diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 880 |
1 files changed, 709 insertions, 171 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 5a3e587..95d06fe 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -26,6 +26,7 @@ | |||
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Xml; | ||
29 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
30 | using System.Reflection; | 31 | using System.Reflection; |
31 | using System.Timers; | 32 | using System.Timers; |
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
72 | // { | 73 | // { |
73 | // m_log.Debug("[SCENE PRESENCE] Destructor called"); | 74 | // m_log.Debug("[SCENE PRESENCE] Destructor called"); |
74 | // } | 75 | // } |
75 | 76 | ||
76 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
77 | 78 | ||
78 | public PresenceType PresenceType { get; private set; } | 79 | public PresenceType PresenceType { get; private set; } |
@@ -89,7 +90,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
89 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis | 90 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis |
90 | /// issue #1716 | 91 | /// issue #1716 |
91 | /// </summary> | 92 | /// </summary> |
92 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); | 93 | // private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); |
94 | // Value revised by KF 091121 by comparison with SL. | ||
95 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); | ||
93 | 96 | ||
94 | /// <summary> | 97 | /// <summary> |
95 | /// Movement updates for agents in neighboring regions are sent directly to clients. | 98 | /// Movement updates for agents in neighboring regions are sent directly to clients. |
@@ -118,6 +121,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
118 | /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is | 121 | /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is |
119 | /// necessary. | 122 | /// necessary. |
120 | /// </remarks> | 123 | /// </remarks> |
124 | |||
121 | protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); | 125 | protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); |
122 | 126 | ||
123 | public Object AttachmentsSyncLock { get; private set; } | 127 | public Object AttachmentsSyncLock { get; private set; } |
@@ -131,8 +135,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
131 | public Vector3 lastKnownAllowedPosition; | 135 | public Vector3 lastKnownAllowedPosition; |
132 | public bool sentMessageAboutRestrictedParcelFlyingDown; | 136 | public bool sentMessageAboutRestrictedParcelFlyingDown; |
133 | public Vector4 CollisionPlane = Vector4.UnitW; | 137 | public Vector4 CollisionPlane = Vector4.UnitW; |
134 | 138 | ||
139 | private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation | ||
140 | private Vector3 m_avUnscriptedSitPos; // for non-scripted prims | ||
135 | private Vector3 m_lastPosition; | 141 | private Vector3 m_lastPosition; |
142 | private Vector3 m_lastWorldPosition; | ||
136 | private Quaternion m_lastRotation; | 143 | private Quaternion m_lastRotation; |
137 | private Vector3 m_lastVelocity; | 144 | private Vector3 m_lastVelocity; |
138 | //private int m_lastTerseSent; | 145 | //private int m_lastTerseSent; |
@@ -140,6 +147,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
140 | private bool m_updateflag; | 147 | private bool m_updateflag; |
141 | private byte m_movementflag; | 148 | private byte m_movementflag; |
142 | private Vector3? m_forceToApply; | 149 | private Vector3? m_forceToApply; |
150 | private int m_userFlags; | ||
151 | public int UserFlags | ||
152 | { | ||
153 | get { return m_userFlags; } | ||
154 | } | ||
143 | private TeleportFlags m_teleportFlags; | 155 | private TeleportFlags m_teleportFlags; |
144 | public TeleportFlags TeleportFlags | 156 | public TeleportFlags TeleportFlags |
145 | { | 157 | { |
@@ -170,9 +182,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
170 | private int m_perfMonMS; | 182 | private int m_perfMonMS; |
171 | 183 | ||
172 | private bool m_setAlwaysRun; | 184 | private bool m_setAlwaysRun; |
173 | |||
174 | private bool m_forceFly; | 185 | private bool m_forceFly; |
175 | private bool m_flyDisabled; | 186 | private bool m_flyDisabled; |
187 | private bool m_flyingOld; // add for fly velocity control | ||
188 | public bool m_wasFlying; // add for fly velocity control | ||
176 | 189 | ||
177 | private float m_speedModifier = 1.0f; | 190 | private float m_speedModifier = 1.0f; |
178 | 191 | ||
@@ -190,7 +203,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
190 | 203 | ||
191 | protected ulong crossingFromRegion; | 204 | protected ulong crossingFromRegion; |
192 | 205 | ||
193 | private readonly Vector3[] Dir_Vectors = new Vector3[9]; | 206 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; |
207 | private bool m_isNudging = false; | ||
194 | 208 | ||
195 | // Position of agent's camera in world (region cordinates) | 209 | // Position of agent's camera in world (region cordinates) |
196 | protected Vector3 m_CameraCenter; | 210 | protected Vector3 m_CameraCenter; |
@@ -215,17 +229,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
215 | private bool m_autopilotMoving; | 229 | private bool m_autopilotMoving; |
216 | private Vector3 m_autoPilotTarget; | 230 | private Vector3 m_autoPilotTarget; |
217 | private bool m_sitAtAutoTarget; | 231 | private bool m_sitAtAutoTarget; |
232 | private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit | ||
218 | 233 | ||
219 | private string m_nextSitAnimation = String.Empty; | 234 | private string m_nextSitAnimation = String.Empty; |
220 | 235 | ||
221 | //PauPaw:Proper PID Controler for autopilot************ | 236 | //PauPaw:Proper PID Controler for autopilot************ |
222 | public bool MovingToTarget { get; private set; } | 237 | public bool MovingToTarget { get; private set; } |
223 | public Vector3 MoveToPositionTarget { get; private set; } | 238 | public Vector3 MoveToPositionTarget { get; private set; } |
239 | private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
224 | 240 | ||
225 | private bool m_followCamAuto; | 241 | private bool m_followCamAuto; |
226 | 242 | ||
227 | private int m_movementUpdateCount; | 243 | private int m_movementUpdateCount; |
244 | private int m_lastColCount = -1; //KF: Look for Collision chnages | ||
245 | private int m_updateCount = 0; //KF: Update Anims for a while | ||
246 | private static readonly int UPDATE_COUNT = 10; // how many frames to update for | ||
228 | private const int NumMovementsBetweenRayCast = 5; | 247 | private const int NumMovementsBetweenRayCast = 5; |
248 | private List<uint> m_lastColliders = new List<uint>(); | ||
249 | |||
250 | private object m_syncRoot = new Object(); | ||
229 | 251 | ||
230 | private bool CameraConstraintActive; | 252 | private bool CameraConstraintActive; |
231 | //private int m_moveToPositionStateStatus; | 253 | //private int m_moveToPositionStateStatus; |
@@ -262,7 +284,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
262 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 284 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
263 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 285 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, |
264 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, | 286 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, |
265 | DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | 287 | DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, |
288 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, | ||
289 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, | ||
266 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 290 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
267 | } | 291 | } |
268 | 292 | ||
@@ -466,8 +490,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
466 | get | 490 | get |
467 | { | 491 | { |
