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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs590
1 files changed, 513 insertions, 77 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 1222ac6..0176921 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -63,6 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
63 63
64 struct ScriptControllers 64 struct ScriptControllers
65 { 65 {
66 public UUID objectID;
66 public UUID itemID; 67 public UUID itemID;
67 public ScriptControlled ignoreControls; 68 public ScriptControlled ignoreControls;
68 public ScriptControlled eventControls; 69 public ScriptControlled eventControls;
@@ -98,7 +99,7 @@ namespace OpenSim.Region.Framework.Scenes
98 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 99 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
99 /// issue #1716 100 /// issue #1716
100 /// </summary> 101 /// </summary>
101 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 102 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
102 103
103 /// <summary> 104 /// <summary>
104 /// Movement updates for agents in neighboring regions are sent directly to clients. 105 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -170,6 +171,7 @@ namespace OpenSim.Region.Framework.Scenes
170// private int m_lastColCount = -1; //KF: Look for Collision chnages 171// private int m_lastColCount = -1; //KF: Look for Collision chnages
171// private int m_updateCount = 0; //KF: Update Anims for a while 172// private int m_updateCount = 0; //KF: Update Anims for a while
172// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 173// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
174 private List<uint> m_lastColliders = new List<uint>();
173 175
174 private TeleportFlags m_teleportFlags; 176 private TeleportFlags m_teleportFlags;
175 public TeleportFlags TeleportFlags 177 public TeleportFlags TeleportFlags
@@ -231,6 +233,13 @@ namespace OpenSim.Region.Framework.Scenes
231 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
232 //***************************************************** 234 //*****************************************************
233 235
236 private bool m_collisionEventFlag = false;
237 private object m_collisionEventLock = new Object();
238
239 private int m_movementAnimationUpdateCounter = 0;
240
241 private Vector3 m_prevSitOffset;
242
234 protected AvatarAppearance m_appearance; 243 protected AvatarAppearance m_appearance;
235 244
236 public AvatarAppearance Appearance 245 public AvatarAppearance Appearance
@@ -425,7 +434,7 @@ namespace OpenSim.Region.Framework.Scenes
425 get { return (IClientCore)ControllingClient; } 434 get { return (IClientCore)ControllingClient; }
426 } 435 }
427 436
428 public Vector3 ParentPosition { get; set; } 437// public Vector3 ParentPosition { get; set; }
429 438
430 /// <summary> 439 /// <summary>
431 /// Position of this avatar relative to the region the avatar is in 440 /// Position of this avatar relative to the region the avatar is in
@@ -483,7 +492,7 @@ namespace OpenSim.Region.Framework.Scenes
483 if (ParentID == 0) 492 if (ParentID == 0)
484 { 493 {
485 m_pos = value; 494 m_pos = value;
486 ParentPosition = Vector3.Zero; 495// ParentPosition = Vector3.Zero;
487 } 496 }
488 497
489 //m_log.DebugFormat( 498 //m_log.DebugFormat(
@@ -572,6 +581,13 @@ namespace OpenSim.Region.Framework.Scenes
572 /// </summary> 581 /// </summary>
573 public uint ParentID { get; set; } 582 public uint ParentID { get; set; }
574 583
584 public UUID ParentUUID
585 {
586 get { return m_parentUUID; }
587 set { m_parentUUID = value; }
588 }
589 private UUID m_parentUUID = UUID.Zero;
590
575 /// <summary> 591 /// <summary>
576 /// Are we sitting on an object? 592 /// Are we sitting on an object?
577 /// </summary> 593 /// </summary>
@@ -738,6 +754,33 @@ namespace OpenSim.Region.Framework.Scenes
738 Appearance = appearance; 754 Appearance = appearance;
739 } 755 }
740 756
757 private void RegionHeartbeatEnd(Scene scene)
758 {
759 if (IsChildAgent)
760 return;
761
762 m_movementAnimationUpdateCounter ++;
763 if (m_movementAnimationUpdateCounter >= 2)
764 {
765 m_movementAnimationUpdateCounter = 0;
766 if (Animator != null)
767 {
768 // If the parentID == 0 we are not sitting
769 // if !SitGournd then we are not sitting on the ground
770 // Fairly straightforward, now here comes the twist
771 // if ParentUUID is NOT UUID.Zero, we are looking to
772 // be sat on an object that isn't there yet. Should
773 // be treated as if sat.
