diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 653 |
1 files changed, 470 insertions, 183 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 30eafd7..d76f029 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; |
@@ -73,7 +74,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
73 | // { | 74 | // { |
74 | // m_log.Debug("[ScenePresence] Destructor called"); | 75 | // m_log.Debug("[ScenePresence] Destructor called"); |
75 | // } | 76 | // } |
76 | 77 | ||
77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 78 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
78 | 79 | ||
79 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; | 80 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; |
@@ -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 | public UUID currentParcelUUID = UUID.Zero; | 97 | public UUID currentParcelUUID = UUID.Zero; |
95 | 98 | ||
@@ -123,8 +126,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
123 | public Vector3 lastKnownAllowedPosition; | 126 | public Vector3 lastKnownAllowedPosition; |
124 | public bool sentMessageAboutRestrictedParcelFlyingDown; | 127 | public bool sentMessageAboutRestrictedParcelFlyingDown; |
125 | public Vector4 CollisionPlane = Vector4.UnitW; | 128 | public Vector4 CollisionPlane = Vector4.UnitW; |
126 | 129 | ||
127 | private Vector3 m_lastPosition; | 130 | private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation |
131 | private Vector3 m_avUnscriptedSitPos; // for non-scripted prims | ||
132 | private Vector3 m_lastPosition; | ||
133 | private Vector3 m_lastWorldPosition; | ||
128 | private Quaternion m_lastRotation; | 134 | private Quaternion m_lastRotation; |
129 | private Vector3 m_lastVelocity; | 135 | private Vector3 m_lastVelocity; |
130 | //private int m_lastTerseSent; | 136 | //private int m_lastTerseSent; |
@@ -134,7 +140,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
134 | private Vector3? m_forceToApply; | 140 | private Vector3? m_forceToApply; |
135 | private uint m_requestedSitTargetID; | 141 | private uint m_requestedSitTargetID; |
136 | private UUID m_requestedSitTargetUUID; | 142 | private UUID m_requestedSitTargetUUID; |
137 | public bool SitGround = false; | ||
138 | 143 | ||
139 | private SendCourseLocationsMethod m_sendCourseLocationsMethod; | 144 | private SendCourseLocationsMethod m_sendCourseLocationsMethod; |
140 | 145 | ||
@@ -157,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
157 | private int m_perfMonMS; | 162 | private int m_perfMonMS; |
158 | 163 | ||
159 | private bool m_setAlwaysRun; | 164 | private bool m_setAlwaysRun; |
160 | |||
161 | private bool m_forceFly; | 165 | private bool m_forceFly; |
162 | private bool m_flyDisabled; | 166 | private bool m_flyDisabled; |
163 | 167 | ||
@@ -183,7 +187,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
183 | protected RegionInfo m_regionInfo; | 187 | protected RegionInfo m_regionInfo; |
184 | protected ulong crossingFromRegion; | 188 | protected ulong crossingFromRegion; |
185 | 189 | ||
186 | private readonly Vector3[] Dir_Vectors = new Vector3[9]; | 190 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; |
191 | private bool m_isNudging = false; | ||
187 | 192 | ||
188 | // Position of agent's camera in world (region cordinates) | 193 | // Position of agent's camera in world (region cordinates) |
189 | protected Vector3 m_CameraCenter; | 194 | protected Vector3 m_CameraCenter; |
@@ -208,6 +213,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
208 | private bool m_autopilotMoving; | 213 | private bool m_autopilotMoving; |
209 | private Vector3 m_autoPilotTarget; | 214 | private Vector3 m_autoPilotTarget; |
210 | private bool m_sitAtAutoTarget; | 215 | private bool m_sitAtAutoTarget; |
216 | private Vector3 m_initialSitTarget; //KF: First estimate of where to sit | ||
211 | 217 | ||
212 | private string m_nextSitAnimation = String.Empty; | 218 | private string m_nextSitAnimation = String.Empty; |
213 | 219 | ||
@@ -218,6 +224,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
218 | private bool m_followCamAuto; | 224 | private bool m_followCamAuto; |
219 | 225 | ||
220 | private int m_movementUpdateCount; | 226 | private int m_movementUpdateCount; |
227 | private int m_lastColCount = -1; //KF: Look for Collision chnages | ||
228 | private int m_updateCount = 0; //KF: Update Anims for a while | ||
229 | private static readonly int UPDATE_COUNT = 10; // how many frames to update for | ||
221 | private const int NumMovementsBetweenRayCast = 5; | 230 | private const int NumMovementsBetweenRayCast = 5; |
222 | 231 | ||
223 | private bool CameraConstraintActive; | 232 | private bool CameraConstraintActive; |
@@ -245,7 +254,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
245 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 254 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
246 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 255 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, |
247 | 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, |
248 | 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, | ||
249 | 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 |
250 | } | 261 | } |
251 | 262 | ||
@@ -452,7 +463,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
452 | get | 463 | get |
453 | { | 464 | { |
454 | PhysicsActor actor = m_physicsActor; | 465 | PhysicsActor actor = m_physicsActor; |
455 | if (actor != null) | 466 | // if (actor != null) |
467 | if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting! | ||
456 | m_pos = actor.Position; | 468 | m_pos = actor.Position; |
457 | 469 | ||
458 | return m_parentPosition + m_pos; | 470 | return m_parentPosition + m_pos; |
@@ -473,7 +485,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
473 | } | 485 | } |
474 | } | 486 | } |
475 | 487 | ||
476 | m_pos = value; | 488 | if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting! |
489 | m_pos = value; | ||
477 | m_parentPosition = Vector3.Zero; | 490 | m_parentPosition = Vector3.Zero; |
478 | } | 491 | } |
479 | } | 492 | } |
@@ -665,7 +678,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
665 | CreateSceneViewer(); | 678 | CreateSceneViewer(); |
666 | m_animator = new ScenePresenceAnimator(this); | 679 | m_animator = new ScenePresenceAnimator(this); |
667 | } | 680 | } |
668 | 681 | ||
669 | private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() | 682 | private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() |
670 | { | 683 | { |
671 | m_rootRegionHandle = reginfo.RegionHandle; | 684 | m_rootRegionHandle = reginfo.RegionHandle; |
@@ -697,10 +710,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
