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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs969
1 files changed, 781 insertions, 188 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index cc9355e..6e3afa9 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78 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 };
@@ -88,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
88 /// 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
89 /// issue #1716 90 /// issue #1716
90 /// </summary> 91 /// </summary>
91 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);
92 95
93 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
94 97
@@ -122,8 +125,11 @@ namespace OpenSim.Region.Framework.Scenes
122 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
123 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
124 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
125 128
129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
126 private Vector3 m_lastPosition; 131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition;
127 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
128 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
129 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
@@ -156,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
156 private int m_perfMonMS; 162 private int m_perfMonMS;
157 163
158 private bool m_setAlwaysRun; 164 private bool m_setAlwaysRun;
159
160 private bool m_forceFly; 165 private bool m_forceFly;
161 private bool m_flyDisabled; 166 private bool m_flyDisabled;
162 167
@@ -180,7 +185,8 @@ namespace OpenSim.Region.Framework.Scenes
180 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
181 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
182 187
183 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false;
184 190
185 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
186 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
@@ -205,17 +211,23 @@ namespace OpenSim.Region.Framework.Scenes
205 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
206 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
207 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
208 215
209 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
210 217
211 //PauPaw:Proper PID Controler for autopilot************ 218 //PauPaw:Proper PID Controler for autopilot************
212 private bool m_moveToPositionInProgress; 219 private bool m_moveToPositionInProgress;
213 private Vector3 m_moveToPositionTarget; 220 private Vector3 m_moveToPositionTarget;
221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
214 222
215 private bool m_followCamAuto; 223 private bool m_followCamAuto;
216 224
217 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
218 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
230 private List<uint> m_lastColliders = new List<uint>();
219 231
220 private bool CameraConstraintActive; 232 private bool CameraConstraintActive;
221 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
@@ -242,7 +254,9 @@ namespace OpenSim.Region.Framework.Scenes
242 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
243 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
244 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,
245 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,
246 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
247 } 261 }
248 262
@@ -449,9 +463,18 @@ namespace OpenSim.Region.Framework.Scenes
449 get 463 get
450 { 464 {
451 PhysicsActor actor = m_physicsActor; 465 PhysicsActor actor = m_physicsActor;
452 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!
453 m_pos = actor.Position; 468 m_pos = actor.Position;
454 469
470 // If we're sitting, we need to update our position
471 if (m_parentID != 0)
472 {
473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 if (part != null)
475 m_parentPosition = part.AbsolutePosition;
476 }
477
455 return m_parentPosition + m_pos; 478 return m_parentPosition + m_pos;
456 } 479 }
457 set 480 set
@@ -470,7 +493,8 @@ namespace OpenSim.Region.Framework.Scenes
470 } 493 }
471 } 494 }
472 495
473 m_pos = value; 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 m_pos = value;
474 m_parentPosition = Vector3.Zero; 498 m_parentPosition = Vector3.Zero;
475 } 499 }
476 } 500 }
@@ -514,10 +538,39 @@ namespace OpenSim.Region.Framework.Scenes
514 } 538 }
515 } 539 }
516 540
541 public Quaternion OffsetRotation
542 {
543 get { return m_offsetRotation; }
544 set { m_offsetRotation = value; }
545 }
546
517 public Quaternion Rotation 547 public Quaternion Rotation
518 { 548 {
519 get { return m_bodyRot; } 549 get {
520 set { m_bodyRot = value; } 550 if (m_parentID != 0)
551 {
552 if (m_offsetRotation != null)
553 {
554 return m_offsetRotation;
555 }
556 else
557 {
558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 }
560
561 }
562 else
563 {
564 return m_bodyRot;
565 }
566 }
567 set {
568 m_bodyRot = value;
569 if (m_parentID != 0)
570 {
571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 }
573 }
521 } 574 }
522 575
523 public Quaternion PreviousRotation 576 public Quaternion PreviousRotation
@@ -542,11 +595,21 @@ namespace OpenSim.Region.Framework.Scenes
542 595
543 private uint m_parentID; 596 private uint m_parentID;
544 597
598
599 private UUID m_linkedPrim;
600
545 public uint ParentID 601 public uint ParentID
546 { 602 {
547 get { return m_parentID; } 603 get { return m_parentID; }
548 set { m_parentID = value; } 604 set { m_parentID = value; }
549 } 605 }
606
607 public UUID LinkedPrim
608 {
609 get { return m_linkedPrim; }
610 set { m_linkedPrim = value; }
611 }
612
550 public float Health 613 public float Health
551 { 614 {
552 get { return m_health; } 615 get { return m_health; }
@@ -668,7 +731,7 @@ namespace OpenSim.Region.Framework.Scenes
668 CreateSceneViewer(); 731 CreateSceneViewer();
669 m_animator = new ScenePresenceAnimator(this); 732 m_animator = new ScenePresenceAnimator(this);
670 } 733 }
671 734
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
673 { 736 {
674 m_rootRegionHandle = reginfo.RegionHandle; 737 m_rootRegionHandle = reginfo.RegionHandle;
@@ -700,16 +763,16 @@ namespace OpenSim.Region.Framework.Scenes
700 m_reprioritization_timer.AutoReset = false; 763 m_reprioritization_timer.AutoReset = false;
701 764
702 AdjustKnownSeeds(); 765 AdjustKnownSeeds();
703
704 // TODO: I think, this won't send anything, as we are still a child here...
705 Animator.TrySetMovementAnimation("STAND"); 766 Animator.TrySetMovementAnimation("STAND");
706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 767 // we created a new ScenePresence (a new child agent) in a fresh region.
