diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 907 |
1 files changed, 727 insertions, 180 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index bb820aa..d8939fc 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -26,6 +26,7 @@ | |||
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Xml; | ||
29 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
30 | using System.Reflection; | 31 | using System.Reflection; |
31 | using System.Timers; | 32 | using System.Timers; |
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
72 | // { | 73 | // { |
73 | // m_log.Debug("[SCENE PRESENCE] Destructor called"); | 74 | // m_log.Debug("[SCENE PRESENCE] 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 | public PresenceType PresenceType { get; private set; } | 79 | public PresenceType PresenceType { get; private set; } |
@@ -89,7 +90,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
89 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis | 90 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis |
90 | /// issue #1716 | 91 | /// issue #1716 |
91 | /// </summary> | 92 | /// </summary> |
92 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); | 93 | // private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); |
94 | // Value revised by KF 091121 by comparison with SL. | ||
95 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); | ||
93 | 96 | ||
94 | /// <summary> | 97 | /// <summary> |
95 | /// Movement updates for agents in neighboring regions are sent directly to clients. | 98 | /// Movement updates for agents in neighboring regions are sent directly to clients. |
@@ -117,6 +120,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
117 | /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is | 120 | /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is |
118 | /// necessary. | 121 | /// necessary. |
119 | /// </remarks> | 122 | /// </remarks> |
123 | |||
120 | protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); | 124 | protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); |
121 | 125 | ||
122 | public Object AttachmentsSyncLock { get; private set; } | 126 | public Object AttachmentsSyncLock { get; private set; } |
@@ -130,13 +134,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
130 | public Vector3 lastKnownAllowedPosition; | 134 | public Vector3 lastKnownAllowedPosition; |
131 | public bool sentMessageAboutRestrictedParcelFlyingDown; | 135 | public bool sentMessageAboutRestrictedParcelFlyingDown; |
132 | public Vector4 CollisionPlane = Vector4.UnitW; | 136 | public Vector4 CollisionPlane = Vector4.UnitW; |
133 | 137 | ||
138 | private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation | ||
139 | private Vector3 m_avUnscriptedSitPos; // for non-scripted prims | ||
134 | private Vector3 m_lastPosition; | 140 | private Vector3 m_lastPosition; |
141 | private Vector3 m_lastWorldPosition; | ||
135 | private Quaternion m_lastRotation; | 142 | private Quaternion m_lastRotation; |
136 | private Vector3 m_lastVelocity; | 143 | private Vector3 m_lastVelocity; |
137 | //private int m_lastTerseSent; | 144 | //private int m_lastTerseSent; |
138 | 145 | ||
139 | private Vector3? m_forceToApply; | 146 | private Vector3? m_forceToApply; |
147 | private int m_userFlags; | ||
148 | public int UserFlags | ||
149 | { | ||
150 | get { return m_userFlags; } | ||
151 | } | ||
140 | private TeleportFlags m_teleportFlags; | 152 | private TeleportFlags m_teleportFlags; |
141 | public TeleportFlags TeleportFlags | 153 | public TeleportFlags TeleportFlags |
142 | { | 154 | { |
@@ -159,6 +171,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
159 | private Vector3 m_lastChildAgentUpdatePosition; | 171 | private Vector3 m_lastChildAgentUpdatePosition; |
160 | private Vector3 m_lastChildAgentUpdateCamPosition; | 172 | private Vector3 m_lastChildAgentUpdateCamPosition; |
161 | 173 | ||
174 | private bool m_flyingOld; // add for fly velocity control | ||
175 | public bool m_wasFlying; // add for fly velocity control | ||
176 | |||
162 | private const int LAND_VELOCITYMAG_MAX = 12; | 177 | private const int LAND_VELOCITYMAG_MAX = 12; |
163 | 178 | ||
164 | public bool IsRestrictedToRegion; | 179 | public bool IsRestrictedToRegion; |
@@ -169,7 +184,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
169 | 184 | ||
170 | protected ulong crossingFromRegion; | 185 | protected ulong crossingFromRegion; |
171 | 186 | ||
172 | private readonly Vector3[] Dir_Vectors = new Vector3[9]; | 187 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; |
173 | 188 | ||
174 | 189 | ||
175 | protected Timer m_reprioritization_timer; | 190 | protected Timer m_reprioritization_timer; |
@@ -184,12 +199,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
184 | private bool m_autopilotMoving; | 199 | private bool m_autopilotMoving; |
185 | private Vector3 m_autoPilotTarget; | 200 | private Vector3 m_autoPilotTarget; |
186 | private bool m_sitAtAutoTarget; | 201 | private bool m_sitAtAutoTarget; |
202 | private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit | ||
187 | 203 | ||
188 | private string m_nextSitAnimation = String.Empty; | 204 | private string m_nextSitAnimation = String.Empty; |
189 | 205 | ||
190 | //PauPaw:Proper PID Controler for autopilot************ | 206 | //PauPaw:Proper PID Controler for autopilot************ |
191 | public bool MovingToTarget { get; private set; } | 207 | public bool MovingToTarget { get; private set; } |
192 | public Vector3 MoveToPositionTarget { get; private set; } | 208 | public Vector3 MoveToPositionTarget { get; private set; } |
209 | private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
193 | 210 | ||
194 | /// <summary> | 211 | /// <summary> |
195 | /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying). | 212 | /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying). |
@@ -199,7 +216,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
199 | private bool m_followCamAuto; | 216 | private bool m_followCamAuto; |
200 | 217 | ||
201 | private int m_movementUpdateCount; | 218 | private int m_movementUpdateCount; |
219 | private int m_lastColCount = -1; //KF: Look for Collision chnages | ||
220 | private int m_updateCount = 0; //KF: Update Anims for a while | ||
221 | private static readonly int UPDATE_COUNT = 10; // how many frames to update for | ||
202 | private const int NumMovementsBetweenRayCast = 5; | 222 | private const int NumMovementsBetweenRayCast = 5; |
223 | private List<uint> m_lastColliders = new List<uint>(); | ||
224 | |||
225 | private object m_syncRoot = new Object(); | ||
203 | 226 | ||
204 | private bool CameraConstraintActive; | 227 | private bool CameraConstraintActive; |
205 | //private int m_moveToPositionStateStatus; | 228 | //private int m_moveToPositionStateStatus; |
@@ -240,7 +263,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
240 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 263 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
241 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 264 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, |
242 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, | 265 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, |
243 | DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | 266 | DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, |
267 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, | ||
268 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, | ||
244 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 269 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
245 | } | 270 | } |
246 | 271 | ||
@@ -476,9 +501,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
476 | { | 501 | { |
477 | get | 502 | get |
478 | { | 503 | { |
479 | if (PhysicsActor != null) | 504 | PhysicsActor actor = m_physicsActor; |
480 | { | 505 | // if (actor != null) |
481 | m_pos = PhysicsActor.Position; | 506 | if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting! |
507 | { | ||
508 | m_pos = actor.Position; | ||
482 | 509 | ||
483 | // m_log.DebugFormat( | 510 | // m_log.DebugFormat( |
484 | // "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!", | 511 | // "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!", |
