diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 979 |
1 files changed, 791 insertions, 188 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 9402f8b..dafc1af 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("[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[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); | 79 | // private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); |
@@ -87,7 +88,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
87 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis | 88 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis |
88 | /// issue #1716 | 89 | /// issue #1716 |
89 | /// </summary> | 90 | /// </summary> |
90 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); | 91 | // private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); |
92 | // Value revised by KF 091121 by comparison with SL. | ||
93 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); | ||
91 | 94 | ||
92 | public UUID currentParcelUUID = UUID.Zero; | 95 | public UUID currentParcelUUID = UUID.Zero; |
93 | 96 | ||
@@ -121,8 +124,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
121 | public Vector3 lastKnownAllowedPosition; | 124 | public Vector3 lastKnownAllowedPosition; |
122 | public bool sentMessageAboutRestrictedParcelFlyingDown; | 125 | public bool sentMessageAboutRestrictedParcelFlyingDown; |
123 | public Vector4 CollisionPlane = Vector4.UnitW; | 126 | public Vector4 CollisionPlane = Vector4.UnitW; |
124 | 127 | ||
128 | private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation | ||
129 | private Vector3 m_avUnscriptedSitPos; // for non-scripted prims | ||
125 | private Vector3 m_lastPosition; | 130 | private Vector3 m_lastPosition; |
131 | private Vector3 m_lastWorldPosition; | ||
126 | private Quaternion m_lastRotation; | 132 | private Quaternion m_lastRotation; |
127 | private Vector3 m_lastVelocity; | 133 | private Vector3 m_lastVelocity; |
128 | //private int m_lastTerseSent; | 134 | //private int m_lastTerseSent; |
@@ -153,7 +159,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
153 | private int m_perfMonMS; | 159 | private int m_perfMonMS; |
154 | 160 | ||
155 | private bool m_setAlwaysRun; | 161 | private bool m_setAlwaysRun; |
156 | |||
157 | private bool m_forceFly; | 162 | private bool m_forceFly; |
158 | private bool m_flyDisabled; | 163 | private bool m_flyDisabled; |
159 | 164 | ||
@@ -177,7 +182,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
177 | protected RegionInfo m_regionInfo; | 182 | protected RegionInfo m_regionInfo; |
178 | protected ulong crossingFromRegion; | 183 | protected ulong crossingFromRegion; |
179 | 184 | ||
180 | private readonly Vector3[] Dir_Vectors = new Vector3[9]; | 185 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; |
186 | private bool m_isNudging = false; | ||
181 | 187 | ||
182 | // Position of agent's camera in world (region cordinates) | 188 | // Position of agent's camera in world (region cordinates) |
183 | protected Vector3 m_CameraCenter; | 189 | protected Vector3 m_CameraCenter; |
@@ -202,17 +208,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
202 | private bool m_autopilotMoving; | 208 | private bool m_autopilotMoving; |
203 | private Vector3 m_autoPilotTarget; | 209 | private Vector3 m_autoPilotTarget; |
204 | private bool m_sitAtAutoTarget; | 210 | private bool m_sitAtAutoTarget; |
211 | private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit | ||
205 | 212 | ||
206 | private string m_nextSitAnimation = String.Empty; | 213 | private string m_nextSitAnimation = String.Empty; |
207 | 214 | ||
208 | //PauPaw:Proper PID Controler for autopilot************ | 215 | //PauPaw:Proper PID Controler for autopilot************ |
209 | private bool m_moveToPositionInProgress; | 216 | private bool m_moveToPositionInProgress; |
210 | private Vector3 m_moveToPositionTarget; | 217 | private Vector3 m_moveToPositionTarget; |
218 | private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
211 | 219 | ||
212 | private bool m_followCamAuto; | 220 | private bool m_followCamAuto; |
213 | 221 | ||
214 | private int m_movementUpdateCount; | 222 | private int m_movementUpdateCount; |
223 | private int m_lastColCount = -1; //KF: Look for Collision chnages | ||
224 | private int m_updateCount = 0; //KF: Update Anims for a while | ||
225 | private static readonly int UPDATE_COUNT = 10; // how many frames to update for | ||
215 | private const int NumMovementsBetweenRayCast = 5; | 226 | private const int NumMovementsBetweenRayCast = 5; |
227 | private List<uint> m_lastColliders = new List<uint>(); | ||
228 | |||
229 | private object m_syncRoot = new Object(); | ||
216 | 230 | ||
217 | private bool CameraConstraintActive; | 231 | private bool CameraConstraintActive; |
218 | //private int m_moveToPositionStateStatus; | 232 | //private int m_moveToPositionStateStatus; |
@@ -239,7 +253,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
239 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 253 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
240 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 254 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, |
241 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, | 255 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, |
242 | DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | 256 | DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, |
257 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, | ||
258 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, | ||
243 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 259 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
244 | } | 260 | } |
245 | 261 | ||
@@ -446,9 +462,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
446 | get | 462 | get |
447 | { | 463 | { |
448 | PhysicsActor actor = m_physicsActor; | 464 | PhysicsActor actor = m_physicsActor; |
449 | if (actor != null) | 465 | // if (actor != null) |
466 | if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting! | ||
450 | m_pos = actor.Position; | 467 | m_pos = actor.Position; |
451 | 468 | ||
469 | // If we're sitting, we need to update our position | ||
470 | if (m_parentID != 0) | ||
471 | { | ||
472 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | ||
473 | if (part != null) | ||
474 | m_parentPosition = part.AbsolutePosition; | ||
475 | } | ||
476 | |||
452 | return m_parentPosition + m_pos; | 477 | return m_parentPosition + m_pos; |
453 | } | 478 | } |
454 | set | 479 | set |
@@ -467,7 +492,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
467 | } | 492 | } |
468 | } | 493 | } |
469 | 494 | ||
470 | m_pos = value; | 495 | if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting! |
496 | m_pos = value; | ||
471 | m_parentPosition = Vector3.Zero; | 497 | m_parentPosition = Vector3.Zero; |
472 | } | 498 | } |
473 | } | 499 | } |
@@ -511,10 +537,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
511 | } | 537 | } |
512 | } | 538 | } |
513 | 539 | ||
540 | public Quaternion OffsetRotation | ||
541 | { | ||
542 | get { return m_offsetRotation; } | ||
543 | set { m_offsetRotation = value; } | ||
544 | } | ||
545 | |||
514 | public Quaternion Rotation | 546 | public Quaternion Rotation |
515 | { | 547 | { |
516 | get { return m_bodyRot; } | 548 | get { |
517 | set { m_bodyRot = value; } | 549 | if (m_parentID != 0) |
550 | { | ||
551 | if (m_offsetRotation != null) | ||
552 | { | ||
553 | return m_offsetRotation; | ||
554 | } | ||
555 | else | ||
556 | { | ||
557 | return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
558 | } | ||
559 | |||
560 | } | ||
561 | else | ||
562 | { | ||
563 | return m_bodyRot; | ||
564 | } | ||
565 | } | ||
566 | set { | ||
567 | m_bodyRot = value; | ||
568 | if (m_parentID != 0) | ||
569 | { | ||
570 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
571 | } | ||
572 | } | ||
518 | } | 573 | } |
519 | 574 | ||
520 | public Quaternion PreviousRotation | 575 | public Quaternion PreviousRotation |
@@ -539,11 +594,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
539 | 594 | ||
540 | private uint m_parentID; | 595 | private uint m_parentID; |
541 | 596 | ||
597 | |||
598 | private UUID m_linkedPrim; | ||
599 | |||
542 | public uint ParentID | 600 | public uint ParentID |
543 | { | 601 | { |
544 | get { return m_parentID; } | 602 | get { return m_parentID; } |
545 | set { m_parentID = value; } | 603 | set { m_parentID = value; } |