468 | PhysicsActor actor = m_physicsActor; | 492 | PhysicsActor actor = m_physicsActor; |
469 | if (actor != null) | 493 | // if (actor != null) |
470 | { | 494 | if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting! |
495 | { | ||
471 | m_pos = actor.Position; | 496 | m_pos = actor.Position; |
472 | 497 | ||
473 | // m_log.DebugFormat( | 498 | // m_log.DebugFormat( |
@@ -494,7 +519,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
494 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | 519 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); |
495 | if (part != null) | 520 | if (part != null) |
496 | { | 521 | { |
497 | return m_parentPosition + (m_pos * part.GetWorldRotation()); | 522 | return part.AbsolutePosition + (m_pos * part.GetWorldRotation()); |
498 | } | 523 | } |
499 | else | 524 | else |
500 | { | 525 | { |
@@ -521,7 +546,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
521 | } | 546 | } |
522 | } | 547 | } |
523 | 548 | ||
524 | m_pos = value; | 549 | // Changed this to update unconditionally to make npose work |
550 | // if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting! | ||
551 | m_pos = value; | ||
525 | m_parentPosition = Vector3.Zero; | 552 | m_parentPosition = Vector3.Zero; |
526 | 553 | ||
527 | // m_log.DebugFormat( | 554 | // m_log.DebugFormat( |
@@ -582,13 +609,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
582 | } | 609 | } |
583 | } | 610 | } |
584 | 611 | ||
612 | public Quaternion OffsetRotation | ||
613 | { | ||
614 | get { return m_offsetRotation; } | ||
615 | set { m_offsetRotation = value; } | ||
616 | } | ||
617 | |||
585 | public Quaternion Rotation | 618 | public Quaternion Rotation |
586 | { | 619 | { |
587 | get { return m_bodyRot; } | 620 | get { |
588 | set | 621 | if (m_parentID != 0) |
589 | { | 622 | { |
623 | if (m_offsetRotation != null) | ||
624 | { | ||
625 | return m_offsetRotation; | ||
626 | } | ||
627 | else | ||
628 | { | ||
629 | return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
630 | } | ||
631 | |||
632 | } | ||
633 | else | ||
634 | { | ||
635 | return m_bodyRot; | ||
636 | } | ||
637 | } | ||
638 | set { | ||
590 | m_bodyRot = value; | 639 | m_bodyRot = value; |
591 | m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); | 640 | if (m_parentID != 0) |
641 | { | ||
642 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
643 | } | ||
592 | } | 644 | } |
593 | } | 645 | } |
594 | 646 | ||
@@ -614,11 +666,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
614 | 666 | ||
615 | private uint m_parentID; | 667 | private uint m_parentID; |
616 | 668 | ||
669 | |||
670 | private UUID m_linkedPrim; | ||
671 | |||
617 | public uint ParentID | 672 | public uint ParentID |
618 | { | 673 | { |
619 | get { return m_parentID; } | 674 | get { return m_parentID; } |
620 | set { m_parentID = value; } | 675 | set { m_parentID = value; } |
621 | } | 676 | } |
677 | |||
678 | public UUID LinkedPrim | ||
679 | { | ||
680 | get { return m_linkedPrim; } | ||
681 | set { m_linkedPrim = value; } | ||
682 | } | ||
683 | |||
622 | public float Health | 684 | public float Health |
623 | { | 685 | { |
624 | get { return m_health; } | 686 | get { return m_health; } |
@@ -754,6 +816,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
754 | m_localId = m_scene.AllocateLocalId(); | 816 | m_localId = m_scene.AllocateLocalId(); |
755 | 817 | ||
756 | UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); | 818 | UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); |
819 | m_userFlags = account.UserFlags; | ||
757 | 820 | ||
758 | if (account != null) | 821 | if (account != null) |
759 | m_userLevel = account.UserLevel; | 822 | m_userLevel = account.UserLevel; |
@@ -772,10 +835,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
772 | m_reprioritization_timer.AutoReset = false; | 835 | m_reprioritization_timer.AutoReset = false; |
773 | 836 | ||
774 | AdjustKnownSeeds(); | 837 | AdjustKnownSeeds(); |
775 | |||
776 | // TODO: I think, this won't send anything, as we are still a child here... | ||
777 | Animator.TrySetMovementAnimation("STAND"); | 838 | Animator.TrySetMovementAnimation("STAND"); |
778 | |||
779 | // we created a new ScenePresence (a new child agent) in a fresh region. | 839 | // we created a new ScenePresence (a new child agent) in a fresh region. |
780 | // Request info about all the (root) agents in this region | 840 | // Request info about all the (root) agents in this region |
781 | // Note: This won't send data *to* other clients in that region (children don't send) | 841 | // Note: This won't send data *to* other clients in that region (children don't send) |
@@ -816,25 +876,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
816 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 876 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
817 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 877 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
818 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 878 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
819 | Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 879 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
820 | Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD | 880 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE |
821 | Dir_Vectors[7] = -Vector3.UnitX; //BACK | 881 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE |
882 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | ||
883 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
822 | } | 884 | } |
823 | 885 | ||
824 | private Vector3[] GetWalkDirectionVectors() | 886 | private Vector3[] GetWalkDirectionVectors() |
825 | { | 887 | { |
826 | Vector3[] vector = new Vector3[9]; | 888 | Vector3[] vector = new Vector3[11]; |
827 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD | 889 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
828 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK | 890 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
829 | vector[2] = Vector3.UnitY; //LEFT | 891 | vector[2] = Vector3.UnitY; //LEFT |
830 | vector[3] = -Vector3.UnitY; //RIGHT | 892 | vector[3] = -Vector3.UnitY; //RIGHT |
831 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 893 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
832 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN | 894 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
833 | vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | 895 | vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE |
834 | vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge | 896 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE |
835 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge | 897 | vector[8] = Vector3.UnitY; //LEFT_NUDGE |
898 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | ||
899 | vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE | ||
836 | return vector; | 900 | return vector; |
837 | } | 901 | } |
902 | |||
903 | private bool[] GetDirectionIsNudge() | ||
904 | { | ||
905 | bool[] isNudge = new bool[11]; | ||
906 | isNudge[0] = false; //FORWARD | ||
907 | isNudge[1] = false; //BACK | ||
908 | isNudge[2] = false; //LEFT | ||
909 | isNudge[3] = false; //RIGHT | ||
910 | isNudge[4] = false; //UP | ||
911 | isNudge[5] = false; //DOWN | ||
912 | isNudge[6] = true; //FORWARD_NUDGE | ||
913 | isNudge[7] = true; //BACK_NUDGE | ||
914 | isNudge[8] = true; //LEFT_NUDGE | ||
915 | isNudge[9] = true; //RIGHT_NUDGE | ||
916 | isNudge[10] = true; //DOWN_Nudge | ||
917 | return isNudge; | ||
918 | } | ||
919 | |||
838 | 920 | ||
839 | #endregion | 921 | #endregion |
840 | 922 | ||
@@ -899,6 +981,62 @@ namespace OpenSim.Region.Framework.Scenes | |||
899 | pos.Y = crossedBorder.BorderLine.Z - 1; | 981 | pos.Y = crossedBorder.BorderLine.Z - 1; |
900 | } | 982 | } |
901 | 983 | ||
984 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
985 | if (land != null) | ||
