diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 570 |
1 files changed, 400 insertions, 170 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 766f6d3..b3e7d67 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
73 | // { | 73 | // { |
74 | // m_log.Debug("[ScenePresence] Destructor called"); | 74 | // m_log.Debug("[ScenePresence] Destructor called"); |
75 | // } | 75 | // } |
76 | 76 | ||
77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
78 | 78 | ||
79 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; | 79 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; |
@@ -89,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
89 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis | 89 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis |
90 | /// issue #1716 | 90 | /// issue #1716 |
91 | /// </summary> | 91 | /// </summary> |
92 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); | 92 | // private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); |
93 | // Value revised by KF 091121 by comparison with SL. | ||
94 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); | ||
93 | 95 | ||
94 | public UUID currentParcelUUID = UUID.Zero; | 96 | public UUID currentParcelUUID = UUID.Zero; |
95 | 97 | ||
@@ -123,8 +125,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
123 | public Vector3 lastKnownAllowedPosition; | 125 | public Vector3 lastKnownAllowedPosition; |
124 | public bool sentMessageAboutRestrictedParcelFlyingDown; | 126 | public bool sentMessageAboutRestrictedParcelFlyingDown; |
125 | public Vector4 CollisionPlane = Vector4.UnitW; | 127 | public Vector4 CollisionPlane = Vector4.UnitW; |
126 | 128 | ||
127 | private Vector3 m_lastPosition; | 129 | private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation |
130 | private Vector3 m_avUnscriptedSitPos; // for non-scripted prims | ||
131 | private Vector3 m_lastPosition; | ||
132 | private Vector3 m_lastWorldPosition; | ||
128 | private Quaternion m_lastRotation; | 133 | private Quaternion m_lastRotation; |
129 | private Vector3 m_lastVelocity; | 134 | private Vector3 m_lastVelocity; |
130 | //private int m_lastTerseSent; | 135 | //private int m_lastTerseSent; |
@@ -134,7 +139,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
134 | private Vector3? m_forceToApply; | 139 | private Vector3? m_forceToApply; |
135 | private uint m_requestedSitTargetID; | 140 | private uint m_requestedSitTargetID; |
136 | private UUID m_requestedSitTargetUUID; | 141 | private UUID m_requestedSitTargetUUID; |
137 | public bool SitGround = false; | ||
138 | 142 | ||
139 | private SendCourseLocationsMethod m_sendCourseLocationsMethod; | 143 | private SendCourseLocationsMethod m_sendCourseLocationsMethod; |
140 | 144 | ||
@@ -157,7 +161,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
157 | private int m_perfMonMS; | 161 | private int m_perfMonMS; |
158 | 162 | ||
159 | private bool m_setAlwaysRun; | 163 | private bool m_setAlwaysRun; |
160 | |||
161 | private bool m_forceFly; | 164 | private bool m_forceFly; |
162 | private bool m_flyDisabled; | 165 | private bool m_flyDisabled; |
163 | 166 | ||
@@ -183,7 +186,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
183 | protected RegionInfo m_regionInfo; | 186 | protected RegionInfo m_regionInfo; |
184 | protected ulong crossingFromRegion; | 187 | protected ulong crossingFromRegion; |
185 | 188 | ||
186 | private readonly Vector3[] Dir_Vectors = new Vector3[9]; | 189 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; |
190 | private bool m_isNudging = false; | ||
187 | 191 | ||
188 | // Position of agent's camera in world (region cordinates) | 192 | // Position of agent's camera in world (region cordinates) |
189 | protected Vector3 m_CameraCenter; | 193 | protected Vector3 m_CameraCenter; |
@@ -208,6 +212,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
208 | private bool m_autopilotMoving; | 212 | private bool m_autopilotMoving; |
209 | private Vector3 m_autoPilotTarget; | 213 | private Vector3 m_autoPilotTarget; |
210 | private bool m_sitAtAutoTarget; | 214 | private bool m_sitAtAutoTarget; |
215 | private Vector3 m_initialSitTarget; //KF: First estimate of where to sit | ||
211 | 216 | ||
212 | private string m_nextSitAnimation = String.Empty; | 217 | private string m_nextSitAnimation = String.Empty; |
213 | 218 | ||
@@ -218,6 +223,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
218 | private bool m_followCamAuto; | 223 | private bool m_followCamAuto; |
219 | 224 | ||
220 | private int m_movementUpdateCount; | 225 | private int m_movementUpdateCount; |
226 | private int m_lastColCount = -1; //KF: Look for Collision chnages | ||
227 | private int m_updateCount = 0; //KF: Update Anims for a while | ||
228 | private static readonly int UPDATE_COUNT = 10; // how many frames to update for | ||
221 | 229 | ||
222 | private const int NumMovementsBetweenRayCast = 5; | 230 | private const int NumMovementsBetweenRayCast = 5; |
223 | 231 | ||
@@ -246,7 +254,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
246 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 254 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
247 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 255 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, |
248 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, | 256 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, |
249 | DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | 257 | DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, |
258 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, | ||
259 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, | ||
250 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 260 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
251 | } | 261 | } |
252 | 262 | ||
@@ -693,10 +703,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