@@ -504,7 +531,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
504 | SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID); | 531 | SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID); |
505 | if (part != null) | 532 | if (part != null) |
506 | { | 533 | { |
507 | return ParentPosition + (m_pos * part.GetWorldRotation()); | 534 | return part.AbsolutePosition + (m_pos * part.GetWorldRotation()); |
508 | } | 535 | } |
509 | else | 536 | else |
510 | { | 537 | { |
@@ -529,8 +556,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
529 | } | 556 | } |
530 | } | 557 | } |
531 | 558 | ||
532 | m_pos = value; | 559 | // Changed this to update unconditionally to make npose work |
533 | ParentPosition = Vector3.Zero; | 560 | // if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting! |
561 | m_pos = value; | ||
562 | m_parentPosition = Vector3.Zero; | ||
534 | 563 | ||
535 | // m_log.DebugFormat( | 564 | // m_log.DebugFormat( |
536 | // "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", | 565 | // "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", |
@@ -587,15 +616,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
587 | } | 616 | } |
588 | } | 617 | } |
589 | 618 | ||
619 | public Quaternion OffsetRotation | ||
620 | { | ||
621 | get { return m_offsetRotation; } | ||
622 | set { m_offsetRotation = value; } | ||
623 | } | ||
590 | private Quaternion m_bodyRot = Quaternion.Identity; | 624 | private Quaternion m_bodyRot = Quaternion.Identity; |
591 | 625 | ||
592 | public Quaternion Rotation | 626 | public Quaternion Rotation |
593 | { | 627 | { |
594 | get { return m_bodyRot; } | 628 | get { |
595 | set | 629 | if (m_parentID != 0) |
596 | { | 630 | { |
631 | if (m_offsetRotation != null) | ||
632 | { | ||
633 | return m_offsetRotation; | ||
634 | } | ||
635 | else | ||
636 | { | ||
637 | return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
638 | } | ||
639 | |||
640 | } | ||
641 | else | ||
642 | { | ||
643 | return m_bodyRot; | ||
644 | } | ||
645 | } | ||
646 | set { | ||
597 | m_bodyRot = value; | 647 | m_bodyRot = value; |
598 | // m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); | 648 | if (m_parentID != 0) |
649 | { | ||
650 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
651 | } | ||
599 | } | 652 | } |
600 | } | 653 | } |
601 | 654 | ||
@@ -613,12 +666,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
613 | set { m_isChildAgent = value; } | 666 | set { m_isChildAgent = value; } |
614 | } | 667 | } |
615 | 668 | ||
669 | private uint m_parentID; | ||
670 | |||
671 | |||
616 | public uint ParentID | 672 | public uint ParentID |
617 | { | 673 | { |
618 | get { return m_parentID; } | 674 | get { return m_parentID; } |
619 | set { m_parentID = value; } | 675 | set { m_parentID = value; } |
620 | } | 676 | } |
621 | private uint m_parentID; | 677 | |
622 | 678 | ||
623 | public float Health | 679 | public float Health |
624 | { | 680 | { |
@@ -751,6 +807,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
751 | m_localId = m_scene.AllocateLocalId(); | 807 | m_localId = m_scene.AllocateLocalId(); |
752 | 808 | ||
753 | UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); | 809 | UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); |
810 | m_userFlags = account.UserFlags; | ||
754 | 811 | ||
755 | if (account != null) | 812 | if (account != null) |
756 | UserLevel = account.UserLevel; | 813 | UserLevel = account.UserLevel; |
@@ -769,10 +826,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
769 | m_reprioritization_timer.AutoReset = false; | 826 | m_reprioritization_timer.AutoReset = false; |
770 | 827 | ||
771 | AdjustKnownSeeds(); | 828 | AdjustKnownSeeds(); |
772 | |||
773 | // TODO: I think, this won't send anything, as we are still a child here... | ||
774 | Animator.TrySetMovementAnimation("STAND"); | 829 | Animator.TrySetMovementAnimation("STAND"); |
775 | |||
776 | // we created a new ScenePresence (a new child agent) in a fresh region. | 830 | // we created a new ScenePresence (a new child agent) in a fresh region. |
777 | // Request info about all the (root) agents in this region | 831 | // Request info about all the (root) agents in this region |
778 | // Note: This won't send data *to* other clients in that region (children don't send) | 832 | // Note: This won't send data *to* other clients in that region (children don't send) |
@@ -813,26 +867,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
813 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 867 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
814 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 868 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
815 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 869 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
816 | Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 870 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
817 | Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD | 871 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE |
818 | Dir_Vectors[7] = -Vector3.UnitX; //BACK | 872 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE |
873 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | ||
874 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
819 | } | 875 | } |
820 | 876 | ||
821 | private Vector3[] GetWalkDirectionVectors() | 877 | private Vector3[] GetWalkDirectionVectors() |
822 | { | 878 | { |
823 | Vector3[] vector = new Vector3[9]; | 879 | Vector3[] vector = new Vector3[11]; |
824 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD | 880 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
825 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK | 881 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
826 | vector[2] = Vector3.UnitY; //LEFT | 882 | vector[2] = Vector3.UnitY; //LEFT |
827 | vector[3] = -Vector3.UnitY; //RIGHT | 883 | vector[3] = -Vector3.UnitY; //RIGHT |
828 | vector[4] = new Vector3(CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 884 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
829 | vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN | 885 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
830 | vector[8] = new Vector3(-CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | 886 | vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE |
831 | vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -CameraAtAxis.Z) * 2); //FORWARD Nudge | 887 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE |
832 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK Nudge | 888 | vector[8] = Vector3.UnitY; //LEFT_NUDGE |
889 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | ||
890 | vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE | ||
833 | return vector; | 891 | return vector; |
834 | } | 892 | } |
835 | 893 | ||
836 | #endregion | 894 | #endregion |
837 | 895 | ||
838 | public uint GenerateClientFlags(UUID ObjectID) | 896 | public uint GenerateClientFlags(UUID ObjectID) |
@@ -847,6 +905,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
847 | /// </summary> | 905 | /// </summary> |
848 | public void SendPrimUpdates() | 906 | public void SendPrimUpdates() |
849 | { | 907 | { |
908 | m_sceneViewer.SendPrimUpdates(); | ||
909 | |||
850 | SceneViewer.SendPrimUpdates(); | 910 | SceneViewer.SendPrimUpdates(); |
851 | } | 911 | } |
852 | 912 | ||
@@ -892,6 +952,62 @@ namespace OpenSim.Region.Framework.Scenes | |||
892 | pos.Y = crossedBorder.BorderLine.Z - 1; | 952 | pos.Y = crossedBorder.BorderLine.Z - 1; |
893 | } | 953 | } |
894 | 954 | ||
955 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
956 | if (land != null) | ||
957 | { | ||
958 | // If we come in via login, landmark or map, we want to | ||
959 | // honor landing points. If we come in via Lure, we want | ||
960 | // to ignore them. | ||
961 | if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) || | ||
962 | (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 || | ||
963 | (m_teleportFlags & TeleportFlags.ViaLocation) != 0) | ||
964 | { | ||
965 | // Don't restrict gods, estate managers, or land owners to | ||
966 | // the TP point. This behaviour mimics agni. | ||
967 | if (land.LandData.LandingType == (byte)LandingType.LandingPoint && | ||
968 | land.LandData.UserLocation != Vector3.Zero && | ||