986 | { | ||
987 | // If we come in via login, landmark or map, we want to | ||
988 | // honor landing points. If we come in via Lure, we want | ||
989 | // to ignore them. | ||
990 | if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) || | ||
991 | (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 || | ||
992 | (m_teleportFlags & TeleportFlags.ViaLocation) != 0) | ||
993 | { | ||
994 | // Don't restrict gods, estate managers, or land owners to | ||
995 | // the TP point. This behaviour mimics agni. | ||
996 | if (land.LandData.LandingType == (byte)LandingType.LandingPoint && | ||
997 | land.LandData.UserLocation != Vector3.Zero && | ||
998 | GodLevel < 200 && | ||
999 | ((land.LandData.OwnerID != m_uuid && | ||
1000 | (!m_scene.Permissions.IsGod(m_uuid)) && | ||
1001 | (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0)) | ||
1002 | { | ||
1003 | pos = land.LandData.UserLocation; | ||
1004 | } | ||
1005 | } | ||
1006 | |||
1007 | land.SendLandUpdateToClient(ControllingClient); | ||
1008 | } | ||
1009 | |||
1010 | if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) | ||
1011 | { | ||
1012 | Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); | ||
1013 | |||
1014 | if (pos.X < 0) | ||
1015 | { | ||
1016 | emergencyPos.X = (int)Constants.RegionSize + pos.X; | ||
1017 | if (!(pos.Y < 0)) | ||
1018 | emergencyPos.Y = pos.Y; | ||
1019 | if (!(pos.Z < 0)) | ||
1020 | emergencyPos.Z = pos.Z; | ||
1021 | } | ||
1022 | if (pos.Y < 0) | ||
1023 | { | ||
1024 | emergencyPos.Y = (int)Constants.RegionSize + pos.Y; | ||
1025 | if (!(pos.X < 0)) | ||
1026 | emergencyPos.X = pos.X; | ||
1027 | if (!(pos.Z < 0)) | ||
1028 | emergencyPos.Z = pos.Z; | ||
1029 | } | ||
1030 | if (pos.Z < 0) | ||
1031 | { | ||
1032 | emergencyPos.Z = 128; | ||
1033 | if (!(pos.Y < 0)) | ||
1034 | emergencyPos.Y = pos.Y; | ||
1035 | if (!(pos.X < 0)) | ||
1036 | emergencyPos.X = pos.X; | ||
1037 | } | ||
1038 | } | ||
1039 | |||
902 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) | 1040 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) |
903 | { | 1041 | { |
904 | m_log.WarnFormat( | 1042 | m_log.WarnFormat( |
@@ -1031,16 +1169,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
1031 | /// <summary> | 1169 | /// <summary> |
1032 | /// Removes physics plugin scene representation of this agent if it exists. | 1170 | /// Removes physics plugin scene representation of this agent if it exists. |
1033 | /// </summary> | 1171 | /// </summary> |
1034 | private void RemoveFromPhysicalScene() | 1172 | public void RemoveFromPhysicalScene() |
1035 | { | 1173 | { |
1036 | if (PhysicsActor != null) | 1174 | if (PhysicsActor != null) |
1037 | { | 1175 | { |
1038 | m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; | 1176 | try |
1039 | m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; | 1177 | { |
1040 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); | 1178 | m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; |
1041 | m_physicsActor.UnSubscribeEvents(); | 1179 | m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; |
1042 | m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; | 1180 | m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; |
1043 | PhysicsActor = null; | 1181 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); |
1182 | m_physicsActor.UnSubscribeEvents(); | ||
1183 | PhysicsActor = null; | ||
1184 | } | ||
1185 | catch | ||
1186 | { } | ||
1044 | } | 1187 | } |
1045 | } | 1188 | } |
1046 | 1189 | ||
@@ -1051,15 +1194,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
1051 | public void Teleport(Vector3 pos) | 1194 | public void Teleport(Vector3 pos) |
1052 | { | 1195 | { |
1053 | bool isFlying = false; | 1196 | bool isFlying = false; |
1197 | |||
1054 | if (m_physicsActor != null) | 1198 | if (m_physicsActor != null) |
1055 | isFlying = m_physicsActor.Flying; | 1199 | isFlying = m_physicsActor.Flying; |
1056 | 1200 | ||
1057 | RemoveFromPhysicalScene(); | 1201 | RemoveFromPhysicalScene(); |
1058 | Velocity = Vector3.Zero; | 1202 | Velocity = Vector3.Zero; |
1203 | CheckLandingPoint(ref pos); | ||
1059 | AbsolutePosition = pos; | 1204 | AbsolutePosition = pos; |
1060 | AddToPhysicalScene(isFlying); | 1205 | AddToPhysicalScene(isFlying); |
1061 | 1206 | ||
1062 | SendTerseUpdateToAllClients(); | 1207 | SendTerseUpdateToAllClients(); |
1208 | |||
1063 | } | 1209 | } |
1064 | 1210 | ||
1065 | public void TeleportWithMomentum(Vector3 pos) | 1211 | public void TeleportWithMomentum(Vector3 pos) |
@@ -1069,6 +1215,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1069 | isFlying = m_physicsActor.Flying; | 1215 | isFlying = m_physicsActor.Flying; |
1070 | 1216 | ||
1071 | RemoveFromPhysicalScene(); | 1217 | RemoveFromPhysicalScene(); |
1218 | CheckLandingPoint(ref pos); | ||
1072 | AbsolutePosition = pos; | 1219 | AbsolutePosition = pos; |
1073 | AddToPhysicalScene(isFlying); | 1220 | AddToPhysicalScene(isFlying); |
1074 | 1221 | ||
@@ -1244,11 +1391,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1244 | /// <summary> | 1391 | /// <summary> |
1245 | /// This is the event handler for client movement. If a client is moving, this event is triggering. | 1392 | /// This is the event handler for client movement. If a client is moving, this event is triggering. |
1246 | /// </summary> | 1393 | /// </summary> |
1394 | /// <summary> | ||
1395 | /// This is the event handler for client movement. If a client is moving, this event is triggering. | ||
1396 | /// </summary> | ||
1247 | public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) | 1397 | public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) |
1248 | { | 1398 | { |
1249 | // m_log.DebugFormat( | 1399 | // m_log.DebugFormat("[SCENE PRESENCE]: Received agent update from {0}", remoteClient.Name); |
1250 | // "[SCENE PRESENCE]: In {0} received agent update from {1}", | ||
1251 | // Scene.RegionInfo.RegionName, remoteClient.Name); | ||
1252 | 1400 | ||
1253 | //if (m_isChildAgent) | 1401 | //if (m_isChildAgent) |
1254 | //{ | 1402 | //{ |
@@ -1444,12 +1592,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1444 | 1592 | ||
1445 | if ((m_movementflag & (byte)(uint)DCF) == 0) | 1593 | if ((m_movementflag & (byte)(uint)DCF) == 0) |
1446 | { | 1594 | { |
1447 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | 1595 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACK_NUDGE) |
1448 | { | 1596 | { |
1449 | m_movementflag |= (byte)nudgehack; | 1597 | m_movementflag |= (byte)nudgehack; |
1450 | } | 1598 | } |
1451 | 1599 | ||
1452 | // m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with {1}", Name, DCF); | 1600 | // m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with {1}", Name, DCF); |
1453 | m_movementflag += (byte)(uint)DCF; | 1601 | m_movementflag += (byte)(uint)DCF; |
1454 | update_movementflag = true; | 1602 | update_movementflag = true; |
1455 | } | 1603 | } |
@@ -1457,11 +1605,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1457 | else | 1605 | else |
1458 | { | 1606 | { |
1459 | if ((m_movementflag & (byte)(uint)DCF) != 0 || | 1607 | if ((m_movementflag & (byte)(uint)DCF) != 0 || |
1460 | ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | 1608 | ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACK_NUDGE) |
1461 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | 1609 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) |
1462 | ) // This or is for Nudge forward | 1610 | ) // This or is for Nudge forward |
1463 | { | 1611 | { |
1464 | // m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with lack of {1}", Name, DCF); | 1612 | // m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with lack of {1}", Name, DCF); |
1465 | m_movementflag -= ((byte)(uint)DCF); | 1613 | m_movementflag -= ((byte)(uint)DCF); |
1466 | update_movementflag = true; | 1614 | update_movementflag = true; |
1467 | 1615 | ||