693 | m_reprioritization_timer.AutoReset = false; | 703 | m_reprioritization_timer.AutoReset = false; |
694 | 704 | ||
695 | AdjustKnownSeeds(); | 705 | AdjustKnownSeeds(); |
696 | |||
697 | // TODO: I think, this won't send anything, as we are still a child here... | ||
698 | Animator.TrySetMovementAnimation("STAND"); | 706 | Animator.TrySetMovementAnimation("STAND"); |
699 | |||
700 | // we created a new ScenePresence (a new child agent) in a fresh region. | 707 | // we created a new ScenePresence (a new child agent) in a fresh region. |
701 | // Request info about all the (root) agents in this region | 708 | // Request info about all the (root) agents in this region |
702 | // Note: This won't send data *to* other clients in that region (children don't send) | 709 | // Note: This won't send data *to* other clients in that region (children don't send) |
@@ -752,25 +759,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
752 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 759 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
753 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 760 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
754 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 761 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
755 | Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 762 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
756 | Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD | 763 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE |
757 | Dir_Vectors[7] = -Vector3.UnitX; //BACK | 764 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE |
765 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | ||
766 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
758 | } | 767 | } |
759 | 768 | ||
760 | private Vector3[] GetWalkDirectionVectors() | 769 | private Vector3[] GetWalkDirectionVectors() |
761 | { | 770 | { |
762 | Vector3[] vector = new Vector3[9]; | 771 | Vector3[] vector = new Vector3[11]; |
763 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD | 772 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
764 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK | 773 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
765 | vector[2] = Vector3.UnitY; //LEFT | 774 | vector[2] = Vector3.UnitY; //LEFT |
766 | vector[3] = -Vector3.UnitY; //RIGHT | 775 | vector[3] = -Vector3.UnitY; //RIGHT |
767 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 776 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
768 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN | 777 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
769 | vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | 778 | vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE |
770 | vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge | 779 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE |
771 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge | 780 | vector[8] = Vector3.UnitY; //LEFT_NUDGE |
781 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | ||
782 | vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE | ||
772 | return vector; | 783 | return vector; |
773 | } | 784 | } |
785 | |||
786 | private bool[] GetDirectionIsNudge() | ||
787 | { | ||
788 | bool[] isNudge = new bool[11]; | ||
789 | isNudge[0] = false; //FORWARD | ||
790 | isNudge[1] = false; //BACK | ||
791 | isNudge[2] = false; //LEFT | ||
792 | isNudge[3] = false; //RIGHT | ||
793 | isNudge[4] = false; //UP | ||
794 | isNudge[5] = false; //DOWN | ||
795 | isNudge[6] = true; //FORWARD_NUDGE | ||
796 | isNudge[7] = true; //BACK_NUDGE | ||
797 | isNudge[8] = true; //LEFT_NUDGE | ||
798 | isNudge[9] = true; //RIGHT_NUDGE | ||
799 | isNudge[10] = true; //DOWN_Nudge | ||
800 | return isNudge; | ||
801 | } | ||
802 | |||
774 | 803 | ||
775 | #endregion | 804 | #endregion |
776 | 805 | ||
@@ -839,6 +868,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
839 | { | 868 | { |
840 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); | 869 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); |
841 | pos.Y = crossedBorder.BorderLine.Z - 1; | 870 | pos.Y = crossedBorder.BorderLine.Z - 1; |
871 | } | ||
872 | |||
873 | //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet. | ||
874 | //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent, | ||
875 | //they'll bypass the landing point. But I can't think of any decent way of fixing this. | ||
876 | if (KnownChildRegionHandles.Count == 0) | ||
877 | { | ||
878 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
879 | if (land != null) | ||
880 | { | ||
881 | //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni. | ||
882 | if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && m_userLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid) | ||
883 | { | ||
884 | pos = land.LandData.UserLocation; | ||
885 | } | ||
886 | } | ||
842 | } | 887 | } |
843 | 888 | ||
844 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) | 889 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) |
@@ -972,9 +1017,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
972 | public void Teleport(Vector3 pos) | 1017 | public void Teleport(Vector3 pos) |
973 | { | 1018 | { |
974 | bool isFlying = false; | 1019 | bool isFlying = false; |
975 | if (m_physicsActor != null) | ||
976 | isFlying = m_physicsActor.Flying; | ||
977 | 1020 | ||
1021 | if (m_physicsActor != null) | ||
1022 | isFlying = m_physicsActor.Flying; | ||
1023 | |||
978 | RemoveFromPhysicalScene(); | 1024 | RemoveFromPhysicalScene(); |
979 | Velocity = Vector3.Zero; | 1025 | Velocity = Vector3.Zero; |
980 | AbsolutePosition = pos; | 1026 | AbsolutePosition = pos; |
@@ -985,7 +1031,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
985 | SetHeight(m_appearance.AvatarHeight); | 1031 | SetHeight(m_appearance.AvatarHeight); |
986 | } | 1032 | } |
987 | 1033 | ||
988 | SendTerseUpdateToAllClients(); | 1034 | SendTerseUpdateToAllClients(); |