697 | m_reprioritization_timer.AutoReset = false; | 710 | m_reprioritization_timer.AutoReset = false; |
698 | 711 | ||
699 | AdjustKnownSeeds(); | 712 | AdjustKnownSeeds(); |
700 | |||
701 | // TODO: I think, this won't send anything, as we are still a child here... | ||
702 | Animator.TrySetMovementAnimation("STAND"); | 713 | Animator.TrySetMovementAnimation("STAND"); |
703 | |||
704 | // we created a new ScenePresence (a new child agent) in a fresh region. | 714 | // we created a new ScenePresence (a new child agent) in a fresh region. |
705 | // Request info about all the (root) agents in this region | 715 | // Request info about all the (root) agents in this region |
706 | // Note: This won't send data *to* other clients in that region (children don't send) | 716 | // Note: This won't send data *to* other clients in that region (children don't send) |
@@ -756,25 +766,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
756 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 766 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
757 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 767 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
758 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 768 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
759 | Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 769 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
760 | Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD | 770 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE |
761 | Dir_Vectors[7] = -Vector3.UnitX; //BACK | 771 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE |
772 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | ||
773 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
762 | } | 774 | } |
763 | 775 | ||
764 | private Vector3[] GetWalkDirectionVectors() | 776 | private Vector3[] GetWalkDirectionVectors() |
765 | { | 777 | { |
766 | Vector3[] vector = new Vector3[9]; | 778 | Vector3[] vector = new Vector3[11]; |
767 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD | 779 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
768 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK | 780 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
769 | vector[2] = Vector3.UnitY; //LEFT | 781 | vector[2] = Vector3.UnitY; //LEFT |
770 | vector[3] = -Vector3.UnitY; //RIGHT | 782 | vector[3] = -Vector3.UnitY; //RIGHT |
771 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 783 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
772 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN | 784 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
773 | vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | 785 | vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE |
774 | vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge | 786 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE |
775 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge | 787 | vector[8] = Vector3.UnitY; //LEFT_NUDGE |
788 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | ||
789 | vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE | ||
776 | return vector; | 790 | return vector; |
777 | } | 791 | } |
792 | |||
793 | private bool[] GetDirectionIsNudge() | ||
794 | { | ||
795 | bool[] isNudge = new bool[11]; | ||
796 | isNudge[0] = false; //FORWARD | ||
797 | isNudge[1] = false; //BACK | ||
798 | isNudge[2] = false; //LEFT | ||
799 | isNudge[3] = false; //RIGHT | ||
800 | isNudge[4] = false; //UP | ||
801 | isNudge[5] = false; //DOWN | ||
802 | isNudge[6] = true; //FORWARD_NUDGE | ||
803 | isNudge[7] = true; //BACK_NUDGE | ||
804 | isNudge[8] = true; //LEFT_NUDGE | ||
805 | isNudge[9] = true; //RIGHT_NUDGE | ||
806 | isNudge[10] = true; //DOWN_Nudge | ||
807 | return isNudge; | ||
808 | } | ||
809 | |||
778 | 810 | ||
779 | #endregion | 811 | #endregion |
780 | 812 | ||
@@ -843,6 +875,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
843 | { | 875 | { |
844 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); | 876 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); |
845 | pos.Y = crossedBorder.BorderLine.Z - 1; | 877 | pos.Y = crossedBorder.BorderLine.Z - 1; |
878 | } | ||
879 | |||
880 | //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet. | ||
881 | //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent, | ||
882 | //they'll bypass the landing point. But I can't think of any decent way of fixing this. | ||
883 | if (KnownChildRegionHandles.Count == 0) | ||
884 | { | ||
885 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
886 | if (land != null) | ||
887 | { | ||
888 | //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni. | ||
889 | 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) | ||
890 | { | ||
891 | pos = land.LandData.UserLocation; | ||
892 | } | ||
893 | } | ||
846 | } | 894 | } |
847 | 895 | ||
848 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) | 896 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) |
@@ -977,9 +1025,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
977 | public void Teleport(Vector3 pos) | 1025 | public void Teleport(Vector3 pos) |
978 | { | 1026 | { |
979 | bool isFlying = false; | 1027 | bool isFlying = false; |
980 | if (m_physicsActor != null) | ||
981 | isFlying = m_physicsActor.Flying; | ||
982 | 1028 | ||
1029 | if (m_physicsActor != null) | ||
1030 | isFlying = m_physicsActor.Flying; | ||
1031 | |||
983 | RemoveFromPhysicalScene(); | 1032 | RemoveFromPhysicalScene(); |
984 | Velocity = Vector3.Zero; | 1033 | Velocity = Vector3.Zero; |
985 | AbsolutePosition = pos; | 1034 | AbsolutePosition = pos; |
@@ -990,7 +1039,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
990 | SetHeight(m_appearance.AvatarHeight); | 1039 | SetHeight(m_appearance.AvatarHeight); |
991 | } | 1040 | } |
992 | 1041 | ||
993 | SendTerseUpdateToAllClients(); | 1042 | SendTerseUpdateToAllClients(); |
1043 | |||
994 | } | 1044 | } |
995 | 1045 | ||
996 | public void TeleportWithMomentum(Vector3 pos) | 1046 | public void TeleportWithMomentum(Vector3 pos) |
@@ -1035,7 +1085,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1035 | { | 1085 | { |
1036 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); | 1086 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); |
1037 | } | 1087 | } |
1038 | 1088 | ||
1089 | m_updateCount = UPDATE_COUNT; //KF: Trigger Anim updates to catch falling anim. | ||
1090 | |||
1039 | ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, | 1091 | ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, |
1040 | AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); | 1092 | AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); |