@@ -1526,21 +1674,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
1526 | // which occurs later in the main scene loop | 1674 | // which occurs later in the main scene loop |
1527 | if (update_movementflag || (update_rotation && DCFlagKeyPressed)) | 1675 | if (update_movementflag || (update_rotation && DCFlagKeyPressed)) |
1528 | { | 1676 | { |
1529 | // m_log.DebugFormat( | 1677 | // m_log.DebugFormat( |
1530 | // "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}", | 1678 | // "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}", |
1531 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation); | 1679 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation); |
1532 | 1680 | ||
1533 | AddNewMovement(agent_control_v3); | 1681 | AddNewMovement(agent_control_v3); |
1534 | } | 1682 | } |
1535 | // else | 1683 | // else |
1536 | // { | 1684 | // { |
1537 | // if (!update_movementflag) | 1685 | // if (!update_movementflag) |
1538 | // { | 1686 | // { |
1539 | // m_log.DebugFormat( | 1687 | // m_log.DebugFormat( |
1540 | // "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false", | 1688 | // "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false", |
1541 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name); | 1689 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name); |
1542 | // } | 1690 | // } |
1543 | // } | 1691 | // } |
1544 | 1692 | ||
1545 | if (update_movementflag && m_parentID == 0) | 1693 | if (update_movementflag && m_parentID == 0) |
1546 | Animator.UpdateMovementAnimations(); | 1694 | Animator.UpdateMovementAnimations(); |
@@ -1561,20 +1709,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1561 | /// <returns>True if movement has been updated in some way. False otherwise.</returns> | 1709 | /// <returns>True if movement has been updated in some way. False otherwise.</returns> |
1562 | public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3) | 1710 | public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3) |
1563 | { | 1711 | { |
1564 | // m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); | 1712 | // m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); |
1565 | 1713 | ||
1566 | bool updated = false; | 1714 | bool updated = false; |
1567 | 1715 | ||
1568 | // m_log.DebugFormat( | 1716 | // m_log.DebugFormat( |
1569 | // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", | 1717 | // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", |
1570 | // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); | 1718 | // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); |
1571 | 1719 | ||
1572 | if (!m_autopilotMoving) | 1720 | if (!m_autopilotMoving) |
1573 | { | 1721 | { |
1574 | double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget); | 1722 | double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget); |
1575 | // m_log.DebugFormat( | 1723 | // m_log.DebugFormat( |
1576 | // "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", | 1724 | // "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", |
1577 | // Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget); | 1725 | // Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget); |
1578 | 1726 | ||
1579 | // Check the error term of the current position in relation to the target position | 1727 | // Check the error term of the current position in relation to the target position |
1580 | if (distanceToTarget <= 1) | 1728 | if (distanceToTarget <= 1) |
@@ -1597,7 +1745,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1597 | (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords | 1745 | (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords |
1598 | * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords | 1746 | * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords |
1599 | // Ignore z component of vector | 1747 | // Ignore z component of vector |
1600 | // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1748 | // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1601 | LocalVectorToTarget3D.Normalize(); | 1749 | LocalVectorToTarget3D.Normalize(); |
1602 | 1750 | ||
1603 | // update avatar movement flags. the avatar coordinate system is as follows: | 1751 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1663,9 +1811,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1663 | updated = true; | 1811 | updated = true; |
1664 | } | 1812 | } |
1665 | 1813 | ||
1666 | // m_log.DebugFormat( | 1814 | // m_log.DebugFormat( |
1667 | // "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}", | 1815 | // "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}", |
1668 | // LocalVectorToTarget3D, agent_control_v3, Name); | 1816 | // LocalVectorToTarget3D, agent_control_v3, Name); |
1669 | 1817 | ||
1670 | agent_control_v3 += LocalVectorToTarget3D; | 1818 | agent_control_v3 += LocalVectorToTarget3D; |
1671 | } | 1819 | } |
@@ -1782,7 +1930,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1782 | Velocity = Vector3.Zero; | 1930 | Velocity = Vector3.Zero; |
1783 | SendAvatarDataToAllAgents(); | 1931 | SendAvatarDataToAllAgents(); |
1784 | 1932 | ||
1785 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1933 | HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? |
1786 | } | 1934 | } |
1787 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); | 1935 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); |
1788 | m_requestedSitTargetUUID = UUID.Zero; | 1936 | m_requestedSitTargetUUID = UUID.Zero; |
@@ -1819,25 +1967,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
1819 | 1967 | ||
1820 | if (m_parentID != 0) | 1968 | if (m_parentID != 0) |
1821 | { | 1969 | { |
1822 | m_log.Debug("StandupCode Executed"); | 1970 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); |
1823 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | ||
1824 | if (part != null) | 1971 | if (part != null) |
1825 | { | 1972 | { |
1973 | part.TaskInventory.LockItemsForRead(true); | ||
1826 | TaskInventoryDictionary taskIDict = part.TaskInventory; | 1974 | TaskInventoryDictionary taskIDict = part.TaskInventory; |
1827 | if (taskIDict != null) | 1975 | if (taskIDict != null) |
1828 | { | 1976 | { |
1829 | lock (taskIDict) | 1977 | foreach (UUID taskID in taskIDict.Keys) |
1830 | { | 1978 | { |
1831 | foreach (UUID taskID in taskIDict.Keys) | 1979 | UnRegisterControlEventsToScript(LocalId, taskID); |
1832 | { | 1980 | taskIDict[taskID].PermsMask &= ~( |
1833 | UnRegisterControlEventsToScript(LocalId, taskID); | 1981 | 2048 | //PERMISSION_CONTROL_CAMERA |
1834 | taskIDict[taskID].PermsMask &= ~( | 1982 | 4); // PERMISSION_TAKE_CONTROLS |
1835 | 2048 | //PERMISSION_CONTROL_CAMERA | ||
1836 | 4); // PERMISSION_TAKE_CONTROLS | ||
1837 | } | ||
1838 | } | 1983 | } |
1839 | |||
1840 | } | 1984 | } |
1985 | part.TaskInventory.LockItemsForRead(false); | ||
1841 | // Reset sit target. | 1986 | // Reset sit target. |
1842 | if (part.GetAvatarOnSitTarget() == UUID) | 1987 | if (part.GetAvatarOnSitTarget() == UUID) |
1843 | part.SitTargetAvatar = UUID.Zero; | 1988 | part.SitTargetAvatar = UUID.Zero; |
@@ -1846,20 +1991,58 @@ namespace OpenSim.Region.Framework.Scenes | |||
1846 | m_parentPosition = part.GetWorldPosition(); | 1991 | m_parentPosition = part.GetWorldPosition(); |
1847 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); | 1992 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); |
1848 | } | 1993 | } |
1994 | // part.GetWorldRotation() is the rotation of the object being sat on | ||
1995 | // Rotation is the sittiing Av's rotation | ||
1996 | |||
1997 | Quaternion partRot; | ||
1998 | // if (part.LinkNum == 1) | ||
1999 | // { // Root prim of linkset | ||
2000 | // partRot = part.ParentGroup.RootPart.RotationOffset; | ||
2001 | // } | ||
2002 | // else | ||
2003 | // { // single or child prim | ||
2004 | |||
2005 | // } | ||
2006 | if (part == null) //CW: Part may be gone. llDie() for example. | ||
2007 | { | ||
2008 | partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
