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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs931
1 files changed, 751 insertions, 180 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 08c6e27..02e60f8 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -88,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
89 /// issue #1716 90 /// issue #1716
90 /// </summary> 91 /// </summary>
91 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
92 95
93 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
94 97
@@ -122,8 +125,11 @@ namespace OpenSim.Region.Framework.Scenes
122 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
123 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
124 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
125 128
129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
126 private Vector3 m_lastPosition; 131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition;
127 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
128 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
129 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
@@ -156,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
156 private int m_perfMonMS; 162 private int m_perfMonMS;
157 163
158 private bool m_setAlwaysRun; 164 private bool m_setAlwaysRun;
159
160 private bool m_forceFly; 165 private bool m_forceFly;
161 private bool m_flyDisabled; 166 private bool m_flyDisabled;
162 167
@@ -180,7 +185,8 @@ namespace OpenSim.Region.Framework.Scenes
180 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
181 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
182 187
183 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false;
184 190
185 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
186 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
@@ -205,17 +211,23 @@ namespace OpenSim.Region.Framework.Scenes
205 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
206 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
207 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
208 215
209 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
210 217
211 //PauPaw:Proper PID Controler for autopilot************ 218 //PauPaw:Proper PID Controler for autopilot************
212 private bool m_moveToPositionInProgress; 219 private bool m_moveToPositionInProgress;
213 private Vector3 m_moveToPositionTarget; 220 private Vector3 m_moveToPositionTarget;
221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
214 222
215 private bool m_followCamAuto; 223 private bool m_followCamAuto;
216 224
217 private int m_movementUpdateCount; 225 private int m_movementUpdateCount;
226 private int m_lastColCount = -1; //KF: Look for Collision chnages
227 private int m_updateCount = 0; //KF: Update Anims for a while
228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
218 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
230 private List<uint> m_lastColliders = new List<uint>();
219 231
220 private bool CameraConstraintActive; 232 private bool CameraConstraintActive;
221 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
@@ -242,7 +254,9 @@ namespace OpenSim.Region.Framework.Scenes
242 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
243 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
244 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
245 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
246 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
247 } 261 }
248 262
@@ -449,9 +463,18 @@ namespace OpenSim.Region.Framework.Scenes
449 get 463 get
450 { 464 {
451 PhysicsActor actor = m_physicsActor; 465 PhysicsActor actor = m_physicsActor;
452 if (actor != null) 466// if (actor != null)
467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
453 m_pos = actor.Position; 468 m_pos = actor.Position;
454 469
470 // If we're sitting, we need to update our position
471 if (m_parentID != 0)
472 {
473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 if (part != null)
475 m_parentPosition = part.AbsolutePosition;
476 }
477
455 return m_parentPosition + m_pos; 478 return m_parentPosition + m_pos;
456 } 479 }
457 set 480 set
@@ -470,7 +493,8 @@ namespace OpenSim.Region.Framework.Scenes
470 } 493 }
471 } 494 }
472 495
473 m_pos = value; 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 m_pos = value;
474 m_parentPosition = Vector3.Zero; 498 m_parentPosition = Vector3.Zero;
475 } 499 }
476 } 500 }
@@ -514,10 +538,39 @@ namespace OpenSim.Region.Framework.Scenes
514 } 538 }
515 } 539 }
516 540
541 public Quaternion OffsetRotation
542 {
543 get { return m_offsetRotation; }
544 set { m_offsetRotation = value; }
545 }
546
517 public Quaternion Rotation 547 public Quaternion Rotation
518 { 548 {
519 get { return m_bodyRot; } 549 get {
520 set { m_bodyRot = value; } 550 if (m_parentID != 0)
551 {
552 if (m_offsetRotation != null)
553 {
554 return m_offsetRotation;
555 }
556 else
557 {
558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 }
560
561 }
562 else
563 {
564 return m_bodyRot;
565 }
566 }
567 set {
568 m_bodyRot = value;
569 if (m_parentID != 0)
570 {
571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 }
573 }
521 } 574 }
522 575
523 public Quaternion PreviousRotation 576 public Quaternion PreviousRotation
@@ -542,11 +595,21 @@ namespace OpenSim.Region.Framework.Scenes
542 595
543 private uint m_parentID; 596 private uint m_parentID;
544 597
598
599 private UUID m_linkedPrim;
600
545 public uint ParentID 601 public uint ParentID
546 { 602 {
547 get { return m_parentID; } 603 get { return m_parentID; }
548 set { m_parentID = value; } 604 set { m_parentID = value; }
549 } 605 }
606
607 public UUID LinkedPrim
608 {
609 get { return m_linkedPrim; }
610 set { m_linkedPrim = value; }
611 }
612
550 public float Health 613 public float Health
551 { 614 {
552 get { return m_health; } 615 get { return m_health; }
@@ -668,7 +731,7 @@ namespace OpenSim.Region.Framework.Scenes
668 CreateSceneViewer(); 731 CreateSceneViewer();
669 m_animator = new ScenePresenceAnimator(this); 732 m_animator = new ScenePresenceAnimator(this);
670 } 733 }
671 734
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
673 { 736 {
674 m_rootRegionHandle = reginfo.RegionHandle; 737 m_rootRegionHandle = reginfo.RegionHandle;
@@ -700,16 +763,16 @@ namespace OpenSim.Region.Framework.Scenes
700 m_reprioritization_timer.AutoReset = false; 763 m_reprioritization_timer.AutoReset = false;
701 764
702 AdjustKnownSeeds(); 765 AdjustKnownSeeds();
703
704 // TODO: I think, this won't send anything, as we are still a child here...