969 | GodLevel < 200 && | ||
970 | ((land.LandData.OwnerID != m_uuid && | ||
971 | (!m_scene.Permissions.IsGod(m_uuid)) && | ||
972 | (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0)) | ||
973 | { | ||
974 | pos = land.LandData.UserLocation; | ||
975 | } | ||
976 | } | ||
977 | |||
978 | land.SendLandUpdateToClient(ControllingClient); | ||
979 | } | ||
980 | |||
981 | if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) | ||
982 | { | ||
983 | Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); | ||
984 | |||
985 | if (pos.X < 0) | ||
986 | { | ||
987 | emergencyPos.X = (int)Constants.RegionSize + pos.X; | ||
988 | if (!(pos.Y < 0)) | ||
989 | emergencyPos.Y = pos.Y; | ||
990 | if (!(pos.Z < 0)) | ||
991 | emergencyPos.Z = pos.Z; | ||
992 | } | ||
993 | if (pos.Y < 0) | ||
994 | { | ||
995 | emergencyPos.Y = (int)Constants.RegionSize + pos.Y; | ||
996 | if (!(pos.X < 0)) | ||
997 | emergencyPos.X = pos.X; | ||
998 | if (!(pos.Z < 0)) | ||
999 | emergencyPos.Z = pos.Z; | ||
1000 | } | ||
1001 | if (pos.Z < 0) | ||
1002 | { | ||
1003 | emergencyPos.Z = 128; | ||
1004 | if (!(pos.Y < 0)) | ||
1005 | emergencyPos.Y = pos.Y; | ||
1006 | if (!(pos.X < 0)) | ||
1007 | emergencyPos.X = pos.X; | ||
1008 | } | ||
1009 | } | ||
1010 | |||
895 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) | 1011 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) |
896 | { | 1012 | { |
897 | m_log.WarnFormat( | 1013 | m_log.WarnFormat( |
@@ -1024,16 +1140,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
1024 | /// <summary> | 1140 | /// <summary> |
1025 | /// Removes physics plugin scene representation of this agent if it exists. | 1141 | /// Removes physics plugin scene representation of this agent if it exists. |
1026 | /// </summary> | 1142 | /// </summary> |
1027 | private void RemoveFromPhysicalScene() | 1143 | public void RemoveFromPhysicalScene() |
1028 | { | 1144 | { |
1029 | if (PhysicsActor != null) | 1145 | if (PhysicsActor != null) |
1030 | { | 1146 | { |
1031 | PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; | 1147 | try |
1032 | PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; | 1148 | { |
1033 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); | 1149 | m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; |
1034 | PhysicsActor.UnSubscribeEvents(); | 1150 | m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; |
1035 | PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; | 1151 | m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; |
1036 | PhysicsActor = null; | 1152 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); |
1153 | m_physicsActor.UnSubscribeEvents(); | ||
1154 | PhysicsActor = null; | ||
1155 | } | ||
1156 | catch | ||
1157 | { } | ||
1037 | } | 1158 | } |
1038 | } | 1159 | } |
1039 | 1160 | ||
@@ -1049,10 +1170,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1049 | 1170 | ||
1050 | RemoveFromPhysicalScene(); | 1171 | RemoveFromPhysicalScene(); |
1051 | Velocity = Vector3.Zero; | 1172 | Velocity = Vector3.Zero; |
1173 | CheckLandingPoint(ref pos); | ||
1052 | AbsolutePosition = pos; | 1174 | AbsolutePosition = pos; |
1053 | AddToPhysicalScene(isFlying); | 1175 | AddToPhysicalScene(isFlying); |
1054 | 1176 | ||
1055 | SendTerseUpdateToAllClients(); | 1177 | SendTerseUpdateToAllClients(); |
1178 | |||
1056 | } | 1179 | } |
1057 | 1180 | ||
1058 | public void TeleportWithMomentum(Vector3 pos) | 1181 | public void TeleportWithMomentum(Vector3 pos) |
@@ -1062,6 +1185,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1062 | isFlying = PhysicsActor.Flying; | 1185 | isFlying = PhysicsActor.Flying; |
1063 | 1186 | ||
1064 | RemoveFromPhysicalScene(); | 1187 | RemoveFromPhysicalScene(); |
1188 | CheckLandingPoint(ref pos); | ||
1065 | AbsolutePosition = pos; | 1189 | AbsolutePosition = pos; |
1066 | AddToPhysicalScene(isFlying); | 1190 | AddToPhysicalScene(isFlying); |
1067 | 1191 | ||
@@ -1269,11 +1393,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1269 | /// <summary> | 1393 | /// <summary> |
1270 | /// This is the event handler for client movement. If a client is moving, this event is triggering. | 1394 | /// This is the event handler for client movement. If a client is moving, this event is triggering. |
1271 | /// </summary> | 1395 | /// </summary> |
1396 | /// <summary> | ||
1397 | /// This is the event handler for client movement. If a client is moving, this event is triggering. | ||
1398 | /// </summary> | ||
1272 | public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) | 1399 | public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) |
1273 | { | 1400 | { |
1274 | // m_log.DebugFormat( | 1401 | // m_log.DebugFormat("[SCENE PRESENCE]: Received agent update from {0}", remoteClient.Name); |
1275 | // "[SCENE PRESENCE]: In {0} received agent update from {1}", | ||
1276 | // Scene.RegionInfo.RegionName, remoteClient.Name); | ||
1277 | 1402 | ||
1278 | //if (IsChildAgent) | 1403 | //if (IsChildAgent) |
1279 | //{ | 1404 | //{ |
@@ -1348,6 +1473,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1348 | 1473 | ||
1349 | #endregion Inputs | 1474 | #endregion Inputs |
1350 | 1475 | ||
1476 | // Make anims work for client side autopilot | ||
1477 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0) | ||
1478 | m_updateCount = UPDATE_COUNT; | ||
1479 | |||
1351 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) | 1480 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) |
1352 | { | 1481 | { |
1353 | StandUp(); | 1482 | StandUp(); |
@@ -1378,6 +1507,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1378 | 1507 | ||
1379 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) | 1508 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) |
1380 | { | 1509 | { |
1510 | m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. | ||
1511 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | ||
1512 | |||
1381 | // TODO: This doesn't prevent the user from walking yet. | 1513 | // TODO: This doesn't prevent the user from walking yet. |
1382 | // Setting parent ID would fix this, if we knew what value | 1514 | // Setting parent ID would fix this, if we knew what value |
1383 | // to use. Or we could add a m_isSitting variable. | 1515 | // to use. Or we could add a m_isSitting variable. |
@@ -1467,7 +1599,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1467 | 1599 | ||
1468 | if ((MovementFlag & (byte)(uint)DCF) == 0) | 1600 | if ((MovementFlag & (byte)(uint)DCF) == 0) |
1469 | { | 1601 | { |
1470 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | 1602 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACK_NUDGE) |
1471 | { | 1603 | { |
1472 | MovementFlag |= (byte)nudgehack; | 1604 | MovementFlag |= (byte)nudgehack; |
1473 | } | 1605 | } |
@@ -1479,13 +1611,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1479 | } | 1611 | } |
1480 | else | 1612 | else |
1481 | { | 1613 | { |
1482 | if ((MovementFlag & (byte)(uint)DCF) != 0 || | 1614 | if ((m_movementflag & (byte)(uint)DCF) != 0 || |
1483 | ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | 1615 | ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACK_NUDGE) |
1484 | && ((MovementFlag & (byte)nudgehack) == nudgehack)) | 1616 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) |
1485 | ) // This or is for Nudge forward | 1617 | ) // This or is for Nudge forward |
1486 | { | 1618 | { |
1487 | // m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF); | 1619 | // m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with lack of {1}", Name, DCF); |
1488 | MovementFlag -= ((byte)(uint)DCF); | 1620 | m_movementflag -= ((byte)(uint)DCF); |
1489 | update_movementflag = true; | 1621 | update_movementflag = true; |
1490 | 1622 | ||
1491 | /* | 1623 | /* |
@@ -1546,21 +1678,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
1546 | // which occurs later in the main scene loop | 1678 | // which occurs later in the main scene loop |
1547 | if (update_movementflag || (update_rotation && DCFlagKeyPressed)) | 1679 | if (update_movementflag || (update_rotation && DCFlagKeyPressed)) |
1548 | { | 1680 | { |
1549 | // m_log.DebugFormat( | 1681 | // m_log.DebugFormat( |
1550 | // "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}", | 1682 | // "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}", |