2009 | } | ||
2010 | else | ||
2011 | { | ||
2012 | partRot = part.GetWorldRotation(); | ||
2013 | } | ||
2014 | |||
2015 | Quaternion partIRot = Quaternion.Inverse(partRot); | ||
1849 | 2016 | ||
2017 | Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av | ||
2018 | Vector3 avStandUp = new Vector3(0.3f, 0f, 0f) * avatarRot; // 0.3M infront of av | ||
2019 | |||
2020 | |||
1850 | if (m_physicsActor == null) | 2021 | if (m_physicsActor == null) |
1851 | { | 2022 | { |
1852 | AddToPhysicalScene(false); | 2023 | AddToPhysicalScene(false); |
1853 | } | 2024 | } |
1854 | 2025 | //CW: If the part isn't null then we can set the current position | |
1855 | m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); | 2026 | if (part != null) |
1856 | m_parentPosition = Vector3.Zero; | 2027 | { |
1857 | 2028 | Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset! | |
1858 | m_parentID = 0; | 2029 | AbsolutePosition = avWorldStandUp; //KF: Fix stand up. |
2030 | part.IsOccupied = false; | ||
2031 | part.ParentGroup.DeleteAvatar(ControllingClient.AgentId); | ||
2032 | } | ||
2033 | else | ||
2034 | { | ||
2035 | //CW: Since the part doesn't exist, a coarse standup position isn't an issue | ||
2036 | AbsolutePosition = m_lastWorldPosition; | ||
2037 | } | ||
2038 | |||
2039 | m_parentPosition = Vector3.Zero; | ||
2040 | m_parentID = 0; | ||
2041 | m_linkedPrim = UUID.Zero; | ||
2042 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1859 | SendAvatarDataToAllAgents(); | 2043 | SendAvatarDataToAllAgents(); |
1860 | m_requestedSitTargetID = 0; | 2044 | m_requestedSitTargetID = 0; |
1861 | } | 2045 | } |
1862 | |||
1863 | Animator.TrySetMovementAnimation("STAND"); | 2046 | Animator.TrySetMovementAnimation("STAND"); |
1864 | } | 2047 | } |
1865 | 2048 | ||
@@ -1890,13 +2073,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1890 | Vector3 avSitOffSet = part.SitTargetPosition; | 2073 | Vector3 avSitOffSet = part.SitTargetPosition; |
1891 | Quaternion avSitOrientation = part.SitTargetOrientation; | 2074 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1892 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 2075 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); |
1893 | 2076 | bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero); | |
1894 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 2077 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1895 | bool SitTargetisSet = | 2078 | if (SitTargetisSet && !SitTargetOccupied) |
1896 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && | ||
1897 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); | ||
1898 | |||
1899 | if (SitTargetisSet && SitTargetUnOccupied) | ||
1900 | { | 2079 | { |
1901 | //switch the target to this prim | 2080 | //switch the target to this prim |
1902 | return part; | 2081 | return part; |
@@ -1910,85 +2089,168 @@ namespace OpenSim.Region.Framework.Scenes | |||
1910 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) | 2089 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) |
1911 | { | 2090 | { |
1912 | bool autopilot = true; | 2091 | bool autopilot = true; |
2092 | Vector3 autopilotTarget = new Vector3(); | ||
2093 | Quaternion sitOrientation = Quaternion.Identity; | ||
1913 | Vector3 pos = new Vector3(); | 2094 | Vector3 pos = new Vector3(); |
1914 | Quaternion sitOrientation = pSitOrientation; | ||
1915 | Vector3 cameraEyeOffset = Vector3.Zero; | 2095 | Vector3 cameraEyeOffset = Vector3.Zero; |
1916 | Vector3 cameraAtOffset = Vector3.Zero; | 2096 | Vector3 cameraAtOffset = Vector3.Zero; |
1917 | bool forceMouselook = false; | 2097 | bool forceMouselook = false; |
1918 | 2098 | ||
1919 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); | 2099 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); |
1920 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); | 2100 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); |
1921 | if (part != null) | 2101 | if (part == null) return; |
2102 | |||
2103 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | ||
2104 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | ||
2105 | |||
2106 | // part is the prim to sit on | ||
2107 | // offset is the world-ref vector distance from that prim center to the click-spot | ||
2108 | // UUID is the UUID of the Avatar doing the clicking | ||
2109 | |||
2110 | m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation | ||
2111 | |||
2112 | // Is a sit target available? | ||
2113 | Vector3 avSitOffSet = part.SitTargetPosition; | ||
2114 | Quaternion avSitOrientation = part.SitTargetOrientation; | ||
2115 | |||
2116 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. | ||
2117 | // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2118 | Quaternion partRot; | ||
2119 | // if (part.LinkNum == 1) | ||
2120 | // { // Root prim of linkset | ||
2121 | // partRot = part.ParentGroup.RootPart.RotationOffset; | ||
2122 | // } | ||
2123 | // else | ||
2124 | // { // single or child prim | ||
2125 | partRot = part.GetWorldRotation(); | ||
2126 | // } | ||
2127 | Quaternion partIRot = Quaternion.Inverse(partRot); | ||
2128 | //Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet); | ||
2129 | // Sit analysis rewritten by KF 091125 | ||
2130 | if (SitTargetisSet) // scipted sit | ||
1922 | { | 2131 | { |
1923 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | 2132 | if (!part.IsOccupied) |
1924 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | 2133 | { |
1925 | 2134 | //Console.WriteLine("Scripted, unoccupied"); | |
1926 | // Is a sit target available? | 2135 | part.SitTargetAvatar = UUID; // set that Av will be on it |
1927 | Vector3 avSitOffSet = part.SitTargetPosition; | 2136 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one |
1928 | Quaternion avSitOrientation = part.SitTargetOrientation; | 2137 | |
1929 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 2138 | Quaternion nrot = avSitOrientation; |
1930 | 2139 | if (!part.IsRoot) | |
1931 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | ||
1932 | bool SitTargetisSet = | ||
1933 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && | ||
1934 | ( | ||
1935 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion | ||
1936 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point | ||
1937 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion | ||
1938 | ) | ||
1939 | )); | ||
1940 | |||
1941 | if (SitTargetisSet && SitTargetUnOccupied) | ||
1942 | { | ||
1943 | part.SitTargetAvatar = UUID; | ||
1944 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); | ||
1945 | sitOrientation = avSitOrientation; | ||
1946 | autopilot = false; | ||
1947 | } | ||
1948 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); | ||
1949 | |||
1950 | pos = part.AbsolutePosition + offset; | ||
1951 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) | ||
1952 | //{ | ||
1953 | // offset = pos; | ||
1954 | //autopilot = false; | ||
1955 | //} | ||
1956 | if (m_physicsActor != null) | ||
1957 | { | ||
1958 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | ||
1959 | // We can remove the physicsActor until they stand up. | ||
1960 | m_sitAvatarHeight = m_physicsActor.Size.Z; | ||
1961 | |||
1962 | if (autopilot) | ||
1963 | { | 2140 | { |
1964 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) | 2141 | nrot = part.RotationOffset * avSitOrientation; |
1965 | { | ||
1966 | autopilot = false; | ||
1967 | |||
1968 | RemoveFromPhysicalScene(); | ||
1969 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); | ||
1970 | } | ||
1971 | } | 2142 | } |
1972 | else | 2143 | sitOrientation = nrot; // Change rotatione to the scripted one |
2144 | OffsetRotation = nrot; | ||
2145 | autopilot = false; // Jump direct to scripted llSitPos() | ||
2146 | } | ||
2147 | else | ||
2148 | { | ||
2149 | //Console.WriteLine("Scripted, occupied"); | ||
2150 | return; | ||
2151 | } | ||
2152 | } | ||