546 | } | 604 | } |
605 | |||
606 | public UUID LinkedPrim | ||
607 | { | ||
608 | get { return m_linkedPrim; } | ||
609 | set { m_linkedPrim = value; } | ||
610 | } | ||
611 | |||
547 | public float Health | 612 | public float Health |
548 | { | 613 | { |
549 | get { return m_health; } | 614 | get { return m_health; } |
@@ -665,7 +730,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
665 | CreateSceneViewer(); | 730 | CreateSceneViewer(); |
666 | m_animator = new ScenePresenceAnimator(this); | 731 | m_animator = new ScenePresenceAnimator(this); |
667 | } | 732 | } |
668 | 733 | ||
669 | private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() | 734 | private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() |
670 | { | 735 | { |
671 | m_rootRegionHandle = reginfo.RegionHandle; | 736 | m_rootRegionHandle = reginfo.RegionHandle; |
@@ -697,18 +762,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
697 | m_reprioritization_timer.AutoReset = false; | 762 | m_reprioritization_timer.AutoReset = false; |
698 | 763 | ||
699 | AdjustKnownSeeds(); | 764 | AdjustKnownSeeds(); |
700 | |||
701 | // TODO: I think, this won't send anything, as we are still a child here... | ||
702 | Animator.TrySetMovementAnimation("STAND"); | 765 | Animator.TrySetMovementAnimation("STAND"); |
703 | |||
704 | // we created a new ScenePresence (a new child agent) in a fresh region. | 766 | // we created a new ScenePresence (a new child agent) in a fresh region. |
705 | // Request info about all the (root) agents in this region | 767 | // Request info about all the (root) agents in this region |
706 | // Note: This won't send data *to* other clients in that region (children don't send) | 768 | // Note: This won't send data *to* other clients in that region (children don't send) |
707 | 769 | ||
708 | // MIC: This gets called again in CompleteMovement | 770 | // MIC: This gets called again in CompleteMovement |
709 | SendInitialFullUpdateToAllClients(); | 771 | SendInitialFullUpdateToAllClients(); |
710 | |||
711 | RegisterToEvents(); | 772 | RegisterToEvents(); |
773 | if (m_controllingClient != null) | ||
774 | { | ||
775 | m_controllingClient.ProcessPendingPackets(); | ||
776 | } | ||
712 | SetDirectionVectors(); | 777 | SetDirectionVectors(); |
713 | } | 778 | } |
714 | 779 | ||
@@ -749,25 +814,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
749 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 814 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
750 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 815 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
751 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 816 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
752 | Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 817 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
753 | Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD | 818 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE |
754 | Dir_Vectors[7] = -Vector3.UnitX; //BACK | 819 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE |
820 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | ||
821 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
755 | } | 822 | } |
756 | 823 | ||
757 | private Vector3[] GetWalkDirectionVectors() | 824 | private Vector3[] GetWalkDirectionVectors() |
758 | { | 825 | { |
759 | Vector3[] vector = new Vector3[9]; | 826 | Vector3[] vector = new Vector3[11]; |
760 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD | 827 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
761 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK | 828 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
762 | vector[2] = Vector3.UnitY; //LEFT | 829 | vector[2] = Vector3.UnitY; //LEFT |
763 | vector[3] = -Vector3.UnitY; //RIGHT | 830 | vector[3] = -Vector3.UnitY; //RIGHT |
764 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 831 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
765 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN | 832 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
766 | vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | 833 | vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE |
767 | vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge | 834 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE |
768 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge | 835 | vector[8] = Vector3.UnitY; //LEFT_NUDGE |
836 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | ||
837 | vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE | ||
769 | return vector; | 838 | return vector; |
770 | } | 839 | } |
840 | |||
841 | private bool[] GetDirectionIsNudge() | ||
842 | { | ||
843 | bool[] isNudge = new bool[11]; | ||
844 | isNudge[0] = false; //FORWARD | ||
845 | isNudge[1] = false; //BACK | ||
846 | isNudge[2] = false; //LEFT | ||
847 | isNudge[3] = false; //RIGHT | ||
848 | isNudge[4] = false; //UP | ||
849 | isNudge[5] = false; //DOWN | ||
850 | isNudge[6] = true; //FORWARD_NUDGE | ||
851 | isNudge[7] = true; //BACK_NUDGE | ||
852 | isNudge[8] = true; //LEFT_NUDGE | ||
853 | isNudge[9] = true; //RIGHT_NUDGE | ||
854 | isNudge[10] = true; //DOWN_Nudge | ||
855 | return isNudge; | ||
856 | } | ||
857 | |||
771 | 858 | ||
772 | #endregion | 859 | #endregion |
773 | 860 | ||
@@ -829,6 +916,52 @@ namespace OpenSim.Region.Framework.Scenes | |||
829 | pos.Y = crossedBorder.BorderLine.Z - 1; | 916 | pos.Y = crossedBorder.BorderLine.Z - 1; |
830 | } | 917 | } |
831 | 918 | ||
919 | //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet. | ||
920 | //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent, | ||
921 | //they'll bypass the landing point. But I can't think of any decent way of fixing this. | ||
922 | if (KnownChildRegionHandles.Count == 0) | ||
923 | { | ||
924 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
925 | if (land != null) | ||
926 | { | ||
927 | //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni. | ||
928 | 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) | ||
929 | { | ||
930 | pos = land.LandData.UserLocation; | ||
931 | } | ||
932 | } | ||
933 | } | ||
934 | |||
935 | if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) | ||
936 | { | ||
937 | Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); | ||
938 | |||
939 | if (pos.X < 0) | ||
940 | { | ||
941 | emergencyPos.X = (int)Constants.RegionSize + pos.X; | ||
942 | if (!(pos.Y < 0)) | ||
943 | emergencyPos.Y = pos.Y; | ||
944 | if (!(pos.Z < 0)) | ||
945 | emergencyPos.Z = pos.Z; | ||
946 | } | ||
947 | if (pos.Y < 0) | ||
948 | { | ||
949 | emergencyPos.Y = (int)Constants.RegionSize + pos.Y; | ||
950 | if (!(pos.X < 0)) | ||
951 | emergencyPos.X = pos.X; | ||
952 | if (!(pos.Z < 0)) | ||
953 | emergencyPos.Z = pos.Z; | ||
954 | } | ||
955 | if (pos.Z < 0) | ||
956 | { | ||
957 | emergencyPos.Z = 128; | ||
958 | if (!(pos.Y < 0)) | ||
959 | emergencyPos.Y = pos.Y; | ||
960 | if (!(pos.X < 0)) | ||
961 | emergencyPos.X = pos.X; | ||
962 | } | ||
963 | } | ||
964 | |||
832 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) | 965 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) |
833 | { | 966 | { |
834 | m_log.WarnFormat( | 967 | m_log.WarnFormat( |
@@ -950,12 +1083,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
950 | { | 1083 | { |
951 | if (PhysicsActor != null) | 1084 | if (PhysicsActor != null) |
952 | { | 1085 | { |
953 | m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; | 1086 | try |
954 | m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; | 1087 | { |
955 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); | 1088 | m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; |
956 | m_physicsActor.UnSubscribeEvents(); | 1089 | m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; |
957 | m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; | 1090 | m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; |
958 | PhysicsActor = null; | 1091 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); |
1092 | m_physicsActor.UnSubscribeEvents(); | ||
1093 | PhysicsActor = null; | ||
1094 | } | ||
1095 | catch | ||
1096 | { } | ||
959 | } | 1097 | } |
960 | } | 1098 | } |
961 | 1099 | ||
@@ -966,9 +1104,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
966 | public void Teleport(Vector3 pos) | 1104 | public void Teleport(Vector3 pos) |
967 | { | 1105 | { |