1551 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation); | 1683 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation); |
1552 | 1684 | ||
1553 | AddNewMovement(agent_control_v3); | 1685 | AddNewMovement(agent_control_v3); |
1554 | } | 1686 | } |
1555 | // else | 1687 | // else |
1556 | // { | 1688 | // { |
1557 | // if (!update_movementflag) | 1689 | // if (!update_movementflag) |
1558 | // { | 1690 | // { |
1559 | // m_log.DebugFormat( | 1691 | // m_log.DebugFormat( |
1560 | // "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false", | 1692 | // "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false", |
1561 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name); | 1693 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name); |
1562 | // } | 1694 | // } |
1563 | // } | 1695 | // } |
1564 | 1696 | ||
1565 | if (update_movementflag && ParentID == 0) | 1697 | if (update_movementflag && ParentID == 0) |
1566 | Animator.UpdateMovementAnimations(); | 1698 | Animator.UpdateMovementAnimations(); |
@@ -1579,20 +1711,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1579 | /// <returns>True if movement has been updated in some way. False otherwise.</returns> | 1711 | /// <returns>True if movement has been updated in some way. False otherwise.</returns> |
1580 | public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3) | 1712 | public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3) |
1581 | { | 1713 | { |
1582 | // m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); | 1714 | // m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); |
1583 | 1715 | ||
1584 | bool updated = false; | 1716 | bool updated = false; |
1585 | 1717 | ||
1586 | // m_log.DebugFormat( | 1718 | // m_log.DebugFormat( |
1587 | // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", | 1719 | // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", |
1588 | // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); | 1720 | // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); |
1589 | 1721 | ||
1590 | if (!m_autopilotMoving) | 1722 | if (!m_autopilotMoving) |
1591 | { | 1723 | { |
1592 | double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget); | 1724 | double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget); |
1593 | // m_log.DebugFormat( | 1725 | // m_log.DebugFormat( |
1594 | // "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", | 1726 | // "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", |
1595 | // Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget); | 1727 | // Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget); |
1596 | 1728 | ||
1597 | // Check the error term of the current position in relation to the target position | 1729 | // Check the error term of the current position in relation to the target position |
1598 | if (distanceToTarget <= 1) | 1730 | if (distanceToTarget <= 1) |
@@ -1615,7 +1747,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1615 | (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords | 1747 | (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords |
1616 | * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords | 1748 | * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords |
1617 | // Ignore z component of vector | 1749 | // Ignore z component of vector |
1618 | // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1750 | // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1619 | LocalVectorToTarget3D.Normalize(); | 1751 | LocalVectorToTarget3D.Normalize(); |
1620 | 1752 | ||
1621 | // update avatar movement flags. the avatar coordinate system is as follows: | 1753 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1681,9 +1813,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1681 | updated = true; | 1813 | updated = true; |
1682 | } | 1814 | } |
1683 | 1815 | ||
1684 | // m_log.DebugFormat( | 1816 | // m_log.DebugFormat( |
1685 | // "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}", | 1817 | // "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}", |
1686 | // LocalVectorToTarget3D, agent_control_v3, Name); | 1818 | // LocalVectorToTarget3D, agent_control_v3, Name); |
1687 | 1819 | ||
1688 | agent_control_v3 += LocalVectorToTarget3D; | 1820 | agent_control_v3 += LocalVectorToTarget3D; |
1689 | } | 1821 | } |
@@ -1712,9 +1844,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1712 | /// </param> | 1844 | /// </param> |
1713 | public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget) | 1845 | public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget) |
1714 | { | 1846 | { |
1715 | m_log.DebugFormat( | 1847 | if (SitGround) |
1716 | "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}", | 1848 | StandUp(); |
1717 | Name, pos, m_scene.RegionInfo.RegionName); | 1849 | |
1850 | // m_log.DebugFormat( | ||
1851 | // "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}", | ||
1852 | // Name, pos, m_scene.RegionInfo.RegionName); | ||
1718 | 1853 | ||
1719 | if (pos.X < 0 || pos.X >= Constants.RegionSize | 1854 | if (pos.X < 0 || pos.X >= Constants.RegionSize |
1720 | || pos.Y < 0 || pos.Y >= Constants.RegionSize | 1855 | || pos.Y < 0 || pos.Y >= Constants.RegionSize |
@@ -1740,9 +1875,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1740 | if (pos.Z - terrainHeight < 0.2) | 1875 | if (pos.Z - terrainHeight < 0.2) |
1741 | pos.Z = terrainHeight; | 1876 | pos.Z = terrainHeight; |
1742 | 1877 | ||
1743 | m_log.DebugFormat( | 1878 | // m_log.DebugFormat( |
1744 | "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", | 1879 | // "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", |
1745 | Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); | 1880 | // Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); |
1746 | 1881 | ||
1747 | if (noFly) | 1882 | if (noFly) |
1748 | PhysicsActor.Flying = false; | 1883 | PhysicsActor.Flying = false; |
@@ -1778,7 +1913,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1778 | /// </summary> | 1913 | /// </summary> |
1779 | public void ResetMoveToTarget() | 1914 | public void ResetMoveToTarget() |
1780 | { | 1915 | { |
1781 | m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); | 1916 | // m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); |
1782 | 1917 | ||
1783 | MovingToTarget = false; | 1918 | MovingToTarget = false; |
1784 | MoveToPositionTarget = Vector3.Zero; | 1919 | MoveToPositionTarget = Vector3.Zero; |
@@ -1804,7 +1939,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1804 | Velocity = Vector3.Zero; | 1939 | Velocity = Vector3.Zero; |
1805 | SendAvatarDataToAllAgents(); | 1940 | SendAvatarDataToAllAgents(); |
1806 | 1941 | ||
1807 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1942 | HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? |
1808 | } | 1943 | } |
1809 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); | 1944 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); |
1810 | m_requestedSitTargetUUID = UUID.Zero; | 1945 | m_requestedSitTargetUUID = UUID.Zero; |
@@ -1841,24 +1976,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
1841 | 1976 | ||
1842 | if (ParentID != 0) | 1977 | if (ParentID != 0) |
1843 | { | 1978 | { |
1844 | m_log.Debug("StandupCode Executed"); | 1979 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); |
1845 | SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID); | ||
1846 | if (part != null) | 1980 | if (part != null) |
1847 | { | 1981 | { |
1982 | part.TaskInventory.LockItemsForRead(true); | ||
1848 | TaskInventoryDictionary taskIDict = part.TaskInventory; | 1983 | TaskInventoryDictionary taskIDict = part.TaskInventory; |
1849 | if (taskIDict != null) | 1984 | if (taskIDict != null) |
1850 | { | 1985 | { |
1851 | lock (taskIDict) | 1986 | foreach (UUID taskID in taskIDict.Keys) |
1852 | { | 1987 | { |
1853 | foreach (UUID taskID in taskIDict.Keys) | 1988 | UnRegisterControlEventsToScript(LocalId, taskID); |
1854 | { | 1989 | taskIDict[taskID].PermsMask &= ~( |
1855 | UnRegisterControlEventsToScript(LocalId, taskID); | 1990 | 2048 | //PERMISSION_CONTROL_CAMERA |
1856 | taskIDict[taskID].PermsMask &= ~( | 1991 | 4); // PERMISSION_TAKE_CONTROLS |
1857 | 2048 | //PERMISSION_CONTROL_CAMERA | ||
1858 | 4); // PERMISSION_TAKE_CONTROLS | ||