774 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
775 Animator.UpdateMovementAnimations();
776 }
777 else
778 {
779 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
780 }
781 }
782 }
783
741 public void RegisterToEvents() 784 public void RegisterToEvents()
742 { 785 {
743 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 786 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -747,6 +790,7 @@ namespace OpenSim.Region.Framework.Scenes
747 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 790 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
748 ControllingClient.OnStartAnim += HandleStartAnim; 791 ControllingClient.OnStartAnim += HandleStartAnim;
749 ControllingClient.OnStopAnim += HandleStopAnim; 792 ControllingClient.OnStopAnim += HandleStopAnim;
793 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
750 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 794 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
751 ControllingClient.OnAutoPilotGo += MoveToTarget; 795 ControllingClient.OnAutoPilotGo += MoveToTarget;
752 796
@@ -807,10 +851,39 @@ namespace OpenSim.Region.Framework.Scenes
807 "[SCENE]: Upgrading child to root agent for {0} in {1}", 851 "[SCENE]: Upgrading child to root agent for {0} in {1}",
808 Name, m_scene.RegionInfo.RegionName); 852 Name, m_scene.RegionInfo.RegionName);
809 853
810 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
811
812 bool wasChild = IsChildAgent; 854 bool wasChild = IsChildAgent;
813 IsChildAgent = false; 855
856 if (ParentUUID != UUID.Zero)
857 {
858 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
859 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
860 if (part == null)
861 {
862 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
863 }
864 else
865 {
866 part.ParentGroup.AddAvatar(UUID);
867 if (part.SitTargetPosition != Vector3.Zero)
868 part.SitTargetAvatar = UUID;
869// ParentPosition = part.GetWorldPosition();
870 ParentID = part.LocalId;
871 ParentPart = part;
872 m_pos = m_prevSitOffset;
873// pos = ParentPosition;
874 pos = part.GetWorldPosition();
875 }
876 ParentUUID = UUID.Zero;
877
878 IsChildAgent = false;
879
880// Animator.TrySetMovementAnimation("SIT");
881 }
882 else
883 {
884 IsChildAgent = false;
885 }
886
814 887
815 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 888 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
816 if (gm != null) 889 if (gm != null)
@@ -820,62 +893,72 @@ namespace OpenSim.Region.Framework.Scenes
820 893
821 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 894 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
822 895
823 // Moved this from SendInitialData to ensure that Appearance is initialized 896 if (ParentID == 0)
824 // before the inventory is processed in MakeRootAgent. This fixes a race condition
825 // related to the handling of attachments
826 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
827 if (m_scene.TestBorderCross(pos, Cardinals.E))
828 { 897 {
829 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 898 // Moved this from SendInitialData to ensure that Appearance is initialized
830 pos.X = crossedBorder.BorderLine.Z - 1; 899 // before the inventory is processed in MakeRootAgent. This fixes a race condition
831 } 900 // related to the handling of attachments
901 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
902 if (m_scene.TestBorderCross(pos, Cardinals.E))
903 {
904 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
905 pos.X = crossedBorder.BorderLine.Z - 1;
906 }
832 907
833 if (m_scene.TestBorderCross(pos, Cardinals.N)) 908 if (m_scene.TestBorderCross(pos, Cardinals.N))
834 { 909 {
835 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 910 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
836 pos.Y = crossedBorder.BorderLine.Z - 1; 911 pos.Y = crossedBorder.BorderLine.Z - 1;
837 } 912 }
838 913
839 CheckAndAdjustLandingPoint(ref pos); 914 CheckAndAdjustLandingPoint(ref pos);
840 915
841 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 916 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
842 { 917 {
843 m_log.WarnFormat( 918 m_log.WarnFormat(
844 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 919 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
845 pos, Name, UUID); 920 pos, Name, UUID);
846 921
847 if (pos.X < 0f) pos.X = 0f; 922 if (pos.X < 0f) pos.X = 0f;
848 if (pos.Y < 0f) pos.Y = 0f; 923 if (pos.Y < 0f) pos.Y = 0f;
849 if (pos.Z < 0f) pos.Z = 0f; 924 if (pos.Z < 0f) pos.Z = 0f;
850 } 925 }
851 926
852 float localAVHeight = 1.56f; 927 float localAVHeight = 1.56f;
853 if (Appearance.AvatarHeight > 0) 928 if (Appearance.AvatarHeight > 0)
854 localAVHeight = Appearance.AvatarHeight; 929 localAVHeight = Appearance.AvatarHeight;
855 930
856 float posZLimit = 0; 931 float posZLimit = 0;
857 932
858 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 933 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