1035 | |||
989 | } | 1036 | } |
990 | 1037 | ||
991 | public void TeleportWithMomentum(Vector3 pos) | 1038 | public void TeleportWithMomentum(Vector3 pos) |
@@ -1030,7 +1077,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1030 | { | 1077 | { |
1031 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); | 1078 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); |
1032 | } | 1079 | } |
1033 | 1080 | ||
1081 | m_updateCount = UPDATE_COUNT; //KF: Trigger Anim updates to catch falling anim. | ||
1082 | |||
1034 | ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, | 1083 | ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, |
1035 | AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); | 1084 | AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); |
1036 | } | 1085 | } |
@@ -1281,7 +1330,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1281 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); | 1330 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); |
1282 | } | 1331 | } |
1283 | } | 1332 | } |
1284 | |||
1285 | lock (scriptedcontrols) | 1333 | lock (scriptedcontrols) |
1286 | { | 1334 | { |
1287 | if (scriptedcontrols.Count > 0) | 1335 | if (scriptedcontrols.Count > 0) |
@@ -1296,12 +1344,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1296 | 1344 | ||
1297 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) | 1345 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) |
1298 | { | 1346 | { |
1299 | // TODO: This doesn't prevent the user from walking yet. | 1347 | m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. |
1300 | // Setting parent ID would fix this, if we knew what value | 1348 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); |
1301 | // to use. Or we could add a m_isSitting variable. | ||
1302 | //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | ||
1303 | SitGround = true; | ||
1304 | |||
1305 | } | 1349 | } |
1306 | 1350 | ||
1307 | // In the future, these values might need to go global. | 1351 | // In the future, these values might need to go global. |
@@ -1351,6 +1395,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1351 | update_rotation = true; | 1395 | update_rotation = true; |
1352 | } | 1396 | } |
1353 | 1397 | ||
1398 | //guilty until proven innocent.. | ||
1399 | bool Nudging = true; | ||
1400 | //Basically, if there is at least one non-nudge control then we don't need | ||
1401 | //to worry about stopping the avatar | ||
1402 | |||
1354 | if (m_parentID == 0) | 1403 | if (m_parentID == 0) |
1355 | { | 1404 | { |
1356 | bool bAllowUpdateMoveToPosition = false; | 1405 | bool bAllowUpdateMoveToPosition = false; |
@@ -1365,9 +1414,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1365 | else | 1414 | else |
1366 | dirVectors = Dir_Vectors; | 1415 | dirVectors = Dir_Vectors; |
1367 | 1416 | ||
1368 | // The fact that m_movementflag is a byte needs to be fixed | 1417 | bool[] isNudge = GetDirectionIsNudge(); |
1369 | // it really should be a uint | 1418 | |
1370 | uint nudgehack = 250; | 1419 | |
1420 | |||
1421 | |||
1422 | |||
1371 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 1423 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
1372 | { | 1424 | { |
1373 | if (((uint)flags & (uint)DCF) != 0) | 1425 | if (((uint)flags & (uint)DCF) != 0) |
@@ -1377,40 +1429,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
1377 | try | 1429 | try |
1378 | { | 1430 | { |
1379 | agent_control_v3 += dirVectors[i]; | 1431 | agent_control_v3 += dirVectors[i]; |
1380 | //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); | 1432 | if (isNudge[i] == false) |
1433 | { | ||
1434 | Nudging = false; | ||
1435 | } | ||
1381 | } | 1436 | } |
1382 | catch (IndexOutOfRangeException) | 1437 | catch (IndexOutOfRangeException) |
1383 | { | 1438 | { |
1384 | // Why did I get this? | 1439 | // Why did I get this? |
1385 | } | 1440 | } |
1386 | 1441 | ||
1387 | if ((m_movementflag & (byte)(uint)DCF) == 0) | 1442 | if ((m_movementflag & (uint)DCF) == 0) |
1388 | { | 1443 | { |
1389 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1390 | { | ||
1391 | m_movementflag |= (byte)nudgehack; | ||
1392 | } | ||
1393 | m_movementflag += (byte)(uint)DCF; | 1444 | m_movementflag += (byte)(uint)DCF; |
1394 | update_movementflag = true; | 1445 | update_movementflag = true; |
1395 | } | 1446 | } |
1396 | } | 1447 | } |
1397 | else | 1448 | else |
1398 | { | 1449 | { |
1399 | if ((m_movementflag & (byte)(uint)DCF) != 0 || | 1450 | if ((m_movementflag & (uint)DCF) != 0) |
1400 | ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1401 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1402 | ) // This or is for Nudge forward | ||
1403 | { | 1451 | { |
1404 | m_movementflag -= ((byte)(uint)DCF); | 1452 | m_movementflag -= (byte)(uint)DCF; |
1405 | |||
1406 | update_movementflag = true; | 1453 | update_movementflag = true; |
1407 | /* | ||
1408 | if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1409 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1410 | { | ||
1411 | m_log.Debug("Removed Hack flag"); | ||
1412 | } | ||
1413 | */ | ||
1414 | } | 1454 | } |
1415 | else | 1455 | else |
1416 | { | 1456 | { |
@@ -1454,6 +1494,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1454 | // Ignore z component of vector | 1494 | // Ignore z component of vector |
1455 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1495 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1456 | LocalVectorToTarget2D.Normalize(); | 1496 | LocalVectorToTarget2D.Normalize(); |
1497 | |||
1498 | //We're not nudging | ||
1499 | Nudging = false; | ||
1457 | agent_control_v3 += LocalVectorToTarget2D; | 1500 | agent_control_v3 += LocalVectorToTarget2D; |
1458 | 1501 | ||
1459 | // update avatar movement flags. the avatar coordinate system is as follows: | 1502 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1542,13 +1585,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1542 | // m_log.DebugFormat( | 1585 | // m_log.DebugFormat( |