1859 | } | ||
1860 | } | 1992 | } |
1861 | } | 1993 | } |
1994 | part.TaskInventory.LockItemsForRead(false); | ||
1862 | 1995 | ||
1863 | // Reset sit target. | 1996 | // Reset sit target. |
1864 | if (part.SitTargetAvatar == UUID) | 1997 | if (part.SitTargetAvatar == UUID) |
@@ -1869,21 +2002,59 @@ namespace OpenSim.Region.Framework.Scenes | |||
1869 | ParentPosition = part.GetWorldPosition(); | 2002 | ParentPosition = part.GetWorldPosition(); |
1870 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); | 2003 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); |
1871 | } | 2004 | } |
1872 | 2005 | // part.GetWorldRotation() is the rotation of the object being sat on | |
1873 | if (PhysicsActor == null) | 2006 | // Rotation is the sittiing Av's rotation |
2007 | |||
2008 | Quaternion partRot; | ||
2009 | // if (part.LinkNum == 1) | ||
2010 | // { // Root prim of linkset | ||
2011 | // partRot = part.ParentGroup.RootPart.RotationOffset; | ||
2012 | // } | ||
2013 | // else | ||
2014 | // { // single or child prim | ||
2015 | |||
2016 | // } | ||
2017 | if (part == null) //CW: Part may be gone. llDie() for example. | ||
1874 | { | 2018 | { |
1875 | AddToPhysicalScene(false); | 2019 | partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); |
2020 | } | ||
2021 | else | ||
2022 | { | ||
2023 | partRot = part.GetWorldRotation(); | ||
1876 | } | 2024 | } |
1877 | 2025 | ||
1878 | m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); | 2026 | Quaternion partIRot = Quaternion.Inverse(partRot); |
1879 | ParentPosition = Vector3.Zero; | ||
1880 | 2027 | ||
1881 | ParentID = 0; | 2028 | Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av |
2029 | Vector3 avStandUp = new Vector3(0.3f, 0f, 0f) * avatarRot; // 0.3M infront of av | ||
2030 | |||
2031 | |||
2032 | if (m_physicsActor == null) | ||
2033 | { | ||
2034 | AddToPhysicalScene(false); | ||
2035 | } | ||
2036 | //CW: If the part isn't null then we can set the current position | ||
2037 | if (part != null) | ||
2038 | { | ||
2039 | Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset! | ||
2040 | AbsolutePosition = avWorldStandUp; //KF: Fix stand up. | ||
2041 | part.IsOccupied = false; | ||
2042 | part.ParentGroup.DeleteAvatar(ControllingClient.AgentId); | ||
2043 | } | ||
2044 | else | ||
2045 | { | ||
2046 | //CW: Since the part doesn't exist, a coarse standup position isn't an issue | ||
2047 | AbsolutePosition = m_lastWorldPosition; | ||
2048 | } | ||
2049 | |||
2050 | m_parentPosition = Vector3.Zero; | ||
2051 | m_parentID = 0; | ||
2052 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1882 | SendAvatarDataToAllAgents(); | 2053 | SendAvatarDataToAllAgents(); |
1883 | m_requestedSitTargetID = 0; | 2054 | m_requestedSitTargetID = 0; |
1884 | } | 2055 | } |
1885 | 2056 | ||
1886 | Animator.TrySetMovementAnimation("STAND"); | 2057 | Animator.UpdateMovementAnimations(); |
1887 | } | 2058 | } |
1888 | 2059 | ||
1889 | private SceneObjectPart FindNextAvailableSitTarget(UUID targetID) | 2060 | private SceneObjectPart FindNextAvailableSitTarget(UUID targetID) |
@@ -1915,9 +2086,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1915 | UUID avOnTargetAlready = part.SitTargetAvatar; | 2086 | UUID avOnTargetAlready = part.SitTargetAvatar; |
1916 | 2087 | ||
1917 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 2088 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); |
1918 | bool SitTargetisSet = | 2089 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1919 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && | ||
1920 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); | ||
1921 | 2090 | ||
1922 | if (SitTargetisSet && SitTargetUnOccupied) | 2091 | if (SitTargetisSet && SitTargetUnOccupied) |
1923 | { | 2092 | { |
@@ -1933,87 +2102,168 @@ namespace OpenSim.Region.Framework.Scenes | |||
1933 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) | 2102 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) |
1934 | { | 2103 | { |
1935 | bool autopilot = true; | 2104 | bool autopilot = true; |
2105 | Vector3 autopilotTarget = new Vector3(); | ||
2106 | Quaternion sitOrientation = Quaternion.Identity; | ||
1936 | Vector3 pos = new Vector3(); | 2107 | Vector3 pos = new Vector3(); |
1937 | Quaternion sitOrientation = pSitOrientation; | ||
1938 | Vector3 cameraEyeOffset = Vector3.Zero; | 2108 | Vector3 cameraEyeOffset = Vector3.Zero; |
1939 | Vector3 cameraAtOffset = Vector3.Zero; | 2109 | Vector3 cameraAtOffset = Vector3.Zero; |
1940 | bool forceMouselook = false; | 2110 | bool forceMouselook = false; |
1941 | 2111 | ||
1942 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); | 2112 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); |
1943 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); | 2113 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); |
1944 | if (part != null) | 2114 | if (part == null) return; |
2115 | |||
2116 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | ||
2117 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | ||
2118 | |||
2119 | // part is the prim to sit on | ||
2120 | // offset is the world-ref vector distance from that prim center to the click-spot | ||
2121 | // UUID is the UUID of the Avatar doing the clicking | ||
2122 | |||
2123 | m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation | ||
2124 | |||
2125 | // Is a sit target available? | ||
2126 | Vector3 avSitOffSet = part.SitTargetPosition; | ||
2127 | Quaternion avSitOrientation = part.SitTargetOrientation; | ||
2128 | |||
2129 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. | ||
2130 | // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2131 | Quaternion partRot; | ||
2132 | // if (part.LinkNum == 1) | ||
2133 | // { // Root prim of linkset | ||
2134 | // partRot = part.ParentGroup.RootPart.RotationOffset; | ||
2135 | // } | ||
2136 | // else | ||
2137 | // { // single or child prim | ||
2138 | partRot = part.GetWorldRotation(); | ||
2139 | // } | ||
2140 | Quaternion partIRot = Quaternion.Inverse(partRot); | ||
2141 | //Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet); | ||
2142 | // Sit analysis rewritten by KF 091125 | ||
2143 | if (SitTargetisSet) // scipted sit | ||
1945 | { | 2144 | { |
1946 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | 2145 | if (!part.IsOccupied) |
1947 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | 2146 | { |
1948 | 2147 | //Console.WriteLine("Scripted, unoccupied"); | |
1949 | // Is a sit target available? | 2148 | part.SitTargetAvatar = UUID; // set that Av will be on it |
1950 | Vector3 avSitOffSet = part.SitTargetPosition; | 2149 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one |
1951 | Quaternion avSitOrientation = part.SitTargetOrientation; | 2150 | |
1952 | UUID avOnTargetAlready = part.SitTargetAvatar; | 2151 | Quaternion nrot = avSitOrientation; |
1953 | 2152 | if (!part.IsRoot) | |
1954 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | ||
1955 | bool SitTargetisSet = | ||
1956 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && | ||
1957 | ( | ||
1958 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion | ||
1959 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point | ||
1960 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion | ||
1961 | ) | ||
1962 | )); | ||
1963 | |||
1964 | // m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied); | ||
1965 | |||
1966 | if (SitTargetisSet && SitTargetUnOccupied) | ||
1967 | { | ||
1968 | part.SitTargetAvatar = UUID; | ||
1969 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); | ||
1970 | sitOrientation = avSitOrientation; | ||
1971 | autopilot = false; | ||
1972 | } | ||
1973 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); | ||
1974 | |||
1975 | pos = part.AbsolutePosition + offset; | ||
1976 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) | ||
1977 | //{ | ||
1978 | // offset = pos; | ||
1979 | //autopilot = false; | ||
1980 | //} | ||
1981 | if (PhysicsActor != null) | ||
1982 | { | ||
1983 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | ||
1984 | // We can remove the physicsActor until they stand up. | ||
1985 | m_sitAvatarHeight = PhysicsActor.Size.Z; | ||
1986 | |||
1987 | if (autopilot) | ||
1988 | { | 2153 | { |
