictionary taskIDict = part.TaskInventory; | 1630 | TaskInventoryDictionary taskIDict = part.TaskInventory; |
1580 | if (taskIDict != null) | 1631 | if (taskIDict != null) |
1581 | { | 1632 | { |
1582 | lock (taskIDict) | 1633 | foreach (UUID taskID in taskIDict.Keys) |
1583 | { | 1634 | { |
1584 | foreach (UUID taskID in taskIDict.Keys) | 1635 | UnRegisterControlEventsToScript(LocalId, taskID); |
1585 | { | 1636 | taskIDict[taskID].PermsMask &= ~( |
1586 | UnRegisterControlEventsToScript(LocalId, taskID); | 1637 | 2048 | //PERMISSION_CONTROL_CAMERA |
1587 | taskIDict[taskID].PermsMask &= ~( | 1638 | 4); // PERMISSION_TAKE_CONTROLS |
1588 | 2048 | //PERMISSION_CONTROL_CAMERA | ||
1589 | 4); // PERMISSION_TAKE_CONTROLS | ||
1590 | } | ||
1591 | } | 1639 | } |
1592 | |||
1593 | } | 1640 | } |
1641 | part.TaskInventory.LockItemsForRead(false); | ||
1594 | // Reset sit target. | 1642 | // Reset sit target. |
1595 | if (part.GetAvatarOnSitTarget() == UUID) | 1643 | if (part.GetAvatarOnSitTarget() == UUID) |
1596 | part.SetAvatarOnSitTarget(UUID.Zero); | 1644 | part.SetAvatarOnSitTarget(UUID.Zero); |
@@ -1603,9 +1651,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1603 | { | 1651 | { |
1604 | AddToPhysicalScene(false); | 1652 | AddToPhysicalScene(false); |
1605 | } | 1653 | } |
1606 | |||
1607 | m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); | 1654 | m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); |
1608 | m_parentPosition = Vector3.Zero; | 1655 | m_parentPosition = Vector3.Zero; |
1656 | //Console.WriteLine("Stand Pos {0}", m_pos); | ||
1609 | 1657 | ||
1610 | m_parentID = 0; | 1658 | m_parentID = 0; |
1611 | SendFullUpdateToAllClients(); | 1659 | SendFullUpdateToAllClients(); |
@@ -1651,7 +1699,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1651 | bool SitTargetisSet = | 1699 | bool SitTargetisSet = |
1652 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && | 1700 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && |
1653 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); | 1701 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); |
1654 | 1702 | // this test is probably failing | |
1655 | if (SitTargetisSet && SitTargetUnOccupied) | 1703 | if (SitTargetisSet && SitTargetUnOccupied) |
1656 | { | 1704 | { |
1657 | //switch the target to this prim | 1705 | //switch the target to this prim |
@@ -1678,31 +1726,58 @@ namespace OpenSim.Region.Framework.Scenes | |||
1678 | { | 1726 | { |
1679 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | 1727 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client |
1680 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | 1728 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it |
1681 | 1729 | ||
1730 | // part is the prim to sit on | ||
1731 | // offset is the vector distance from that prim center to the click-spot | ||
1732 | // UUID is the UUID of the Avatar doing the clicking | ||
1733 | |||
1734 | m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation | ||
1735 | |||
1682 | // Is a sit target available? | 1736 | // Is a sit target available? |
1683 | Vector3 avSitOffSet = part.SitTargetPosition; | 1737 | Vector3 avSitOffSet = part.SitTargetPosition; |
1684 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1738 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1685 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1739 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); |
1686 | 1740 | ||
1687 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1741 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); |
1688 | bool SitTargetisSet = | 1742 | // bool SitTargetisSet = |
1689 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 0f && | 1743 | // (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 0f && |
1690 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f)); | 1744 | // avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f)); |
1691 | 1745 | ||
1692 | if (SitTargetisSet && SitTargetUnOccupied) | 1746 | bool SitTargetisSet = ((Vector3.Zero != avSitOffSet) || (Quaternion.Identity != avSitOrientation)); |
1693 | { | 1747 | |
1694 | part.SetAvatarOnSitTarget(UUID); | 1748 | //Console.WriteLine("SendSitResponse offset=" + offset + " UnOccup=" + SitTargetUnOccupied + |