1543 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); | 1586 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); |
1544 | 1587 | ||
1545 | AddNewMovement(agent_control_v3, q); | 1588 | AddNewMovement(agent_control_v3, q, Nudging); |
1546 | 1589 | ||
1547 | 1590 | ||
1548 | } | 1591 | } |
1549 | } | 1592 | } |
1550 | 1593 | ||
1551 | if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) | 1594 | if (update_movementflag) |
1552 | Animator.UpdateMovementAnimations(); | 1595 | Animator.UpdateMovementAnimations(); |
1553 | 1596 | ||
1554 | m_scene.EventManager.TriggerOnClientMovement(this); | 1597 | m_scene.EventManager.TriggerOnClientMovement(this); |
@@ -1563,7 +1606,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1563 | m_sitAtAutoTarget = false; | 1606 | m_sitAtAutoTarget = false; |
1564 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; | 1607 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; |
1565 | //proxy.PCode = (byte)PCode.ParticleSystem; | 1608 | //proxy.PCode = (byte)PCode.ParticleSystem; |
1566 | |||
1567 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); | 1609 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); |
1568 | proxyObjectGroup.AttachToScene(m_scene); | 1610 | proxyObjectGroup.AttachToScene(m_scene); |
1569 | 1611 | ||
@@ -1605,7 +1647,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1605 | } | 1647 | } |
1606 | m_moveToPositionInProgress = true; | 1648 | m_moveToPositionInProgress = true; |
1607 | m_moveToPositionTarget = new Vector3(locx, locy, locz); | 1649 | m_moveToPositionTarget = new Vector3(locx, locy, locz); |
1608 | } | 1650 | } |
1609 | catch (Exception ex) | 1651 | catch (Exception ex) |
1610 | { | 1652 | { |
1611 | //Why did I get this error? | 1653 | //Why did I get this error? |
@@ -1627,7 +1669,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1627 | Velocity = Vector3.Zero; | 1669 | Velocity = Vector3.Zero; |
1628 | SendFullUpdateToAllClients(); | 1670 | SendFullUpdateToAllClients(); |
1629 | 1671 | ||
1630 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1672 | HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? |
1631 | } | 1673 | } |
1632 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); | 1674 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); |
1633 | m_requestedSitTargetUUID = UUID.Zero; | 1675 | m_requestedSitTargetUUID = UUID.Zero; |
@@ -1660,55 +1702,84 @@ namespace OpenSim.Region.Framework.Scenes | |||
1660 | /// </summary> | 1702 | /// </summary> |
1661 | public void StandUp() | 1703 | public void StandUp() |
1662 | { | 1704 | { |
1663 | if (SitGround) | ||
1664 | SitGround = false; | ||
1665 | |||
1666 | if (m_parentID != 0) | 1705 | if (m_parentID != 0) |
1667 | { | 1706 | { |
1668 | m_log.Debug("StandupCode Executed"); | ||
1669 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | 1707 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); |
1670 | if (part != null) | 1708 | if (part != null) |
1671 | { | 1709 | { |
1710 | part.TaskInventory.LockItemsForRead(true); | ||
1672 | TaskInventoryDictionary taskIDict = part.TaskInventory; | 1711 | TaskInventoryDictionary taskIDict = part.TaskInventory; |
1673 | if (taskIDict != null) | 1712 | if (taskIDict != null) |
1674 | { | 1713 | { |
1675 | lock (taskIDict) | 1714 | foreach (UUID taskID in taskIDict.Keys) |
1676 | { | 1715 | { |
1677 | foreach (UUID taskID in taskIDict.Keys) | 1716 | UnRegisterControlEventsToScript(LocalId, taskID); |
1678 | { | 1717 | taskIDict[taskID].PermsMask &= ~( |
1679 | UnRegisterControlEventsToScript(LocalId, taskID); | 1718 | 2048 | //PERMISSION_CONTROL_CAMERA |
1680 | taskIDict[taskID].PermsMask &= ~( | 1719 | 4); // PERMISSION_TAKE_CONTROLS |
1681 | 2048 | //PERMISSION_CONTROL_CAMERA | ||
1682 | 4); // PERMISSION_TAKE_CONTROLS | ||
1683 | } | ||
1684 | } | 1720 | } |
1685 | |||
1686 | } | 1721 | } |
1722 | part.TaskInventory.LockItemsForRead(false); | ||
1687 | // Reset sit target. | 1723 | // Reset sit target. |
1688 | if (part.GetAvatarOnSitTarget() == UUID) | 1724 | if (part.GetAvatarOnSitTarget() == UUID) |
1689 | part.SetAvatarOnSitTarget(UUID.Zero); | 1725 | part.SetAvatarOnSitTarget(UUID.Zero); |
1690 | |||
1691 | m_parentPosition = part.GetWorldPosition(); | 1726 | m_parentPosition = part.GetWorldPosition(); |
1692 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); | 1727 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); |
1693 | } | 1728 | } |
1694 | 1729 | // part.GetWorldRotation() is the rotation of the object being sat on | |
1695 | if (m_physicsActor == null) | 1730 | // Rotation is the sittiing Av's rotation |
1696 | { | 1731 | |
1697 | AddToPhysicalScene(false); | 1732 | Quaternion partRot; |
1733 | // if (part.LinkNum == 1) | ||
1734 | // { // Root prim of linkset | ||
1735 | // partRot = part.ParentGroup.RootPart.RotationOffset; | ||
1736 | // } | ||
1737 | // else | ||
1738 | // { // single or child prim | ||
1739 | |||
1740 | // } | ||
1741 | if (part == null) //CW: Part may be gone. llDie() for example. | ||
1742 | { | ||
1743 | partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1744 | } | ||
1745 | else | ||
1746 | { | ||
1747 | partRot = part.GetWorldRotation(); | ||
1698 | } | 1748 | } |
1699 | 1749 | ||
1700 | m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); | 1750 | Quaternion partIRot = Quaternion.Inverse(partRot); |
1701 | m_parentPosition = Vector3.Zero; | ||
1702 | 1751 | ||
1703 | m_parentID = 0; | 1752 | Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av |
1753 | Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av | ||
1754 | |||
1755 | |||
1756 | if (m_physicsActor == null) | ||
1757 | { | ||
1758 | AddToPhysicalScene(false); | ||
1759 | } | ||
1760 | //CW: If the part isn't null then we can set the current position | ||
1761 | if (part != null) | ||