1041 | } | 1093 | } |
@@ -1220,6 +1272,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1220 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); | 1272 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); |
1221 | 1273 | ||
1222 | m_pos = m_LastFinitePos; | 1274 | m_pos = m_LastFinitePos; |
1275 | |||
1223 | if (!m_pos.IsFinite()) | 1276 | if (!m_pos.IsFinite()) |
1224 | { | 1277 | { |
1225 | m_pos.X = 127f; | 1278 | m_pos.X = 127f; |
@@ -1286,7 +1339,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1286 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); | 1339 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); |
1287 | } | 1340 | } |
1288 | } | 1341 | } |
1289 | |||
1290 | lock (scriptedcontrols) | 1342 | lock (scriptedcontrols) |
1291 | { | 1343 | { |
1292 | if (scriptedcontrols.Count > 0) | 1344 | if (scriptedcontrols.Count > 0) |
@@ -1301,12 +1353,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1301 | 1353 | ||
1302 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) | 1354 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) |
1303 | { | 1355 | { |
1304 | // TODO: This doesn't prevent the user from walking yet. | 1356 | m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. |
1305 | // Setting parent ID would fix this, if we knew what value | 1357 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); |
1306 | // to use. Or we could add a m_isSitting variable. | ||
1307 | //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | ||
1308 | SitGround = true; | ||
1309 | |||
1310 | } | 1358 | } |
1311 | 1359 | ||
1312 | // In the future, these values might need to go global. | 1360 | // In the future, these values might need to go global. |
@@ -1356,6 +1404,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1356 | update_rotation = true; | 1404 | update_rotation = true; |
1357 | } | 1405 | } |
1358 | 1406 | ||
1407 | //guilty until proven innocent.. | ||
1408 | bool Nudging = true; | ||
1409 | //Basically, if there is at least one non-nudge control then we don't need | ||
1410 | //to worry about stopping the avatar | ||
1411 | |||
1359 | if (m_parentID == 0) | 1412 | if (m_parentID == 0) |
1360 | { | 1413 | { |
1361 | bool bAllowUpdateMoveToPosition = false; | 1414 | bool bAllowUpdateMoveToPosition = false; |
@@ -1370,9 +1423,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1370 | else | 1423 | else |
1371 | dirVectors = Dir_Vectors; | 1424 | dirVectors = Dir_Vectors; |
1372 | 1425 | ||
1373 | // The fact that m_movementflag is a byte needs to be fixed | 1426 | bool[] isNudge = GetDirectionIsNudge(); |
1374 | // it really should be a uint | 1427 | |
1375 | uint nudgehack = 250; | 1428 | |
1429 | |||
1430 | |||
1431 | |||
1376 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 1432 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
1377 | { | 1433 | { |
1378 | if (((uint)flags & (uint)DCF) != 0) | 1434 | if (((uint)flags & (uint)DCF) != 0) |
@@ -1382,40 +1438,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
1382 | try | 1438 | try |
1383 | { | 1439 | { |
1384 | agent_control_v3 += dirVectors[i]; | 1440 | agent_control_v3 += dirVectors[i]; |
1385 | //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); | 1441 | if (isNudge[i] == false) |
1442 | { | ||
1443 | Nudging = false; | ||
1444 | } | ||
1386 | } | 1445 | } |
1387 | catch (IndexOutOfRangeException) | 1446 | catch (IndexOutOfRangeException) |
1388 | { | 1447 | { |
1389 | // Why did I get this? | 1448 | // Why did I get this? |
1390 | } | 1449 | } |
1391 | 1450 | ||
1392 | if ((m_movementflag & (byte)(uint)DCF) == 0) | 1451 | if ((m_movementflag & (uint)DCF) == 0) |
1393 | { | 1452 | { |
1394 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1395 | { | ||
1396 | m_movementflag |= (byte)nudgehack; | ||
1397 | } | ||
1398 | m_movementflag += (byte)(uint)DCF; | 1453 | m_movementflag += (byte)(uint)DCF; |
1399 | update_movementflag = true; | 1454 | update_movementflag = true; |
1400 | } | 1455 | } |
1401 | } | 1456 | } |
1402 | else | 1457 | else |
1403 | { | 1458 | { |
1404 | if ((m_movementflag & (byte)(uint)DCF) != 0 || | 1459 | if ((m_movementflag & (uint)DCF) != 0) |
1405 | ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1406 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1407 | ) // This or is for Nudge forward | ||
1408 | { | 1460 | { |
1409 | m_movementflag -= ((byte)(uint)DCF); | 1461 | m_movementflag -= (byte)(uint)DCF; |
1410 | |||
1411 | update_movementflag = true; | 1462 | update_movementflag = true; |
1412 | /* | ||
1413 | if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1414 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1415 | { | ||
1416 | m_log.Debug("Removed Hack flag"); | ||
1417 | } | ||
1418 | */ | ||
1419 | } | 1463 | } |
1420 | else | 1464 | else |
1421 | { | 1465 | { |
@@ -1424,7 +1468,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1424 | } | 1468 | } |
1425 | i++; | 1469 | i++; |
1426 | } | 1470 | } |
1427 | |||
1428 | //Paupaw:Do Proper PID for Autopilot here | 1471 | //Paupaw:Do Proper PID for Autopilot here |
1429 | if (bResetMoveToPosition) | 1472 | if (bResetMoveToPosition) |
1430 | { | 1473 | { |
@@ -1459,6 +1502,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1459 | // Ignore z component of vector | 1502 | // Ignore z component of vector |
1460 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1503 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1461 | LocalVectorToTarget2D.Normalize(); | 1504 | LocalVectorToTarget2D.Normalize(); |
1505 | |||
1506 | //We're not nudging | ||
1507 | Nudging = false; | ||
1462 | agent_control_v3 += LocalVectorToTarget2D; | 1508 | agent_control_v3 += LocalVectorToTarget2D; |
1463 | 1509 | ||
1464 | // update avatar movement flags. the avatar coordinate system is as follows: | 1510 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1547,13 +1593,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1547 | // m_log.DebugFormat( | 1593 | // m_log.DebugFormat( |
1548 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); | 1594 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); |
1549 | 1595 | ||
1550 | AddNewMovement(agent_control_v3, q); | 1596 | AddNewMovement(agent_control_v3, q, Nudging); |
1551 | 1597 | ||
1552 | 1598 | ||
1553 | } | 1599 | } |
1554 | } | 1600 | } |
1555 | 1601 | ||
1556 | if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) | 1602 | if (update_movementflag) |
1557 | Animator.UpdateMovementAnimations(); | 1603 | Animator.UpdateMovementAnimations(); |
1558 | 1604 | ||
1559 | m_scene.EventManager.TriggerOnClientMovement(this); | 1605 | m_scene.EventManager.TriggerOnClientMovement(this); |