705 Animator.TrySetMovementAnimation("STAND"); 766 Animator.TrySetMovementAnimation("STAND");
706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 767 // we created a new ScenePresence (a new child agent) in a fresh region.
708 // Request info about all the (root) agents in this region 768 // Request info about all the (root) agents in this region
709 // Note: This won't send data *to* other clients in that region (children don't send) 769 // Note: This won't send data *to* other clients in that region (children don't send)
710 SendInitialFullUpdateToAllClients(); 770 SendInitialFullUpdateToAllClients();
711
712 RegisterToEvents(); 771 RegisterToEvents();
772 if (m_controllingClient != null)
773 {
774 m_controllingClient.ProcessPendingPackets();
775 }
713 SetDirectionVectors(); 776 SetDirectionVectors();
714 } 777 }
715 778
@@ -759,25 +822,47 @@ namespace OpenSim.Region.Framework.Scenes
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 823 Dir_Vectors[4] = Vector3.UnitZ; //UP
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
765 } 830 }
766 831
767 private Vector3[] GetWalkDirectionVectors() 832 private Vector3[] GetWalkDirectionVectors()
768 { 833 {
769 Vector3[] vector = new Vector3[9]; 834 Vector3[] vector = new Vector3[11];
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
771 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
772 vector[2] = Vector3.UnitY; //LEFT 837 vector[2] = Vector3.UnitY; //LEFT
773 vector[3] = -Vector3.UnitY; //RIGHT 838 vector[3] = -Vector3.UnitY; //RIGHT
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
775 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
776 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
777 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
778 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 843 vector[8] = Vector3.UnitY; //LEFT_NUDGE
844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
779 return vector; 846 return vector;
780 } 847 }
848
849 private bool[] GetDirectionIsNudge()
850 {
851 bool[] isNudge = new bool[11];
852 isNudge[0] = false; //FORWARD
853 isNudge[1] = false; //BACK
854 isNudge[2] = false; //LEFT
855 isNudge[3] = false; //RIGHT
856 isNudge[4] = false; //UP
857 isNudge[5] = false; //DOWN
858 isNudge[6] = true; //FORWARD_NUDGE
859 isNudge[7] = true; //BACK_NUDGE
860 isNudge[8] = true; //LEFT_NUDGE
861 isNudge[9] = true; //RIGHT_NUDGE
862 isNudge[10] = true; //DOWN_Nudge
863 return isNudge;
864 }
865
781 866
782 #endregion 867 #endregion
783 868
@@ -839,6 +924,52 @@ namespace OpenSim.Region.Framework.Scenes
839 pos.Y = crossedBorder.BorderLine.Z - 1; 924 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 925 }
841 926
927 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
928 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
929 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
930 if (KnownChildRegionHandles.Count == 0)
931 {
932 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
933 if (land != null)
934 {
935 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
936 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
937 {
938 pos = land.LandData.UserLocation;
939 }
940 }
941 }
942
943 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
944 {
945 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
946
947 if (pos.X < 0)
948 {
949 emergencyPos.X = (int)Constants.RegionSize + pos.X;
950 if (!(pos.Y < 0))
951 emergencyPos.Y = pos.Y;
952 if (!(pos.Z < 0))
953 emergencyPos.Z = pos.Z;
954 }
955 if (pos.Y < 0)
956 {
957 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
958 if (!(pos.X < 0))
959 emergencyPos.X = pos.X;
960 if (!(pos.Z < 0))
961 emergencyPos.Z = pos.Z;
962 }
963 if (pos.Z < 0)
964 {
965 emergencyPos.Z = 128;
966 if (!(pos.Y < 0))
967 emergencyPos.Y = pos.Y;
968 if (!(pos.X < 0))
969 emergencyPos.X = pos.X;
970 }
971 }