859 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 934 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
860 935
861 float newPosZ = posZLimit + localAVHeight / 2; 936 float newPosZ = posZLimit + localAVHeight / 2;
862 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 937 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
863 { 938 {
864 pos.Z = newPosZ; 939 pos.Z = newPosZ;
865 } 940 }
866 AbsolutePosition = pos; 941 AbsolutePosition = pos;
867 942
868 AddToPhysicalScene(isFlying); 943 if (m_teleportFlags == TeleportFlags.Default)
944 {
945 Vector3 vel = Velocity;
946 AddToPhysicalScene(isFlying);
947 if (PhysicsActor != null)
948 PhysicsActor.SetMomentum(vel);
949 }
950 else
951 AddToPhysicalScene(isFlying);
869 952
870 if (ForceFly) 953 if (ForceFly)
871 { 954 {
872 Flying = true; 955 Flying = true;
873 } 956 }
874 else if (FlyDisabled) 957 else if (FlyDisabled)
875 { 958 {
876 Flying = false; 959 Flying = false;
960 }
877 } 961 }
878
879 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 962 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
880 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 963 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
881 // elsewhere anyway 964 // elsewhere anyway
@@ -895,14 +978,19 @@ namespace OpenSim.Region.Framework.Scenes
895 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); 978 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
896 979
897 // Resume scripts 980 // Resume scripts
898 foreach (SceneObjectGroup sog in m_attachments) 981 Util.FireAndForget(delegate(object x) {
899 { 982 foreach (SceneObjectGroup sog in m_attachments)
900 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 983 {
901 sog.ResumeScripts(); 984 sog.ScheduleGroupForFullUpdate();
902 } 985 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
986 sog.ResumeScripts();
987 }
988 });
903 } 989 }
904 } 990 }
905 991
992 SendAvatarDataToAllAgents();
993
906 // send the animations of the other presences to me 994 // send the animations of the other presences to me
907 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 995 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
908 { 996 {
@@ -913,9 +1001,12 @@ namespace OpenSim.Region.Framework.Scenes
913 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 1001 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
914 // stall on the border crossing since the existing child agent will still have the last movement 1002 // stall on the border crossing since the existing child agent will still have the last movement
915 // recorded, which stops the input from being processed. 1003 // recorded, which stops the input from being processed.
1004
916 MovementFlag = 0; 1005 MovementFlag = 0;
917 1006
918 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1007 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1008
1009 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
919 } 1010 }
920 1011
921 public int GetStateSource() 1012 public int GetStateSource()
@@ -943,12 +1034,16 @@ namespace OpenSim.Region.Framework.Scenes
943 /// </remarks> 1034 /// </remarks>
944 public void MakeChildAgent() 1035 public void MakeChildAgent()
945 { 1036 {
1037 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1038
946 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1039 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
947 1040
948 // Reset these so that teleporting in and walking out isn't seen 1041 // Reset these so that teleporting in and walking out isn't seen
949 // as teleporting back 1042 // as teleporting back
950 TeleportFlags = TeleportFlags.Default; 1043 TeleportFlags = TeleportFlags.Default;
951 1044
1045 MovementFlag = 0;
1046
952 // It looks like Animator is set to null somewhere, and MakeChild 1047 // It looks like Animator is set to null somewhere, and MakeChild
953 // is called after that. Probably in aborted teleports. 1048 // is called after that. Probably in aborted teleports.
954 if (Animator == null) 1049 if (Animator == null)
@@ -956,6 +1051,7 @@ namespace OpenSim.Region.Framework.Scenes
956 else 1051 else
957 Animator.ResetAnimations(); 1052 Animator.ResetAnimations();
958 1053
1054
959// m_log.DebugFormat( 1055// m_log.DebugFormat(
960// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1056// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
961// Name, UUID, m_scene.RegionInfo.RegionName); 1057// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -967,6 +1063,7 @@ namespace OpenSim.Region.Framework.Scenes
967 IsChildAgent = true; 1063 IsChildAgent = true;
968 m_scene.SwapRootAgentCount(true); 1064 m_scene.SwapRootAgentCount(true);
969 RemoveFromPhysicalScene(); 1065 RemoveFromPhysicalScene();
1066 ParentID = 0; // Child agents can't be sitting
970 1067
971 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1068 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
972 1069
@@ -982,9 +1079,9 @@ namespace OpenSim.Region.Framework.Scenes
982 { 1079 {
983// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1080// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
984 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1081 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
985 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
986 PhysicsActor.UnSubscribeEvents();
987 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1082 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1083 PhysicsActor.UnSubscribeEvents();
1084 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
988 PhysicsActor = null; 1085 PhysicsActor = null;
989 } 1086 }
990// else 1087// else
@@ -1001,7 +1098,7 @@ namespace OpenSim.Region.Framework.Scenes
1001 /// <param name="pos"></param> 1098 /// <param name="pos"></param>
1002 public void Teleport(Vector3 pos) 1099 public void Teleport(Vector3 pos)
1003 { 1100 {
1004 TeleportWithMomentum(pos, null); 1101 TeleportWithMomentum(pos, Vector3.Zero);
1005 } 1102 }
1006 1103
1007 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1104 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1025,6 +1122,41 @@ namespace OpenSim.Region.Framework.Scenes
1025 SendTerseUpdateToAllClients(); 1122 SendTerseUpdateToAllClients();
1026 } 1123 }
1027 1124
1125 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1126 {
1127 CheckLandingPoint(ref newpos);
1128 AbsolutePosition = newpos;
1129
1130 if (newvel.HasValue)
1131 {
1132 if ((Vector3)newvel == Vector3.Zero)
1133 {
1134 if (PhysicsActor != null)
1135 PhysicsActor.SetMomentum(Vector3.Zero);
1136 m_velocity = Vector3.Zero;
1137 }
1138 else
1139 {
1140 if (PhysicsActor != null)
1141 PhysicsActor.SetMomentum((Vector3)newvel);
1142 m_velocity = (Vector3)newvel;
1143
1144 if (rotateToVelXY)
1145 {
1146 Vector3 lookAt = (Vector3)newvel;
1147 lookAt.Z = 0;
1148 lookAt.Normalize();
1149 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1150 return;
1151 }
1152 }
1153 }
1154
1155 SendTerseUpdateToAllClients();
1156 }
1157
1158
1159
1028 public void StopFlying() 1160 public void StopFlying()
1029 { 1161 {
1030 ControllingClient.StopFlying(this); 1162 ControllingClient.StopFlying(this);
@@ -1340,8 +1472,18 @@ namespace OpenSim.Region.Framework.Scenes
1340 { 1472 {
1341 if (m_followCamAuto) 1473 if (m_followCamAuto)
1342 { 1474 {
1343 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1475 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1344 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1476 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1477
1478 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
1479 Vector3 distTocam = CameraPosition - posAdjusted;
1480 float distTocamlen = distTocam.Length();
1481 if (distTocamlen > 0)
1482 {
1483 distTocam *= 1.0f / distTocamlen;
1484 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1485 }
1486
1345 } 1487 }
1346 } 1488 }
1347 1489
@@ -1780,12 +1922,17 @@ namespace OpenSim.Region.Framework.Scenes
1780// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1922// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1781 1923
1782 SitGround = false; 1924 SitGround = false;
1925
1926/* move this down so avatar gets physical in the new position and not where it is siting
1783 if (PhysicsActor == null) 1927 if (PhysicsActor == null)
1784 AddToPhysicalScene(false); 1928 AddToPhysicalScene(false);
1929 */
1785 1930
1786 if (ParentID != 0) 1931 if (ParentID != 0)
1787 { 1932 {
1788 SceneObjectPart part = ParentPart; 1933 SceneObjectPart part = ParentPart;
1934 UnRegisterSeatControls(part.ParentGroup.UUID);
1935
1789 TaskInventoryDictionary taskIDict = part.TaskInventory; 1936 TaskInventoryDictionary taskIDict = part.TaskInventory;
1790 if (taskIDict != null) 1937 if (taskIDict != null)
1791 { 1938 {
@@ -1801,14 +1948,22 @@ namespace OpenSim.Region.Framework.Scenes
1801 } 1948 }
1802 } 1949 }
1803 1950
1804 ParentPosition = part.GetWorldPosition(); 1951 part.ParentGroup.DeleteAvatar(UUID);
1952// ParentPosition = part.GetWorldPosition();
1805 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1953 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1806 1954
1807 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); 1955// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1808 ParentPosition = Vector3.Zero; 1956// ParentPosition = Vector3.Zero;
1957 m_pos = part.AbsolutePosition + (m_pos * part.GetWorldRotation()) + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1958 if (part.SitTargetAvatar == UUID)
1959 m_bodyRot = part.GetWorldRotation() * part.SitTargetOrientation;
1809 1960
1810 ParentID = 0; 1961 ParentID = 0;
1811 ParentPart = null; 1962 ParentPart = null;
1963
1964 if (PhysicsActor == null)
1965 AddToPhysicalScene(false);
1966
1812 SendAvatarDataToAllAgents(); 1967 SendAvatarDataToAllAgents();
1813 m_requestedSitTargetID = 0; 1968 m_requestedSitTargetID = 0;
1814 1969
@@ -1818,6 +1973,9 @@ namespace OpenSim.Region.Framework.Scenes