708 // Request info about all the (root) agents in this region 768 // Request info about all the (root) agents in this region
709 // Note: This won't send data *to* other clients in that region (children don't send) 769 // Note: This won't send data *to* other clients in that region (children don't send)
710 SendInitialFullUpdateToAllClients(); 770 SendInitialFullUpdateToAllClients();
711
712 RegisterToEvents(); 771 RegisterToEvents();
772 if (m_controllingClient != null)
773 {
774 m_controllingClient.ProcessPendingPackets();
775 }
713 SetDirectionVectors(); 776 SetDirectionVectors();
714 } 777 }
715 778
@@ -759,25 +822,47 @@ namespace OpenSim.Region.Framework.Scenes
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 823 Dir_Vectors[4] = Vector3.UnitZ; //UP
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
765 } 830 }
766 831
767 private Vector3[] GetWalkDirectionVectors() 832 private Vector3[] GetWalkDirectionVectors()
768 { 833 {
769 Vector3[] vector = new Vector3[9]; 834 Vector3[] vector = new Vector3[11];
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
771 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
772 vector[2] = Vector3.UnitY; //LEFT 837 vector[2] = Vector3.UnitY; //LEFT
773 vector[3] = -Vector3.UnitY; //RIGHT 838 vector[3] = -Vector3.UnitY; //RIGHT
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
775 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
776 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
777 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
778 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 843 vector[8] = Vector3.UnitY; //LEFT_NUDGE
844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
779 return vector; 846 return vector;
780 } 847 }
848
849 private bool[] GetDirectionIsNudge()
850 {
851 bool[] isNudge = new bool[11];
852 isNudge[0] = false; //FORWARD
853 isNudge[1] = false; //BACK
854 isNudge[2] = false; //LEFT
855 isNudge[3] = false; //RIGHT
856 isNudge[4] = false; //UP
857 isNudge[5] = false; //DOWN
858 isNudge[6] = true; //FORWARD_NUDGE
859 isNudge[7] = true; //BACK_NUDGE
860 isNudge[8] = true; //LEFT_NUDGE
861 isNudge[9] = true; //RIGHT_NUDGE
862 isNudge[10] = true; //DOWN_Nudge
863 return isNudge;
864 }
865
781 866
782 #endregion 867 #endregion
783 868
@@ -839,6 +924,52 @@ namespace OpenSim.Region.Framework.Scenes
839 pos.Y = crossedBorder.BorderLine.Z - 1; 924 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 925 }
841 926
927 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
928 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
929 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
930 if (KnownChildRegionHandles.Count == 0)
931 {
932 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
933 if (land != null)
934 {
935 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
936 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
937 {
938 pos = land.LandData.UserLocation;
939 }
940 }
941 }
942
943 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
944 {
945 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
946
947 if (pos.X < 0)
948 {
949 emergencyPos.X = (int)Constants.RegionSize + pos.X;
950 if (!(pos.Y < 0))
951 emergencyPos.Y = pos.Y;
952 if (!(pos.Z < 0))
953 emergencyPos.Z = pos.Z;
954 }
955 if (pos.Y < 0)
956 {
957 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
958 if (!(pos.X < 0))
959 emergencyPos.X = pos.X;
960 if (!(pos.Z < 0))
961 emergencyPos.Z = pos.Z;
962 }
963 if (pos.Z < 0)
964 {
965 emergencyPos.Z = 128;
966 if (!(pos.Y < 0))
967 emergencyPos.Y = pos.Y;
968 if (!(pos.X < 0))
969 emergencyPos.X = pos.X;
970 }
971 }
972
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 973 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 974 {
844 m_log.WarnFormat( 975 m_log.WarnFormat(
@@ -960,12 +1091,17 @@ namespace OpenSim.Region.Framework.Scenes
960 { 1091 {
961 if (PhysicsActor != null) 1092 if (PhysicsActor != null)
962 { 1093 {
963 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1094 try
964 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1095 {
965 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1096 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
966 m_physicsActor.UnSubscribeEvents(); 1097 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
967 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1098 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
968 PhysicsActor = null; 1099 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1100 m_physicsActor.UnSubscribeEvents();
1101 PhysicsActor = null;
1102 }
1103 catch
1104 { }
969 } 1105 }
970 } 1106 }
971 1107
@@ -976,9 +1112,10 @@ namespace OpenSim.Region.Framework.Scenes
976 public void Teleport(Vector3 pos) 1112 public void Teleport(Vector3 pos)
977 { 1113 {
978 bool isFlying = false; 1114 bool isFlying = false;
1115
979 if (m_physicsActor != null) 1116 if (m_physicsActor != null)
980 isFlying = m_physicsActor.Flying; 1117 isFlying = m_physicsActor.Flying;
981 1118
982 RemoveFromPhysicalScene(); 1119 RemoveFromPhysicalScene();
983 Velocity = Vector3.Zero; 1120 Velocity = Vector3.Zero;
984 AbsolutePosition = pos; 1121 AbsolutePosition = pos;
@@ -990,6 +1127,7 @@ namespace OpenSim.Region.Framework.Scenes
990 } 1127 }
991 1128
992 SendTerseUpdateToAllClients(); 1129 SendTerseUpdateToAllClients();
1130
993 } 1131 }
994 1132
995 public void TeleportWithMomentum(Vector3 pos) 1133 public void TeleportWithMomentum(Vector3 pos)
@@ -1103,7 +1241,6 @@ namespace OpenSim.Region.Framework.Scenes
1103 pos.Z = ground + 1.5f; 1241 pos.Z = ground + 1.5f;
1104 AbsolutePosition = pos; 1242 AbsolutePosition = pos;
1105 } 1243 }
1106
1107 m_isChildAgent = false; 1244 m_isChildAgent = false;
1108 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1245 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1109 MakeRootAgent(AbsolutePosition, m_flying); 1246 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1202,6 +1339,7 @@ namespace OpenSim.Region.Framework.Scenes
1202 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1339 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1203 1340
1204 m_pos = m_LastFinitePos; 1341 m_pos = m_LastFinitePos;
1342
1205 if (!m_pos.IsFinite()) 1343 if (!m_pos.IsFinite())
1206 { 1344 {
1207 m_pos.X = 127f; 1345 m_pos.X = 127f;
@@ -1268,7 +1406,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1406 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1269 } 1407 }
1270 } 1408 }
1271
1272 lock (scriptedcontrols) 1409 lock (scriptedcontrols)
1273 { 1410 {
1274 if (scriptedcontrols.Count > 0) 1411 if (scriptedcontrols.Count > 0)
@@ -1283,6 +1420,9 @@ namespace OpenSim.Region.Framework.Scenes
1283 1420
1284 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1421 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1285 { 1422 {
1423 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1424 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1425
1286 // TODO: This doesn't prevent the user from walking yet. 1426 // TODO: This doesn't prevent the user from walking yet.
1287 // Setting parent ID would fix this, if we knew what value 1427 // Setting parent ID would fix this, if we knew what value
1288 // to use. Or we could add a m_isSitting variable. 1428 // to use. Or we could add a m_isSitting variable.