@@ -1568,7 +1614,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1568 | m_sitAtAutoTarget = false; | 1614 | m_sitAtAutoTarget = false; |
1569 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; | 1615 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; |
1570 | //proxy.PCode = (byte)PCode.ParticleSystem; | 1616 | //proxy.PCode = (byte)PCode.ParticleSystem; |
1571 | |||
1572 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); | 1617 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); |
1573 | proxyObjectGroup.AttachToScene(m_scene); | 1618 | proxyObjectGroup.AttachToScene(m_scene); |
1574 | 1619 | ||
@@ -1610,7 +1655,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1610 | } | 1655 | } |
1611 | m_moveToPositionInProgress = true; | 1656 | m_moveToPositionInProgress = true; |
1612 | m_moveToPositionTarget = new Vector3(locx, locy, locz); | 1657 | m_moveToPositionTarget = new Vector3(locx, locy, locz); |
1613 | } | 1658 | } |
1614 | catch (Exception ex) | 1659 | catch (Exception ex) |
1615 | { | 1660 | { |
1616 | //Why did I get this error? | 1661 | //Why did I get this error? |
@@ -1632,7 +1677,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1632 | Velocity = Vector3.Zero; | 1677 | Velocity = Vector3.Zero; |
1633 | SendFullUpdateToAllClients(); | 1678 | SendFullUpdateToAllClients(); |
1634 | 1679 | ||
1635 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1680 | HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? |
1636 | } | 1681 | } |
1637 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); | 1682 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); |
1638 | m_requestedSitTargetUUID = UUID.Zero; | 1683 | m_requestedSitTargetUUID = UUID.Zero; |
@@ -1665,55 +1710,84 @@ namespace OpenSim.Region.Framework.Scenes | |||
1665 | /// </summary> | 1710 | /// </summary> |
1666 | public void StandUp() | 1711 | public void StandUp() |
1667 | { | 1712 | { |
1668 | if (SitGround) | ||
1669 | SitGround = false; | ||
1670 | |||
1671 | if (m_parentID != 0) | 1713 | if (m_parentID != 0) |
1672 | { | 1714 | { |
1673 | m_log.Debug("StandupCode Executed"); | ||
1674 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | 1715 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); |
1675 | if (part != null) | 1716 | if (part != null) |
1676 | { | 1717 | { |
1718 | part.TaskInventory.LockItemsForRead(true); | ||
1677 | TaskInventoryDictionary taskIDict = part.TaskInventory; | 1719 | TaskInventoryDictionary taskIDict = part.TaskInventory; |
1678 | if (taskIDict != null) | 1720 | if (taskIDict != null) |
1679 | { | 1721 | { |
1680 | lock (taskIDict) | 1722 | foreach (UUID taskID in taskIDict.Keys) |
1681 | { | 1723 | { |
1682 | foreach (UUID taskID in taskIDict.Keys) | 1724 | UnRegisterControlEventsToScript(LocalId, taskID); |
1683 | { | 1725 | taskIDict[taskID].PermsMask &= ~( |
1684 | UnRegisterControlEventsToScript(LocalId, taskID); | 1726 | 2048 | //PERMISSION_CONTROL_CAMERA |
1685 | taskIDict[taskID].PermsMask &= ~( | 1727 | 4); // PERMISSION_TAKE_CONTROLS |
1686 | 2048 | //PERMISSION_CONTROL_CAMERA | ||
1687 | 4); // PERMISSION_TAKE_CONTROLS | ||
1688 | } | ||
1689 | } | 1728 | } |
1690 | |||
1691 | } | 1729 | } |
1730 | part.TaskInventory.LockItemsForRead(false); | ||
1692 | // Reset sit target. | 1731 | // Reset sit target. |
1693 | if (part.GetAvatarOnSitTarget() == UUID) | 1732 | if (part.GetAvatarOnSitTarget() == UUID) |
1694 | part.SetAvatarOnSitTarget(UUID.Zero); | 1733 | part.SetAvatarOnSitTarget(UUID.Zero); |
1695 | |||
1696 | m_parentPosition = part.GetWorldPosition(); | 1734 | m_parentPosition = part.GetWorldPosition(); |
1697 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); | 1735 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); |
1698 | } | 1736 | } |
1699 | 1737 | // part.GetWorldRotation() is the rotation of the object being sat on | |
1700 | if (m_physicsActor == null) | 1738 | // Rotation is the sittiing Av's rotation |
1701 | { | 1739 | |
1702 | AddToPhysicalScene(false); | 1740 | Quaternion partRot; |
1741 | // if (part.LinkNum == 1) | ||
1742 | // { // Root prim of linkset | ||
1743 | // partRot = part.ParentGroup.RootPart.RotationOffset; | ||
1744 | // } | ||
1745 | // else | ||
1746 | // { // single or child prim | ||
1747 | |||
1748 | // } | ||
1749 | if (part == null) //CW: Part may be gone. llDie() for example. | ||
1750 | { | ||
1751 | partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1752 | } | ||
1753 | else | ||
1754 | { | ||
1755 | partRot = part.GetWorldRotation(); | ||
1703 | } | 1756 | } |
1704 | 1757 | ||
1705 | m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); | 1758 | Quaternion partIRot = Quaternion.Inverse(partRot); |
1706 | m_parentPosition = Vector3.Zero; | 1759 | |
1760 | Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av | ||
1761 | Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av | ||
1707 | 1762 | ||
1708 | m_parentID = 0; | 1763 | |
1764 | if (m_physicsActor == null) | ||
1765 | { | ||
1766 | AddToPhysicalScene(false); | ||
1767 | } | ||
1768 | //CW: If the part isn't null then we can set the current position | ||
1769 | if (part != null) | ||
1770 | { | ||
1771 | Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset! | ||
1772 | AbsolutePosition = avWorldStandUp; //KF: Fix stand up. | ||
1773 | part.IsOccupied = false; | ||
1774 | } | ||
1775 | else | ||
1776 | { | ||
1777 | //CW: Since the part doesn't exist, a coarse standup position isn't an issue | ||
1778 | AbsolutePosition = m_lastWorldPosition; | ||
1779 | } | ||
1780 | |||
1781 | m_parentPosition = Vector3.Zero; | ||
1782 | m_parentID = 0; | ||
1709 | SendFullUpdateToAllClients(); | 1783 | SendFullUpdateToAllClients(); |
1710 | m_requestedSitTargetID = 0; | 1784 | m_requestedSitTargetID = 0; |
1785 | |||
1711 | if ((m_physicsActor != null) && (m_avHeight > 0)) | 1786 | if ((m_physicsActor != null) && (m_avHeight > 0)) |
1712 | { | 1787 | { |
1713 | SetHeight(m_avHeight); | 1788 | SetHeight(m_avHeight); |
1714 | } | 1789 | } |
1715 | } | 1790 | } |
1716 | |||
1717 | Animator.TrySetMovementAnimation("STAND"); | 1791 | Animator.TrySetMovementAnimation("STAND"); |
1718 | } | 1792 | } |
1719 | 1793 | ||
@@ -1744,13 +1818,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1744 | Vector3 avSitOffSet = part.SitTargetPosition; | 1818 | Vector3 avSitOffSet = part.SitTargetPosition; |
1745 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1819 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1746 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1820 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); |
1747 | 1821 | bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero); | |