1762 | { | ||
1763 | Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset! | ||
1764 | AbsolutePosition = avWorldStandUp; //KF: Fix stand up. | ||
1765 | part.IsOccupied = false; | ||
1766 | } | ||
1767 | else | ||
1768 | { | ||
1769 | //CW: Since the part doesn't exist, a coarse standup position isn't an issue | ||
1770 | AbsolutePosition = m_lastWorldPosition; | ||
1771 | } | ||
1772 | |||
1773 | m_parentPosition = Vector3.Zero; | ||
1774 | m_parentID = 0; | ||
1704 | SendFullUpdateToAllClients(); | 1775 | SendFullUpdateToAllClients(); |
1705 | m_requestedSitTargetID = 0; | 1776 | m_requestedSitTargetID = 0; |
1777 | |||
1706 | if ((m_physicsActor != null) && (m_avHeight > 0)) | 1778 | if ((m_physicsActor != null) && (m_avHeight > 0)) |
1707 | { | 1779 | { |
1708 | SetHeight(m_avHeight); | 1780 | SetHeight(m_avHeight); |
1709 | } | 1781 | } |
1710 | } | 1782 | } |
1711 | |||
1712 | Animator.TrySetMovementAnimation("STAND"); | 1783 | Animator.TrySetMovementAnimation("STAND"); |
1713 | } | 1784 | } |
1714 | 1785 | ||
@@ -1739,13 +1810,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1739 | Vector3 avSitOffSet = part.SitTargetPosition; | 1810 | Vector3 avSitOffSet = part.SitTargetPosition; |
1740 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1811 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1741 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1812 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); |
1742 | 1813 | bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero); | |
1743 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1814 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1744 | bool SitTargetisSet = | 1815 | if (SitTargetisSet && !SitTargetOccupied) |
1745 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && | ||
1746 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); | ||
1747 | |||
1748 | if (SitTargetisSet && SitTargetUnOccupied) | ||
1749 | { | 1816 | { |
1750 | //switch the target to this prim | 1817 | //switch the target to this prim |
1751 | return part; | 1818 | return part; |
@@ -1759,84 +1826,152 @@ namespace OpenSim.Region.Framework.Scenes | |||
1759 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) | 1826 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) |
1760 | { | 1827 | { |
1761 | bool autopilot = true; | 1828 | bool autopilot = true; |
1829 | Vector3 autopilotTarget = new Vector3(); | ||
1830 | Quaternion sitOrientation = Quaternion.Identity; | ||
1762 | Vector3 pos = new Vector3(); | 1831 | Vector3 pos = new Vector3(); |
1763 | Quaternion sitOrientation = pSitOrientation; | ||
1764 | Vector3 cameraEyeOffset = Vector3.Zero; | 1832 | Vector3 cameraEyeOffset = Vector3.Zero; |
1765 | Vector3 cameraAtOffset = Vector3.Zero; | 1833 | Vector3 cameraAtOffset = Vector3.Zero; |
1766 | bool forceMouselook = false; | 1834 | bool forceMouselook = false; |
1767 | 1835 | ||
1768 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); | 1836 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); |
1769 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); | 1837 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); |
1770 | if (part != null) | 1838 | if (part == null) return; |
1771 | { | 1839 | |
1772 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | 1840 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client |
1773 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | 1841 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it |
1774 | 1842 | ||
1775 | // Is a sit target available? | 1843 | // part is the prim to sit on |
1776 | Vector3 avSitOffSet = part.SitTargetPosition; | 1844 | // offset is the world-ref vector distance from that prim center to the click-spot |
1777 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1845 | // UUID is the UUID of the Avatar doing the clicking |
1778 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1846 | |
1779 | 1847 | m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation | |
1780 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1848 | |
1781 | bool SitTargetisSet = | 1849 | // Is a sit target available? |
1782 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && | 1850 | Vector3 avSitOffSet = part.SitTargetPosition; |
1783 | ( | 1851 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1784 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion | 1852 | |
1785 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point | 1853 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1786 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion | 1854 | // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); |
1787 | ) | 1855 | Quaternion partRot; |
1788 | )); | 1856 | // if (part.LinkNum == 1) |
1789 | 1857 | // { // Root prim of linkset | |
1790 | if (SitTargetisSet && SitTargetUnOccupied) | 1858 | // partRot = part.ParentGroup.RootPart.RotationOffset; |
1791 | { | 1859 | // } |
1792 | part.SetAvatarOnSitTarget(UUID); | 1860 | // else |
1793 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); | 1861 | // { // single or child prim |
1794 | sitOrientation = avSitOrientation; | 1862 | partRot = part.GetWorldRotation(); |
1795 | autopilot = false; | 1863 | // } |
1796 | } | 1864 | Quaternion partIRot = Quaternion.Inverse(partRot); |
1797 | 1865 | //Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet); | |
1798 | pos = part.AbsolutePosition + offset; | 1866 | // Sit analysis rewritten by KF 091125 |
1799 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) | 1867 | if (SitTargetisSet) // scipted sit |
1800 | //{ | 1868 | { |
1801 | // offset = pos; | 1869 | if (!part.IsOccupied) |
1802 | //autopilot = false; | 1870 | { |
1803 | //} | 1871 | //Console.WriteLine("Scripted, unoccupied"); |
1804 | if (m_physicsActor != null) | 1872 | part.SetAvatarOnSitTarget(UUID); // set that Av will be on it |
1805 | { | 1873 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one |