968 | bool isFlying = false; | 1106 | bool isFlying = false; |
1107 | |||
969 | if (m_physicsActor != null) | 1108 | if (m_physicsActor != null) |
970 | isFlying = m_physicsActor.Flying; | 1109 | isFlying = m_physicsActor.Flying; |
971 | 1110 | ||
972 | RemoveFromPhysicalScene(); | 1111 | RemoveFromPhysicalScene(); |
973 | Velocity = Vector3.Zero; | 1112 | Velocity = Vector3.Zero; |
974 | AbsolutePosition = pos; | 1113 | AbsolutePosition = pos; |
@@ -980,6 +1119,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
980 | } | 1119 | } |
981 | 1120 | ||
982 | SendTerseUpdateToAllClients(); | 1121 | SendTerseUpdateToAllClients(); |
1122 | |||
983 | } | 1123 | } |
984 | 1124 | ||
985 | public void TeleportWithMomentum(Vector3 pos) | 1125 | public void TeleportWithMomentum(Vector3 pos) |
@@ -1095,7 +1235,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1095 | pos.Z = ground + 1.5f; | 1235 | pos.Z = ground + 1.5f; |
1096 | AbsolutePosition = pos; | 1236 | AbsolutePosition = pos; |
1097 | } | 1237 | } |
1098 | |||
1099 | m_isChildAgent = false; | 1238 | m_isChildAgent = false; |
1100 | bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); | 1239 | bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); |
1101 | MakeRootAgent(AbsolutePosition, m_flying); | 1240 | MakeRootAgent(AbsolutePosition, m_flying); |
@@ -1193,6 +1332,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1193 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); | 1332 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); |
1194 | 1333 | ||
1195 | m_pos = m_LastFinitePos; | 1334 | m_pos = m_LastFinitePos; |
1335 | |||
1196 | if (!m_pos.IsFinite()) | 1336 | if (!m_pos.IsFinite()) |
1197 | { | 1337 | { |
1198 | m_pos.X = 127f; | 1338 | m_pos.X = 127f; |
@@ -1259,7 +1399,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1259 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); | 1399 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); |
1260 | } | 1400 | } |
1261 | } | 1401 | } |
1262 | |||
1263 | lock (scriptedcontrols) | 1402 | lock (scriptedcontrols) |
1264 | { | 1403 | { |
1265 | if (scriptedcontrols.Count > 0) | 1404 | if (scriptedcontrols.Count > 0) |
@@ -1274,6 +1413,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1274 | 1413 | ||
1275 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) | 1414 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) |
1276 | { | 1415 | { |
1416 | m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. | ||
1417 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | ||
1418 | |||
1277 | // TODO: This doesn't prevent the user from walking yet. | 1419 | // TODO: This doesn't prevent the user from walking yet. |
1278 | // Setting parent ID would fix this, if we knew what value | 1420 | // Setting parent ID would fix this, if we knew what value |
1279 | // to use. Or we could add a m_isSitting variable. | 1421 | // to use. Or we could add a m_isSitting variable. |
@@ -1322,12 +1464,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1322 | if (actor.Flying != oldflying) | 1464 | if (actor.Flying != oldflying) |
1323 | update_movementflag = true; | 1465 | update_movementflag = true; |
1324 | 1466 | ||
1467 | if (m_animator.m_jumping) // add for jumping | ||
1468 | update_movementflag = true; | ||
1469 | |||
1325 | if (q != m_bodyRot) | 1470 | if (q != m_bodyRot) |
1326 | { | 1471 | { |
1327 | m_bodyRot = q; | 1472 | m_bodyRot = q; |
1328 | update_rotation = true; | 1473 | update_rotation = true; |
1329 | } | 1474 | } |
1330 | 1475 | ||
1476 | //guilty until proven innocent.. | ||
1477 | bool Nudging = true; | ||
1478 | //Basically, if there is at least one non-nudge control then we don't need | ||
1479 | //to worry about stopping the avatar | ||
1480 | |||
1331 | if (m_parentID == 0) | 1481 | if (m_parentID == 0) |
1332 | { | 1482 | { |
1333 | bool bAllowUpdateMoveToPosition = false; | 1483 | bool bAllowUpdateMoveToPosition = false; |
@@ -1342,9 +1492,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1342 | else | 1492 | else |
1343 | dirVectors = Dir_Vectors; | 1493 | dirVectors = Dir_Vectors; |
1344 | 1494 | ||
1345 | // The fact that m_movementflag is a byte needs to be fixed | 1495 | bool[] isNudge = GetDirectionIsNudge(); |
1346 | // it really should be a uint | 1496 | |
1347 | uint nudgehack = 250; | 1497 | |
1498 | |||
1499 | |||
1500 | |||
1348 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 1501 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
1349 | { | 1502 | { |
1350 | if (((uint)flags & (uint)DCF) != 0) | 1503 | if (((uint)flags & (uint)DCF) != 0) |
@@ -1354,40 +1507,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
1354 | try | 1507 | try |
1355 | { | 1508 | { |
1356 | agent_control_v3 += dirVectors[i]; | 1509 | agent_control_v3 += dirVectors[i]; |
1357 | //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); | 1510 | if (isNudge[i] == false) |
1511 | { | ||
1512 | Nudging = false; | ||
1513 | } | ||
1358 | } | 1514 | } |
1359 | catch (IndexOutOfRangeException) | 1515 | catch (IndexOutOfRangeException) |
1360 | { | 1516 | { |
1361 | // Why did I get this? | 1517 | // Why did I get this? |
1362 | } | 1518 | } |
1363 | 1519 | ||
1364 | if ((m_movementflag & (byte)(uint)DCF) == 0) | 1520 | if ((m_movementflag & (uint)DCF) == 0) |
1365 | { | 1521 | { |
1366 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1367 | { | ||
1368 | m_movementflag |= (byte)nudgehack; | ||
1369 | } | ||
1370 | m_movementflag += (byte)(uint)DCF; | 1522 | m_movementflag += (byte)(uint)DCF; |
1371 | update_movementflag = true; | 1523 | update_movementflag = true; |
1372 | } | 1524 | } |
1373 | } | 1525 | } |
1374 | else | 1526 | else |
1375 | { | 1527 | { |
1376 | if ((m_movementflag & (byte)(uint)DCF) != 0 || | 1528 | if ((m_movementflag & (uint)DCF) != 0) |
1377 | ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1378 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1379 | ) // This or is for Nudge forward | ||
1380 | { | 1529 | { |
1381 | m_movementflag -= ((byte)(uint)DCF); | 1530 | m_movementflag -= (byte)(uint)DCF; |
1382 | |||
1383 | update_movementflag = true; | 1531 | update_movementflag = true; |
1384 | /* | ||
1385 | if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1386 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1387 | { | ||
1388 | m_log.Debug("Removed Hack flag"); | ||
1389 | } | ||
1390 | */ | ||
1391 | } | 1532 | } |
1392 | else | 1533 | else |
1393 | { | 1534 | { |
@@ -1396,7 +1537,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1396 | } | 1537 | } |
1397 | i++; | 1538 | i++; |
1398 | } | 1539 | } |
1399 | |||
1400 | //Paupaw:Do Proper PID for Autopilot here | 1540 | //Paupaw:Do Proper PID for Autopilot here |
1401 | if (bResetMoveToPosition) | 1541 | if (bResetMoveToPosition) |
1402 | { | 1542 | { |
@@ -1431,6 +1571,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1431 | // Ignore z component of vector | 1571 | // Ignore z component of vector |
1432 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1572 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1433 | LocalVectorToTarget2D.Normalize(); | 1573 | LocalVectorToTarget2D.Normalize(); |
1574 | |||
1575 | //We're not nudging | ||
1576 | Nudging = false; | ||
1434 | agent_control_v3 += LocalVectorToTarget2D; | 1577 | agent_control_v3 += LocalVectorToTarget2D; |
1435 | 1578 | ||
1436 | // update avatar movement flags. the avatar coordinate system is as follows: | 1579 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1521,13 +1664,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1521 | // m_log.DebugFormat( | 1664 | // m_log.DebugFormat( |
1522 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); | 1665 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); |
1523 | 1666 | ||
1524 | AddNewMovement(agent_control_v3, q); | 1667 | AddNewMovement(agent_control_v3, q, Nudging); |
1525 | 1668 | ||
1526 | 1669 | ||
1527 | } | 1670 | } |
1528 | } | 1671 | } |
1529 | 1672 | ||
1530 | if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) | 1673 | if (update_movementflag && !SitGround) |
1531 | Animator.UpdateMovementAnimations(); | 1674 | Animator.UpdateMovementAnimations(); |
1532 | 1675 | ||
1533 | m_scene.EventManager.TriggerOnClientMovement(this); | 1676 | m_scene.EventManager.TriggerOnClientMovement(this); |
@@ -1542,7 +1685,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1542 | m_sitAtAutoTarget = false; | 1685 | m_sitAtAutoTarget = false; |