@@ -1331,12 +1471,20 @@ namespace OpenSim.Region.Framework.Scenes
1331 if (actor.Flying != oldflying) 1471 if (actor.Flying != oldflying)
1332 update_movementflag = true; 1472 update_movementflag = true;
1333 1473
1474 if (m_animator.m_jumping) // add for jumping
1475 update_movementflag = true;
1476
1334 if (q != m_bodyRot) 1477 if (q != m_bodyRot)
1335 { 1478 {
1336 m_bodyRot = q; 1479 m_bodyRot = q;
1337 update_rotation = true; 1480 update_rotation = true;
1338 } 1481 }
1339 1482
1483 //guilty until proven innocent..
1484 bool Nudging = true;
1485 //Basically, if there is at least one non-nudge control then we don't need
1486 //to worry about stopping the avatar
1487
1340 if (m_parentID == 0) 1488 if (m_parentID == 0)
1341 { 1489 {
1342 bool bAllowUpdateMoveToPosition = false; 1490 bool bAllowUpdateMoveToPosition = false;
@@ -1351,9 +1499,12 @@ namespace OpenSim.Region.Framework.Scenes
1351 else 1499 else
1352 dirVectors = Dir_Vectors; 1500 dirVectors = Dir_Vectors;
1353 1501
1354 // The fact that m_movementflag is a byte needs to be fixed 1502 bool[] isNudge = GetDirectionIsNudge();
1355 // it really should be a uint 1503
1356 uint nudgehack = 250; 1504
1505
1506
1507
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1508 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1358 { 1509 {
1359 if (((uint)flags & (uint)DCF) != 0) 1510 if (((uint)flags & (uint)DCF) != 0)
@@ -1363,40 +1514,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 try 1514 try
1364 { 1515 {
1365 agent_control_v3 += dirVectors[i]; 1516 agent_control_v3 += dirVectors[i];
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1517 if (isNudge[i] == false)
1518 {
1519 Nudging = false;
1520 }
1367 } 1521 }
1368 catch (IndexOutOfRangeException) 1522 catch (IndexOutOfRangeException)
1369 { 1523 {
1370 // Why did I get this? 1524 // Why did I get this?
1371 } 1525 }
1372 1526
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1527 if ((m_movementflag & (uint)DCF) == 0)
1374 { 1528 {
1375 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1376 {
1377 m_movementflag |= (byte)nudgehack;
1378 }
1379 m_movementflag += (byte)(uint)DCF; 1529 m_movementflag += (byte)(uint)DCF;
1380 update_movementflag = true; 1530 update_movementflag = true;
1381 } 1531 }
1382 } 1532 }
1383 else 1533 else
1384 { 1534 {
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1535 if ((m_movementflag & (uint)DCF) != 0)
1386 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1387 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1388 ) // This or is for Nudge forward
1389 { 1536 {
1390 m_movementflag -= ((byte)(uint)DCF); 1537 m_movementflag -= (byte)(uint)DCF;
1391
1392 update_movementflag = true; 1538 update_movementflag = true;
1393 /*
1394 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1395 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1396 {
1397 m_log.Debug("Removed Hack flag");
1398 }
1399 */
1400 } 1539 }
1401 else 1540 else
1402 { 1541 {
@@ -1405,7 +1544,6 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1544 }
1406 i++; 1545 i++;
1407 } 1546 }
1408
1409 //Paupaw:Do Proper PID for Autopilot here 1547 //Paupaw:Do Proper PID for Autopilot here
1410 if (bResetMoveToPosition) 1548 if (bResetMoveToPosition)
1411 { 1549 {
@@ -1440,6 +1578,9 @@ namespace OpenSim.Region.Framework.Scenes
1440 // Ignore z component of vector 1578 // Ignore z component of vector
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1579 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1442 LocalVectorToTarget2D.Normalize(); 1580 LocalVectorToTarget2D.Normalize();
1581
1582 //We're not nudging
1583 Nudging = false;
1443 agent_control_v3 += LocalVectorToTarget2D; 1584 agent_control_v3 += LocalVectorToTarget2D;
1444 1585
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1586 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1528,13 +1669,13 @@ namespace OpenSim.Region.Framework.Scenes
1528 // m_log.DebugFormat( 1669 // m_log.DebugFormat(
1529 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1670 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1530 1671
1531 AddNewMovement(agent_control_v3, q); 1672 AddNewMovement(agent_control_v3, q, Nudging);
1532 1673
1533 1674
1534 } 1675 }
1535 } 1676 }
1536 1677
1537 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1678 if (update_movementflag && !SitGround)
1538 Animator.UpdateMovementAnimations(); 1679 Animator.UpdateMovementAnimations();
1539 1680
1540 m_scene.EventManager.TriggerOnClientMovement(this); 1681 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1549,7 +1690,6 @@ namespace OpenSim.Region.Framework.Scenes
1549 m_sitAtAutoTarget = false; 1690 m_sitAtAutoTarget = false;
1550 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1691 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1551 //proxy.PCode = (byte)PCode.ParticleSystem; 1692 //proxy.PCode = (byte)PCode.ParticleSystem;
1552
1553 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1693 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1554 proxyObjectGroup.AttachToScene(m_scene); 1694 proxyObjectGroup.AttachToScene(m_scene);
1555 1695
@@ -1591,7 +1731,7 @@ namespace OpenSim.Region.Framework.Scenes
1591 } 1731 }
1592 m_moveToPositionInProgress = true; 1732 m_moveToPositionInProgress = true;
1593 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1733 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1594 } 1734 }
1595 catch (Exception ex) 1735 catch (Exception ex)
1596 { 1736 {
1597 //Why did I get this error? 1737 //Why did I get this error?
@@ -1613,7 +1753,7 @@ namespace OpenSim.Region.Framework.Scenes
1613 Velocity = Vector3.Zero; 1753 Velocity = Vector3.Zero;
1614 SendFullUpdateToAllClients(); 1754 SendFullUpdateToAllClients();
1615 1755
1616 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1756 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1617 } 1757 }
1618 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1758 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1619 m_requestedSitTargetUUID = UUID.Zero; 1759 m_requestedSitTargetUUID = UUID.Zero;
@@ -1650,50 +1790,85 @@ namespace OpenSim.Region.Framework.Scenes
1650 1790
1651 if (m_parentID != 0) 1791 if (m_parentID != 0)
1652 { 1792 {
1653 m_log.Debug("StandupCode Executed"); 1793 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1654 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1655 if (part != null) 1794 if (part != null)
1656 { 1795 {
1796 part.TaskInventory.LockItemsForRead(true);
1657 TaskInventoryDictionary taskIDict = part.TaskInventory; 1797 TaskInventoryDictionary taskIDict = part.TaskInventory;
1658 if (taskIDict != null) 1798 if (taskIDict != null)
1659 { 1799 {
1660 lock (taskIDict) 1800 foreach (UUID taskID in taskIDict.Keys)
1661 { 1801 {
1662 foreach (UUID taskID in taskIDict.Keys) 1802 UnRegisterControlEventsToScript(LocalId, taskID);
1663 { 1803 taskIDict[taskID].PermsMask &= ~(
1664 UnRegisterControlEventsToScript(LocalId, taskID); 1804 2048 | //PERMISSION_CONTROL_CAMERA
1665 taskIDict[taskID].PermsMask &= ~( 1805 4); // PERMISSION_TAKE_CONTROLS
1666 2048 | //PERMISSION_CONTROL_CAMERA
1667 4); // PERMISSION_TAKE_CONTROLS
1668 }
1669 } 1806 }
1670
1671 } 1807 }
1808 part.TaskInventory.LockItemsForRead(false);
1672 // Reset sit target. 1809 // Reset sit target.