2153 | else // Not Scripted | ||
2154 | { | ||
2155 | if ( (Math.Abs(offset.X) > 0.1f) || (Math.Abs(offset.Y) > 0.1f) ) // Changed 0.5M to 0.1M as they want to be able to sit close together | ||
2156 | { | ||
2157 | // large prim & offset, ignore if other Avs sitting | ||
2158 | // offset.Z -= 0.05f; | ||
2159 | m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked | ||
2160 | autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point | ||
2161 | |||
2162 | //Console.WriteLine(" offset ={0}", offset); | ||
2163 | //Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos); | ||
2164 | //Console.WriteLine(" autopilotTarget={0}", autopilotTarget); | ||
2165 | |||
2166 | } | ||
2167 | else // small offset | ||
2168 | { | ||
2169 | //Console.WriteLine("Small offset"); | ||
2170 | if (!part.IsOccupied) | ||
2171 | { | ||
2172 | m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center | ||
2173 | autopilotTarget = part.AbsolutePosition; | ||
2174 | //Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget); | ||
2175 | } | ||
2176 | else return; // occupied small | ||
2177 | } // end large/small | ||
2178 | } // end Scripted/not | ||
2179 | |||
2180 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); | ||
2181 | |||
2182 | cameraAtOffset = part.GetCameraAtOffset(); | ||
2183 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
2184 | forceMouselook = part.GetForceMouselook(); | ||
2185 | if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); // | ||
2186 | if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); // | ||
2187 | |||
2188 | if (m_physicsActor != null) | ||
2189 | { | ||
2190 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | ||
2191 | // We can remove the physicsActor until they stand up. | ||
2192 | m_sitAvatarHeight = m_physicsActor.Size.Z; | ||
2193 | if (autopilot) | ||
2194 | { // its not a scripted sit | ||
2195 | // if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) | ||
2196 | if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) ) | ||
1973 | { | 2197 | { |
2198 | autopilot = false; // close enough | ||
2199 | m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2200 | Not using the part's position because returning the AV to the last known standing | ||
2201 | position is likely to be more friendly, isn't it? */ | ||
1974 | RemoveFromPhysicalScene(); | 2202 | RemoveFromPhysicalScene(); |
1975 | } | 2203 | Velocity = Vector3.Zero; |
2204 | AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target | ||
2205 | } // else the autopilot will get us close | ||
2206 | } | ||
2207 | else | ||
2208 | { // its a scripted sit | ||
2209 | m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2210 | I *am* using the part's position this time because we have no real idea how far away | ||
2211 | the avatar is from the sit target. */ | ||
2212 | RemoveFromPhysicalScene(); | ||
2213 | Velocity = Vector3.Zero; | ||
1976 | } | 2214 | } |
1977 | |||
1978 | cameraAtOffset = part.GetCameraAtOffset(); | ||
1979 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
1980 | forceMouselook = part.GetForceMouselook(); | ||
1981 | } | 2215 | } |
1982 | 2216 | else return; // physactor is null! | |
1983 | ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | 2217 | |
1984 | m_requestedSitTargetUUID = targetID; | 2218 | Vector3 offsetr; // = offset * partIRot; |
2219 | // KF: In a linkset, offsetr needs to be relative to the group root! 091208 | ||
2220 | // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot); | ||
2221 | // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error. | ||
2222 | // { // Single, or Root prim of linkset, target is ClickOffset * RootRot | ||
2223 | //offsetr = offset * partIRot; | ||
2224 | // | ||
2225 | // } | ||
2226 | // else | ||
2227 | // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) | ||
2228 | // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + | ||
2229 | // (offset * partRot); | ||
2230 | // } | ||
2231 | |||
2232 | //Console.WriteLine(" "); | ||
2233 | //Console.WriteLine("link number ={0}", part.LinkNum); | ||
2234 | //Console.WriteLine("Prim offset ={0}", part.OffsetPosition ); | ||
2235 | //Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset); | ||
2236 | //Console.WriteLine("Click offst ={0}", offset); | ||
2237 | //Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation()); | ||
2238 | //Console.WriteLine("offsetr ={0}", offsetr); | ||
2239 | //Console.WriteLine("Camera At ={0}", cameraAtOffset); | ||
2240 | //Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); | ||
2241 | |||
2242 | //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child | ||
2243 | ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | ||
2244 | |||
2245 | m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target | ||
1985 | // This calls HandleAgentSit twice, once from here, and the client calls | 2246 | // This calls HandleAgentSit twice, once from here, and the client calls |
1986 | // HandleAgentSit itself after it gets to the location | 2247 | // HandleAgentSit itself after it gets to the location |
1987 | // It doesn't get to the location until we've moved them there though | 2248 | // It doesn't get to the location until we've moved them there though |
1988 | // which happens in HandleAgentSit :P | 2249 | // which happens in HandleAgentSit :P |
1989 | m_autopilotMoving = autopilot; | 2250 | m_autopilotMoving = autopilot; |
1990 | m_autoPilotTarget = pos; | 2251 | m_autoPilotTarget = autopilotTarget; |
1991 | m_sitAtAutoTarget = autopilot; | 2252 | m_sitAtAutoTarget = autopilot; |
2253 | m_initialSitTarget = autopilotTarget; | ||
1992 | if (!autopilot) | 2254 | if (!autopilot) |
1993 | HandleAgentSit(remoteClient, UUID); | 2255 | HandleAgentSit(remoteClient, UUID); |
1994 | } | 2256 | } |
@@ -2253,47 +2515,130 @@ namespace OpenSim.Region.Framework.Scenes | |||
2253 | { | 2515 | { |
2254 | if (part != null) | 2516 | if (part != null) |
2255 | { | 2517 | { |
2518 | //Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation()); | ||
2256 | if (part.GetAvatarOnSitTarget() == UUID) | 2519 | if (part.GetAvatarOnSitTarget() == UUID) |
2257 | { | 2520 | { |
2521 | //Console.WriteLine("Scripted Sit"); | ||
2522 | // Scripted sit | ||
2258 | Vector3 sitTargetPos = part.SitTargetPosition; | 2523 | Vector3 sitTargetPos = part.SitTargetPosition; |
2259 | Quaternion sitTargetOrient = part.SitTargetOrientation; | 2524 | Quaternion sitTargetOrient = part.SitTargetOrientation; |
2260 | |||
2261 | //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); | ||
2262 | //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); | ||
2263 | |||
2264 | //Quaternion result = (sitTargetOrient * vq) * nq; | ||
2265 | |||
2266 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 2525 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
2267 | m_pos += SIT_TARGET_ADJUSTMENT; | 2526 | m_pos += SIT_TARGET_ADJUSTMENT; |
2527 | if (!part.IsRoot) | ||
2528 | { | ||
2529 | m_pos *= part.RotationOffset; | ||
2530 | } | ||
2268 | m_bodyRot = sitTargetOrient; | 2531 | m_bodyRot = sitTargetOrient; |
2269 | //Rotation = sitTargetOrient; | ||
2270 | m_parentPosition = part.AbsolutePosition; | 2532 | m_parentPosition = part.AbsolutePosition; |
2271 | 2533 | part.IsOccupied = true; | |
2272 | //SendTerseUpdateToAllClients(); | 2534 | part.ParentGroup.AddAvatar(agentID); |
2273 | } | 2535 | } |
2274 | else | 2536 | else |
2275 | { | 2537 | { |
2276 | m_pos -= part.AbsolutePosition; | 2538 | // if m_avUnscriptedSitPos is zero then Av sits above center |
2539 | // Else Av sits at m_avUnscriptedSitPos | ||
2540 | |||
2541 | // Non-scripted sit by Kitto Flora 21Nov09 | ||
2542 | // Calculate angle of line from prim to Av | ||
2543 | Quaternion partIRot; | ||
2544 | // if (part.LinkNum == 1) | ||
2545 | // { // Root prim of linkset | ||
2546 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2547 | // } | ||
2548 | // else | ||