1543 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; | 1686 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; |
1544 | //proxy.PCode = (byte)PCode.ParticleSystem; | 1687 | //proxy.PCode = (byte)PCode.ParticleSystem; |
1545 | |||
1546 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); | 1688 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); |
1547 | proxyObjectGroup.AttachToScene(m_scene); | 1689 | proxyObjectGroup.AttachToScene(m_scene); |
1548 | 1690 | ||
@@ -1584,7 +1726,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1584 | } | 1726 | } |
1585 | m_moveToPositionInProgress = true; | 1727 | m_moveToPositionInProgress = true; |
1586 | m_moveToPositionTarget = new Vector3(locx, locy, locz); | 1728 | m_moveToPositionTarget = new Vector3(locx, locy, locz); |
1587 | } | 1729 | } |
1588 | catch (Exception ex) | 1730 | catch (Exception ex) |
1589 | { | 1731 | { |
1590 | //Why did I get this error? | 1732 | //Why did I get this error? |
@@ -1606,7 +1748,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1606 | Velocity = Vector3.Zero; | 1748 | Velocity = Vector3.Zero; |
1607 | SendFullUpdateToAllClients(); | 1749 | SendFullUpdateToAllClients(); |
1608 | 1750 | ||
1609 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1751 | HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? |
1610 | } | 1752 | } |
1611 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); | 1753 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); |
1612 | m_requestedSitTargetUUID = UUID.Zero; | 1754 | m_requestedSitTargetUUID = UUID.Zero; |
@@ -1643,50 +1785,85 @@ namespace OpenSim.Region.Framework.Scenes | |||
1643 | 1785 | ||
1644 | if (m_parentID != 0) | 1786 | if (m_parentID != 0) |
1645 | { | 1787 | { |
1646 | m_log.Debug("StandupCode Executed"); | 1788 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); |
1647 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | ||
1648 | if (part != null) | 1789 | if (part != null) |
1649 | { | 1790 | { |
1791 | part.TaskInventory.LockItemsForRead(true); | ||
1650 | TaskInventoryDictionary taskIDict = part.TaskInventory; | 1792 | TaskInventoryDictionary taskIDict = part.TaskInventory; |
1651 | if (taskIDict != null) | 1793 | if (taskIDict != null) |
1652 | { | 1794 | { |
1653 | lock (taskIDict) | 1795 | foreach (UUID taskID in taskIDict.Keys) |
1654 | { | 1796 | { |
1655 | foreach (UUID taskID in taskIDict.Keys) | 1797 | UnRegisterControlEventsToScript(LocalId, taskID); |
1656 | { | 1798 | taskIDict[taskID].PermsMask &= ~( |
1657 | UnRegisterControlEventsToScript(LocalId, taskID); | 1799 | 2048 | //PERMISSION_CONTROL_CAMERA |
1658 | taskIDict[taskID].PermsMask &= ~( | 1800 | 4); // PERMISSION_TAKE_CONTROLS |
1659 | 2048 | //PERMISSION_CONTROL_CAMERA | ||
1660 | 4); // PERMISSION_TAKE_CONTROLS | ||
1661 | } | ||
1662 | } | 1801 | } |
1663 | |||
1664 | } | 1802 | } |
1803 | part.TaskInventory.LockItemsForRead(false); | ||
1665 | // Reset sit target. | 1804 | // Reset sit target. |
1666 | if (part.GetAvatarOnSitTarget() == UUID) | 1805 | if (part.GetAvatarOnSitTarget() == UUID) |
1667 | part.SetAvatarOnSitTarget(UUID.Zero); | 1806 | part.SetAvatarOnSitTarget(UUID.Zero); |
1668 | |||
1669 | m_parentPosition = part.GetWorldPosition(); | 1807 | m_parentPosition = part.GetWorldPosition(); |
1670 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); | 1808 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); |
1671 | } | 1809 | } |
1810 | // part.GetWorldRotation() is the rotation of the object being sat on | ||
1811 | // Rotation is the sittiing Av's rotation | ||
1812 | |||
1813 | Quaternion partRot; | ||
1814 | // if (part.LinkNum == 1) | ||
1815 | // { // Root prim of linkset | ||
1816 | // partRot = part.ParentGroup.RootPart.RotationOffset; | ||
1817 | // } | ||
1818 | // else | ||
1819 | // { // single or child prim | ||
1820 | |||
1821 | // } | ||
1822 | if (part == null) //CW: Part may be gone. llDie() for example. | ||
1823 | { | ||
1824 | partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1825 | } | ||
1826 | else | ||
1827 | { | ||
1828 | partRot = part.GetWorldRotation(); | ||
1829 | } | ||
1830 | |||
1831 | Quaternion partIRot = Quaternion.Inverse(partRot); | ||
1832 | |||
1833 | Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av | ||
1834 | Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av | ||
1672 | 1835 | ||
1836 | |||
1673 | if (m_physicsActor == null) | 1837 | if (m_physicsActor == null) |
1674 | { | 1838 | { |
1675 | AddToPhysicalScene(false); | 1839 | AddToPhysicalScene(false); |
1676 | } | 1840 | } |
1677 | 1841 | //CW: If the part isn't null then we can set the current position | |
1678 | m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); | 1842 | if (part != null) |
1679 | m_parentPosition = Vector3.Zero; | 1843 | { |
1680 | 1844 | Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset! | |
1681 | m_parentID = 0; | 1845 | AbsolutePosition = avWorldStandUp; //KF: Fix stand up. |
1846 | part.IsOccupied = false; | ||
1847 | part.ParentGroup.DeleteAvatar(ControllingClient.AgentId); | ||
1848 | } | ||
1849 | else | ||
1850 | { | ||
1851 | //CW: Since the part doesn't exist, a coarse standup position isn't an issue | ||
1852 | AbsolutePosition = m_lastWorldPosition; | ||
1853 | } | ||
1854 | |||
1855 | m_parentPosition = Vector3.Zero; | ||
1856 | m_parentID = 0; | ||
1857 | m_linkedPrim = UUID.Zero; | ||
1858 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1682 | SendFullUpdateToAllClients(); | 1859 | SendFullUpdateToAllClients(); |
1683 | m_requestedSitTargetID = 0; | 1860 | m_requestedSitTargetID = 0; |
1861 | |||
1684 | if ((m_physicsActor != null) && (m_avHeight > 0)) | 1862 | if ((m_physicsActor != null) && (m_avHeight > 0)) |
1685 | { | 1863 | { |
1686 | SetHeight(m_avHeight); | 1864 | SetHeight(m_avHeight); |
1687 | } | 1865 | } |
1688 | } | 1866 | } |
1689 | |||
1690 | Animator.TrySetMovementAnimation("STAND"); | 1867 | Animator.TrySetMovementAnimation("STAND"); |
1691 | } | 1868 | } |
1692 | 1869 | ||
@@ -1717,13 +1894,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1717 | Vector3 avSitOffSet = part.SitTargetPosition; | 1894 | Vector3 avSitOffSet = part.SitTargetPosition; |
1718 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1895 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1719 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1896 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); |
1720 | 1897 | bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero); | |
1721 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1898 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1722 | bool SitTargetisSet = | 1899 | if (SitTargetisSet && !SitTargetOccupied) |
1723 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && | ||
1724 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); | ||
1725 | |||
1726 | if (SitTargetisSet && SitTargetUnOccupied) | ||
1727 | { | 1900 | { |
1728 | //switch the target to this prim | 1901 | //switch the target to this prim |
1729 | return part; | 1902 | return part; |
@@ -1737,84 +1910,164 @@ namespace OpenSim.Region.Framework.Scenes | |||
1737 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) | 1910 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) |
1738 | { | 1911 | { |
1739 | bool autopilot = true; | 1912 | bool autopilot = true; |
1913 | Vector3 autopilotTarget = new Vector3(); | ||
1914 | Quaternion sitOrientation = Quaternion.Identity; | ||
1740 | Vector3 pos = new Vector3(); | 1915 | Vector3 pos = new Vector3(); |
1741 | Quaternion sitOrientation = pSitOrientation; | ||
1742 | Vector3 cameraEyeOffset = Vector3.Zero; | 1916 | Vector3 cameraEyeOffset = Vector3.Zero; |
1743 | Vector3 cameraAtOffset = Vector3.Zero; | 1917 | Vector3 cameraAtOffset = Vector3.Zero; |
1744 | bool forceMouselook = false; | 1918 | bool forceMouselook = false; |
1745 | 1919 | ||
1746 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); | 1920 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); |
1747 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); | 1921 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); |
1748 | if (part != null) | 1922 | if (part == null) return; |
1749 | { | 1923 | |
1750 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | 1924 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client |
1751 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | 1925 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it |