1806 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | 1874 | sitOrientation = avSitOrientation; // Change rotatione to the scripted one |
1807 | // We can remove the physicsActor until they stand up. | 1875 | autopilot = false; // Jump direct to scripted llSitPos() |
1808 | m_sitAvatarHeight = m_physicsActor.Size.Z; | 1876 | } |
1809 | 1877 | else | |
1810 | if (autopilot) | 1878 | { |
1811 | { | 1879 | //Console.WriteLine("Scripted, occupied"); |
1812 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) | 1880 | return; |
1813 | { | 1881 | } |
1814 | autopilot = false; | 1882 | } |
1883 | else // Not Scripted | ||
1884 | { | ||
1885 | if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) | ||
1886 | { | ||
1887 | // large prim & offset, ignore if other Avs sitting | ||
1888 | // offset.Z -= 0.05f; | ||
1889 | m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked | ||
1890 | autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point | ||
1891 | |||
1892 | //Console.WriteLine(" offset ={0}", offset); | ||
1893 | //Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos); | ||
1894 | //Console.WriteLine(" autopilotTarget={0}", autopilotTarget); | ||
1895 | |||
1896 | } | ||
1897 | else // small offset | ||
1898 | { | ||
1899 | //Console.WriteLine("Small offset"); | ||
1900 | if (!part.IsOccupied) | ||
1901 | { | ||
1902 | m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center | ||
1903 | autopilotTarget = part.AbsolutePosition; | ||
1904 | } | ||
1905 | else return; // occupied small | ||
1906 | } // end large/small | ||
1907 | } // end Scripted/not | ||
1908 | cameraAtOffset = part.GetCameraAtOffset(); | ||
1909 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
1910 | forceMouselook = part.GetForceMouselook(); | ||
1911 | if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); // | ||
1912 | if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); // | ||
1815 | 1913 | ||
1816 | RemoveFromPhysicalScene(); | 1914 | if (m_physicsActor != null) |
1817 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); | 1915 | { |
1818 | } | 1916 | // If we're not using the client autopilot, we're immediately warping the avatar to the location |
1819 | } | 1917 | // We can remove the physicsActor until they stand up. |
1820 | else | 1918 | m_sitAvatarHeight = m_physicsActor.Size.Z; |
1919 | if (autopilot) | ||
1920 | { // its not a scripted sit | ||
1921 | // if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) | ||
1922 | if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) ) | ||
1821 | { | 1923 | { |
1924 | autopilot = false; // close enough | ||
1925 | m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
1926 | Not using the part's position because returning the AV to the last known standing | ||
1927 | position is likely to be more friendly, isn't it? */ | ||
1822 | RemoveFromPhysicalScene(); | 1928 | RemoveFromPhysicalScene(); |
1823 | } | 1929 | AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target |
1930 | } // else the autopilot will get us close | ||
1931 | } | ||
1932 | else | ||
1933 | { // its a scripted sit | ||
1934 | m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
1935 | I *am* using the part's position this time because we have no real idea how far away | ||
1936 | the avatar is from the sit target. */ | ||
1937 | RemoveFromPhysicalScene(); | ||
1824 | } | 1938 | } |
1825 | |||
1826 | cameraAtOffset = part.GetCameraAtOffset(); | ||
1827 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
1828 | forceMouselook = part.GetForceMouselook(); | ||
1829 | } | 1939 | } |
1830 | 1940 | else return; // physactor is null! | |
1831 | ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | 1941 | |
1832 | m_requestedSitTargetUUID = targetID; | 1942 | Vector3 offsetr; // = offset * partIRot; |
1943 | // KF: In a linkset, offsetr needs to be relative to the group root! 091208 | ||
1944 | // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot); | ||
1945 | // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error. | ||
1946 | // { // Single, or Root prim of linkset, target is ClickOffset * RootRot | ||
1947 | offsetr = offset * partIRot; | ||
1948 | // | ||
1949 | // else | ||
1950 | // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) | ||
1951 | // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + | ||
1952 | // (offset * partRot); | ||
1953 | // } | ||
1954 | |||
1955 | //Console.WriteLine(" "); | ||
1956 | //Console.WriteLine("link number ={0}", part.LinkNum); | ||
1957 | //Console.WriteLine("Prim offset ={0}", part.OffsetPosition ); | ||
1958 | //Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset); | ||
1959 | //Console.WriteLine("Click offst ={0}", offset); | ||
1960 | //Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation()); | ||
1961 | //Console.WriteLine("offsetr ={0}", offsetr); | ||
1962 | //Console.WriteLine("Camera At ={0}", cameraAtOffset); | ||
1963 | //Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); | ||
1964 | |||
1965 | ControllingClient.SendSitResponse(part.UUID, offsetr, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | ||
1966 | m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target | ||
1833 | // This calls HandleAgentSit twice, once from here, and the client calls | 1967 | // This calls HandleAgentSit twice, once from here, and the client calls |
1834 | // HandleAgentSit itself after it gets to the location | 1968 | // HandleAgentSit itself after it gets to the location |
1835 | // It doesn't get to the location until we've moved them there though | 1969 | // It doesn't get to the location until we've moved them there though |
1836 | // which happens in HandleAgentSit :P | 1970 | // which happens in HandleAgentSit :P |
1837 | m_autopilotMoving = autopilot; | 1971 | m_autopilotMoving = autopilot; |
1838 | m_autoPilotTarget = pos; | 1972 | m_autoPilotTarget = autopilotTarget; |