1695 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); | 1749 | // " TargSet=" + SitTargetisSet); |
1696 | sitOrientation = avSitOrientation; | 1750 | // Sit analysis rewritten by KF 091125 |
1697 | autopilot = false; | 1751 | if (SitTargetisSet) // scipted sit |
1698 | } | 1752 | { |
1753 | if (SitTargetUnOccupied) | ||
1754 | { | ||
1755 | part.SetAvatarOnSitTarget(UUID); // set that Av will be on it | ||
1756 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one | ||
1757 | sitOrientation = avSitOrientation; // Change rotatione to the scripted one | ||
1758 | autopilot = false; // Jump direct to scripted llSitPos() | ||
1759 | } | ||
1760 | else return; | ||
1761 | } | ||
1762 | else // Not Scripted | ||
1763 | { | ||
1764 | if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) // large prim | ||
1765 | { | ||
1766 | Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
1767 | m_avUnscriptedSitPos = offset * partIRot; // sit where clicked | ||
1768 | pos = part.AbsolutePosition + (offset * partIRot); | ||
1769 | } | ||
1770 | else // small prim | ||
1771 | { | ||
1772 | if (SitTargetUnOccupied) | ||
1773 | { | ||
1774 | m_avUnscriptedSitPos = Vector3.Zero; // Sit on unoccupied small prim center | ||
1775 | pos = part.AbsolutePosition; | ||
1776 | } | ||
1777 | else return; // occupied small | ||
1778 | } // end large/small | ||
1779 | } // end Scripted/not | ||
1699 | 1780 | ||
1700 | pos = part.AbsolutePosition + offset; | ||
1701 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) | ||
1702 | //{ | ||
1703 | // offset = pos; | ||
1704 | //autopilot = false; | ||
1705 | //} | ||
1706 | if (m_physicsActor != null) | 1781 | if (m_physicsActor != null) |
1707 | { | 1782 | { |
1708 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | 1783 | // If we're not using the client autopilot, we're immediately warping the avatar to the location |
@@ -1710,17 +1785,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1710 | m_sitAvatarHeight = m_physicsActor.Size.Z; | 1785 | m_sitAvatarHeight = m_physicsActor.Size.Z; |
1711 | 1786 | ||
1712 | if (autopilot) | 1787 | if (autopilot) |
1713 | { | 1788 | { // its not a scripted sit |
1714 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) | 1789 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) |
1715 | { | 1790 | { |
1716 | autopilot = false; | 1791 | autopilot = false; // close enough |
1717 | 1792 | ||
1718 | RemoveFromPhysicalScene(); | 1793 | RemoveFromPhysicalScene(); |
1719 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); | 1794 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to Prim |
1720 | } | 1795 | } // else the autopilot will get us close |
1721 | } | 1796 | } |
1722 | else | 1797 | else |
1723 | { | 1798 | { // its a scripted sit |
1724 | RemoveFromPhysicalScene(); | 1799 | RemoveFromPhysicalScene(); |
1725 | } | 1800 | } |
1726 | } | 1801 | } |
@@ -1823,29 +1898,52 @@ namespace OpenSim.Region.Framework.Scenes | |||
1823 | { | 1898 | { |
1824 | if (part.GetAvatarOnSitTarget() == UUID) | 1899 | if (part.GetAvatarOnSitTarget() == UUID) |
1825 | { | 1900 | { |
1901 | // Scripted sit | ||
1826 | Vector3 sitTargetPos = part.SitTargetPosition; | 1902 | Vector3 sitTargetPos = part.SitTargetPosition; |
1827 | Quaternion sitTargetOrient = part.SitTargetOrientation; | 1903 | Quaternion sitTargetOrient = part.SitTargetOrientation; |
1828 | |||
1829 | //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); | ||
1830 | //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); | ||
1831 | |||
1832 | //Quaternion result = (sitTargetOrient * vq) * nq; | ||
1833 | |||
1834 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 1904 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
1835 | m_pos += SIT_TARGET_ADJUSTMENT; | 1905 | m_pos += SIT_TARGET_ADJUSTMENT; |
1836 | m_bodyRot = sitTargetOrient; | 1906 | m_bodyRot = sitTargetOrient; |
1837 | //Rotation = sitTargetOrient; | ||
1838 | m_parentPosition = part.AbsolutePosition; | 1907 | m_parentPosition = part.AbsolutePosition; |
1839 | |||
1840 | //SendTerseUpdateToAllClients(); | ||
1841 | } | 1908 | } |
1842 | else | 1909 | else |
1843 | { | 1910 | { |
1844 | m_pos -= part.AbsolutePosition; | 1911 | // Non-scripted sit by Kitto Flora 21Nov09 |