1748 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1822 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1749 | bool SitTargetisSet = | 1823 | if (SitTargetisSet && !SitTargetOccupied) |
1750 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && | ||
1751 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); | ||
1752 | |||
1753 | if (SitTargetisSet && SitTargetUnOccupied) | ||
1754 | { | 1824 | { |
1755 | //switch the target to this prim | 1825 | //switch the target to this prim |
1756 | return part; | 1826 | return part; |
@@ -1764,84 +1834,153 @@ namespace OpenSim.Region.Framework.Scenes | |||
1764 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) | 1834 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) |
1765 | { | 1835 | { |
1766 | bool autopilot = true; | 1836 | bool autopilot = true; |
1837 | Vector3 autopilotTarget = new Vector3(); | ||
1838 | Quaternion sitOrientation = Quaternion.Identity; | ||
1767 | Vector3 pos = new Vector3(); | 1839 | Vector3 pos = new Vector3(); |
1768 | Quaternion sitOrientation = pSitOrientation; | ||
1769 | Vector3 cameraEyeOffset = Vector3.Zero; | 1840 | Vector3 cameraEyeOffset = Vector3.Zero; |
1770 | Vector3 cameraAtOffset = Vector3.Zero; | 1841 | Vector3 cameraAtOffset = Vector3.Zero; |
1771 | bool forceMouselook = false; | 1842 | bool forceMouselook = false; |
1772 | 1843 | ||
1773 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); | 1844 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); |
1774 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); | 1845 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); |
1775 | if (part != null) | 1846 | if (part == null) return; |
1776 | { | 1847 | |
1777 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | 1848 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client |
1778 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | 1849 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it |
1779 | 1850 | ||
1780 | // Is a sit target available? | 1851 | // part is the prim to sit on |
1781 | Vector3 avSitOffSet = part.SitTargetPosition; | 1852 | // offset is the world-ref vector distance from that prim center to the click-spot |
1782 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1853 | // UUID is the UUID of the Avatar doing the clicking |
1783 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1854 | |
1784 | 1855 | m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation | |
1785 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1856 | |
1786 | bool SitTargetisSet = | 1857 | // Is a sit target available? |
1787 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && | 1858 | Vector3 avSitOffSet = part.SitTargetPosition; |
1788 | ( | 1859 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1789 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion | 1860 | |
1790 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point | 1861 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1791 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion | 1862 | // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); |
1792 | ) | 1863 | Quaternion partRot; |
1793 | )); | 1864 | // if (part.LinkNum == 1) |
1794 | 1865 | // { // Root prim of linkset | |
1795 | if (SitTargetisSet && SitTargetUnOccupied) | 1866 | // partRot = part.ParentGroup.RootPart.RotationOffset; |
1796 | { | 1867 | // } |
1797 | part.SetAvatarOnSitTarget(UUID); | 1868 | // else |
1798 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); | 1869 | // { // single or child prim |
1799 | sitOrientation = avSitOrientation; | 1870 | partRot = part.GetWorldRotation(); |
1800 | autopilot = false; | 1871 | // } |
1801 | } | 1872 | Quaternion partIRot = Quaternion.Inverse(partRot); |
1802 | 1873 | //Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet); | |
1803 | pos = part.AbsolutePosition + offset; | 1874 | // Sit analysis rewritten by KF 091125 |
1804 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) | 1875 | if (SitTargetisSet) // scipted sit |
1805 | //{ | 1876 | { |
1806 | // offset = pos; | 1877 | if (!part.IsOccupied) |
1807 | //autopilot = false; | 1878 | { |
1808 | //} | 1879 | //Console.WriteLine("Scripted, unoccupied"); |
1809 | if (m_physicsActor != null) | 1880 | part.SetAvatarOnSitTarget(UUID); // set that Av will be on it |
1810 | { | 1881 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one |
1811 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | 1882 | sitOrientation = avSitOrientation; // Change rotatione to the scripted one |
1812 | // We can remove the physicsActor until they stand up. | 1883 | autopilot = false; // Jump direct to scripted llSitPos() |
1813 | m_sitAvatarHeight = m_physicsActor.Size.Z; | 1884 | } |
1814 | 1885 | else | |
1815 | if (autopilot) | 1886 | { |
1816 | { | 1887 | //Console.WriteLine("Scripted, occupied"); |
1817 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) | 1888 | return; |
1818 | { | 1889 | } |
1819 | autopilot = false; | 1890 | } |
1891 | else // Not Scripted | ||
1892 | { | ||
1893 | if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) | ||
1894 | { | ||
1895 | // large prim & offset, ignore if other Avs sitting | ||
1896 | // offset.Z -= 0.05f; | ||
1897 | m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked | ||
1898 | autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point | ||
1899 | |||
1900 | //Console.WriteLine(" offset ={0}", offset); | ||
1901 | //Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos); | ||
1902 | //Console.WriteLine(" autopilotTarget={0}", autopilotTarget); | ||
1903 | |||
1904 | } | ||
1905 | else // small offset | ||
1906 | { | ||
1907 | //Console.WriteLine("Small offset"); | ||
1908 | if (!part.IsOccupied) | ||
1909 | { | ||
1910 | m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center | ||
1911 | autopilotTarget = part.AbsolutePosition; | ||
1912 | //Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget); | ||
1913 | } | ||
1914 | else return; // occupied small | ||
1915 | } // end large/small | ||
1916 | } // end Scripted/not | ||
1917 | cameraAtOffset = part.GetCameraAtOffset(); | ||
1918 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
1919 | forceMouselook = part.GetForceMouselook(); | ||
1920 | if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); // | ||
1921 | if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); // | ||
1820 | 1922 | ||
1821 | RemoveFromPhysicalScene(); | 1923 | if (m_physicsActor != null) |
1822 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); | 1924 | { |
1823 | } | 1925 | // If we're not using the client autopilot, we're immediately warping the avatar to the location |