1839 | m_sitAtAutoTarget = autopilot; | 1973 | m_sitAtAutoTarget = autopilot; |
1974 | m_initialSitTarget = autopilotTarget; | ||
1840 | if (!autopilot) | 1975 | if (!autopilot) |
1841 | HandleAgentSit(remoteClient, UUID); | 1976 | HandleAgentSit(remoteClient, UUID); |
1842 | } | 1977 | } |
@@ -2131,31 +2266,65 @@ namespace OpenSim.Region.Framework.Scenes | |||
2131 | { | 2266 | { |
2132 | if (part != null) | 2267 | if (part != null) |
2133 | { | 2268 | { |
2269 | //Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation()); | ||
2134 | if (part.GetAvatarOnSitTarget() == UUID) | 2270 | if (part.GetAvatarOnSitTarget() == UUID) |
2135 | { | 2271 | { |
2272 | //Console.WriteLine("Scripted Sit"); | ||
2273 | // Scripted sit | ||
2136 | Vector3 sitTargetPos = part.SitTargetPosition; | 2274 | Vector3 sitTargetPos = part.SitTargetPosition; |
2137 | Quaternion sitTargetOrient = part.SitTargetOrientation; | 2275 | Quaternion sitTargetOrient = part.SitTargetOrientation; |
2138 | |||
2139 | //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); | ||
2140 | //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); | ||
2141 | |||
2142 | //Quaternion result = (sitTargetOrient * vq) * nq; | ||
2143 | |||
2144 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 2276 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
2145 | m_pos += SIT_TARGET_ADJUSTMENT; | 2277 | m_pos += SIT_TARGET_ADJUSTMENT; |
2146 | m_bodyRot = sitTargetOrient; | 2278 | m_bodyRot = sitTargetOrient; |
2147 | //Rotation = sitTargetOrient; | ||
2148 | m_parentPosition = part.AbsolutePosition; | 2279 | m_parentPosition = part.AbsolutePosition; |
2149 | 2280 | part.IsOccupied = true; | |
2150 | //SendTerseUpdateToAllClients(); | ||
2151 | } | 2281 | } |
2152 | else | 2282 | else |
2153 | { | 2283 | { |
2154 | m_pos -= part.AbsolutePosition; | 2284 | // if m_avUnscriptedSitPos is zero then Av sits above center |
2285 | // Else Av sits at m_avUnscriptedSitPos | ||
2286 | |||
2287 | // Non-scripted sit by Kitto Flora 21Nov09 | ||
2288 | // Calculate angle of line from prim to Av | ||
2289 | Quaternion partIRot; | ||
2290 | // if (part.LinkNum == 1) | ||
2291 | // { // Root prim of linkset | ||
2292 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2293 | // } | ||
2294 | // else | ||
2295 | // { // single or child prim | ||
2296 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2297 | // } | ||
2298 | Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; | ||
2299 | float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); | ||
2300 | float x_diff = ( m_avInitialPos.X - sitTargetPos.X); | ||
2301 | if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 | ||
2302 | if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 | ||
2303 | float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); | ||
2304 | // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. | ||
2305 | // Av sits at world euler <0,0, z>, translated by part rotation | ||
2306 | m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click | ||
2307 | |||
2155 | m_parentPosition = part.AbsolutePosition; | 2308 | m_parentPosition = part.AbsolutePosition; |
2156 | } | 2309 | part.IsOccupied = true; |
2310 | m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation | ||
2311 | (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center | ||
2312 | (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) + | ||
2313 | m_avUnscriptedSitPos; // adds click offset, if any | ||
2314 | //Set up raytrace to find top surface of prim | ||
2315 | Vector3 size = part.Scale; | ||
2316 | float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); | ||
2317 | Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); | ||
2318 | Vector3 down = new Vector3(0f, 0f, -1f); | ||
2319 | //Console.WriteLine("st={0} do={1} ma={2}", start, down, mag); | ||
2320 | m_scene.PhysicsScene.RaycastWorld( | ||
2321 | start, // Vector3 position, | ||
2322 | down, // Vector3 direction, | ||
2323 | mag, // float length, | ||
2324 | SitAltitudeCallback); // retMethod | ||
2325 | } // end scripted/not | ||
2157 | } | 2326 | } |
2158 | else | 2327 | else // no Av |
2159 | { | 2328 | { |
2160 | return; | 2329 | return; |
2161 | } | 2330 | } |
@@ -2167,11 +2336,36 @@ namespace OpenSim.Region.Framework.Scenes | |||
2167 | 2336 | ||
2168 | Animator.TrySetMovementAnimation(sitAnimation); | 2337 | Animator.TrySetMovementAnimation(sitAnimation); |
2169 | SendFullUpdateToAllClients(); | 2338 | SendFullUpdateToAllClients(); |
2170 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | ||
2171 | // So we're also sending a terse update (which has avatar rotation) | ||
2172 | // [Update] We do now. | ||
2173 | //SendTerseUpdateToAllClients(); | ||
2174 | } | 2339 | } |
2340 | |||
2341 | public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal) | ||
2342 | { | ||
2343 | // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer | ||
2344 | // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height. | ||
2345 | if(hitYN) | ||
2346 | { | ||
2347 | // m_pos = Av offset from prim center to make look like on center | ||
2348 | // m_parentPosition = Actual center pos of prim | ||
2349 | // collisionPoint = spot on prim where we want to sit | ||
2350 | // collisionPoint.Z = global sit surface height | ||
2351 | SceneObjectPart part = m_scene.GetSceneObjectPart(localid); | ||
2352 | Quaternion partIRot; | ||
2353 | // if (part.LinkNum == 1) | ||
2354 | /// { // Root prim of linkset | ||
2355 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2356 | // } | ||
2357 | // else | ||
2358 | // { // single or child prim | ||
2359 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2360 | // } | ||
2361 | float offZ = collisionPoint.Z - m_initialSitTarget.Z; | ||
2362 | Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction | ||
2363 | //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); | ||
2364 | m_pos += offset; | ||