1752 | 1926 | ||
1753 | // Is a sit target available? | 1927 | // part is the prim to sit on |
1754 | Vector3 avSitOffSet = part.SitTargetPosition; | 1928 | // offset is the world-ref vector distance from that prim center to the click-spot |
1755 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1929 | // UUID is the UUID of the Avatar doing the clicking |
1756 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1930 | |
1757 | 1931 | m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation | |
1758 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1932 | |
1759 | bool SitTargetisSet = | 1933 | // Is a sit target available? |
1760 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && | 1934 | Vector3 avSitOffSet = part.SitTargetPosition; |
1761 | ( | 1935 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1762 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion | 1936 | |
1763 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point | 1937 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1764 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion | 1938 | // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); |
1765 | ) | 1939 | Quaternion partRot; |
1766 | )); | 1940 | // if (part.LinkNum == 1) |
1767 | 1941 | // { // Root prim of linkset | |
1768 | if (SitTargetisSet && SitTargetUnOccupied) | 1942 | // partRot = part.ParentGroup.RootPart.RotationOffset; |
1769 | { | 1943 | // } |
1770 | part.SetAvatarOnSitTarget(UUID); | 1944 | // else |
1771 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); | 1945 | // { // single or child prim |
1772 | sitOrientation = avSitOrientation; | 1946 | partRot = part.GetWorldRotation(); |
1773 | autopilot = false; | 1947 | // } |
1774 | } | 1948 | Quaternion partIRot = Quaternion.Inverse(partRot); |
1775 | 1949 | //Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet); | |
1776 | pos = part.AbsolutePosition + offset; | 1950 | // Sit analysis rewritten by KF 091125 |
1777 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) | 1951 | if (SitTargetisSet) // scipted sit |
1778 | //{ | 1952 | { |
1779 | // offset = pos; | 1953 | if (!part.IsOccupied) |
1780 | //autopilot = false; | 1954 | { |
1781 | //} | 1955 | //Console.WriteLine("Scripted, unoccupied"); |
1782 | if (m_physicsActor != null) | 1956 | part.SetAvatarOnSitTarget(UUID); // set that Av will be on it |
1783 | { | 1957 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one |
1784 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | 1958 | |
1785 | // We can remove the physicsActor until they stand up. | 1959 | Quaternion nrot = avSitOrientation; |
1786 | m_sitAvatarHeight = m_physicsActor.Size.Z; | 1960 | if (!part.IsRoot) |
1787 | |||
1788 | if (autopilot) | ||
1789 | { | 1961 | { |
1790 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) | 1962 | nrot = part.RotationOffset * avSitOrientation; |
1791 | { | ||
1792 | autopilot = false; | ||
1793 | |||
1794 | RemoveFromPhysicalScene(); | ||
1795 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); | ||
1796 | } | ||
1797 | } | 1963 | } |
1798 | else | 1964 | sitOrientation = nrot; // Change rotatione to the scripted one |
1965 | OffsetRotation = nrot; | ||
1966 | autopilot = false; // Jump direct to scripted llSitPos() | ||
1967 | } | ||
1968 | else | ||
1969 | { | ||
1970 | //Console.WriteLine("Scripted, occupied"); | ||
1971 | return; | ||
1972 | } | ||
1973 | } | ||
1974 | else // Not Scripted | ||
1975 | { | ||
1976 | if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) | ||
1977 | { | ||
1978 | // large prim & offset, ignore if other Avs sitting | ||
1979 | // offset.Z -= 0.05f; | ||
1980 | m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked | ||
1981 | autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point | ||
1982 | |||
1983 | //Console.WriteLine(" offset ={0}", offset); | ||
1984 | //Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos); | ||
1985 | //Console.WriteLine(" autopilotTarget={0}", autopilotTarget); | ||
1986 | |||
1987 | } | ||
1988 | else // small offset | ||
1989 | { | ||
1990 | //Console.WriteLine("Small offset"); | ||
1991 | if (!part.IsOccupied) | ||
1992 | { | ||
1993 | m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center | ||
1994 | autopilotTarget = part.AbsolutePosition; | ||
1995 | //Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget); | ||
1996 | } | ||
1997 | else return; // occupied small | ||
1998 | } // end large/small | ||
1999 | } // end Scripted/not | ||
2000 | cameraAtOffset = part.GetCameraAtOffset(); | ||
2001 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
2002 | forceMouselook = part.GetForceMouselook(); | ||
2003 | if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); // | ||
2004 | if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); // | ||
2005 | |||
2006 | if (m_physicsActor != null) | ||
2007 | { | ||
2008 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | ||
2009 | // We can remove the physicsActor until they stand up. | ||
2010 | m_sitAvatarHeight = m_physicsActor.Size.Z; | ||
2011 | if (autopilot) | ||
2012 | { // its not a scripted sit | ||
2013 | // if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) | ||
2014 | if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) ) | ||
1799 | { | 2015 | { |
2016 | autopilot = false; // close enough | ||
2017 | m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2018 | Not using the part's position because returning the AV to the last known standing | ||
2019 | position is likely to be more friendly, isn't it? */ | ||
1800 | RemoveFromPhysicalScene(); | 2020 | RemoveFromPhysicalScene(); |
1801 | } | 2021 | Velocity = Vector3.Zero; |
2022 | AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target | ||
2023 | } // else the autopilot will get us close | ||
2024 | } | ||
2025 | else | ||
2026 | { // its a scripted sit | ||
2027 | m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2028 | I *am* using the part's position this time because we have no real idea how far away | ||
2029 | the avatar is from the sit target. */ | ||
2030 | RemoveFromPhysicalScene(); | ||
2031 | Velocity = Vector3.Zero; | ||
1802 | } | 2032 | } |
1803 | |||
1804 | cameraAtOffset = part.GetCameraAtOffset(); | ||
1805 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
1806 | forceMouselook = part.GetForceMouselook(); | ||
1807 | } | 2033 | } |
1808 | 2034 | else return; // physactor is null! | |
1809 | ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | 2035 | |
1810 | m_requestedSitTargetUUID = targetID; | 2036 | Vector3 offsetr; // = offset * partIRot; |
2037 | // KF: In a linkset, offsetr needs to be relative to the group root! 091208 | ||
2038 | // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot); | ||
2039 | // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error. | ||
2040 | // { // Single, or Root prim of linkset, target is ClickOffset * RootRot | ||
2041 | //offsetr = offset * partIRot; | ||
2042 | // | ||
2043 | // else | ||
2044 | // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) | ||
2045 | // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + | ||
2046 | // (offset * partRot); | ||
2047 | // } | ||
2048 | |||
2049 | //Console.WriteLine(" "); | ||
2050 | //Console.WriteLine("link number ={0}", part.LinkNum); | ||
2051 | //Console.WriteLine("Prim offset ={0}", part.OffsetPosition ); | ||
2052 | //Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset); | ||
2053 | //Console.WriteLine("Click offst ={0}", offset); | ||
2054 | //Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation()); | ||
2055 | //Console.WriteLine("offsetr ={0}", offsetr); | ||
2056 | //Console.WriteLine("Camera At ={0}", cameraAtOffset); | ||
2057 | //Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); | ||
2058 | |||
2059 | //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child | ||
2060 | ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | ||
2061 | |||
2062 | m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target | ||
1811 | // This calls HandleAgentSit twice, once from here, and the client calls | 2063 | // This calls HandleAgentSit twice, once from here, and the client calls |
1812 | // HandleAgentSit itself after it gets to the location | 2064 | // HandleAgentSit itself after it gets to the location |
1813 | // It doesn't get to the location until we've moved them there though | 2065 | // It doesn't get to the location until we've moved them there though |