1818 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1973 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1819 } 1974 }
1820 1975
1976 else if (PhysicsActor == null)
1977 AddToPhysicalScene(false);
1978
1821 Animator.TrySetMovementAnimation("STAND"); 1979 Animator.TrySetMovementAnimation("STAND");
1822 } 1980 }
1823 1981
@@ -1869,7 +2027,7 @@ namespace OpenSim.Region.Framework.Scenes
1869 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 2027 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1870 2028
1871 if (PhysicsActor != null) 2029 if (PhysicsActor != null)
1872 m_sitAvatarHeight = PhysicsActor.Size.Z; 2030 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
1873 2031
1874 bool canSit = false; 2032 bool canSit = false;
1875 Vector3 pos = part.AbsolutePosition + offset; 2033 Vector3 pos = part.AbsolutePosition + offset;
@@ -1918,7 +2076,7 @@ namespace OpenSim.Region.Framework.Scenes
1918 forceMouselook = part.GetForceMouselook(); 2076 forceMouselook = part.GetForceMouselook();
1919 2077
1920 ControllingClient.SendSitResponse( 2078 ControllingClient.SendSitResponse(
1921 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2079 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1922 2080
1923 m_requestedSitTargetUUID = targetID; 2081 m_requestedSitTargetUUID = targetID;
1924 2082
@@ -1932,6 +2090,9 @@ namespace OpenSim.Region.Framework.Scenes
1932 2090
1933 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2091 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
1934 { 2092 {
2093 if (IsChildAgent)
2094 return;
2095
1935 if (ParentID != 0) 2096 if (ParentID != 0)
1936 { 2097 {
1937 StandUp(); 2098 StandUp();
@@ -2209,14 +2370,39 @@ namespace OpenSim.Region.Framework.Scenes
2209 2370
2210 //Quaternion result = (sitTargetOrient * vq) * nq; 2371 //Quaternion result = (sitTargetOrient * vq) * nq;
2211 2372
2212 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2373 double x, y, z, m;
2374
2375 Quaternion r = sitTargetOrient;
2376 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2377
2378 if (Math.Abs(1.0 - m) > 0.000001)
2379 {
2380 m = 1.0 / Math.Sqrt(m);
2381 r.X *= (float)m;
2382 r.Y *= (float)m;
2383 r.Z *= (float)m;
2384 r.W *= (float)m;
2385 }
2386
2387 x = 2 * (r.X * r.Z + r.Y * r.W);
2388 y = 2 * (-r.X * r.W + r.Y * r.Z);
2389 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2390
2391 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2392 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2393
2394 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2395
2396// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
2213 Rotation = sitTargetOrient; 2397 Rotation = sitTargetOrient;
2214 ParentPosition = part.AbsolutePosition; 2398// ParentPosition = part.AbsolutePosition;
2399 part.ParentGroup.AddAvatar(UUID);
2215 } 2400 }
2216 else 2401 else
2217 { 2402 {
2218 m_pos -= part.AbsolutePosition; 2403 m_pos -= part.AbsolutePosition;
2219 ParentPosition = part.AbsolutePosition; 2404// ParentPosition = part.AbsolutePosition;
2405 part.ParentGroup.AddAvatar(UUID);
2220 2406
2221// m_log.DebugFormat( 2407// m_log.DebugFormat(
2222// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2408// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2261,6 +2447,13 @@ namespace OpenSim.Region.Framework.Scenes
2261 Animator.RemoveAnimation(animID); 2447 Animator.RemoveAnimation(animID);
2262 } 2448 }
2263 2449
2450 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2451 {
2452 Animator.avnChangeAnim(animID, addRemove, sendPack);
2453 }
2454
2455
2456
2264 /// <summary> 2457 /// <summary>
2265 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2458 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2266 /// </summary> 2459 /// </summary>
@@ -2314,14 +2507,15 @@ namespace OpenSim.Region.Framework.Scenes
2314 direc.Z *= 2.6f; 2507 direc.Z *= 2.6f;
2315 2508
2316 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2509 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2317 Animator.TrySetMovementAnimation("PREJUMP"); 2510// Animator.TrySetMovementAnimation("PREJUMP");
2318 Animator.TrySetMovementAnimation("JUMP"); 2511// Animator.TrySetMovementAnimation("JUMP");
2319 } 2512 }
2320 } 2513 }
2321 } 2514 }
2322 2515
2323 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2516 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2324 m_forceToApply = direc; 2517 m_forceToApply = direc;
2518 Animator.UpdateMovementAnimations();
2325 } 2519 }
2326 2520
2327 #endregion 2521 #endregion
@@ -2713,8 +2907,9 @@ namespace OpenSim.Region.Framework.Scenes
2713 2907
2714 // If we don't have a PhysActor, we can't cross anyway 2908 // If we don't have a PhysActor, we can't cross anyway
2715 // Also don't do this while sat, sitting avatars cross with the 2909 // Also don't do this while sat, sitting avatars cross with the
2716 // object they sit on. 2910 // object they sit on. ParentUUID denoted a pending sit, don't
2717 if (ParentID != 0 || PhysicsActor == null) 2911 // interfere with it.