1824 | } | 1926 | // We can remove the physicsActor until they stand up. |
1825 | else | 1927 | m_sitAvatarHeight = m_physicsActor.Size.Z; |
1928 | if (autopilot) | ||
1929 | { // its not a scripted sit | ||
1930 | // if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) | ||
1931 | if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) ) | ||
1826 | { | 1932 | { |
1933 | autopilot = false; // close enough | ||
1934 | m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
1935 | Not using the part's position because returning the AV to the last known standing | ||
1936 | position is likely to be more friendly, isn't it? */ | ||
1827 | RemoveFromPhysicalScene(); | 1937 | RemoveFromPhysicalScene(); |
1828 | } | 1938 | AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target |
1939 | } // else the autopilot will get us close | ||
1940 | } | ||
1941 | else | ||
1942 | { // its a scripted sit | ||
1943 | m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
1944 | I *am* using the part's position this time because we have no real idea how far away | ||
1945 | the avatar is from the sit target. */ | ||
1946 | RemoveFromPhysicalScene(); | ||
1829 | } | 1947 | } |
1830 | |||
1831 | cameraAtOffset = part.GetCameraAtOffset(); | ||
1832 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
1833 | forceMouselook = part.GetForceMouselook(); | ||
1834 | } | 1948 | } |
1835 | 1949 | else return; // physactor is null! | |
1836 | ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | 1950 | |
1837 | m_requestedSitTargetUUID = targetID; | 1951 | Vector3 offsetr; // = offset * partIRot; |
1952 | // KF: In a linkset, offsetr needs to be relative to the group root! 091208 | ||
1953 | // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot); | ||
1954 | // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error. | ||
1955 | // { // Single, or Root prim of linkset, target is ClickOffset * RootRot | ||
1956 | offsetr = offset * partIRot; | ||
1957 | // | ||
1958 | // else | ||
1959 | // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) | ||
1960 | // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + | ||
1961 | // (offset * partRot); | ||
1962 | // } | ||
1963 | |||
1964 | //Console.WriteLine(" "); | ||
1965 | //Console.WriteLine("link number ={0}", part.LinkNum); | ||
1966 | //Console.WriteLine("Prim offset ={0}", part.OffsetPosition ); | ||
1967 | //Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset); | ||
1968 | //Console.WriteLine("Click offst ={0}", offset); | ||
1969 | //Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation()); | ||
1970 | //Console.WriteLine("offsetr ={0}", offsetr); | ||
1971 | //Console.WriteLine("Camera At ={0}", cameraAtOffset); | ||
1972 | //Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); | ||
1973 | |||
1974 | ControllingClient.SendSitResponse(part.UUID, offsetr, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | ||
1975 | m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target | ||
1838 | // This calls HandleAgentSit twice, once from here, and the client calls | 1976 | // This calls HandleAgentSit twice, once from here, and the client calls |
1839 | // HandleAgentSit itself after it gets to the location | 1977 | // HandleAgentSit itself after it gets to the location |
1840 | // It doesn't get to the location until we've moved them there though | 1978 | // It doesn't get to the location until we've moved them there though |
1841 | // which happens in HandleAgentSit :P | 1979 | // which happens in HandleAgentSit :P |
1842 | m_autopilotMoving = autopilot; | 1980 | m_autopilotMoving = autopilot; |
1843 | m_autoPilotTarget = pos; | 1981 | m_autoPilotTarget = autopilotTarget; |
1844 | m_sitAtAutoTarget = autopilot; | 1982 | m_sitAtAutoTarget = autopilot; |
1983 | m_initialSitTarget = autopilotTarget; | ||
1845 | if (!autopilot) | 1984 | if (!autopilot) |
1846 | HandleAgentSit(remoteClient, UUID); | 1985 | HandleAgentSit(remoteClient, UUID); |
1847 | } | 1986 | } |
@@ -2136,31 +2275,66 @@ namespace OpenSim.Region.Framework.Scenes | |||
2136 | { | 2275 | { |
2137 | if (part != null) | 2276 | if (part != null) |
2138 | { | 2277 | { |
2278 | //Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation()); | ||
2139 | if (part.GetAvatarOnSitTarget() == UUID) | 2279 | if (part.GetAvatarOnSitTarget() == UUID) |
2140 | { | 2280 | { |
2281 | //Console.WriteLine("Scripted Sit"); | ||
2282 | // Scripted sit | ||
2141 | Vector3 sitTargetPos = part.SitTargetPosition; | 2283 | Vector3 sitTargetPos = part.SitTargetPosition; |
2142 | Quaternion sitTargetOrient = part.SitTargetOrientation; | 2284 | Quaternion sitTargetOrient = part.SitTargetOrientation; |
2143 | |||
2144 | //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); | ||
2145 | //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); | ||
2146 | |||
2147 | //Quaternion result = (sitTargetOrient * vq) * nq; | ||
2148 | |||
2149 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 2285 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
2150 | m_pos += SIT_TARGET_ADJUSTMENT; | 2286 | m_pos += SIT_TARGET_ADJUSTMENT; |
2151 | m_bodyRot = sitTargetOrient; | 2287 | m_bodyRot = sitTargetOrient; |
2152 | //Rotation = sitTargetOrient; | ||
2153 | m_parentPosition = part.AbsolutePosition; | 2288 | m_parentPosition = part.AbsolutePosition; |
2154 | 2289 | part.IsOccupied = true; | |
2155 | //SendTerseUpdateToAllClients(); | 2290 | Console.WriteLine("Scripted Sit ofset {0}", m_pos); |
2156 | } | 2291 | } |
2157 | else | 2292 | else |
2158 | { | 2293 | { |
2159 | m_pos -= part.AbsolutePosition; | 2294 | // if m_avUnscriptedSitPos is zero then Av sits above center |
2295 | // Else Av sits at m_avUnscriptedSitPos | ||
2296 | |||
2297 | // Non-scripted sit by Kitto Flora 21Nov09 | ||
2298 | // Calculate angle of line from prim to Av | ||
2299 | Quaternion partIRot; | ||
2300 | // if (part.LinkNum == 1) | ||
2301 | // { // Root prim of linkset | ||
2302 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2303 | // } | ||
2304 | // else | ||
2305 | // { // single or child prim | ||
2306 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2307 | // } | ||
2308 | Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; | ||
2309 | float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); | ||
2310 | float x_diff = ( m_avInitialPos.X - sitTargetPos.X); | ||
2311 | if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 | ||
2312 | if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 | ||
2313 | float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); | ||
2314 | // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. | ||