2365 | // ControllingClient.SendClearFollowCamProperties(part.UUID); | ||
2366 | |||
2367 | } | ||
2368 | } // End SitAltitudeCallback KF. | ||
2175 | 2369 | ||
2176 | /// <summary> | 2370 | /// <summary> |
2177 | /// Event handler for the 'Always run' setting on the client | 2371 | /// Event handler for the 'Always run' setting on the client |
@@ -2201,7 +2395,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2201 | /// </summary> | 2395 | /// </summary> |
2202 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 2396 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
2203 | /// <param name="rotation">The direction in which this avatar should now face. | 2397 | /// <param name="rotation">The direction in which this avatar should now face. |
2204 | public void AddNewMovement(Vector3 vec, Quaternion rotation) | 2398 | public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging) |
2205 | { | 2399 | { |
2206 | if (m_isChildAgent) | 2400 | if (m_isChildAgent) |
2207 | { | 2401 | { |
@@ -2278,7 +2472,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2278 | 2472 | ||
2279 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | 2473 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
2280 | m_forceToApply = direc; | 2474 | m_forceToApply = direc; |
2281 | 2475 | m_isNudging = Nudging; | |
2282 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); | 2476 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); |
2283 | } | 2477 | } |
2284 | 2478 | ||
@@ -2293,7 +2487,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2293 | const float POSITION_TOLERANCE = 0.05f; | 2487 | const float POSITION_TOLERANCE = 0.05f; |
2294 | //const int TIME_MS_TOLERANCE = 3000; | 2488 | //const int TIME_MS_TOLERANCE = 3000; |
2295 | 2489 | ||
2296 | SendPrimUpdates(); | 2490 | |
2297 | 2491 | ||
2298 | if (m_newCoarseLocations) | 2492 | if (m_newCoarseLocations) |
2299 | { | 2493 | { |
@@ -2329,6 +2523,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2329 | CheckForBorderCrossing(); | 2523 | CheckForBorderCrossing(); |
2330 | CheckForSignificantMovement(); // sends update to the modules. | 2524 | CheckForSignificantMovement(); // sends update to the modules. |
2331 | } | 2525 | } |
2526 | |||
2527 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2528 | SendPrimUpdates(); | ||
2332 | } | 2529 | } |
2333 | 2530 | ||
2334 | #endregion | 2531 | #endregion |
@@ -3233,14 +3430,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
3233 | { | 3430 | { |
3234 | if (m_forceToApply.HasValue) | 3431 | if (m_forceToApply.HasValue) |
3235 | { | 3432 | { |
3236 | Vector3 force = m_forceToApply.Value; | ||
3237 | 3433 | ||
3434 | Vector3 force = m_forceToApply.Value; | ||
3238 | m_updateflag = true; | 3435 | m_updateflag = true; |
3239 | // movementvector = force; | ||
3240 | Velocity = force; | 3436 | Velocity = force; |
3241 | 3437 | ||
3242 | m_forceToApply = null; | 3438 | m_forceToApply = null; |
3243 | } | 3439 | } |
3440 | else | ||
3441 | { | ||
3442 | if (m_isNudging) | ||
3443 | { | ||
3444 | Vector3 force = Vector3.Zero; | ||
3445 | |||
3446 | m_updateflag = true; | ||
3447 | Velocity = force; | ||
3448 | m_isNudging = false; | ||
3449 | m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND" | ||
3450 | } | ||
3451 | } | ||
3244 | } | 3452 | } |
3245 | 3453 | ||
3246 | public override void SetText(string text, Vector3 color, double alpha) | 3454 | public override void SetText(string text, Vector3 color, double alpha) |
@@ -3291,18 +3499,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3291 | { | 3499 | { |
3292 | if (e == null) | 3500 | if (e == null) |
3293 | return; | 3501 | return; |
3294 | 3502 | ||
3295 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) | 3503 | // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents( |
3296 | // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( | ||
3297 | // as of this comment the interval is set in AddToPhysicalScene | 3504 | // as of this comment the interval is set in AddToPhysicalScene |
3298 | if (Animator!=null) | 3505 | if (Animator!=null) |
3299 | Animator.UpdateMovementAnimations(); | 3506 | { |
3507 | if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper, | ||
3508 | { // else its will lock out other animation changes, like ground sit. | ||
3509 | Animator.UpdateMovementAnimations(); | ||
3510 | m_updateCount--; | ||
3511 | } | ||
3512 | } | ||
3300 | 3513 | ||
3301 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3514 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; |
3302 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | 3515 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; |
3303 | 3516 | ||
3304 | CollisionPlane = Vector4.UnitW; | 3517 | CollisionPlane = Vector4.UnitW; |
3305 | 3518 | ||
3519 | if (m_lastColCount != coldata.Count) | ||
3520 | { | ||
3521 | m_updateCount = UPDATE_COUNT; | ||
3522 | m_lastColCount = coldata.Count; | ||
3523 | } | ||
3524 | |||
3306 | if (coldata.Count != 0 && Animator != null) | 3525 | if (coldata.Count != 0 && Animator != null) |
3307 | { | 3526 | { |
3308 | switch (Animator.CurrentMovementAnimation) | 3527 | switch (Animator.CurrentMovementAnimation) |
@@ -3909,5 +4128,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3909 | m_reprioritization_called = false; | 4128 | m_reprioritization_called = false; |
3910 | } | 4129 | } |
3911 | } | 4130 | } |
4131 | |||
4132 | private Vector3 Quat2Euler(Quaternion rot){ | ||
4133 | float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) , | ||
4134 | (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z))); | ||
4135 | float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W))); | ||
4136 | float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) , | ||
4137 | (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z))); | ||
4138 | return(new Vector3(x,y,z)); | ||
4139 | } | ||
4140 | |||
4141 | |||
3912 | } | 4142 | } |
3913 | } | 4143 | } |