1912 | // Calculate angle of line from prim to Av | ||
1913 | Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; | ||
1914 | float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); | ||
1915 | float x_diff = ( m_avInitialPos.X - sitTargetPos.X); | ||
1916 | if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 | ||
1917 | if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 | ||
1918 | float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); | ||
1919 | Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
1920 | // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. | ||
1921 | // Av sits at world euler <0,0, z>, translated by part rotation | ||
1922 | m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click | ||
1845 | m_parentPosition = part.AbsolutePosition; | 1923 | m_parentPosition = part.AbsolutePosition; |
1846 | } | 1924 | if(m_avUnscriptedSitPos != Vector3.Zero) |
1847 | } | 1925 | { // sit where clicked on big prim |
1848 | else | 1926 | m_pos = m_avUnscriptedSitPos + (new Vector3(0.0f, 0f, 0.625f) * partIRot); |
1927 | } | ||
1928 | else | ||
1929 | { // sit at center of small prim | ||
1930 | m_pos = new Vector3(0f, 0f, 0.05f) + | ||
1931 | (new Vector3(0.0f, 0f, 0.625f) * partIRot) + | ||
1932 | (new Vector3(0.25f, 0f, 0.0f) * m_bodyRot); | ||
1933 | //Set up raytrace to find top surface of prim | ||
1934 | Vector3 size = part.Scale; | ||
1935 | float mag = 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); | ||
1936 | Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); | ||
1937 | Vector3 down = new Vector3(0f, 0f, -1f); | ||
1938 | m_scene.PhysicsScene.RaycastWorld( | ||
1939 | start, // Vector3 position, | ||
1940 | down, // Vector3 direction, | ||
1941 | mag, // float length, | ||
1942 | SitAltitudeCallback); // retMethod | ||
1943 | } // end small/big | ||
1944 | } // end scripted/not | ||
1945 | } | ||
1946 | else // no Av | ||
1849 | { | 1947 | { |
1850 | return; | 1948 | return; |
1851 | } | 1949 | } |
@@ -1857,11 +1955,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
1857 | 1955 | ||
1858 | Animator.TrySetMovementAnimation(sitAnimation); | 1956 | Animator.TrySetMovementAnimation(sitAnimation); |
1859 | SendFullUpdateToAllClients(); | 1957 | SendFullUpdateToAllClients(); |
1860 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | ||
1861 | // So we're also sending a terse update (which has avatar rotation) | ||
1862 | // [Update] We do now. | ||
1863 | //SendTerseUpdateToAllClients(); | ||
1864 | } | 1958 | } |
1959 | |||
1960 | public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance) | ||
1961 | { | ||
1962 | if(hitYN) | ||
1963 | { | ||
1964 | // m_pos = Av offset from prim center to make look like on center | ||
1965 | // m_parentPosition = Actual center pos of prim | ||
1966 | // collisionPoint = spot on prim where we want to sit | ||
1967 | SceneObjectPart part = m_scene.GetSceneObjectPart(localid); | ||
1968 | Vector3 offset = (collisionPoint - m_parentPosition) * Quaternion.Inverse(part.RotationOffset); | ||
1969 | m_pos += offset; | ||
1970 | // Console.WriteLine("m_pos={0}, offset={1} newsit={2}", m_pos, offset, newsit); | ||
1971 | } | ||
1972 | } | ||
1865 | 1973 | ||
1866 | /// <summary> | 1974 | /// <summary> |
1867 | /// Event handler for the 'Always run' setting on the client | 1975 | /// Event handler for the 'Always run' setting on the client |
@@ -1891,7 +1999,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1891 | /// </summary> | 1999 | /// </summary> |
1892 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 2000 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
1893 | /// <param name="rotation">The direction in which this avatar should now face. | 2001 | /// <param name="rotation">The direction in which this avatar should now face. |
1894 | public void AddNewMovement(Vector3 vec, Quaternion rotation) | 2002 | public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging) |
1895 | { | 2003 | { |
1896 | if (m_isChildAgent) | 2004 | if (m_isChildAgent) |
1897 | { | 2005 | { |
@@ -1965,7 +2073,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1965 | 2073 | ||
1966 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | 2074 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