2315 | // Av sits at world euler <0,0, z>, translated by part rotation | ||
2316 | m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click | ||
2317 | |||
2160 | m_parentPosition = part.AbsolutePosition; | 2318 | m_parentPosition = part.AbsolutePosition; |
2161 | } | 2319 | part.IsOccupied = true; |
2320 | m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation | ||
2321 | (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center | ||
2322 | (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) + | ||
2323 | m_avUnscriptedSitPos; // adds click offset, if any | ||
2324 | //Set up raytrace to find top surface of prim | ||
2325 | Vector3 size = part.Scale; | ||
2326 | float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); | ||
2327 | Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); | ||
2328 | Vector3 down = new Vector3(0f, 0f, -1f); | ||
2329 | //Console.WriteLine("st={0} do={1} ma={2}", start, down, mag); | ||
2330 | m_scene.PhysicsScene.RaycastWorld( | ||
2331 | start, // Vector3 position, | ||
2332 | down, // Vector3 direction, | ||
2333 | mag, // float length, | ||
2334 | SitAltitudeCallback); // retMethod | ||
2335 | } // end scripted/not | ||
2162 | } | 2336 | } |
2163 | else | 2337 | else // no Av |
2164 | { | 2338 | { |
2165 | return; | 2339 | return; |
2166 | } | 2340 | } |
@@ -2172,11 +2346,36 @@ namespace OpenSim.Region.Framework.Scenes | |||
2172 | 2346 | ||
2173 | Animator.TrySetMovementAnimation(sitAnimation); | 2347 | Animator.TrySetMovementAnimation(sitAnimation); |
2174 | SendFullUpdateToAllClients(); | 2348 | SendFullUpdateToAllClients(); |
2175 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | ||
2176 | // So we're also sending a terse update (which has avatar rotation) | ||
2177 | // [Update] We do now. | ||
2178 | //SendTerseUpdateToAllClients(); | ||
2179 | } | 2349 | } |
2350 | |||
2351 | public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal) | ||
2352 | { | ||
2353 | // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer | ||
2354 | // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height. | ||
2355 | if(hitYN) | ||
2356 | { | ||
2357 | // m_pos = Av offset from prim center to make look like on center | ||
2358 | // m_parentPosition = Actual center pos of prim | ||
2359 | // collisionPoint = spot on prim where we want to sit | ||
2360 | // collisionPoint.Z = global sit surface height | ||
2361 | SceneObjectPart part = m_scene.GetSceneObjectPart(localid); | ||
2362 | Quaternion partIRot; | ||
2363 | // if (part.LinkNum == 1) | ||
2364 | /// { // Root prim of linkset | ||
2365 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2366 | // } | ||
2367 | // else | ||
2368 | // { // single or child prim | ||
2369 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2370 | // } | ||
2371 | float offZ = collisionPoint.Z - m_initialSitTarget.Z; | ||
2372 | Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction | ||
2373 | //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); | ||
2374 | m_pos += offset; | ||
2375 | // ControllingClient.SendClearFollowCamProperties(part.UUID); | ||
2376 | |||
2377 | } | ||
2378 | } // End SitAltitudeCallback KF. | ||
2180 | 2379 | ||
2181 | /// <summary> | 2380 | /// <summary> |
2182 | /// Event handler for the 'Always run' setting on the client | 2381 | /// Event handler for the 'Always run' setting on the client |
@@ -2206,7 +2405,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2206 | /// </summary> | 2405 | /// </summary> |
2207 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 2406 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
2208 | /// <param name="rotation">The direction in which this avatar should now face. | 2407 | /// <param name="rotation">The direction in which this avatar should now face. |
2209 | public void AddNewMovement(Vector3 vec, Quaternion rotation) | 2408 | public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging) |
2210 | { | 2409 | { |
2211 | if (m_isChildAgent) | 2410 | if (m_isChildAgent) |
2212 | { | 2411 | { |
@@ -2247,10 +2446,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2247 | Rotation = rotation; | 2446 | Rotation = rotation; |
2248 | Vector3 direc = vec * rotation; | 2447 | Vector3 direc = vec * rotation; |
2249 | direc.Normalize(); | 2448 | direc.Normalize(); |
2449 | PhysicsActor actor = m_physicsActor; | ||
2450 | if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up. | ||
2250 | 2451 | ||
2251 | direc *= 0.03f * 128f * m_speedModifier; | 2452 | direc *= 0.03f * 128f * m_speedModifier; |
2252 | 2453 | ||
2253 | PhysicsActor actor = m_physicsActor; | ||
2254 | if (actor != null) | 2454 | if (actor != null) |
2255 | { | 2455 | { |
2256 | if (actor.Flying) | 2456 | if (actor.Flying) |
@@ -2272,18 +2472,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
2272 | { | 2472 | { |
2273 | if (direc.Z > 2.0f) | 2473 | if (direc.Z > 2.0f) |
2274 | { | 2474 | { |
2275 | direc.Z *= 3.0f; | 2475 | if(m_animator.m_animTickJump == -1) |
2276 | 2476 | { | |
2277 | // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. | 2477 | direc.Z *= 3.0f; // jump |
2278 | Animator.TrySetMovementAnimation("PREJUMP"); | 2478 | } |
2279 | Animator.TrySetMovementAnimation("JUMP"); | 2479 | else |
2480 | { | ||
2481 | direc.Z *= 0.1f; // prejump | ||
2482 | } | ||
2483 | /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs | ||
2484 | Animator.TrySetMovementAnimation("PREJUMP"); | ||
2485 | Animator.TrySetMovementAnimation("JUMP"); | ||
2486 | */ | ||
2280 | } | 2487 | } |
2281 | } | 2488 | } |
2282 | } | 2489 | } |
2283 | 2490 | ||
2284 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | 2491 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
2285 | m_forceToApply = direc; | 2492 | m_forceToApply = direc; |
2286 | 2493 | m_isNudging = Nudging; | |
2287 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); | 2494 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); |
2288 | } | 2495 | } |
2289 | 2496 | ||
@@ -2298,7 +2505,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2298 | const float POSITION_TOLERANCE = 0.05f; | 2505 | const float POSITION_TOLERANCE = 0.05f; |
2299 | //const int TIME_MS_TOLERANCE = 3000; | 2506 | //const int TIME_MS_TOLERANCE = 3000; |
2300 | 2507 | ||
2301 | SendPrimUpdates(); | 2508 | |
2302 | 2509 | ||
2303 | if (m_newCoarseLocations) | 2510 | if (m_newCoarseLocations) |
2304 | { | 2511 | { |
@@ -2334,6 +2541,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2334 | CheckForBorderCrossing(); | 2541 | CheckForBorderCrossing(); |
2335 | CheckForSignificantMovement(); // sends update to the modules. | 2542 | CheckForSignificantMovement(); // sends update to the modules. |