1989 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) | 2154 | nrot = part.RotationOffset * avSitOrientation; |
1990 | { | ||
1991 | autopilot = false; | ||
1992 | |||
1993 | RemoveFromPhysicalScene(); | ||
1994 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); | ||
1995 | } | ||
1996 | } | 2155 | } |
1997 | else | 2156 | sitOrientation = nrot; // Change rotatione to the scripted one |
2157 | OffsetRotation = nrot; | ||
2158 | autopilot = false; // Jump direct to scripted llSitPos() | ||
2159 | } | ||
2160 | else | ||
2161 | { | ||
2162 | //Console.WriteLine("Scripted, occupied"); | ||
2163 | return; | ||
2164 | } | ||
2165 | } | ||
2166 | else // Not Scripted | ||
2167 | { | ||
2168 | if ( (Math.Abs(offset.X) > 0.1f) || (Math.Abs(offset.Y) > 0.1f) ) // Changed 0.5M to 0.1M as they want to be able to sit close together | ||
2169 | { | ||
2170 | // large prim & offset, ignore if other Avs sitting | ||
2171 | // offset.Z -= 0.05f; | ||
2172 | m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked | ||
2173 | autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point | ||
2174 | |||
2175 | //Console.WriteLine(" offset ={0}", offset); | ||
2176 | //Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos); | ||
2177 | //Console.WriteLine(" autopilotTarget={0}", autopilotTarget); | ||
2178 | |||
2179 | } | ||
2180 | else // small offset | ||
2181 | { | ||
2182 | //Console.WriteLine("Small offset"); | ||
2183 | if (!part.IsOccupied) | ||
2184 | { | ||
2185 | m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center | ||
2186 | autopilotTarget = part.AbsolutePosition; | ||
2187 | //Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget); | ||
2188 | } | ||
2189 | else return; // occupied small | ||
2190 | } // end large/small | ||
2191 | } // end Scripted/not | ||
2192 | |||
2193 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); | ||
2194 | |||
2195 | cameraAtOffset = part.GetCameraAtOffset(); | ||
2196 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
2197 | forceMouselook = part.GetForceMouselook(); | ||
2198 | if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); // | ||
2199 | if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); // | ||
2200 | |||
2201 | if (m_physicsActor != null) | ||
2202 | { | ||
2203 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | ||
2204 | // We can remove the physicsActor until they stand up. | ||
2205 | m_sitAvatarHeight = m_physicsActor.Size.Z; | ||
2206 | if (autopilot) | ||
2207 | { // its not a scripted sit | ||
2208 | // if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) | ||
2209 | if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) ) | ||
1998 | { | 2210 | { |
2211 | autopilot = false; // close enough | ||
2212 | m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2213 | Not using the part's position because returning the AV to the last known standing | ||
2214 | position is likely to be more friendly, isn't it? */ | ||
1999 | RemoveFromPhysicalScene(); | 2215 | RemoveFromPhysicalScene(); |
2000 | } | 2216 | Velocity = Vector3.Zero; |
2217 | AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target | ||
2218 | } // else the autopilot will get us close | ||
2219 | } | ||
2220 | else | ||
2221 | { // its a scripted sit | ||
2222 | m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2223 | I *am* using the part's position this time because we have no real idea how far away | ||
2224 | the avatar is from the sit target. */ | ||
2225 | RemoveFromPhysicalScene(); | ||
2226 | Velocity = Vector3.Zero; | ||
2001 | } | 2227 | } |
2002 | |||
2003 | cameraAtOffset = part.GetCameraAtOffset(); | ||
2004 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
2005 | forceMouselook = part.GetForceMouselook(); | ||
2006 | } | 2228 | } |
2007 | 2229 | else return; // physactor is null! | |
2008 | ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | 2230 | |
2009 | m_requestedSitTargetUUID = targetID; | 2231 | Vector3 offsetr; // = offset * partIRot; |
2232 | // KF: In a linkset, offsetr needs to be relative to the group root! 091208 | ||
2233 | // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot); | ||
2234 | // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error. | ||
2235 | // { // Single, or Root prim of linkset, target is ClickOffset * RootRot | ||
2236 | //offsetr = offset * partIRot; | ||
2237 | // | ||
2238 | // } | ||
2239 | // else | ||
2240 | // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) | ||
2241 | // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + | ||
2242 | // (offset * partRot); | ||
2243 | // } | ||
2244 | |||
2245 | //Console.WriteLine(" "); | ||
2246 | //Console.WriteLine("link number ={0}", part.LinkNum); | ||
2247 | //Console.WriteLine("Prim offset ={0}", part.OffsetPosition ); | ||
2248 | //Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset); | ||
2249 | //Console.WriteLine("Click offst ={0}", offset); | ||
2250 | //Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation()); | ||
2251 | //Console.WriteLine("offsetr ={0}", offsetr); | ||
2252 | //Console.WriteLine("Camera At ={0}", cameraAtOffset); | ||
2253 | //Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); | ||
2254 | |||
2255 | //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child | ||
2256 | ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | ||
2257 | |||
2258 | m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target | ||
2010 | // This calls HandleAgentSit twice, once from here, and the client calls | 2259 | // This calls HandleAgentSit twice, once from here, and the client calls |
2011 | // HandleAgentSit itself after it gets to the location | 2260 | // HandleAgentSit itself after it gets to the location |
2012 | // It doesn't get to the location until we've moved them there though | 2261 | // It doesn't get to the location until we've moved them there though |
2013 | // which happens in HandleAgentSit :P | 2262 | // which happens in HandleAgentSit :P |
2014 | m_autopilotMoving = autopilot; | 2263 | m_autopilotMoving = autopilot; |
2015 | m_autoPilotTarget = pos; | 2264 | m_autoPilotTarget = autopilotTarget; |
2016 | m_sitAtAutoTarget = autopilot; | 2265 | m_sitAtAutoTarget = autopilot; |
2266 | m_initialSitTarget = autopilotTarget; | ||
2017 | if (!autopilot) | 2267 | if (!autopilot) |
2018 | HandleAgentSit(remoteClient, UUID); | 2268 | HandleAgentSit(remoteClient, UUID); |
2019 | } | 2269 | } |
@@ -2279,45 +2529,127 @@ namespace OpenSim.Region.Framework.Scenes | |||
2279 | { | 2529 | { |
2280 | if (part.SitTargetAvatar == UUID) | 2530 | if (part.SitTargetAvatar == UUID) |
2281 | { | 2531 | { |
2532 | //Console.WriteLine("Scripted Sit"); | ||
2533 | // Scripted sit | ||
2282 | Vector3 sitTargetPos = part.SitTargetPosition; | 2534 | Vector3 sitTargetPos = part.SitTargetPosition; |
2283 | Quaternion sitTargetOrient = part.SitTargetOrientation; | 2535 | Quaternion sitTargetOrient = part.SitTargetOrientation; |
2284 | |||
2285 | //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); | ||
2286 | //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); | ||
2287 | |||
2288 | //Quaternion result = (sitTargetOrient * vq) * nq; | ||
2289 | |||
2290 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 2536 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
2291 | m_pos += SIT_TARGET_ADJUSTMENT; | 2537 | m_pos += SIT_TARGET_ADJUSTMENT; |
2292 | Rotation = sitTargetOrient; | 2538 | if (!part.IsRoot) |
2293 | //Rotation = sitTargetOrient; | 2539 | { |
2294 | ParentPosition = part.AbsolutePosition; | 2540 | m_pos *= part.RotationOffset; |
2295 | 2541 | } | |
2296 | //SendTerseUpdateToAllClients(); | 2542 | m_bodyRot = sitTargetOrient; |
2543 | m_parentPosition = part.AbsolutePosition; | ||
2544 | part.IsOccupied = true; | ||
2545 | part.ParentGroup.AddAvatar(agentID); | ||
2297 | } | 2546 | } |
2298 | else | 2547 | else |
2299 | { | 2548 | { |
2300 | m_pos -= part.AbsolutePosition; | 2549 | // if m_avUnscriptedSitPos is zero then Av sits above center |
2301 | ParentPosition = part.AbsolutePosition; | 2550 | // Else Av sits at m_avUnscriptedSitPos |
2302 | } | 2551 | |
2552 | // Non-scripted sit by Kitto Flora 21Nov09 | ||
2553 | // Calculate angle of line from prim to Av | ||
2554 | Quaternion partIRot; | ||
2555 | // if (part.LinkNum == 1) | ||