1814 | // which happens in HandleAgentSit :P | 2066 | // which happens in HandleAgentSit :P |
1815 | m_autopilotMoving = autopilot; | 2067 | m_autopilotMoving = autopilot; |
1816 | m_autoPilotTarget = pos; | 2068 | m_autoPilotTarget = autopilotTarget; |
1817 | m_sitAtAutoTarget = autopilot; | 2069 | m_sitAtAutoTarget = autopilot; |
2070 | m_initialSitTarget = autopilotTarget; | ||
1818 | if (!autopilot) | 2071 | if (!autopilot) |
1819 | HandleAgentSit(remoteClient, UUID); | 2072 | HandleAgentSit(remoteClient, UUID); |
1820 | } | 2073 | } |
@@ -2109,47 +2362,130 @@ namespace OpenSim.Region.Framework.Scenes | |||
2109 | { | 2362 | { |
2110 | if (part != null) | 2363 | if (part != null) |
2111 | { | 2364 | { |
2365 | //Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation()); | ||
2112 | if (part.GetAvatarOnSitTarget() == UUID) | 2366 | if (part.GetAvatarOnSitTarget() == UUID) |
2113 | { | 2367 | { |
2368 | //Console.WriteLine("Scripted Sit"); | ||
2369 | // Scripted sit | ||
2114 | Vector3 sitTargetPos = part.SitTargetPosition; | 2370 | Vector3 sitTargetPos = part.SitTargetPosition; |
2115 | Quaternion sitTargetOrient = part.SitTargetOrientation; | 2371 | Quaternion sitTargetOrient = part.SitTargetOrientation; |
2116 | |||
2117 | //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); | ||
2118 | //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); | ||
2119 | |||
2120 | //Quaternion result = (sitTargetOrient * vq) * nq; | ||
2121 | |||
2122 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 2372 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
2123 | m_pos += SIT_TARGET_ADJUSTMENT; | 2373 | m_pos += SIT_TARGET_ADJUSTMENT; |
2374 | if (!part.IsRoot) | ||
2375 | { | ||
2376 | m_pos *= part.RotationOffset; | ||
2377 | } | ||
2124 | m_bodyRot = sitTargetOrient; | 2378 | m_bodyRot = sitTargetOrient; |
2125 | //Rotation = sitTargetOrient; | ||
2126 | m_parentPosition = part.AbsolutePosition; | 2379 | m_parentPosition = part.AbsolutePosition; |
2127 | 2380 | part.IsOccupied = true; | |
2128 | //SendTerseUpdateToAllClients(); | 2381 | part.ParentGroup.AddAvatar(agentID); |
2129 | } | 2382 | } |
2130 | else | 2383 | else |
2131 | { | 2384 | { |
2132 | m_pos -= part.AbsolutePosition; | 2385 | // if m_avUnscriptedSitPos is zero then Av sits above center |
2386 | // Else Av sits at m_avUnscriptedSitPos | ||
2387 | |||
2388 | // Non-scripted sit by Kitto Flora 21Nov09 | ||
2389 | // Calculate angle of line from prim to Av | ||
2390 | Quaternion partIRot; | ||
2391 | // if (part.LinkNum == 1) | ||
2392 | // { // Root prim of linkset | ||
2393 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2394 | // } | ||
2395 | // else | ||
2396 | // { // single or child prim | ||
2397 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2398 | // } | ||
2399 | Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; | ||
2400 | float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); | ||
2401 | float x_diff = ( m_avInitialPos.X - sitTargetPos.X); | ||
2402 | if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 | ||
2403 | if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 | ||
2404 | float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); | ||
2405 | // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. | ||
2406 | // Av sits at world euler <0,0, z>, translated by part rotation | ||
2407 | m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click | ||
2408 | |||
2133 | m_parentPosition = part.AbsolutePosition; | 2409 | m_parentPosition = part.AbsolutePosition; |
2134 | } | 2410 | part.IsOccupied = true; |
2411 | part.ParentGroup.AddAvatar(agentID); | ||
2412 | m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation | ||
2413 | (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center | ||
2414 | (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) + | ||
2415 | m_avUnscriptedSitPos; // adds click offset, if any | ||
2416 | //Set up raytrace to find top surface of prim | ||
2417 | Vector3 size = part.Scale; | ||
2418 | float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); | ||
2419 | Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); | ||
2420 | Vector3 down = new Vector3(0f, 0f, -1f); | ||
2421 | //Console.WriteLine("st={0} do={1} ma={2}", start, down, mag); | ||
2422 | m_scene.PhysicsScene.RaycastWorld( | ||
2423 | start, // Vector3 position, | ||
2424 | down, // Vector3 direction, | ||
2425 | mag, // float length, | ||
2426 | SitAltitudeCallback); // retMethod | ||
2427 | } // end scripted/not | ||
2135 | } | 2428 | } |
2136 | else | 2429 | else // no Av |
2137 | { | 2430 | { |
2138 | return; | 2431 | return; |
2139 | } | 2432 | } |
2140 | } | 2433 | } |
2141 | m_parentID = m_requestedSitTargetID; | ||
2142 | 2434 | ||
2435 | //We want our offsets to reference the root prim, not the child we may have sat on | ||
2436 | if (!part.IsRoot) | ||
2437 | { | ||
2438 | m_parentID = part.ParentGroup.RootPart.LocalId; | ||
2439 | m_pos += part.OffsetPosition; | ||
2440 | } | ||
2441 | else | ||
2442 | { | ||
2443 | m_parentID = m_requestedSitTargetID; | ||
2444 | } | ||
2445 | |||
2446 | m_linkedPrim = part.UUID; | ||
2447 | if (part.GetAvatarOnSitTarget() != UUID) | ||
2448 | { | ||
2449 | m_offsetRotation = m_offsetRotation / part.RotationOffset; | ||
2450 | } | ||
2143 | Velocity = Vector3.Zero; | 2451 | Velocity = Vector3.Zero; |
2144 | RemoveFromPhysicalScene(); | 2452 | RemoveFromPhysicalScene(); |
2145 | |||
2146 | Animator.TrySetMovementAnimation(sitAnimation); | 2453 | Animator.TrySetMovementAnimation(sitAnimation); |
2147 | SendFullUpdateToAllClients(); | 2454 | SendFullUpdateToAllClients(); |
2148 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | 2455 | SendTerseUpdateToAllClients(); |
2149 | // So we're also sending a terse update (which has avatar rotation) | ||
2150 | // [Update] We do now. | ||
2151 | //SendTerseUpdateToAllClients(); | ||
2152 | } | 2456 | } |
2457 | |||
2458 | public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal) | ||
2459 | { | ||
2460 | // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer | ||
2461 | // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height. | ||
2462 | if(hitYN) | ||
2463 | { | ||
2464 | // m_pos = Av offset from prim center to make look like on center | ||
2465 | // m_parentPosition = Actual center pos of prim | ||
2466 | // collisionPoint = spot on prim where we want to sit | ||
2467 | // collisionPoint.Z = global sit surface height | ||
2468 | SceneObjectPart part = m_scene.GetSceneObjectPart(localid); | ||
2469 | Quaternion partIRot; | ||
2470 | // if (part.LinkNum == 1) | ||
2471 | /// { // Root prim of linkset | ||
2472 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2473 | // } | ||
2474 | // else | ||
2475 | // { // single or child prim | ||
2476 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2477 | // } | ||
2478 | if (m_initialSitTarget != null) | ||
2479 | { | ||
2480 | float offZ = collisionPoint.Z - m_initialSitTarget.Z; | ||
2481 | Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction | ||
2482 | //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); | ||
2483 | m_pos += offset; | ||
2484 | // ControllingClient.SendClearFollowCamProperties(part.UUID); | ||
2485 | } | ||
2486 | |||
2487 | } | ||
2488 | } // End SitAltitudeCallback KF. | ||
2153 | 2489 | ||
2154 | /// <summary> | 2490 | /// <summary> |
2155 | /// Event handler for the 'Always run' setting on the client | 2491 | /// Event handler for the 'Always run' setting on the client |
@@ -2179,7 +2515,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2179 | /// </summary> | 2515 | /// </summary> |
2180 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 2516 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
2181 | /// <param name="rotation">The direction in which this avatar should now face. | 2517 | /// <param name="rotation">The direction in which this avatar should now face. |
2182 | public void AddNewMovement(Vector3 vec, Quaternion rotation) | 2518 | public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging) |
2183 | { | 2519 | { |
2184 | if (m_isChildAgent) | 2520 | if (m_isChildAgent) |
2185 | { | 2521 | { |
@@ -2220,15 +2556,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2220 | Rotation = rotation; | 2556 | Rotation = rotation; |
2221 | Vector3 direc = vec * rotation; | 2557 | Vector3 direc = vec * rotation; |