972
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 973 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 974 {
844 m_log.WarnFormat( 975 m_log.WarnFormat(
@@ -960,12 +1091,17 @@ namespace OpenSim.Region.Framework.Scenes
960 { 1091 {
961 if (PhysicsActor != null) 1092 if (PhysicsActor != null)
962 { 1093 {
963 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1094 try
964 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1095 {
965 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1096 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
966 m_physicsActor.UnSubscribeEvents(); 1097 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
967 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1098 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
968 PhysicsActor = null; 1099 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1100 m_physicsActor.UnSubscribeEvents();
1101 PhysicsActor = null;
1102 }
1103 catch
1104 { }
969 } 1105 }
970 } 1106 }
971 1107
@@ -976,9 +1112,10 @@ namespace OpenSim.Region.Framework.Scenes
976 public void Teleport(Vector3 pos) 1112 public void Teleport(Vector3 pos)
977 { 1113 {
978 bool isFlying = false; 1114 bool isFlying = false;
1115
979 if (m_physicsActor != null) 1116 if (m_physicsActor != null)
980 isFlying = m_physicsActor.Flying; 1117 isFlying = m_physicsActor.Flying;
981 1118
982 RemoveFromPhysicalScene(); 1119 RemoveFromPhysicalScene();
983 Velocity = Vector3.Zero; 1120 Velocity = Vector3.Zero;
984 AbsolutePosition = pos; 1121 AbsolutePosition = pos;
@@ -990,6 +1127,7 @@ namespace OpenSim.Region.Framework.Scenes
990 } 1127 }
991 1128
992 SendTerseUpdateToAllClients(); 1129 SendTerseUpdateToAllClients();
1130
993 } 1131 }
994 1132
995 public void TeleportWithMomentum(Vector3 pos) 1133 public void TeleportWithMomentum(Vector3 pos)
@@ -1103,7 +1241,6 @@ namespace OpenSim.Region.Framework.Scenes
1103 pos.Z = ground + 1.5f; 1241 pos.Z = ground + 1.5f;
1104 AbsolutePosition = pos; 1242 AbsolutePosition = pos;
1105 } 1243 }
1106
1107 m_isChildAgent = false; 1244 m_isChildAgent = false;
1108 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1245 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1109 MakeRootAgent(AbsolutePosition, m_flying); 1246 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1202,6 +1339,7 @@ namespace OpenSim.Region.Framework.Scenes
1202 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1339 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1203 1340
1204 m_pos = m_LastFinitePos; 1341 m_pos = m_LastFinitePos;
1342
1205 if (!m_pos.IsFinite()) 1343 if (!m_pos.IsFinite())
1206 { 1344 {
1207 m_pos.X = 127f; 1345 m_pos.X = 127f;
@@ -1268,7 +1406,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1406 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1269 } 1407 }
1270 } 1408 }
1271
1272 lock (scriptedcontrols) 1409 lock (scriptedcontrols)
1273 { 1410 {
1274 if (scriptedcontrols.Count > 0) 1411 if (scriptedcontrols.Count > 0)
@@ -1283,6 +1420,9 @@ namespace OpenSim.Region.Framework.Scenes
1283 1420
1284 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1421 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1285 { 1422 {
1423 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1424 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1425
1286 // TODO: This doesn't prevent the user from walking yet. 1426 // TODO: This doesn't prevent the user from walking yet.
1287 // Setting parent ID would fix this, if we knew what value 1427 // Setting parent ID would fix this, if we knew what value
1288 // to use. Or we could add a m_isSitting variable. 1428 // to use. Or we could add a m_isSitting variable.
@@ -1337,6 +1477,11 @@ namespace OpenSim.Region.Framework.Scenes
1337 update_rotation = true; 1477 update_rotation = true;
1338 } 1478 }
1339 1479
1480 //guilty until proven innocent..