1673 if (part.GetAvatarOnSitTarget() == UUID) 1810 if (part.GetAvatarOnSitTarget() == UUID)
1674 part.SetAvatarOnSitTarget(UUID.Zero); 1811 part.SetAvatarOnSitTarget(UUID.Zero);
1675
1676 m_parentPosition = part.GetWorldPosition(); 1812 m_parentPosition = part.GetWorldPosition();
1677 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1813 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1678 } 1814 }
1815 // part.GetWorldRotation() is the rotation of the object being sat on
1816 // Rotation is the sittiing Av's rotation
1817
1818 Quaternion partRot;
1819// if (part.LinkNum == 1)
1820// { // Root prim of linkset
1821// partRot = part.ParentGroup.RootPart.RotationOffset;
1822// }
1823// else
1824// { // single or child prim
1825
1826// }
1827 if (part == null) //CW: Part may be gone. llDie() for example.
1828 {
1829 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1830 }
1831 else
1832 {
1833 partRot = part.GetWorldRotation();
1834 }
1835
1836 Quaternion partIRot = Quaternion.Inverse(partRot);
1679 1837
1838 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1839 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1840
1841
1680 if (m_physicsActor == null) 1842 if (m_physicsActor == null)
1681 { 1843 {
1682 AddToPhysicalScene(false); 1844 AddToPhysicalScene(false);
1683 } 1845 }
1684 1846 //CW: If the part isn't null then we can set the current position
1685 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1847 if (part != null)
1686 m_parentPosition = Vector3.Zero; 1848 {
1687 1849 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1688 m_parentID = 0; 1850 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1851 part.IsOccupied = false;
1852 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1853 }
1854 else
1855 {
1856 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1857 AbsolutePosition = m_lastWorldPosition;
1858 }
1859
1860 m_parentPosition = Vector3.Zero;
1861 m_parentID = 0;
1862 m_linkedPrim = UUID.Zero;
1863 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1689 SendFullUpdateToAllClients(); 1864 SendFullUpdateToAllClients();
1690 m_requestedSitTargetID = 0; 1865 m_requestedSitTargetID = 0;
1866
1691 if ((m_physicsActor != null) && (m_avHeight > 0)) 1867 if ((m_physicsActor != null) && (m_avHeight > 0))
1692 { 1868 {
1693 SetHeight(m_avHeight); 1869 SetHeight(m_avHeight);
1694 } 1870 }
1695 } 1871 }
1696
1697 Animator.TrySetMovementAnimation("STAND"); 1872 Animator.TrySetMovementAnimation("STAND");
1698 } 1873 }
1699 1874
@@ -1724,13 +1899,9 @@ namespace OpenSim.Region.Framework.Scenes
1724 Vector3 avSitOffSet = part.SitTargetPosition; 1899 Vector3 avSitOffSet = part.SitTargetPosition;
1725 Quaternion avSitOrientation = part.SitTargetOrientation; 1900 Quaternion avSitOrientation = part.SitTargetOrientation;
1726 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1901 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1727 1902 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1728 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1903 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1729 bool SitTargetisSet = 1904 if (SitTargetisSet && !SitTargetOccupied)
1730 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1731 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1732
1733 if (SitTargetisSet && SitTargetUnOccupied)
1734 { 1905 {
1735 //switch the target to this prim 1906 //switch the target to this prim
1736 return part; 1907 return part;
@@ -1744,84 +1915,164 @@ namespace OpenSim.Region.Framework.Scenes
1744 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1915 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1745 { 1916 {
1746 bool autopilot = true; 1917 bool autopilot = true;
1918 Vector3 autopilotTarget = new Vector3();
1919 Quaternion sitOrientation = Quaternion.Identity;
1747 Vector3 pos = new Vector3(); 1920 Vector3 pos = new Vector3();
1748 Quaternion sitOrientation = pSitOrientation;
1749 Vector3 cameraEyeOffset = Vector3.Zero; 1921 Vector3 cameraEyeOffset = Vector3.Zero;
1750 Vector3 cameraAtOffset = Vector3.Zero; 1922 Vector3 cameraAtOffset = Vector3.Zero;
1751 bool forceMouselook = false; 1923 bool forceMouselook = false;
1752 1924
1753 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1925 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1754 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1926 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1755 if (part != null) 1927 if (part == null) return;
1756 { 1928
1757 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1929 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1758 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1930 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1759 1931
1760 // Is a sit target available? 1932 // part is the prim to sit on
1761 Vector3 avSitOffSet = part.SitTargetPosition; 1933 // offset is the world-ref vector distance from that prim center to the click-spot
1762 Quaternion avSitOrientation = part.SitTargetOrientation; 1934 // UUID is the UUID of the Avatar doing the clicking
1763 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1935
1764 1936 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1765 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1937
1766 bool SitTargetisSet = 1938 // Is a sit target available?