2912 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
2718 return; 2913 return;
2719 2914
2720 if (!IsInTransit) 2915 if (!IsInTransit)
@@ -3055,6 +3250,9 @@ namespace OpenSim.Region.Framework.Scenes
3055 cAgent.AlwaysRun = SetAlwaysRun; 3250 cAgent.AlwaysRun = SetAlwaysRun;
3056 3251
3057 cAgent.Appearance = new AvatarAppearance(Appearance); 3252 cAgent.Appearance = new AvatarAppearance(Appearance);
3253
3254 cAgent.ParentPart = ParentUUID;
3255 cAgent.SitOffset = m_pos;
3058 3256
3059 lock (scriptedcontrols) 3257 lock (scriptedcontrols)
3060 { 3258 {
@@ -3063,7 +3261,7 @@ namespace OpenSim.Region.Framework.Scenes
3063 3261
3064 foreach (ScriptControllers c in scriptedcontrols.Values) 3262 foreach (ScriptControllers c in scriptedcontrols.Values)
3065 { 3263 {
3066 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3264 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3067 } 3265 }
3068 cAgent.Controllers = controls; 3266 cAgent.Controllers = controls;
3069 } 3267 }
@@ -3074,6 +3272,7 @@ namespace OpenSim.Region.Framework.Scenes
3074 cAgent.Anims = Animator.Animations.ToArray(); 3272 cAgent.Anims = Animator.Animations.ToArray();
3075 } 3273 }
3076 catch { } 3274 catch { }
3275 cAgent.DefaultAnim = Animator.Animations.DefaultAnimation;
3077 3276
3078 if (Scene.AttachmentsModule != null) 3277 if (Scene.AttachmentsModule != null)
3079 Scene.AttachmentsModule.CopyAttachments(this, cAgent); 3278 Scene.AttachmentsModule.CopyAttachments(this, cAgent);
@@ -3094,6 +3293,8 @@ namespace OpenSim.Region.Framework.Scenes
3094 CameraAtAxis = cAgent.AtAxis; 3293 CameraAtAxis = cAgent.AtAxis;
3095 CameraLeftAxis = cAgent.LeftAxis; 3294 CameraLeftAxis = cAgent.LeftAxis;
3096 CameraUpAxis = cAgent.UpAxis; 3295 CameraUpAxis = cAgent.UpAxis;
3296 ParentUUID = cAgent.ParentPart;
3297 m_prevSitOffset = cAgent.SitOffset;
3097 3298
3098 // When we get to the point of re-computing neighbors everytime this 3299 // When we get to the point of re-computing neighbors everytime this
3099 // changes, then start using the agent's drawdistance rather than the 3300 // changes, then start using the agent's drawdistance rather than the
@@ -3131,6 +3332,7 @@ namespace OpenSim.Region.Framework.Scenes
3131 foreach (ControllerData c in cAgent.Controllers) 3332 foreach (ControllerData c in cAgent.Controllers)
3132 { 3333 {
3133 ScriptControllers sc = new ScriptControllers(); 3334 ScriptControllers sc = new ScriptControllers();
3335 sc.objectID = c.ObjectID;
3134 sc.itemID = c.ItemID; 3336 sc.itemID = c.ItemID;
3135 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3337 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3136 sc.eventControls = (ScriptControlled)c.EventControls; 3338 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3145,6 +3347,8 @@ namespace OpenSim.Region.Framework.Scenes
3145 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? 3347 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
3146 if (cAgent.Anims != null) 3348 if (cAgent.Anims != null)
3147 Animator.Animations.FromArray(cAgent.Anims); 3349 Animator.Animations.FromArray(cAgent.Anims);
3350 if (cAgent.DefaultAnim != null)
3351 Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
3148 3352
3149 if (Scene.AttachmentsModule != null) 3353 if (Scene.AttachmentsModule != null)
3150 Scene.AttachmentsModule.CopyAttachments(cAgent, this); 3354 Scene.AttachmentsModule.CopyAttachments(cAgent, this);
@@ -3207,7 +3411,7 @@ namespace OpenSim.Region.Framework.Scenes
3207 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3411 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3208 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3412 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3209 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3413 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3210 PhysicsActor.SubscribeEvents(500); 3414 PhysicsActor.SubscribeEvents(100);
3211 PhysicsActor.LocalID = LocalId; 3415 PhysicsActor.LocalID = LocalId;
3212 } 3416 }
3213 3417
@@ -3289,6 +3493,8 @@ namespace OpenSim.Region.Framework.Scenes
3289 } 3493 }
3290 } 3494 }
3291 3495
3496 RaiseCollisionScriptEvents(coldata);
3497
3292 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3498 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3293 if (Invulnerable || GodLevel > 0) 3499 if (Invulnerable || GodLevel > 0)
3294 return; 3500 return;
@@ -3386,6 +3592,13 @@ namespace OpenSim.Region.Framework.Scenes
3386 // m_reprioritizationTimer.Dispose(); 3592 // m_reprioritizationTimer.Dispose();