1967 | m_forceToApply = direc; | 2075 | m_forceToApply = direc; |
1968 | 2076 | m_isNudging = Nudging; | |
1969 | m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); | 2077 | m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); |
1970 | } | 2078 | } |
1971 | 2079 | ||
@@ -1980,7 +2088,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1980 | const float POSITION_TOLERANCE = 0.05f; | 2088 | const float POSITION_TOLERANCE = 0.05f; |
1981 | //const int TIME_MS_TOLERANCE = 3000; | 2089 | //const int TIME_MS_TOLERANCE = 3000; |
1982 | 2090 | ||
1983 | SendPrimUpdates(); | 2091 | |
1984 | 2092 | ||
1985 | if (m_newCoarseLocations) | 2093 | if (m_newCoarseLocations) |
1986 | { | 2094 | { |
@@ -2016,6 +2124,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2016 | CheckForBorderCrossing(); | 2124 | CheckForBorderCrossing(); |
2017 | CheckForSignificantMovement(); // sends update to the modules. | 2125 | CheckForSignificantMovement(); // sends update to the modules. |
2018 | } | 2126 | } |
2127 | |||
2128 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2129 | SendPrimUpdates(); | ||
2019 | } | 2130 | } |
2020 | 2131 | ||
2021 | #endregion | 2132 | #endregion |
@@ -2869,14 +2980,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
2869 | { | 2980 | { |
2870 | if (m_forceToApply.HasValue) | 2981 | if (m_forceToApply.HasValue) |
2871 | { | 2982 | { |
2872 | Vector3 force = m_forceToApply.Value; | ||
2873 | 2983 | ||
2984 | Vector3 force = m_forceToApply.Value; | ||
2874 | m_updateflag = true; | 2985 | m_updateflag = true; |
2875 | // movementvector = force; | ||
2876 | Velocity = force; | 2986 | Velocity = force; |
2877 | 2987 | ||
2878 | m_forceToApply = null; | 2988 | m_forceToApply = null; |
2879 | } | 2989 | } |
2990 | else | ||
2991 | { | ||
2992 | if (m_isNudging) | ||
2993 | { | ||
2994 | Vector3 force = Vector3.Zero; | ||
2995 | |||
2996 | m_updateflag = true; | ||
2997 | Velocity = force; | ||
2998 | m_isNudging = false; | ||
2999 | m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND" | ||
3000 | } | ||
3001 | } | ||
2880 | } | 3002 | } |
2881 | 3003 | ||
2882 | public override void SetText(string text, Vector3 color, double alpha) | 3004 | public override void SetText(string text, Vector3 color, double alpha) |
@@ -2926,19 +3048,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
2926 | // Event called by the physics plugin to tell the avatar about a collision. | 3048 | // Event called by the physics plugin to tell the avatar about a collision. |
2927 | private void PhysicsCollisionUpdate(EventArgs e) | 3049 | private void PhysicsCollisionUpdate(EventArgs e) |
2928 | { | 3050 | { |
3051 | if (m_updateCount > 0) //KF: Update Anims for a short period. Many Anim | ||
3052 | { // changes are very asynchronous. | ||
3053 | Animator.UpdateMovementAnimations(); | ||
3054 | m_updateCount--; | ||
3055 | } | ||
3056 | |||
2929 | if (e == null) | 3057 | if (e == null) |
2930 | return; | 3058 | return; |
2931 | 3059 | ||
2932 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) | ||
2933 | // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( | 3060 | // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( |
2934 | // as of this comment the interval is set in AddToPhysicalScene | 3061 | // as of this comment the interval is set in AddToPhysicalScene |
2935 | Animator.UpdateMovementAnimations(); | 3062 | |
2936 | |||
2937 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3063 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; |
2938 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | 3064 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; |
2939 | 3065 | ||
2940 | CollisionPlane = Vector4.UnitW; | 3066 | CollisionPlane = Vector4.UnitW; |
2941 | 3067 | ||
3068 | if (m_lastColCount != coldata.Count) | ||
3069 | { | ||
3070 | m_updateCount = 10; | ||
3071 | m_lastColCount = coldata.Count; | ||
3072 | } | ||
3073 | |||
2942 | if (coldata.Count != 0) | 3074 | if (coldata.Count != 0) |
2943 | { | 3075 | { |
2944 | switch (Animator.CurrentMovementAnimation) | 3076 | switch (Animator.CurrentMovementAnimation) |
@@ -3585,4 +3717,4 @@ namespace OpenSim.Region.Framework.Scenes | |||
3585 | } | 3717 | } |
3586 | } | 3718 | } |
3587 | } | 3719 | } |
3588 | } \ No newline at end of file | 3720 | } |