1767 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1939 Vector3 avSitOffSet = part.SitTargetPosition;
1768 ( 1940 Quaternion avSitOrientation = part.SitTargetOrientation;
1769 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1941
1770 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1942 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1771 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1943 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1772 ) 1944 Quaternion partRot;
1773 )); 1945// if (part.LinkNum == 1)
1774 1946// { // Root prim of linkset
1775 if (SitTargetisSet && SitTargetUnOccupied) 1947// partRot = part.ParentGroup.RootPart.RotationOffset;
1776 { 1948// }
1777 part.SetAvatarOnSitTarget(UUID); 1949// else
1778 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1950// { // single or child prim
1779 sitOrientation = avSitOrientation; 1951 partRot = part.GetWorldRotation();
1780 autopilot = false; 1952// }
1781 } 1953 Quaternion partIRot = Quaternion.Inverse(partRot);
1782 1954//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1783 pos = part.AbsolutePosition + offset; 1955 // Sit analysis rewritten by KF 091125
1784 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1956 if (SitTargetisSet) // scipted sit
1785 //{ 1957 {
1786 // offset = pos; 1958 if (!part.IsOccupied)
1787 //autopilot = false; 1959 {
1788 //} 1960//Console.WriteLine("Scripted, unoccupied");
1789 if (m_physicsActor != null) 1961 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1790 { 1962 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1791 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1963
1792 // We can remove the physicsActor until they stand up. 1964 Quaternion nrot = avSitOrientation;
1793 m_sitAvatarHeight = m_physicsActor.Size.Z; 1965 if (!part.IsRoot)
1794
1795 if (autopilot)
1796 { 1966 {
1797 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1967 nrot = part.RotationOffset * avSitOrientation;
1798 {
1799 autopilot = false;
1800
1801 RemoveFromPhysicalScene();
1802 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1803 }
1804 } 1968 }
1805 else 1969 sitOrientation = nrot; // Change rotatione to the scripted one
1970 OffsetRotation = nrot;
1971 autopilot = false; // Jump direct to scripted llSitPos()
1972 }
1973 else
1974 {
1975//Console.WriteLine("Scripted, occupied");
1976 return;
1977 }
1978 }
1979 else // Not Scripted
1980 {
1981 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1982 {
1983 // large prim & offset, ignore if other Avs sitting
1984// offset.Z -= 0.05f;
1985 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1986 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1987
1988//Console.WriteLine(" offset ={0}", offset);
1989//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1990//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1991
1992 }
1993 else // small offset
1994 {
1995//Console.WriteLine("Small offset");
1996 if (!part.IsOccupied)
1997 {
1998 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1999 autopilotTarget = part.AbsolutePosition;
2000//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2001 }
2002 else return; // occupied small
2003 } // end large/small
2004 } // end Scripted/not
2005 cameraAtOffset = part.GetCameraAtOffset();
2006 cameraEyeOffset = part.GetCameraEyeOffset();
2007 forceMouselook = part.GetForceMouselook();
2008 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2009 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2010
2011 if (m_physicsActor != null)
2012 {
2013 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2014 // We can remove the physicsActor until they stand up.
2015 m_sitAvatarHeight = m_physicsActor.Size.Z;
2016 if (autopilot)
2017 { // its not a scripted sit
2018// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2019 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1806 { 2020 {
2021 autopilot = false; // close enough
2022 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2023 Not using the part's position because returning the AV to the last known standing
2024 position is likely to be more friendly, isn't it? */
1807 RemoveFromPhysicalScene(); 2025 RemoveFromPhysicalScene();
1808 } 2026 Velocity = Vector3.Zero;
2027 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2028 } // else the autopilot will get us close
2029 }
2030 else
2031 { // its a scripted sit
2032 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2033 I *am* using the part's position this time because we have no real idea how far away
2034 the avatar is from the sit target. */
2035 RemoveFromPhysicalScene();
2036 Velocity = Vector3.Zero;
1809 } 2037 }
1810
1811 cameraAtOffset = part.GetCameraAtOffset();
1812 cameraEyeOffset = part.GetCameraEyeOffset();
1813 forceMouselook = part.GetForceMouselook();
1814 } 2038 }
1815 2039 else return; // physactor is null!
1816 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2040
1817 m_requestedSitTargetUUID = targetID; 2041 Vector3 offsetr; // = offset * partIRot;
2042 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2043 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2044 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2045 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2046 //offsetr = offset * partIRot;
2047//
2048 // else
2049 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2050 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2051 // (offset * partRot);
2052 // }
2053
2054//Console.WriteLine(" ");
2055//Console.WriteLine("link number ={0}", part.LinkNum);
2056//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2057//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2058//Console.WriteLine("Click offst ={0}", offset);
2059//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2060//Console.WriteLine("offsetr ={0}", offsetr);
2061//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2062//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2063
2064 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2065 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2066
2067 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1818 // This calls HandleAgentSit twice, once from here, and the client calls 2068 // This calls HandleAgentSit twice, once from here, and the client calls
1819 // HandleAgentSit itself after it gets to the location 2069 // HandleAgentSit itself after it gets to the location
1820 // It doesn't get to the location until we've moved them there though 2070 // It doesn't get to the location until we've moved them there though
1821 // which happens in HandleAgentSit :P 2071 // which happens in HandleAgentSit :P
1822 m_autopilotMoving = autopilot; 2072 m_autopilotMoving = autopilot;
1823 m_autoPilotTarget = pos; 2073 m_autoPilotTarget = autopilotTarget;
1824 m_sitAtAutoTarget = autopilot; 2074 m_sitAtAutoTarget = autopilot;
2075 m_initialSitTarget = autopilotTarget;
1825 if (!autopilot) 2076 if (!autopilot)
1826 HandleAgentSit(remoteClient, UUID); 2077 HandleAgentSit(remoteClient, UUID);
1827 } 2078 }
@@ -2116,47 +2367,130 @@ namespace OpenSim.Region.Framework.Scenes
2116 { 2367 {
2117 if (part != null) 2368 if (part != null)
2118 { 2369 {
2370//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2119 if (part.GetAvatarOnSitTarget() == UUID) 2371 if (part.GetAvatarOnSitTarget() == UUID)
2120 { 2372 {
2373//Console.WriteLine("Scripted Sit");
2374 // Scripted sit
2121 Vector3 sitTargetPos = part.SitTargetPosition; 2375 Vector3 sitTargetPos = part.SitTargetPosition;
2122 Quaternion sitTargetOrient = part.SitTargetOrientation; 2376 Quaternion sitTargetOrient = part.SitTargetOrientation;
2123
2124 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2125 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2126
2127 //Quaternion result = (sitTargetOrient * vq) * nq;
2128
2129 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2377 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2130 m_pos += SIT_TARGET_ADJUSTMENT; 2378 m_pos += SIT_TARGET_ADJUSTMENT;