3387 3593
3388 RemoveFromPhysicalScene(); 3594 RemoveFromPhysicalScene();
3595
3596 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
3597
3598// if (Animator != null)
3599// Animator.Close();
3600 Animator = null;
3601
3389 } 3602 }
3390 3603
3391 public void AddAttachment(SceneObjectGroup gobj) 3604 public void AddAttachment(SceneObjectGroup gobj)
@@ -3619,10 +3832,18 @@ namespace OpenSim.Region.Framework.Scenes
3619 3832
3620 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 3833 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3621 { 3834 {
3835 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
3836 if (p == null)
3837 return;
3838
3839 ControllingClient.SendTakeControls(controls, false, false);
3840 ControllingClient.SendTakeControls(controls, true, false);
3841
3622 ScriptControllers obj = new ScriptControllers(); 3842 ScriptControllers obj = new ScriptControllers();
3623 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3843 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3624 obj.eventControls = ScriptControlled.CONTROL_ZERO; 3844 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3625 3845
3846 obj.objectID = p.ParentGroup.UUID;
3626 obj.itemID = Script_item_UUID; 3847 obj.itemID = Script_item_UUID;
3627 if (pass_on == 0 && accept == 0) 3848 if (pass_on == 0 && accept == 0)
3628 { 3849 {
@@ -3671,6 +3892,21 @@ namespace OpenSim.Region.Framework.Scenes
3671 ControllingClient.SendTakeControls(int.MaxValue, false, false); 3892 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3672 } 3893 }
3673 3894
3895 private void UnRegisterSeatControls(UUID obj)
3896 {
3897 List<UUID> takers = new List<UUID>();
3898
3899 foreach (ScriptControllers c in scriptedcontrols.Values)
3900 {
3901 if (c.objectID == obj)
3902 takers.Add(c.itemID);
3903 }
3904 foreach (UUID t in takers)
3905 {
3906 UnRegisterControlEventsToScript(0, t);
3907 }
3908 }
3909
3674 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 3910 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3675 { 3911 {
3676 ScriptControllers takecontrols; 3912 ScriptControllers takecontrols;
@@ -3989,6 +4225,12 @@ namespace OpenSim.Region.Framework.Scenes
3989 4225
3990 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4226 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3991 { 4227 {
4228 string reason;
4229
4230 // Honor bans
4231 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4232 return;
4233
3992 SceneObjectGroup telehub = null; 4234 SceneObjectGroup telehub = null;
3993 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4235 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3994 { 4236 {
@@ -4028,11 +4270,206 @@ namespace OpenSim.Region.Framework.Scenes
4028 pos = land.LandData.UserLocation; 4270 pos = land.LandData.UserLocation;
4029 } 4271 }
4030 } 4272 }
4031 4273
4032 land.SendLandUpdateToClient(ControllingClient); 4274 land.SendLandUpdateToClient(ControllingClient);
4033 } 4275 }
4034 } 4276 }
4035 4277
4278 private DetectedObject CreateDetObject(SceneObjectPart obj)
4279 {
4280 DetectedObject detobj = new DetectedObject();
4281 detobj.keyUUID = obj.UUID;
4282 detobj.nameStr = obj.Name;
4283 detobj.ownerUUID = obj.OwnerID;
4284 detobj.posVector = obj.AbsolutePosition;
4285 detobj.rotQuat = obj.GetWorldRotation();
4286 detobj.velVector = obj.Velocity;
4287 detobj.colliderType = 0;
4288 detobj.groupUUID = obj.GroupID;
4289
4290 return detobj;
4291 }
4292
4293 private DetectedObject CreateDetObject(ScenePresence av)
4294 {
4295 DetectedObject detobj = new DetectedObject();
4296 detobj.keyUUID = av.UUID;
4297 detobj.nameStr = av.ControllingClient.Name;
4298 detobj.ownerUUID = av.UUID;
4299 detobj.posVector = av.AbsolutePosition;
4300 detobj.rotQuat = av.Rotation;
4301 detobj.velVector = av.Velocity;
4302 detobj.colliderType = 0;
4303 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4304
4305 return detobj;
4306 }
4307
4308 private DetectedObject CreateDetObjectForGround()
4309 {
4310 DetectedObject detobj = new DetectedObject();
4311 detobj.keyUUID = UUID.Zero;
4312 detobj.nameStr = "";
4313 detobj.ownerUUID = UUID.Zero;
4314 detobj.posVector = AbsolutePosition;
4315 detobj.rotQuat = Quaternion.Identity;
4316 detobj.velVector = Vector3.Zero;
4317 detobj.colliderType = 0;
4318 detobj.groupUUID = UUID.Zero;
4319
4320 return detobj;
4321 }
4322
4323 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4324 {
4325 ColliderArgs colliderArgs = new ColliderArgs();