1481 bool Nudging = true;
1482 //Basically, if there is at least one non-nudge control then we don't need
1483 //to worry about stopping the avatar
1484
1340 if (m_parentID == 0) 1485 if (m_parentID == 0)
1341 { 1486 {
1342 bool bAllowUpdateMoveToPosition = false; 1487 bool bAllowUpdateMoveToPosition = false;
@@ -1351,9 +1496,12 @@ namespace OpenSim.Region.Framework.Scenes
1351 else 1496 else
1352 dirVectors = Dir_Vectors; 1497 dirVectors = Dir_Vectors;
1353 1498
1354 // The fact that m_movementflag is a byte needs to be fixed 1499 bool[] isNudge = GetDirectionIsNudge();
1355 // it really should be a uint 1500
1356 uint nudgehack = 250; 1501
1502
1503
1504
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1505 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1358 { 1506 {
1359 if (((uint)flags & (uint)DCF) != 0) 1507 if (((uint)flags & (uint)DCF) != 0)
@@ -1363,40 +1511,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 try 1511 try
1364 { 1512 {
1365 agent_control_v3 += dirVectors[i]; 1513 agent_control_v3 += dirVectors[i];
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1514 if (isNudge[i] == false)
1515 {
1516 Nudging = false;
1517 }
1367 } 1518 }
1368 catch (IndexOutOfRangeException) 1519 catch (IndexOutOfRangeException)
1369 { 1520 {
1370 // Why did I get this? 1521 // Why did I get this?
1371 } 1522 }
1372 1523
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1524 if ((m_movementflag & (uint)DCF) == 0)
1374 { 1525 {
1375 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1376 {
1377 m_movementflag |= (byte)nudgehack;
1378 }
1379 m_movementflag += (byte)(uint)DCF; 1526 m_movementflag += (byte)(uint)DCF;
1380 update_movementflag = true; 1527 update_movementflag = true;
1381 } 1528 }
1382 } 1529 }
1383 else 1530 else
1384 { 1531 {
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1532 if ((m_movementflag & (uint)DCF) != 0)
1386 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1387 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1388 ) // This or is for Nudge forward
1389 { 1533 {
1390 m_movementflag -= ((byte)(uint)DCF); 1534 m_movementflag -= (byte)(uint)DCF;
1391
1392 update_movementflag = true; 1535 update_movementflag = true;
1393 /*
1394 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1395 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1396 {
1397 m_log.Debug("Removed Hack flag");
1398 }
1399 */
1400 } 1536 }
1401 else 1537 else
1402 { 1538 {
@@ -1405,7 +1541,6 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1541 }
1406 i++; 1542 i++;
1407 } 1543 }
1408
1409 //Paupaw:Do Proper PID for Autopilot here 1544 //Paupaw:Do Proper PID for Autopilot here
1410 if (bResetMoveToPosition) 1545 if (bResetMoveToPosition)
1411 { 1546 {
@@ -1440,6 +1575,9 @@ namespace OpenSim.Region.Framework.Scenes
1440 // Ignore z component of vector 1575 // Ignore z component of vector
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1576 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1442 LocalVectorToTarget2D.Normalize(); 1577 LocalVectorToTarget2D.Normalize();
1578
1579 //We're not nudging
1580 Nudging = false;
1443 agent_control_v3 += LocalVectorToTarget2D; 1581 agent_control_v3 += LocalVectorToTarget2D;
1444 1582
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1583 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1528,13 +1666,13 @@ namespace OpenSim.Region.Framework.Scenes
1528 // m_log.DebugFormat( 1666 // m_log.DebugFormat(
1529 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1667 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1530 1668
1531 AddNewMovement(agent_control_v3, q); 1669 AddNewMovement(agent_control_v3, q, Nudging);
1532 1670
1533 1671
1534 } 1672 }
1535 } 1673 }
1536 1674
1537 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1675 if (update_movementflag && !SitGround)
1538 Animator.UpdateMovementAnimations(); 1676 Animator.UpdateMovementAnimations();
1539 1677
1540 m_scene.EventManager.TriggerOnClientMovement(this); 1678 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1549,7 +1687,6 @@ namespace OpenSim.Region.Framework.Scenes
1549 m_sitAtAutoTarget = false; 1687 m_sitAtAutoTarget = false;
1550 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1688 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1551 //proxy.PCode = (byte)PCode.ParticleSystem; 1689 //proxy.PCode = (byte)PCode.ParticleSystem;
1552
1553 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1690 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1554 proxyObjectGroup.AttachToScene(m_scene); 1691 proxyObjectGroup.AttachToScene(m_scene);
1555 1692
@@ -1591,7 +1728,7 @@ namespace OpenSim.Region.Framework.Scenes
1591 } 1728 }
1592 m_moveToPositionInProgress = true; 1729 m_moveToPositionInProgress = true;
1593 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1730 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1594 } 1731 }
1595 catch (Exception ex) 1732 catch (Exception ex)
1596 { 1733 {
1597 //Why did I get this error? 1734 //Why did I get this error?