2336 | } | 2543 | } |
2544 | |||
2545 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2546 | SendPrimUpdates(); | ||
2337 | } | 2547 | } |
2338 | 2548 | ||
2339 | #endregion | 2549 | #endregion |
@@ -3150,6 +3360,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3150 | m_callbackURI = cAgent.CallbackURI; | 3360 | m_callbackURI = cAgent.CallbackURI; |
3151 | 3361 | ||
3152 | m_pos = cAgent.Position; | 3362 | m_pos = cAgent.Position; |
3363 | |||
3153 | m_velocity = cAgent.Velocity; | 3364 | m_velocity = cAgent.Velocity; |
3154 | m_CameraCenter = cAgent.Center; | 3365 | m_CameraCenter = cAgent.Center; |
3155 | //m_avHeight = cAgent.Size.Z; | 3366 | //m_avHeight = cAgent.Size.Z; |
@@ -3238,14 +3449,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
3238 | { | 3449 | { |
3239 | if (m_forceToApply.HasValue) | 3450 | if (m_forceToApply.HasValue) |
3240 | { | 3451 | { |
3241 | Vector3 force = m_forceToApply.Value; | ||
3242 | 3452 | ||
3453 | Vector3 force = m_forceToApply.Value; | ||
3243 | m_updateflag = true; | 3454 | m_updateflag = true; |
3244 | // movementvector = force; | ||
3245 | Velocity = force; | 3455 | Velocity = force; |
3246 | 3456 | ||
3247 | m_forceToApply = null; | 3457 | m_forceToApply = null; |
3248 | } | 3458 | } |
3459 | else | ||
3460 | { | ||
3461 | if (m_isNudging) | ||
3462 | { | ||
3463 | Vector3 force = Vector3.Zero; | ||
3464 | |||
3465 | m_updateflag = true; | ||
3466 | Velocity = force; | ||
3467 | m_isNudging = false; | ||
3468 | m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND" | ||
3469 | } | ||
3470 | } | ||
3249 | } | 3471 | } |
3250 | 3472 | ||
3251 | public override void SetText(string text, Vector3 color, double alpha) | 3473 | public override void SetText(string text, Vector3 color, double alpha) |
@@ -3296,18 +3518,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3296 | { | 3518 | { |
3297 | if (e == null) | 3519 | if (e == null) |
3298 | return; | 3520 | return; |
3299 | 3521 | ||
3300 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) | 3522 | // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents( |
3301 | // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( | ||
3302 | // as of this comment the interval is set in AddToPhysicalScene | 3523 | // as of this comment the interval is set in AddToPhysicalScene |
3303 | if (Animator!=null) | 3524 | if (Animator!=null) |
3304 | Animator.UpdateMovementAnimations(); | 3525 | { |
3526 | if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper, | ||
3527 | { // else its will lock out other animation changes, like ground sit. | ||
3528 | Animator.UpdateMovementAnimations(); | ||
3529 | m_updateCount--; | ||
3530 | } | ||
3531 | } | ||
3305 | 3532 | ||
3306 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3533 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; |
3307 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | 3534 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; |
3308 | 3535 | ||
3309 | CollisionPlane = Vector4.UnitW; | 3536 | CollisionPlane = Vector4.UnitW; |
3310 | 3537 | ||
3538 | if (m_lastColCount != coldata.Count) | ||
3539 | { | ||
3540 | m_updateCount = UPDATE_COUNT; | ||
3541 | m_lastColCount = coldata.Count; | ||
3542 | } | ||
3543 | |||
3311 | if (coldata.Count != 0 && Animator != null) | 3544 | if (coldata.Count != 0 && Animator != null) |
3312 | { | 3545 | { |
3313 | switch (Animator.CurrentMovementAnimation) | 3546 | switch (Animator.CurrentMovementAnimation) |
@@ -3742,6 +3975,32 @@ namespace OpenSim.Region.Framework.Scenes | |||
3742 | return; | 3975 | return; |
3743 | } | 3976 | } |
3744 | 3977 | ||
3978 | XmlDocument doc = new XmlDocument(); | ||
3979 | string stateData = String.Empty; | ||
3980 | |||
3981 | IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>(); | ||
3982 | if (attServ != null) | ||
3983 | { | ||
3984 | m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service"); | ||
3985 | stateData = attServ.Get(ControllingClient.AgentId.ToString()); | ||
3986 | doc.LoadXml(stateData); | ||
3987 | } | ||
3988 | |||
3989 | Dictionary<UUID, string> itemData = new Dictionary<UUID, string>(); | ||
3990 | |||
3991 | XmlNodeList nodes = doc.GetElementsByTagName("Attachment"); | ||
3992 | if (nodes.Count > 0) | ||
3993 | { | ||
3994 | foreach (XmlNode n in nodes) | ||
3995 | { | ||
3996 | XmlElement elem = (XmlElement)n; | ||
3997 | string itemID = elem.GetAttribute("ItemID"); | ||
3998 | string xml = elem.InnerXml; | ||
3999 | |||
4000 | itemData[new UUID(itemID)] = xml; | ||
4001 | } | ||
4002 | } | ||
4003 | |||
3745 | List<int> attPoints = m_appearance.GetAttachedPoints(); | 4004 | List<int> attPoints = m_appearance.GetAttachedPoints(); |
3746 | foreach (int p in attPoints) | 4005 | foreach (int p in attPoints) |
3747 | { | 4006 | { |
@@ -3761,9 +4020,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
3761 | 4020 | ||
3762 | try | 4021 | try |
3763 | { | 4022 | { |
3764 | // Rez from inventory | 4023 | string xmlData; |
3765 | UUID asset | 4024 | XmlDocument d = new XmlDocument(); |
3766 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); | 4025 | UUID asset; |
4026 | if (itemData.TryGetValue(itemID, out xmlData)) | ||
4027 | { | ||
4028 | d.LoadXml(xmlData); | ||
4029 | m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID); | ||
4030 | |||
4031 | // Rez from inventory | ||
4032 | asset | ||
4033 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d); | ||
4034 | |||
4035 | } | ||
4036 | else | ||
4037 | { | ||
4038 | // Rez from inventory (with a null doc to let | ||
4039 | // CHANGED_OWNER happen) | ||
4040 | asset | ||
4041 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null); | ||
4042 | } | ||
3767 | 4043 | ||
3768 | m_log.InfoFormat( | 4044 | m_log.InfoFormat( |
3769 | "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", | 4045 | "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", |
@@ -3914,5 +4190,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3914 | m_reprioritization_called = false; | 4190 | m_reprioritization_called = false; |
3915 | } | 4191 | } |
3916 | } | 4192 | } |
4193 | |||
4194 | private Vector3 Quat2Euler(Quaternion rot){ | ||
4195 | float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) , | ||
4196 | (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z))); | ||
4197 | float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W))); | ||
4198 | float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) , | ||
4199 | (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z))); | ||
4200 | return(new Vector3(x,y,z)); | ||
4201 | } | ||
4202 | |||
4203 | |||
3917 | } | 4204 | } |
3918 | } | 4205 | } |