2549 | // { // single or child prim | ||
2550 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2551 | // } | ||
2552 | Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; | ||
2553 | float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); | ||
2554 | float x_diff = ( m_avInitialPos.X - sitTargetPos.X); | ||
2555 | if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 | ||
2556 | if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 | ||
2557 | float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); | ||
2558 | // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. | ||
2559 | // Av sits at world euler <0,0, z>, translated by part rotation | ||
2560 | m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click | ||
2561 | |||
2277 | m_parentPosition = part.AbsolutePosition; | 2562 | m_parentPosition = part.AbsolutePosition; |
2278 | } | 2563 | part.IsOccupied = true; |
2564 | part.ParentGroup.AddAvatar(agentID); | ||
2565 | m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation | ||
2566 | (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center | ||
2567 | (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) + | ||
2568 | m_avUnscriptedSitPos; // adds click offset, if any | ||
2569 | //Set up raytrace to find top surface of prim | ||
2570 | Vector3 size = part.Scale; | ||
2571 | float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); | ||
2572 | Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); | ||
2573 | Vector3 down = new Vector3(0f, 0f, -1f); | ||
2574 | //Console.WriteLine("st={0} do={1} ma={2}", start, down, mag); | ||
2575 | m_scene.PhysicsScene.RaycastWorld( | ||
2576 | start, // Vector3 position, | ||
2577 | down, // Vector3 direction, | ||
2578 | mag, // float length, | ||
2579 | SitAltitudeCallback); // retMethod | ||
2580 | } // end scripted/not | ||
2279 | } | 2581 | } |
2280 | else | 2582 | else // no Av |
2281 | { | 2583 | { |
2282 | return; | 2584 | return; |
2283 | } | 2585 | } |
2284 | } | 2586 | } |
2285 | m_parentID = m_requestedSitTargetID; | ||
2286 | 2587 | ||
2588 | //We want our offsets to reference the root prim, not the child we may have sat on | ||
2589 | if (!part.IsRoot) | ||
2590 | { | ||
2591 | m_parentID = part.ParentGroup.RootPart.LocalId; | ||
2592 | m_pos += part.OffsetPosition; | ||
2593 | } | ||
2594 | else | ||
2595 | { | ||
2596 | m_parentID = m_requestedSitTargetID; | ||
2597 | } | ||
2598 | |||
2599 | m_linkedPrim = part.UUID; | ||
2600 | if (part.GetAvatarOnSitTarget() != UUID) | ||
2601 | { | ||
2602 | m_offsetRotation = m_offsetRotation / part.RotationOffset; | ||
2603 | } | ||
2287 | Velocity = Vector3.Zero; | 2604 | Velocity = Vector3.Zero; |
2288 | RemoveFromPhysicalScene(); | 2605 | RemoveFromPhysicalScene(); |
2289 | |||
2290 | Animator.TrySetMovementAnimation(sitAnimation); | 2606 | Animator.TrySetMovementAnimation(sitAnimation); |
2291 | SendAvatarDataToAllAgents(); | 2607 | SendAvatarDataToAllAgents(); |
2292 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | ||
2293 | // So we're also sending a terse update (which has avatar rotation) | ||
2294 | // [Update] We do now. | ||
2295 | //SendTerseUpdateToAllClients(); | 2608 | //SendTerseUpdateToAllClients(); |
2296 | } | 2609 | } |
2610 | |||
2611 | public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal) | ||
2612 | { | ||
2613 | // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer | ||
2614 | // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height. | ||
2615 | if(hitYN) | ||
2616 | { | ||
2617 | // m_pos = Av offset from prim center to make look like on center | ||
2618 | // m_parentPosition = Actual center pos of prim | ||
2619 | // collisionPoint = spot on prim where we want to sit | ||
2620 | // collisionPoint.Z = global sit surface height | ||
2621 | SceneObjectPart part = m_scene.GetSceneObjectPart(localid); | ||
2622 | Quaternion partIRot; | ||
2623 | // if (part.LinkNum == 1) | ||
2624 | /// { // Root prim of linkset | ||
2625 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2626 | // } | ||
2627 | // else | ||
2628 | // { // single or child prim | ||
2629 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2630 | // } | ||
2631 | if (m_initialSitTarget != null) | ||
2632 | { | ||
2633 | float offZ = collisionPoint.Z - m_initialSitTarget.Z; | ||
2634 | Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction | ||
2635 | //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); | ||
2636 | m_pos += offset; | ||
2637 | // ControllingClient.SendClearFollowCamProperties(part.UUID); | ||
2638 | } | ||
2639 | |||
2640 | } | ||
2641 | } // End SitAltitudeCallback KF. | ||
2297 | 2642 | ||
2298 | /// <summary> | 2643 | /// <summary> |
2299 | /// Event handler for the 'Always run' setting on the client | 2644 | /// Event handler for the 'Always run' setting on the client |
@@ -2413,6 +2758,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2413 | 2758 | ||
2414 | CheckForSignificantMovement(); // sends update to the modules. | 2759 | CheckForSignificantMovement(); // sends update to the modules. |
2415 | } | 2760 | } |
2761 | |||
2762 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2763 | SendPrimUpdates(); | ||
2416 | } | 2764 | } |
2417 | 2765 | ||
2418 | #endregion | 2766 | #endregion |
@@ -3226,6 +3574,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3226 | m_callbackURI = cAgent.CallbackURI; | 3574 | m_callbackURI = cAgent.CallbackURI; |
3227 | 3575 | ||
3228 | m_pos = cAgent.Position; | 3576 | m_pos = cAgent.Position; |
3577 | |||
3229 | m_velocity = cAgent.Velocity; | 3578 | m_velocity = cAgent.Velocity; |
3230 | m_CameraCenter = cAgent.Center; | 3579 | m_CameraCenter = cAgent.Center; |
3231 | m_CameraAtAxis = cAgent.AtAxis; | 3580 | m_CameraAtAxis = cAgent.AtAxis; |
@@ -3342,10 +3691,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3342 | 3691 | ||
3343 | Vector3 pVec = AbsolutePosition; | 3692 | Vector3 pVec = AbsolutePosition; |
3344 | 3693 | ||
3345 | // Old bug where the height was in centimeters instead of meters | 3694 | m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, |
3346 | m_physicsActor = scene.AddAvatar(LocalId, Firstname + "." + Lastname, pVec, | ||
3347 | new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); | 3695 | new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); |
3348 | |||
3349 | scene.AddPhysicsActorTaint(m_physicsActor); | 3696 | scene.AddPhysicsActorTaint(m_physicsActor); |
3350 | //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; | 3697 | //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; |
3351 | m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; | 3698 | m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; |
@@ -3371,18 +3718,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3371 | { | 3718 | { |
3372 | if (e == null) | 3719 | if (e == null) |
3373 | return; | 3720 | return; |
3374 | 3721 | ||
3375 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) | 3722 | // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents( |
3376 | // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( | ||
3377 | // as of this comment the interval is set in AddToPhysicalScene | 3723 | // as of this comment the interval is set in AddToPhysicalScene |
3378 | if (Animator != null) | 3724 | if (Animator!=null) |
3379 | Animator.UpdateMovementAnimations(); | 3725 | { |
3726 | if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper, | ||
3727 | { // else its will lock out other animation changes, like ground sit. | ||
3728 | Animator.UpdateMovementAnimations(); | ||
3729 | m_updateCount--; | ||
3730 | } | ||
3731 | } | ||
3380 | 3732 | ||
3381 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3733 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; |
3382 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | 3734 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; |
3383 | 3735 | ||