4326 List<DetectedObject> colliding = new List<DetectedObject>();
4327 foreach (uint localId in colliders)
4328 {
4329 if (localId == 0)
4330 continue;
4331
4332 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4333 if (obj != null)
4334 {
4335 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4336 colliding.Add(CreateDetObject(obj));
4337 }
4338 else
4339 {
4340 ScenePresence av = m_scene.GetScenePresence(localId);
4341 if (av != null && (!av.IsChildAgent))
4342 {
4343 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4344 colliding.Add(CreateDetObject(av));
4345 }
4346 }
4347 }
4348
4349 colliderArgs.Colliders = colliding;
4350
4351 return colliderArgs;
4352 }
4353
4354 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4355
4356 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4357 {
4358 ColliderArgs CollidingMessage;
4359
4360 if (colliders.Count > 0)
4361 {
4362 if ((dest.RootPart.ScriptEvents & ev) != 0)
4363 {
4364 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4365
4366 if (CollidingMessage.Colliders.Count > 0)
4367 notify(dest.RootPart.LocalId, CollidingMessage);
4368 }
4369 }
4370 }
4371
4372 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4373 {
4374 if ((dest.RootPart.ScriptEvents & ev) != 0)
4375 {
4376 ColliderArgs LandCollidingMessage = new ColliderArgs();
4377 List<DetectedObject> colliding = new List<DetectedObject>();
4378
4379 colliding.Add(CreateDetObjectForGround());
4380 LandCollidingMessage.Colliders = colliding;
4381
4382 notify(dest.RootPart.LocalId, LandCollidingMessage);
4383 }
4384 }
4385
4386 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4387 {
4388 try
4389 {
4390 List<uint> thisHitColliders = new List<uint>();
4391 List<uint> endedColliders = new List<uint>();
4392 List<uint> startedColliders = new List<uint>();
4393 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4394 CollisionForSoundInfo soundinfo;
4395 ContactPoint curcontact;
4396
4397 if (coldata.Count == 0)
4398 {
4399 if (m_lastColliders.Count == 0)
4400 return; // nothing to do
4401
4402 foreach (uint localID in m_lastColliders)
4403 {
4404 endedColliders.Add(localID);
4405 }
4406 m_lastColliders.Clear();
4407 }
4408
4409 else
4410 {
4411 foreach (uint id in coldata.Keys)
4412 {
4413 thisHitColliders.Add(id);
4414 if (!m_lastColliders.Contains(id))
4415 {
4416 startedColliders.Add(id);
4417 curcontact = coldata[id];
4418 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
4419 {
4420 soundinfo = new CollisionForSoundInfo();
4421 soundinfo.colliderID = id;
4422 soundinfo.position = curcontact.Position;
4423 soundinfo.relativeVel = curcontact.RelativeSpeed;
4424 soundinfolist.Add(soundinfo);
4425 }
4426 }
4427 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4428 }
4429
4430 // calculate things that ended colliding
4431 foreach (uint localID in m_lastColliders)
4432 {
4433 if (!thisHitColliders.Contains(localID))
4434 {
4435 endedColliders.Add(localID);
4436 }
4437 }
4438 //add the items that started colliding this time to the last colliders list.
4439 foreach (uint localID in startedColliders)
4440 {
4441 m_lastColliders.Add(localID);
4442 }
4443 // remove things that ended colliding from the last colliders list
4444 foreach (uint localID in endedColliders)
4445 {
4446 m_lastColliders.Remove(localID);
4447 }
4448
4449 if (soundinfolist.Count > 0)
4450 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
4451 }
4452
4453 foreach (SceneObjectGroup att in GetAttachments())
4454 {
4455 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
4456 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
4457 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
4458
4459 if (startedColliders.Contains(0))
4460 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
4461 if (m_lastColliders.Contains(0))
4462 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
4463 if (endedColliders.Contains(0))
4464 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
4465 }
4466 }
4467 finally
4468 {
4469 m_collisionEventFlag = false;
4470 }
4471 }
4472
4036 private void TeleportFlagsDebug() { 4473 private void TeleportFlagsDebug() {
4037 4474
4038 // Some temporary debugging help to show all the TeleportFlags we have... 4475 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4057,6 +4494,5 @@ namespace OpenSim.Region.Framework.Scenes
4057 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4494 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4058 4495
4059 } 4496 }
4060
4061 } 4497 }
4062} 4498}