2556 | // { // Root prim of linkset | ||
2557 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2558 | // } | ||
2559 | // else | ||
2560 | // { // single or child prim | ||
2561 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2562 | // } | ||
2563 | Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; | ||
2564 | float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); | ||
2565 | float x_diff = ( m_avInitialPos.X - sitTargetPos.X); | ||
2566 | if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 | ||
2567 | if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 | ||
2568 | float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); | ||
2569 | // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. | ||
2570 | // Av sits at world euler <0,0, z>, translated by part rotation | ||
2571 | m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click | ||
2572 | |||
2573 | m_parentPosition = part.AbsolutePosition; | ||
2574 | part.IsOccupied = true; | ||
2575 | part.ParentGroup.AddAvatar(agentID); | ||
2576 | m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation | ||
2577 | (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center | ||
2578 | (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) + | ||
2579 | m_avUnscriptedSitPos; // adds click offset, if any | ||
2580 | //Set up raytrace to find top surface of prim | ||
2581 | Vector3 size = part.Scale; | ||
2582 | float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); | ||
2583 | Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); | ||
2584 | Vector3 down = new Vector3(0f, 0f, -1f); | ||
2585 | //Console.WriteLine("st={0} do={1} ma={2}", start, down, mag); | ||
2586 | m_scene.PhysicsScene.RaycastWorld( | ||
2587 | start, // Vector3 position, | ||
2588 | down, // Vector3 direction, | ||
2589 | mag, // float length, | ||
2590 | SitAltitudeCallback); // retMethod | ||
2591 | } // end scripted/not | ||
2303 | } | 2592 | } |
2304 | else | 2593 | else // no Av |
2305 | { | 2594 | { |
2306 | return; | 2595 | return; |
2307 | } | 2596 | } |
2308 | } | 2597 | } |
2309 | ParentID = m_requestedSitTargetID; | 2598 | ParentID = m_requestedSitTargetID; |
2310 | 2599 | ||
2600 | //We want our offsets to reference the root prim, not the child we may have sat on | ||
2601 | if (!part.IsRoot) | ||
2602 | { | ||
2603 | m_parentID = part.ParentGroup.RootPart.LocalId; | ||
2604 | m_pos += part.OffsetPosition; | ||
2605 | } | ||
2606 | else | ||
2607 | { | ||
2608 | m_parentID = m_requestedSitTargetID; | ||
2609 | } | ||
2610 | |||
2611 | if (part.SitTargetAvatar != UUID) | ||
2612 | { | ||
2613 | m_offsetRotation = m_offsetRotation / part.RotationOffset; | ||
2614 | } | ||
2311 | Velocity = Vector3.Zero; | 2615 | Velocity = Vector3.Zero; |
2312 | RemoveFromPhysicalScene(); | 2616 | RemoveFromPhysicalScene(); |
2313 | |||
2314 | Animator.TrySetMovementAnimation(sitAnimation); | 2617 | Animator.TrySetMovementAnimation(sitAnimation); |
2315 | SendAvatarDataToAllAgents(); | 2618 | SendAvatarDataToAllAgents(); |
2316 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | ||
2317 | // So we're also sending a terse update (which has avatar rotation) | ||
2318 | // [Update] We do now. | ||
2319 | //SendTerseUpdateToAllClients(); | 2619 | //SendTerseUpdateToAllClients(); |
2320 | } | 2620 | } |
2621 | |||
2622 | public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal) | ||
2623 | { | ||
2624 | // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer | ||
2625 | // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height. | ||
2626 | if(hitYN) | ||
2627 | { | ||
2628 | // m_pos = Av offset from prim center to make look like on center | ||
2629 | // m_parentPosition = Actual center pos of prim | ||
2630 | // collisionPoint = spot on prim where we want to sit | ||
2631 | // collisionPoint.Z = global sit surface height | ||
2632 | SceneObjectPart part = m_scene.GetSceneObjectPart(localid); | ||
2633 | Quaternion partIRot; | ||
2634 | // if (part.LinkNum == 1) | ||
2635 | /// { // Root prim of linkset | ||
2636 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2637 | // } | ||
2638 | // else | ||
2639 | // { // single or child prim | ||
2640 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2641 | // } | ||
2642 | if (m_initialSitTarget != null) | ||
2643 | { | ||
2644 | float offZ = collisionPoint.Z - m_initialSitTarget.Z; | ||
2645 | Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction | ||
2646 | //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); | ||
2647 | m_pos += offset; | ||
2648 | // ControllingClient.SendClearFollowCamProperties(part.UUID); | ||
2649 | } | ||
2650 | |||
2651 | } | ||
2652 | } // End SitAltitudeCallback KF. | ||
2321 | 2653 | ||
2322 | /// <summary> | 2654 | /// <summary> |
2323 | /// Event handler for the 'Always run' setting on the client | 2655 | /// Event handler for the 'Always run' setting on the client |
@@ -2347,6 +2679,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
2347 | Vector3 direc = vec * Rotation; | 2679 | Vector3 direc = vec * Rotation; |
2348 | direc.Normalize(); | 2680 | direc.Normalize(); |
2349 | 2681 | ||
2682 | if (PhysicsActor.Flying != m_flyingOld) // add for fly velocity control | ||
2683 | { | ||
2684 | m_flyingOld = PhysicsActor.Flying; // add for fly velocity control | ||
2685 | if (!PhysicsActor.Flying) | ||
2686 | m_wasFlying = true; // add for fly velocity control | ||
2687 | } | ||
2688 | |||
2689 | if (PhysicsActor.IsColliding == true) | ||
2690 | m_wasFlying = false; // add for fly velocity control | ||
2691 | |||
2692 | if ((vec.Z == 0f) && !PhysicsActor.Flying) | ||
2693 | direc.Z = 0f; // Prevent camera WASD up. | ||
2694 | |||
2350 | direc *= 0.03f * 128f * SpeedModifier; | 2695 | direc *= 0.03f * 128f * SpeedModifier; |
2351 | 2696 | ||
2352 | if (PhysicsActor != null) | 2697 | if (PhysicsActor != null) |
@@ -2365,6 +2710,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2365 | // m_log.Info("[AGENT]: Stop Flying"); | 2710 | // m_log.Info("[AGENT]: Stop Flying"); |
2366 | //} | 2711 | //} |
2367 | } | 2712 | } |
2713 | if (Animator.m_falling && m_wasFlying) // if falling from flying, disable motion add | ||
2714 | { | ||
2715 | direc *= 0.0f; | ||
2716 | } | ||
2368 | else if (!PhysicsActor.Flying && PhysicsActor.IsColliding) | 2717 | else if (!PhysicsActor.Flying && PhysicsActor.IsColliding) |
2369 | { | 2718 | { |
2370 | if (direc.Z > 2.0f) | 2719 | if (direc.Z > 2.0f) |
@@ -2425,6 +2774,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2425 | 2774 | ||
2426 | CheckForSignificantMovement(); // sends update to the modules. | 2775 | CheckForSignificantMovement(); // sends update to the modules. |
2427 | } | 2776 | } |
2777 | |||
2778 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2779 | SendPrimUpdates(); | ||
2428 | } | 2780 | } |
2429 | 2781 | ||
2430 | #endregion | 2782 | #endregion |
@@ -3144,6 +3496,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3144 | m_callbackURI = cAgent.CallbackURI; | 3496 | m_callbackURI = cAgent.CallbackURI; |
3145 | 3497 | ||
3146 | m_pos = cAgent.Position; | 3498 | m_pos = cAgent.Position; |
3499 | |||
3147 | m_velocity = cAgent.Velocity; | 3500 | m_velocity = cAgent.Velocity; |
3148 | CameraPosition = cAgent.Center; | 3501 | CameraPosition = cAgent.Center; |
3149 | CameraAtAxis = cAgent.AtAxis; | 3502 | CameraAtAxis = cAgent.AtAxis; |
@@ -3290,14 +3643,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
3290 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) | 3643 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) |
3291 | // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents( | 3644 | // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents( |
3292 | // as of this comment the interval is set in AddToPhysicalScene | 3645 | // as of this comment the interval is set in AddToPhysicalScene |
3293 | if (Animator != null) | 3646 | if (Animator!=null) |
3294 | Animator.UpdateMovementAnimations(); | 3647 | { |
3648 | if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper, | ||
3649 | { // else its will lock out other animation changes, like ground sit. | ||
3650 | Animator.UpdateMovementAnimations(); | ||
3651 | m_updateCount--; | ||
3652 | } | ||
3653 | } | ||
3295 | 3654 | ||