3384 | CollisionPlane = Vector4.UnitW; | 3736 | CollisionPlane = Vector4.UnitW; |
3385 | 3737 | ||
3738 | if (m_lastColCount != coldata.Count) | ||
3739 | { | ||
3740 | m_updateCount = UPDATE_COUNT; | ||
3741 | m_lastColCount = coldata.Count; | ||
3742 | } | ||
3743 | |||
3386 | if (coldata.Count != 0 && Animator != null) | 3744 | if (coldata.Count != 0 && Animator != null) |
3387 | { | 3745 | { |
3388 | switch (Animator.CurrentMovementAnimation) | 3746 | switch (Animator.CurrentMovementAnimation) |
@@ -3412,6 +3770,148 @@ namespace OpenSim.Region.Framework.Scenes | |||
3412 | } | 3770 | } |
3413 | } | 3771 | } |
3414 | 3772 | ||
3773 | List<uint> thisHitColliders = new List<uint>(); | ||
3774 | List<uint> endedColliders = new List<uint>(); | ||
3775 | List<uint> startedColliders = new List<uint>(); | ||
3776 | |||
3777 | foreach (uint localid in coldata.Keys) | ||
3778 | { | ||
3779 | thisHitColliders.Add(localid); | ||
3780 | if (!m_lastColliders.Contains(localid)) | ||
3781 | { | ||
3782 | startedColliders.Add(localid); | ||
3783 | } | ||
3784 | //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString()); | ||
3785 | } | ||
3786 | |||
3787 | // calculate things that ended colliding | ||
3788 | foreach (uint localID in m_lastColliders) | ||
3789 | { | ||
3790 | if (!thisHitColliders.Contains(localID)) | ||
3791 | { | ||
3792 | endedColliders.Add(localID); | ||
3793 | } | ||
3794 | } | ||
3795 | //add the items that started colliding this time to the last colliders list. | ||
3796 | foreach (uint localID in startedColliders) | ||
3797 | { | ||
3798 | m_lastColliders.Add(localID); | ||
3799 | } | ||
3800 | // remove things that ended colliding from the last colliders list | ||
3801 | foreach (uint localID in endedColliders) | ||
3802 | { | ||
3803 | m_lastColliders.Remove(localID); | ||
3804 | } | ||
3805 | |||
3806 | // do event notification | ||
3807 | if (startedColliders.Count > 0) | ||
3808 | { | ||
3809 | ColliderArgs StartCollidingMessage = new ColliderArgs(); | ||
3810 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3811 | foreach (uint localId in startedColliders) | ||
3812 | { | ||
3813 | if (localId == 0) | ||
3814 | continue; | ||
3815 | |||
3816 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3817 | string data = ""; | ||
3818 | if (obj != null) | ||
3819 | { | ||
3820 | DetectedObject detobj = new DetectedObject(); | ||
3821 | detobj.keyUUID = obj.UUID; | ||
3822 | detobj.nameStr = obj.Name; | ||
3823 | detobj.ownerUUID = obj.OwnerID; | ||
3824 | detobj.posVector = obj.AbsolutePosition; | ||
3825 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3826 | detobj.velVector = obj.Velocity; | ||
3827 | detobj.colliderType = 0; | ||
3828 | detobj.groupUUID = obj.GroupID; | ||
3829 | colliding.Add(detobj); | ||
3830 | } | ||
3831 | } | ||
3832 | |||
3833 | if (colliding.Count > 0) | ||
3834 | { | ||
3835 | StartCollidingMessage.Colliders = colliding; | ||
3836 | |||
3837 | foreach (SceneObjectGroup att in GetAttachments()) | ||
3838 | Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage); | ||
3839 | } | ||
3840 | } | ||
3841 | |||
3842 | if (endedColliders.Count > 0) | ||
3843 | { | ||
3844 | ColliderArgs EndCollidingMessage = new ColliderArgs(); | ||
3845 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3846 | foreach (uint localId in endedColliders) | ||
3847 | { | ||
3848 | if (localId == 0) | ||
3849 | continue; | ||
3850 | |||
3851 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3852 | string data = ""; | ||
3853 | if (obj != null) | ||
3854 | { | ||
3855 | DetectedObject detobj = new DetectedObject(); | ||
3856 | detobj.keyUUID = obj.UUID; | ||
3857 | detobj.nameStr = obj.Name; | ||
3858 | detobj.ownerUUID = obj.OwnerID; | ||
3859 | detobj.posVector = obj.AbsolutePosition; | ||
3860 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3861 | detobj.velVector = obj.Velocity; | ||
3862 | detobj.colliderType = 0; | ||
3863 | detobj.groupUUID = obj.GroupID; | ||
3864 | colliding.Add(detobj); | ||
3865 | } | ||
3866 | } | ||
3867 | |||
3868 | if (colliding.Count > 0) | ||
3869 | { | ||
3870 | EndCollidingMessage.Colliders = colliding; | ||
3871 | |||
3872 | foreach (SceneObjectGroup att in GetAttachments()) | ||
3873 | Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage); | ||
3874 | } | ||
3875 | } | ||
3876 | |||
3877 | if (thisHitColliders.Count > 0) | ||
3878 | { | ||
3879 | ColliderArgs CollidingMessage = new ColliderArgs(); | ||
3880 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3881 | foreach (uint localId in thisHitColliders) | ||
3882 | { | ||
3883 | if (localId == 0) | ||
3884 | continue; | ||
3885 | |||
3886 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3887 | string data = ""; | ||
3888 | if (obj != null) | ||
3889 | { | ||
3890 | DetectedObject detobj = new DetectedObject(); | ||
3891 | detobj.keyUUID = obj.UUID; | ||
3892 | detobj.nameStr = obj.Name; | ||
3893 | detobj.ownerUUID = obj.OwnerID; | ||
3894 | detobj.posVector = obj.AbsolutePosition; | ||
3895 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3896 | detobj.velVector = obj.Velocity; | ||
3897 | detobj.colliderType = 0; | ||
3898 | detobj.groupUUID = obj.GroupID; | ||
3899 | colliding.Add(detobj); | ||
3900 | } | ||
3901 | } | ||
3902 | |||
3903 | if (colliding.Count > 0) | ||
3904 | { | ||
3905 | CollidingMessage.Colliders = colliding; | ||
3906 | |||
3907 | lock (m_attachments) | ||
3908 | { | ||
3909 | foreach (SceneObjectGroup att in m_attachments) | ||
3910 | Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage); | ||
3911 | } | ||
3912 | } | ||
3913 | } | ||
3914 | |||
3415 | if (m_invulnerable) | 3915 | if (m_invulnerable) |
3416 | return; | 3916 | return; |
3417 | 3917 | ||
@@ -3485,6 +3985,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3485 | { | 3985 | { |
3486 | lock (m_attachments) | 3986 | lock (m_attachments) |
3487 | { | 3987 | { |
3988 | // This may be true when the attachment comes back | ||
3989 | // from serialization after login. Clear it. | ||
3990 | gobj.IsDeleted = false; | ||
3991 | |||
3488 | m_attachments.Add(gobj); | 3992 | m_attachments.Add(gobj); |
3489 | } | 3993 | } |
3490 | } | 3994 | } |
@@ -3848,5 +4352,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
3848 | m_reprioritization_called = false; | 4352 | m_reprioritization_called = false; |
3849 | } | 4353 | } |
3850 | } | 4354 | } |
4355 | |||
4356 | private Vector3 Quat2Euler(Quaternion rot){ | ||
4357 | float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) , | ||
4358 | (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z))); | ||
4359 | float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W))); | ||
4360 | float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) , | ||
4361 | (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z))); | ||
4362 | return(new Vector3(x,y,z)); | ||
4363 | } | ||
4364 | |||
4365 | private void CheckLandingPoint(ref Vector3 pos) | ||
4366 | { | ||
4367 | // Never constrain lures | ||
4368 | if ((TeleportFlags & TeleportFlags.ViaLure) != 0) | ||
4369 | return; | ||
4370 | |||
4371 | if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport) | ||
4372 | return; | ||
4373 | |||
4374 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
4375 | |||
4376 | if (land.LandData.LandingType == (byte)LandingType.LandingPoint && | ||
4377 | land.LandData.UserLocation != Vector3.Zero && | ||
4378 | land.LandData.OwnerID != m_uuid && | ||
4379 | (!m_scene.Permissions.IsGod(m_uuid)) && | ||
4380 | (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) | ||
4381 | { | ||
4382 | float curr = Vector3.Distance(AbsolutePosition, pos); | ||
4383 | if (Vector3.Distance(land.LandData.UserLocation, pos) < curr) | ||
4384 | pos = land.LandData.UserLocation; | ||
4385 | else | ||
4386 | ControllingClient.SendAlertMessage("Can't teleport closer to destination"); | ||
4387 | } | ||
4388 | } | ||
3851 | } | 4389 | } |
3852 | } | 4390 | } |