2379 if (!part.IsRoot)
2380 {
2381 m_pos *= part.RotationOffset;
2382 }
2131 m_bodyRot = sitTargetOrient; 2383 m_bodyRot = sitTargetOrient;
2132 //Rotation = sitTargetOrient;
2133 m_parentPosition = part.AbsolutePosition; 2384 m_parentPosition = part.AbsolutePosition;
2134 2385 part.IsOccupied = true;
2135 //SendTerseUpdateToAllClients(); 2386 part.ParentGroup.AddAvatar(agentID);
2136 } 2387 }
2137 else 2388 else
2138 { 2389 {
2139 m_pos -= part.AbsolutePosition; 2390 // if m_avUnscriptedSitPos is zero then Av sits above center
2391 // Else Av sits at m_avUnscriptedSitPos
2392
2393 // Non-scripted sit by Kitto Flora 21Nov09
2394 // Calculate angle of line from prim to Av
2395 Quaternion partIRot;
2396// if (part.LinkNum == 1)
2397// { // Root prim of linkset
2398// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2399// }
2400// else
2401// { // single or child prim
2402 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2403// }
2404 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2405 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2406 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2407 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2408 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2409 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2410 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2411 // Av sits at world euler <0,0, z>, translated by part rotation
2412 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2413
2140 m_parentPosition = part.AbsolutePosition; 2414 m_parentPosition = part.AbsolutePosition;
2141 } 2415 part.IsOccupied = true;
2416 part.ParentGroup.AddAvatar(agentID);
2417 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2418 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2419 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2420 m_avUnscriptedSitPos; // adds click offset, if any
2421 //Set up raytrace to find top surface of prim
2422 Vector3 size = part.Scale;
2423 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2424 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2425 Vector3 down = new Vector3(0f, 0f, -1f);
2426//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2427 m_scene.PhysicsScene.RaycastWorld(
2428 start, // Vector3 position,
2429 down, // Vector3 direction,
2430 mag, // float length,
2431 SitAltitudeCallback); // retMethod
2432 } // end scripted/not
2142 } 2433 }
2143 else 2434 else // no Av
2144 { 2435 {
2145 return; 2436 return;
2146 } 2437 }
2147 } 2438 }
2148 m_parentID = m_requestedSitTargetID;
2149 2439
2440 //We want our offsets to reference the root prim, not the child we may have sat on
2441 if (!part.IsRoot)
2442 {
2443 m_parentID = part.ParentGroup.RootPart.LocalId;
2444 m_pos += part.OffsetPosition;
2445 }
2446 else
2447 {
2448 m_parentID = m_requestedSitTargetID;
2449 }
2450
2451 m_linkedPrim = part.UUID;
2452 if (part.GetAvatarOnSitTarget() != UUID)
2453 {
2454 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2455 }
2150 Velocity = Vector3.Zero; 2456 Velocity = Vector3.Zero;
2151 RemoveFromPhysicalScene(); 2457 RemoveFromPhysicalScene();
2152
2153 Animator.TrySetMovementAnimation(sitAnimation); 2458 Animator.TrySetMovementAnimation(sitAnimation);
2154 SendFullUpdateToAllClients(); 2459 SendFullUpdateToAllClients();
2155 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2460 SendTerseUpdateToAllClients();
2156 // So we're also sending a terse update (which has avatar rotation)
2157 // [Update] We do now.
2158 //SendTerseUpdateToAllClients();
2159 } 2461 }
2462
2463 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2464 {
2465 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2466 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2467 if(hitYN)
2468 {
2469 // m_pos = Av offset from prim center to make look like on center
2470 // m_parentPosition = Actual center pos of prim
2471 // collisionPoint = spot on prim where we want to sit
2472 // collisionPoint.Z = global sit surface height
2473 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2474 Quaternion partIRot;
2475// if (part.LinkNum == 1)
2476/// { // Root prim of linkset
2477// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2478// }
2479// else
2480// { // single or child prim
2481 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2482// }
2483 if (m_initialSitTarget != null)
2484 {
2485 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2486 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2487 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2488 m_pos += offset;
2489 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2490 }
2491
2492 }
2493 } // End SitAltitudeCallback KF.
2160 2494
2161 /// <summary> 2495 /// <summary>
2162 /// Event handler for the 'Always run' setting on the client 2496 /// Event handler for the 'Always run' setting on the client
@@ -2186,7 +2520,7 @@ namespace OpenSim.Region.Framework.Scenes
2186 /// </summary> 2520 /// </summary>
2187 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2521 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2188 /// <param name="rotation">The direction in which this avatar should now face. 2522 /// <param name="rotation">The direction in which this avatar should now face.
2189 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2523 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2190 { 2524 {
2191 if (m_isChildAgent) 2525 if (m_isChildAgent)
2192 { 2526 {
@@ -2227,10 +2561,11 @@ namespace OpenSim.Region.Framework.Scenes
2227 Rotation = rotation; 2561 Rotation = rotation;
2228 Vector3 direc = vec * rotation; 2562 Vector3 direc = vec * rotation;
2229 direc.Normalize(); 2563 direc.Normalize();
2564 PhysicsActor actor = m_physicsActor;
2565 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2230 2566
2231 direc *= 0.03f * 128f * m_speedModifier; 2567 direc *= 0.03f * 128f * m_speedModifier;
2232 2568
2233 PhysicsActor actor = m_physicsActor;
2234 if (actor != null) 2569 if (actor != null)
2235 { 2570 {
2236 if (actor.Flying) 2571 if (actor.Flying)
@@ -2248,22 +2583,30 @@ namespace OpenSim.Region.Framework.Scenes
2248 // m_log.Info("[AGENT]: Stop FLying"); 2583 // m_log.Info("[AGENT]: Stop FLying");
2249 //} 2584 //}
2250 } 2585 }
2586 /* This jumping section removed to SPA
2251 else if (!actor.Flying && actor.IsColliding) 2587 else if (!actor.Flying && actor.IsColliding)
2252 { 2588 {
2253 if (direc.Z > 2.0f) 2589 if (direc.Z > 2.0f)
2254 { 2590 {
2255 direc.Z *= 3.0f; 2591 if(m_animator.m_animTickJump == -1)
2256 2592 {
2257 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2593 direc.Z *= 3.0f; // jump
2258 Animator.TrySetMovementAnimation("PREJUMP"); 2594 }
2259 Animator.TrySetMovementAnimation("JUMP"); 2595 else
2596 {
2597 direc.Z *= 0.1f; // prejump
2598 }
2599 / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2600 Animator.TrySetMovementAnimation("PREJUMP");
2601 Animator.TrySetMovementAnimation("JUMP");
2602 * /
2260 } 2603 }
2261 } 2604 } */
2262 } 2605 }
2263 2606
2264 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2607 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2265 m_forceToApply = direc; 2608 m_forceToApply = direc;
2266 2609 m_isNudging = Nudging;
2267 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2610 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2268 } 2611 }
2269 2612
@@ -2278,7 +2621,7 @@ namespace OpenSim.Region.Framework.Scenes
2278 const float POSITION_TOLERANCE = 0.05f; 2621 const float POSITION_TOLERANCE = 0.05f;
2279 //const int TIME_MS_TOLERANCE = 3000; 2622 //const int TIME_MS_TOLERANCE = 3000;
2280 2623
2281 SendPrimUpdates(); 2624
2282 2625
2283 if (m_isChildAgent == false) 2626 if (m_isChildAgent == false)
2284 { 2627 {
@@ -2308,6 +2651,9 @@ namespace OpenSim.Region.Framework.Scenes
2308 CheckForBorderCrossing(); 2651 CheckForBorderCrossing();
2309 CheckForSignificantMovement(); // sends update to the modules. 2652 CheckForSignificantMovement(); // sends update to the modules.