3296 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3655 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; |
3297 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | 3656 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; |
3298 | 3657 | ||
3299 | CollisionPlane = Vector4.UnitW; | 3658 | CollisionPlane = Vector4.UnitW; |
3300 | 3659 | ||
3660 | // No collisions at all means we may be flying. Update always | ||
3661 | // to make falling work | ||
3662 | if (m_lastColCount != coldata.Count || coldata.Count == 0) | ||
3663 | { | ||
3664 | m_updateCount = UPDATE_COUNT; | ||
3665 | m_lastColCount = coldata.Count; | ||
3666 | } | ||
3667 | |||
3301 | if (coldata.Count != 0 && Animator != null) | 3668 | if (coldata.Count != 0 && Animator != null) |
3302 | { | 3669 | { |
3303 | switch (Animator.CurrentMovementAnimation) | 3670 | switch (Animator.CurrentMovementAnimation) |
@@ -3327,6 +3694,148 @@ namespace OpenSim.Region.Framework.Scenes | |||
3327 | } | 3694 | } |
3328 | } | 3695 | } |
3329 | 3696 | ||
3697 | List<uint> thisHitColliders = new List<uint>(); | ||
3698 | List<uint> endedColliders = new List<uint>(); | ||
3699 | List<uint> startedColliders = new List<uint>(); | ||
3700 | |||
3701 | foreach (uint localid in coldata.Keys) | ||
3702 | { | ||
3703 | thisHitColliders.Add(localid); | ||
3704 | if (!m_lastColliders.Contains(localid)) | ||
3705 | { | ||
3706 | startedColliders.Add(localid); | ||
3707 | } | ||
3708 | //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString()); | ||
3709 | } | ||
3710 | |||
3711 | // calculate things that ended colliding | ||
3712 | foreach (uint localID in m_lastColliders) | ||
3713 | { | ||
3714 | if (!thisHitColliders.Contains(localID)) | ||
3715 | { | ||
3716 | endedColliders.Add(localID); | ||
3717 | } | ||
3718 | } | ||
3719 | //add the items that started colliding this time to the last colliders list. | ||
3720 | foreach (uint localID in startedColliders) | ||
3721 | { | ||
3722 | m_lastColliders.Add(localID); | ||
3723 | } | ||
3724 | // remove things that ended colliding from the last colliders list | ||
3725 | foreach (uint localID in endedColliders) | ||
3726 | { | ||
3727 | m_lastColliders.Remove(localID); | ||
3728 | } | ||
3729 | |||
3730 | // do event notification | ||
3731 | if (startedColliders.Count > 0) | ||
3732 | { | ||
3733 | ColliderArgs StartCollidingMessage = new ColliderArgs(); | ||
3734 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3735 | foreach (uint localId in startedColliders) | ||
3736 | { | ||
3737 | if (localId == 0) | ||
3738 | continue; | ||
3739 | |||
3740 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3741 | string data = ""; | ||
3742 | if (obj != null) | ||
3743 | { | ||
3744 | DetectedObject detobj = new DetectedObject(); | ||
3745 | detobj.keyUUID = obj.UUID; | ||
3746 | detobj.nameStr = obj.Name; | ||
3747 | detobj.ownerUUID = obj.OwnerID; | ||
3748 | detobj.posVector = obj.AbsolutePosition; | ||
3749 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3750 | detobj.velVector = obj.Velocity; | ||
3751 | detobj.colliderType = 0; | ||
3752 | detobj.groupUUID = obj.GroupID; | ||
3753 | colliding.Add(detobj); | ||
3754 | } | ||
3755 | } | ||
3756 | |||
3757 | if (colliding.Count > 0) | ||
3758 | { | ||
3759 | StartCollidingMessage.Colliders = colliding; | ||
3760 | |||
3761 | foreach (SceneObjectGroup att in GetAttachments()) | ||
3762 | Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage); | ||
3763 | } | ||
3764 | } | ||
3765 | |||
3766 | if (endedColliders.Count > 0) | ||
3767 | { | ||
3768 | ColliderArgs EndCollidingMessage = new ColliderArgs(); | ||
3769 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3770 | foreach (uint localId in endedColliders) | ||
3771 | { | ||
3772 | if (localId == 0) | ||
3773 | continue; | ||
3774 | |||
3775 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3776 | string data = ""; | ||
3777 | if (obj != null) | ||
3778 | { | ||
3779 | DetectedObject detobj = new DetectedObject(); | ||
3780 | detobj.keyUUID = obj.UUID; | ||
3781 | detobj.nameStr = obj.Name; | ||
3782 | detobj.ownerUUID = obj.OwnerID; | ||
3783 | detobj.posVector = obj.AbsolutePosition; | ||
3784 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3785 | detobj.velVector = obj.Velocity; | ||
3786 | detobj.colliderType = 0; | ||
3787 | detobj.groupUUID = obj.GroupID; | ||
3788 | colliding.Add(detobj); | ||
3789 | } | ||
3790 | } | ||
3791 | |||
3792 | if (colliding.Count > 0) | ||
3793 | { | ||
3794 | EndCollidingMessage.Colliders = colliding; | ||
3795 | |||
3796 | foreach (SceneObjectGroup att in GetAttachments()) | ||
3797 | Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage); | ||
3798 | } | ||
3799 | } | ||
3800 | |||
3801 | if (thisHitColliders.Count > 0) | ||
3802 | { | ||
3803 | ColliderArgs CollidingMessage = new ColliderArgs(); | ||
3804 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3805 | foreach (uint localId in thisHitColliders) | ||
3806 | { | ||
3807 | if (localId == 0) | ||
3808 | continue; | ||
3809 | |||
3810 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3811 | string data = ""; | ||
3812 | if (obj != null) | ||
3813 | { | ||
3814 | DetectedObject detobj = new DetectedObject(); | ||
3815 | detobj.keyUUID = obj.UUID; | ||
3816 | detobj.nameStr = obj.Name; | ||
3817 | detobj.ownerUUID = obj.OwnerID; | ||
3818 | detobj.posVector = obj.AbsolutePosition; | ||
3819 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3820 | detobj.velVector = obj.Velocity; | ||
3821 | detobj.colliderType = 0; | ||
3822 | detobj.groupUUID = obj.GroupID; | ||
3823 | colliding.Add(detobj); | ||
3824 | } | ||
3825 | } | ||
3826 | |||
3827 | if (colliding.Count > 0) | ||
3828 | { | ||
3829 | CollidingMessage.Colliders = colliding; | ||
3830 | |||
3831 | lock (m_attachments) | ||
3832 | { | ||
3833 | foreach (SceneObjectGroup att in m_attachments) | ||
3834 | Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage); | ||
3835 | } | ||
3836 | } | ||
3837 | } | ||
3838 | |||
3330 | if (Invulnerable) | 3839 | if (Invulnerable) |
3331 | return; | 3840 | return; |
3332 | 3841 | ||
@@ -3398,6 +3907,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3398 | { | 3907 | { |
3399 | lock (m_attachments) | 3908 | lock (m_attachments) |
3400 | { | 3909 | { |
3910 | // This may be true when the attachment comes back | ||
3911 | // from serialization after login. Clear it. | ||
3912 | gobj.IsDeleted = false; | ||
3913 | |||
3401 | m_attachments.Add(gobj); | 3914 | m_attachments.Add(gobj); |
3402 | } | 3915 | } |
3403 | } | 3916 | } |
@@ -3761,5 +4274,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
3761 | m_reprioritization_called = false; | 4274 | m_reprioritization_called = false; |
3762 | } | 4275 | } |
3763 | } | 4276 | } |
4277 | |||
4278 | private Vector3 Quat2Euler(Quaternion rot){ | ||
4279 | float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) , | ||
4280 | (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z))); | ||
4281 | float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W))); | ||
4282 | float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) , | ||
4283 | (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z))); | ||
4284 | return(new Vector3(x,y,z)); | ||
4285 | } | ||
4286 | |||
4287 | private void CheckLandingPoint(ref Vector3 pos) | ||
4288 | { | ||
4289 | // Never constrain lures | ||
4290 | if ((TeleportFlags & TeleportFlags.ViaLure) != 0) | ||
4291 | return; | ||
4292 | |||
4293 | if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport) | ||
4294 | return; | ||
4295 | |||
4296 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
4297 | |||
4298 | if (land.LandData.LandingType == (byte)LandingType.LandingPoint && | ||
4299 | land.LandData.UserLocation != Vector3.Zero && | ||
4300 | land.LandData.OwnerID != m_uuid && | ||
4301 | (!m_scene.Permissions.IsGod(m_uuid)) && | ||
4302 | (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) | ||
4303 | { | ||
4304 | float curr = Vector3.Distance(AbsolutePosition, pos); | ||
4305 | if (Vector3.Distance(land.LandData.UserLocation, pos) < curr) | ||
4306 | pos = land.LandData.UserLocation; | ||
4307 | else | ||
4308 | ControllingClient.SendAlertMessage("Can't teleport closer to destination"); | ||
4309 | } | ||
4310 | } | ||
3764 | } | 4311 | } |
3765 | } | 4312 | } |