2222 | direc.Normalize(); | 2558 | direc.Normalize(); |
2559 | PhysicsActor actor = m_physicsActor; | ||
2560 | if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up. | ||
2223 | 2561 | ||
2224 | direc *= 0.03f * 128f * m_speedModifier; | 2562 | direc *= 0.03f * 128f * m_speedModifier; |
2225 | 2563 | ||
2226 | PhysicsActor actor = m_physicsActor; | ||
2227 | if (actor != null) | 2564 | if (actor != null) |
2228 | { | 2565 | { |
2229 | if (actor.Flying) | 2566 | // rm falling if (actor.Flying) |
2567 | if ((actor.Flying) || Animator.m_falling) // add for falling lateral speed | ||
2230 | { | 2568 | { |
2231 | direc *= 4.0f; | 2569 | // rm speed mod direc *= 4.0f; |
2570 | direc *= 5.2f; // for speed mod | ||
2232 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 2571 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
2233 | //bool colliding = (m_physicsActor.IsColliding==true); | 2572 | //bool colliding = (m_physicsActor.IsColliding==true); |
2234 | //if (controlland) | 2573 | //if (controlland) |
@@ -2241,22 +2580,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
2241 | // m_log.Info("[AGENT]: Stop FLying"); | 2580 | // m_log.Info("[AGENT]: Stop FLying"); |
2242 | //} | 2581 | //} |
2243 | } | 2582 | } |
2583 | /* This jumping section removed to SPA | ||
2244 | else if (!actor.Flying && actor.IsColliding) | 2584 | else if (!actor.Flying && actor.IsColliding) |
2245 | { | 2585 | { |
2246 | if (direc.Z > 2.0f) | 2586 | if (direc.Z > 2.0f) |
2247 | { | 2587 | { |
2248 | direc.Z *= 3.0f; | 2588 | if(m_animator.m_animTickJump == -1) |
2249 | 2589 | { | |
2250 | // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. | 2590 | direc.Z *= 3.0f; // jump |
2251 | Animator.TrySetMovementAnimation("PREJUMP"); | 2591 | } |
2252 | Animator.TrySetMovementAnimation("JUMP"); | 2592 | else |
2593 | { | ||
2594 | direc.Z *= 0.1f; // prejump | ||
2595 | } | ||
2596 | / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs | ||
2597 | Animator.TrySetMovementAnimation("PREJUMP"); | ||
2598 | Animator.TrySetMovementAnimation("JUMP"); | ||
2599 | * / | ||
2253 | } | 2600 | } |
2254 | } | 2601 | } */ |
2255 | } | 2602 | } |
2256 | 2603 | ||
2257 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | 2604 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
2258 | m_forceToApply = direc; | 2605 | m_forceToApply = direc; |
2259 | 2606 | m_isNudging = Nudging; | |
2260 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); | 2607 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); |
2261 | } | 2608 | } |
2262 | 2609 | ||
@@ -2271,7 +2618,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2271 | const float POSITION_TOLERANCE = 0.05f; | 2618 | const float POSITION_TOLERANCE = 0.05f; |
2272 | //const int TIME_MS_TOLERANCE = 3000; | 2619 | //const int TIME_MS_TOLERANCE = 3000; |
2273 | 2620 | ||
2274 | SendPrimUpdates(); | 2621 | |
2275 | 2622 | ||
2276 | if (m_isChildAgent == false) | 2623 | if (m_isChildAgent == false) |
2277 | { | 2624 | { |
@@ -2301,6 +2648,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2301 | CheckForBorderCrossing(); | 2648 | CheckForBorderCrossing(); |
2302 | CheckForSignificantMovement(); // sends update to the modules. | 2649 | CheckForSignificantMovement(); // sends update to the modules. |
2303 | } | 2650 | } |
2651 | |||
2652 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2653 | SendPrimUpdates(); | ||
2304 | } | 2654 | } |
2305 | 2655 | ||
2306 | #endregion | 2656 | #endregion |
@@ -3048,6 +3398,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3048 | m_callbackURI = cAgent.CallbackURI; | 3398 | m_callbackURI = cAgent.CallbackURI; |
3049 | 3399 | ||
3050 | m_pos = cAgent.Position; | 3400 | m_pos = cAgent.Position; |
3401 | |||
3051 | m_velocity = cAgent.Velocity; | 3402 | m_velocity = cAgent.Velocity; |
3052 | m_CameraCenter = cAgent.Center; | 3403 | m_CameraCenter = cAgent.Center; |
3053 | //m_avHeight = cAgent.Size.Z; | 3404 | //m_avHeight = cAgent.Size.Z; |
@@ -3161,17 +3512,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
3161 | /// </summary> | 3512 | /// </summary> |
3162 | public override void UpdateMovement() | 3513 | public override void UpdateMovement() |
3163 | { | 3514 | { |
3164 | if (m_forceToApply.HasValue) | 3515 | if (Animator!=null) // add for jumping |
3165 | { | 3516 | { // add for jumping |
3166 | Vector3 force = m_forceToApply.Value; | 3517 | // if (!m_animator.m_jumping) // add for jumping |
3518 | // { // add for jumping | ||
3167 | 3519 | ||
3168 | m_updateflag = true; | 3520 | if (m_forceToApply.HasValue) // this section realigned |
3169 | // movementvector = force; | 3521 | { |
3170 | Velocity = force; | ||
3171 | 3522 | ||
3172 | m_forceToApply = null; | 3523 | Vector3 force = m_forceToApply.Value; |
3173 | } | 3524 | m_updateflag = true; |
3174 | } | 3525 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping |
3526 | Velocity = force; | ||
3527 | //Console.WriteLine("UM1 {0}", Velocity); | ||
3528 | m_forceToApply = null; | ||
3529 | } | ||
3530 | else | ||
3531 | { | ||
3532 | if (m_isNudging) | ||
3533 | { | ||
3534 | Vector3 force = Vector3.Zero; | ||
3535 | |||
3536 | m_updateflag = true; | ||
3537 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping | ||
3538 | Velocity = force; | ||
3539 | //Console.WriteLine("UM2 {0}", Velocity); | ||
3540 | m_isNudging = false; | ||
3541 | m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND" | ||
3542 | } | ||
3543 | else // add for jumping | ||
3544 | { // add for jumping | ||
3545 | Vector3 force = Vector3.Zero; // add for jumping | ||
3546 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping | ||
3547 | //Console.WriteLine("UM3 {0}", Velocity); | ||
3548 | Velocity = force; // add for jumping | ||
3549 | } | ||
3550 | |||
3551 | } | ||
3552 | // } // end realign | ||
3553 | } // add for jumping | ||
3554 | } // add for jumping | ||
3175 | 3555 | ||
3176 | /// <summary> | 3556 | /// <summary> |
3177 | /// Adds a physical representation of the avatar to the Physics plugin | 3557 | /// Adds a physical representation of the avatar to the Physics plugin |
@@ -3216,18 +3596,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3216 | { | 3596 | { |
3217 | if (e == null) | 3597 | if (e == null) |
3218 | return; | 3598 | return; |
3219 | 3599 | ||
3220 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) | 3600 | // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents( |
3221 | // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( | ||
3222 | // as of this comment the interval is set in AddToPhysicalScene | 3601 | // as of this comment the interval is set in AddToPhysicalScene |
3223 | if (Animator!=null) | 3602 | if (Animator!=null) |
3224 | Animator.UpdateMovementAnimations(); | 3603 | { |
3604 | if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper, | ||
3605 | { // else its will lock out other animation changes, like ground sit. | ||
3606 | Animator.UpdateMovementAnimations(); | ||
3607 | m_updateCount--; | ||
3608 | } | ||
3609 | } | ||
3225 | 3610 | ||
3226 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3611 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; |
3227 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | 3612 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; |
3228 | 3613 | ||
3229 | CollisionPlane = Vector4.UnitW; | 3614 | CollisionPlane = Vector4.UnitW; |
3230 | 3615 | ||
3616 | if (m_lastColCount != coldata.Count) | ||
3617 | { | ||
3618 | m_updateCount = UPDATE_COUNT; | ||
3619 | m_lastColCount = coldata.Count; | ||
3620 | } | ||
3621 | |||
3231 | if (coldata.Count != 0 && Animator != null) | 3622 | if (coldata.Count != 0 && Animator != null) |
3232 | { | 3623 | { |
3233 | switch (Animator.CurrentMovementAnimation) | 3624 | switch (Animator.CurrentMovementAnimation) |
@@ -3257,6 +3648,148 @@ namespace OpenSim.Region.Framework.Scenes | |||
3257 | } | 3648 | } |
3258 | } | 3649 | } |
3259 | 3650 | ||
3651 | List<uint> thisHitColliders = new List<uint>(); | ||
3652 | List<uint> endedColliders = new List<uint>(); | ||
3653 | List<uint> startedColliders = new List<uint>(); | ||
3654 | |||
3655 | foreach (uint localid in coldata.Keys) | ||
3656 | { | ||
3657 | thisHitColliders.Add(localid); | ||
3658 | if (!m_lastColliders.Contains(localid)) | ||
3659 | { | ||
3660 | startedColliders.Add(localid); | ||
3661 | } | ||
3662 | //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString()); | ||