2310 } 2653 }
2654
2655 //Sending prim updates AFTER the avatar terse updates are sent
2656 SendPrimUpdates();
2311 } 2657 }
2312 2658
2313 #endregion 2659 #endregion
@@ -3091,6 +3437,7 @@ namespace OpenSim.Region.Framework.Scenes
3091 m_callbackURI = cAgent.CallbackURI; 3437 m_callbackURI = cAgent.CallbackURI;
3092 3438
3093 m_pos = cAgent.Position; 3439 m_pos = cAgent.Position;
3440
3094 m_velocity = cAgent.Velocity; 3441 m_velocity = cAgent.Velocity;
3095 m_CameraCenter = cAgent.Center; 3442 m_CameraCenter = cAgent.Center;
3096 //m_avHeight = cAgent.Size.Z; 3443 //m_avHeight = cAgent.Size.Z;
@@ -3199,17 +3546,46 @@ namespace OpenSim.Region.Framework.Scenes
3199 /// </summary> 3546 /// </summary>
3200 public override void UpdateMovement() 3547 public override void UpdateMovement()
3201 { 3548 {
3202 if (m_forceToApply.HasValue) 3549 if (Animator!=null) // add for jumping
3203 { 3550 { // add for jumping
3204 Vector3 force = m_forceToApply.Value; 3551 // if (!m_animator.m_jumping) // add for jumping
3552 // { // add for jumping
3205 3553
3206 m_updateflag = true; 3554 if (m_forceToApply.HasValue) // this section realigned
3207// movementvector = force; 3555 {
3208 Velocity = force;
3209 3556
3210 m_forceToApply = null; 3557 Vector3 force = m_forceToApply.Value;
3211 } 3558 m_updateflag = true;
3212 } 3559if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3560 Velocity = force;
3561//Console.WriteLine("UM1 {0}", Velocity);
3562 m_forceToApply = null;
3563 }
3564 else
3565 {
3566 if (m_isNudging)
3567 {
3568 Vector3 force = Vector3.Zero;
3569
3570 m_updateflag = true;
3571if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3572 Velocity = force;
3573//Console.WriteLine("UM2 {0}", Velocity);
3574 m_isNudging = false;
3575 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3576 }
3577 else // add for jumping
3578 { // add for jumping
3579 Vector3 force = Vector3.Zero; // add for jumping
3580if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3581//Console.WriteLine("UM3 {0}", Velocity);
3582 Velocity = force; // add for jumping
3583 }
3584
3585 }
3586 // } // end realign
3587 } // add for jumping
3588 } // add for jumping
3213 3589
3214 /// <summary> 3590 /// <summary>
3215 /// Adds a physical representation of the avatar to the Physics plugin 3591 /// Adds a physical representation of the avatar to the Physics plugin
@@ -3254,18 +3630,29 @@ namespace OpenSim.Region.Framework.Scenes
3254 { 3630 {
3255 if (e == null) 3631 if (e == null)
3256 return; 3632 return;
3257 3633
3258 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3634 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3259 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3260 // as of this comment the interval is set in AddToPhysicalScene 3635 // as of this comment the interval is set in AddToPhysicalScene
3261 if (Animator!=null) 3636 if (Animator!=null)
3262 Animator.UpdateMovementAnimations(); 3637 {
3638 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3639 { // else its will lock out other animation changes, like ground sit.
3640 Animator.UpdateMovementAnimations();
3641 m_updateCount--;
3642 }
3643 }
3263 3644
3264 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3645 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3265 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3646 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3266 3647
3267 CollisionPlane = Vector4.UnitW; 3648 CollisionPlane = Vector4.UnitW;
3268 3649
3650 if (m_lastColCount != coldata.Count)
3651 {
3652 m_updateCount = UPDATE_COUNT;
3653 m_lastColCount = coldata.Count;
3654 }
3655
3269 if (coldata.Count != 0 && Animator != null) 3656 if (coldata.Count != 0 && Animator != null)
3270 { 3657 {
3271 switch (Animator.CurrentMovementAnimation) 3658 switch (Animator.CurrentMovementAnimation)
@@ -3295,6 +3682,148 @@ namespace OpenSim.Region.Framework.Scenes
3295 } 3682 }
3296 } 3683 }
3297 3684
3685 List<uint> thisHitColliders = new List<uint>();
3686 List<uint> endedColliders = new List<uint>();
3687 List<uint> startedColliders = new List<uint>();
3688
3689 foreach (uint localid in coldata.Keys)
3690 {
3691 thisHitColliders.Add(localid);
3692 if (!m_lastColliders.Contains(localid))
3693 {
3694 startedColliders.Add(localid);
3695 }
3696 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3697 }
3698
3699 // calculate things that ended colliding
3700 foreach (uint localID in m_lastColliders)
3701 {
3702 if (!thisHitColliders.Contains(localID))
3703 {
3704 endedColliders.Add(localID);
3705 }
3706 }
3707 //add the items that started colliding this time to the last colliders list.