3663 | } | ||
3664 | |||
3665 | // calculate things that ended colliding | ||
3666 | foreach (uint localID in m_lastColliders) | ||
3667 | { | ||
3668 | if (!thisHitColliders.Contains(localID)) | ||
3669 | { | ||
3670 | endedColliders.Add(localID); | ||
3671 | } | ||
3672 | } | ||
3673 | //add the items that started colliding this time to the last colliders list. | ||
3674 | foreach (uint localID in startedColliders) | ||
3675 | { | ||
3676 | m_lastColliders.Add(localID); | ||
3677 | } | ||
3678 | // remove things that ended colliding from the last colliders list | ||
3679 | foreach (uint localID in endedColliders) | ||
3680 | { | ||
3681 | m_lastColliders.Remove(localID); | ||
3682 | } | ||
3683 | |||
3684 | // do event notification | ||
3685 | if (startedColliders.Count > 0) | ||
3686 | { | ||
3687 | ColliderArgs StartCollidingMessage = new ColliderArgs(); | ||
3688 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3689 | foreach (uint localId in startedColliders) | ||
3690 | { | ||
3691 | if (localId == 0) | ||
3692 | continue; | ||
3693 | |||
3694 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3695 | string data = ""; | ||
3696 | if (obj != null) | ||
3697 | { | ||
3698 | DetectedObject detobj = new DetectedObject(); | ||
3699 | detobj.keyUUID = obj.UUID; | ||
3700 | detobj.nameStr = obj.Name; | ||
3701 | detobj.ownerUUID = obj.OwnerID; | ||
3702 | detobj.posVector = obj.AbsolutePosition; | ||
3703 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3704 | detobj.velVector = obj.Velocity; | ||
3705 | detobj.colliderType = 0; | ||
3706 | detobj.groupUUID = obj.GroupID; | ||
3707 | colliding.Add(detobj); | ||
3708 | } | ||
3709 | } | ||
3710 | |||
3711 | if (colliding.Count > 0) | ||
3712 | { | ||
3713 | StartCollidingMessage.Colliders = colliding; | ||
3714 | |||
3715 | foreach (SceneObjectGroup att in Attachments) | ||
3716 | Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage); | ||
3717 | } | ||
3718 | } | ||
3719 | |||
3720 | if (endedColliders.Count > 0) | ||
3721 | { | ||
3722 | ColliderArgs EndCollidingMessage = new ColliderArgs(); | ||
3723 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3724 | foreach (uint localId in endedColliders) | ||
3725 | { | ||
3726 | if (localId == 0) | ||
3727 | continue; | ||
3728 | |||
3729 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3730 | string data = ""; | ||
3731 | if (obj != null) | ||
3732 | { | ||
3733 | DetectedObject detobj = new DetectedObject(); | ||
3734 | detobj.keyUUID = obj.UUID; | ||
3735 | detobj.nameStr = obj.Name; | ||
3736 | detobj.ownerUUID = obj.OwnerID; | ||
3737 | detobj.posVector = obj.AbsolutePosition; | ||
3738 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3739 | detobj.velVector = obj.Velocity; | ||
3740 | detobj.colliderType = 0; | ||
3741 | detobj.groupUUID = obj.GroupID; | ||
3742 | colliding.Add(detobj); | ||
3743 | } | ||
3744 | } | ||
3745 | |||
3746 | if (colliding.Count > 0) | ||
3747 | { | ||
3748 | EndCollidingMessage.Colliders = colliding; | ||
3749 | |||
3750 | foreach (SceneObjectGroup att in Attachments) | ||
3751 | Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage); | ||
3752 | } | ||
3753 | } | ||
3754 | |||
3755 | if (thisHitColliders.Count > 0) | ||
3756 | { | ||
3757 | ColliderArgs CollidingMessage = new ColliderArgs(); | ||
3758 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3759 | foreach (uint localId in thisHitColliders) | ||
3760 | { | ||
3761 | if (localId == 0) | ||
3762 | continue; | ||
3763 | |||
3764 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3765 | string data = ""; | ||
3766 | if (obj != null) | ||
3767 | { | ||
3768 | DetectedObject detobj = new DetectedObject(); | ||
3769 | detobj.keyUUID = obj.UUID; | ||
3770 | detobj.nameStr = obj.Name; | ||
3771 | detobj.ownerUUID = obj.OwnerID; | ||
3772 | detobj.posVector = obj.AbsolutePosition; | ||
3773 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3774 | detobj.velVector = obj.Velocity; | ||
3775 | detobj.colliderType = 0; | ||
3776 | detobj.groupUUID = obj.GroupID; | ||
3777 | colliding.Add(detobj); | ||
3778 | } | ||
3779 | } | ||
3780 | |||
3781 | if (colliding.Count > 0) | ||
3782 | { | ||
3783 | CollidingMessage.Colliders = colliding; | ||
3784 | |||
3785 | lock (m_attachments) | ||
3786 | { | ||
3787 | foreach (SceneObjectGroup att in m_attachments) | ||
3788 | Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage); | ||
3789 | } | ||
3790 | } | ||
3791 | } | ||
3792 | |||
3260 | if (m_invulnerable) | 3793 | if (m_invulnerable) |
3261 | return; | 3794 | return; |
3262 | 3795 | ||
@@ -3452,7 +3985,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3452 | m_scene = scene; | 3985 | m_scene = scene; |
3453 | 3986 | ||
3454 | RegisterToEvents(); | 3987 | RegisterToEvents(); |
3455 | 3988 | if (m_controllingClient != null) | |
3989 | { | ||
3990 | m_controllingClient.ProcessPendingPackets(); | ||
3991 | } | ||
3456 | /* | 3992 | /* |
3457 | AbsolutePosition = client.StartPos; | 3993 | AbsolutePosition = client.StartPos; |
3458 | 3994 | ||
@@ -3682,6 +4218,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
3682 | return; | 4218 | return; |
3683 | } | 4219 | } |
3684 | 4220 | ||
4221 | XmlDocument doc = new XmlDocument(); | ||
4222 | string stateData = String.Empty; | ||
4223 | |||
4224 | IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>(); | ||
4225 | if (attServ != null) | ||
4226 | { | ||
4227 | m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service"); | ||
4228 | stateData = attServ.Get(ControllingClient.AgentId.ToString()); | ||
4229 | if (stateData != String.Empty) | ||
4230 | { | ||
4231 | try | ||
4232 | { | ||
4233 | doc.LoadXml(stateData); | ||
4234 | } | ||
4235 | catch { } | ||
4236 | } | ||
4237 | } | ||
4238 | |||
4239 | Dictionary<UUID, string> itemData = new Dictionary<UUID, string>(); | ||
4240 | |||
4241 | XmlNodeList nodes = doc.GetElementsByTagName("Attachment"); | ||
4242 | if (nodes.Count > 0) | ||
4243 | { | ||
4244 | foreach (XmlNode n in nodes) | ||
4245 | { | ||
4246 | XmlElement elem = (XmlElement)n; | ||
4247 | string itemID = elem.GetAttribute("ItemID"); | ||
4248 | string xml = elem.InnerXml; | ||
4249 | |||
4250 | itemData[new UUID(itemID)] = xml; | ||
4251 | } | ||
4252 | } | ||
4253 | |||
3685 | List<AvatarAttachment> attachments = m_appearance.GetAttachments(); | 4254 | List<AvatarAttachment> attachments = m_appearance.GetAttachments(); |
3686 | foreach (AvatarAttachment attach in attachments) | 4255 | foreach (AvatarAttachment attach in attachments) |
3687 | { | 4256 | { |
@@ -3702,7 +4271,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
3702 | 4271 | ||
3703 | try | 4272 | try |
3704 | { | 4273 | { |
3705 | m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); | 4274 | string xmlData; |
4275 | XmlDocument d = new XmlDocument(); | ||
4276 | UUID asset; | ||
4277 | if (itemData.TryGetValue(itemID, out xmlData)) | ||
4278 | { | ||
4279 | d.LoadXml(xmlData); | ||
4280 | m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID); | ||
4281 | |||
4282 | // Rez from inventory | ||
4283 | asset | ||
4284 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d); | ||
4285 | |||
4286 | } | ||
4287 | else | ||
4288 | { | ||
4289 | // Rez from inventory (with a null doc to let | ||
4290 | // CHANGED_OWNER happen) | ||
4291 | asset | ||
4292 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null); | ||
4293 | } | ||
4294 | |||
4295 | m_log.InfoFormat( | ||
4296 | "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2}", | ||
4297 | p, itemID, asset); | ||
3706 | } | 4298 | } |
3707 | catch (Exception e) | 4299 | catch (Exception e) |
3708 | { | 4300 | { |
@@ -3735,5 +4327,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3735 | m_reprioritization_called = false; | 4327 | m_reprioritization_called = false; |
3736 | } | 4328 | } |
3737 | } | 4329 | } |
4330 | |||
4331 | private Vector3 Quat2Euler(Quaternion rot){ | ||
4332 | float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) , | ||
4333 | (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z))); | ||
4334 | float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W))); | ||
4335 | float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) , | ||
4336 | (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z))); | ||
4337 | return(new Vector3(x,y,z)); | ||
4338 | } | ||
4339 | |||
4340 | |||
3738 | } | 4341 | } |
3739 | } | 4342 | } |