3708 foreach (uint localID in startedColliders)
3709 {
3710 m_lastColliders.Add(localID);
3711 }
3712 // remove things that ended colliding from the last colliders list
3713 foreach (uint localID in endedColliders)
3714 {
3715 m_lastColliders.Remove(localID);
3716 }
3717
3718 // do event notification
3719 if (startedColliders.Count > 0)
3720 {
3721 ColliderArgs StartCollidingMessage = new ColliderArgs();
3722 List<DetectedObject> colliding = new List<DetectedObject>();
3723 foreach (uint localId in startedColliders)
3724 {
3725 if (localId == 0)
3726 continue;
3727
3728 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3729 string data = "";
3730 if (obj != null)
3731 {
3732 DetectedObject detobj = new DetectedObject();
3733 detobj.keyUUID = obj.UUID;
3734 detobj.nameStr = obj.Name;
3735 detobj.ownerUUID = obj.OwnerID;
3736 detobj.posVector = obj.AbsolutePosition;
3737 detobj.rotQuat = obj.GetWorldRotation();
3738 detobj.velVector = obj.Velocity;
3739 detobj.colliderType = 0;
3740 detobj.groupUUID = obj.GroupID;
3741 colliding.Add(detobj);
3742 }
3743 }
3744
3745 if (colliding.Count > 0)
3746 {
3747 StartCollidingMessage.Colliders = colliding;
3748
3749 foreach (SceneObjectGroup att in Attachments)
3750 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3751 }
3752 }
3753
3754 if (endedColliders.Count > 0)
3755 {
3756 ColliderArgs EndCollidingMessage = new ColliderArgs();
3757 List<DetectedObject> colliding = new List<DetectedObject>();
3758 foreach (uint localId in endedColliders)
3759 {
3760 if (localId == 0)
3761 continue;
3762
3763 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3764 string data = "";
3765 if (obj != null)
3766 {
3767 DetectedObject detobj = new DetectedObject();
3768 detobj.keyUUID = obj.UUID;
3769 detobj.nameStr = obj.Name;
3770 detobj.ownerUUID = obj.OwnerID;
3771 detobj.posVector = obj.AbsolutePosition;
3772 detobj.rotQuat = obj.GetWorldRotation();
3773 detobj.velVector = obj.Velocity;
3774 detobj.colliderType = 0;
3775 detobj.groupUUID = obj.GroupID;
3776 colliding.Add(detobj);
3777 }
3778 }
3779
3780 if (colliding.Count > 0)
3781 {
3782 EndCollidingMessage.Colliders = colliding;
3783
3784 foreach (SceneObjectGroup att in Attachments)
3785 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3786 }
3787 }
3788
3789 if (thisHitColliders.Count > 0)
3790 {
3791 ColliderArgs CollidingMessage = new ColliderArgs();
3792 List<DetectedObject> colliding = new List<DetectedObject>();
3793 foreach (uint localId in thisHitColliders)
3794 {
3795 if (localId == 0)
3796 continue;
3797
3798 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3799 string data = "";
3800 if (obj != null)
3801 {
3802 DetectedObject detobj = new DetectedObject();
3803 detobj.keyUUID = obj.UUID;
3804 detobj.nameStr = obj.Name;
3805 detobj.ownerUUID = obj.OwnerID;
3806 detobj.posVector = obj.AbsolutePosition;
3807 detobj.rotQuat = obj.GetWorldRotation();
3808 detobj.velVector = obj.Velocity;
3809 detobj.colliderType = 0;
3810 detobj.groupUUID = obj.GroupID;
3811 colliding.Add(detobj);
3812 }
3813 }
3814
3815 if (colliding.Count > 0)
3816 {
3817 CollidingMessage.Colliders = colliding;
3818
3819 lock (m_attachments)
3820 {
3821 foreach (SceneObjectGroup att in m_attachments)
3822 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3823 }
3824 }
3825 }
3826
3298 if (m_invulnerable) 3827 if (m_invulnerable)
3299 return; 3828 return;
3300 3829
@@ -3490,7 +4019,10 @@ namespace OpenSim.Region.Framework.Scenes
3490 m_scene = scene; 4019 m_scene = scene;
3491 4020
3492 RegisterToEvents(); 4021 RegisterToEvents();
3493 4022 if (m_controllingClient != null)
4023 {
4024 m_controllingClient.ProcessPendingPackets();
4025 }
3494 /* 4026 /*
3495 AbsolutePosition = client.StartPos; 4027 AbsolutePosition = client.StartPos;
3496 4028
@@ -3720,6 +4252,39 @@ namespace OpenSim.Region.Framework.Scenes
3720 return; 4252 return;
3721 } 4253 }
3722 4254
4255 XmlDocument doc = new XmlDocument();
4256 string stateData = String.Empty;
4257
4258 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4259 if (attServ != null)
4260 {
4261 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4262 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4263 if (stateData != String.Empty)
4264 {
4265 try
4266 {
4267 doc.LoadXml(stateData);
4268 }
4269 catch { }
4270 }
4271 }
4272
4273 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4274
4275 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4276 if (nodes.Count > 0)
4277 {
4278 foreach (XmlNode n in nodes)
4279 {
4280 XmlElement elem = (XmlElement)n;
4281 string itemID = elem.GetAttribute("ItemID");
4282 string xml = elem.InnerXml;
4283
4284 itemData[new UUID(itemID)] = xml;
4285 }
4286 }
4287
3723 List<int> attPoints = m_appearance.GetAttachedPoints(); 4288 List<int> attPoints = m_appearance.GetAttachedPoints();
3724 foreach (int p in attPoints) 4289 foreach (int p in attPoints)
3725 { 4290 {
@@ -3739,9 +4304,26 @@ namespace OpenSim.Region.Framework.Scenes
3739 4304
3740 try 4305 try
3741 { 4306 {
3742 // Rez from inventory 4307 string xmlData;
3743 UUID asset 4308 XmlDocument d = new XmlDocument();
3744 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4309 UUID asset;
4310 if (itemData.TryGetValue(itemID, out xmlData))
4311 {
4312 d.LoadXml(xmlData);
4313 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4314
4315 // Rez from inventory
4316 asset
4317 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4318
4319 }
4320 else
4321 {
4322 // Rez from inventory (with a null doc to let
4323 // CHANGED_OWNER happen)
4324 asset
4325 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4326 }
3745 4327
3746 m_log.InfoFormat( 4328 m_log.InfoFormat(
3747 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4329 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
@@ -3778,5 +4360,16 @@ namespace OpenSim.Region.Framework.Scenes
3778 m_reprioritization_called = false; 4360 m_reprioritization_called = false;
3779 } 4361 }
3780 } 4362 }
4363
4364 private Vector3 Quat2Euler(Quaternion rot){
4365 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4366 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4367 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4368 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4369 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4370 return(new Vector3(x,y,z));
4371 }
4372
4373
3781 } 4374 }
3782} 4375}