@@ -1613,7 +1750,7 @@ namespace OpenSim.Region.Framework.Scenes
1613 Velocity = Vector3.Zero; 1750 Velocity = Vector3.Zero;
1614 SendFullUpdateToAllClients(); 1751 SendFullUpdateToAllClients();
1615 1752
1616 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1753 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1617 } 1754 }
1618 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1755 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1619 m_requestedSitTargetUUID = UUID.Zero; 1756 m_requestedSitTargetUUID = UUID.Zero;
@@ -1650,50 +1787,85 @@ namespace OpenSim.Region.Framework.Scenes
1650 1787
1651 if (m_parentID != 0) 1788 if (m_parentID != 0)
1652 { 1789 {
1653 m_log.Debug("StandupCode Executed"); 1790 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1654 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1655 if (part != null) 1791 if (part != null)
1656 { 1792 {
1793 part.TaskInventory.LockItemsForRead(true);
1657 TaskInventoryDictionary taskIDict = part.TaskInventory; 1794 TaskInventoryDictionary taskIDict = part.TaskInventory;
1658 if (taskIDict != null) 1795 if (taskIDict != null)
1659 { 1796 {
1660 lock (taskIDict) 1797 foreach (UUID taskID in taskIDict.Keys)
1661 { 1798 {
1662 foreach (UUID taskID in taskIDict.Keys) 1799 UnRegisterControlEventsToScript(LocalId, taskID);
1663 { 1800 taskIDict[taskID].PermsMask &= ~(
1664 UnRegisterControlEventsToScript(LocalId, taskID); 1801 2048 | //PERMISSION_CONTROL_CAMERA
1665 taskIDict[taskID].PermsMask &= ~( 1802 4); // PERMISSION_TAKE_CONTROLS
1666 2048 | //PERMISSION_CONTROL_CAMERA
1667 4); // PERMISSION_TAKE_CONTROLS
1668 }
1669 } 1803 }
1670
1671 } 1804 }
1805 part.TaskInventory.LockItemsForRead(false);
1672 // Reset sit target. 1806 // Reset sit target.
1673 if (part.GetAvatarOnSitTarget() == UUID) 1807 if (part.GetAvatarOnSitTarget() == UUID)
1674 part.SetAvatarOnSitTarget(UUID.Zero); 1808 part.SetAvatarOnSitTarget(UUID.Zero);
1675
1676 m_parentPosition = part.GetWorldPosition(); 1809 m_parentPosition = part.GetWorldPosition();
1677 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1810 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1678 } 1811 }
1812 // part.GetWorldRotation() is the rotation of the object being sat on
1813 // Rotation is the sittiing Av's rotation
1814
1815 Quaternion partRot;
1816// if (part.LinkNum == 1)
1817// { // Root prim of linkset
1818// partRot = part.ParentGroup.RootPart.RotationOffset;
1819// }
1820// else
1821// { // single or child prim
1822
1823// }
1824 if (part == null) //CW: Part may be gone. llDie() for example.
1825 {
1826 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1827 }
1828 else
1829 {
1830 partRot = part.GetWorldRotation();
1831 }
1832
1833 Quaternion partIRot = Quaternion.Inverse(partRot);
1834
1835 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1836 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1679 1837
1838
1680 if (m_physicsActor == null) 1839 if (m_physicsActor == null)
1681 { 1840 {
1682 AddToPhysicalScene(false); 1841 AddToPhysicalScene(false);
1683 } 1842 }
1684 1843 //CW: If the part isn't null then we can set the current position
1685 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1844 if (part != null)
1686 m_parentPosition = Vector3.Zero; 1845 {
1687 1846 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1688 m_parentID = 0; 1847 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1848 part.IsOccupied = false;
1849 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1850 }
1851 else
1852 {
1853 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1854 AbsolutePosition = m_lastWorldPosition;
1855 }
1856
1857 m_parentPosition = Vector3.Zero;
1858 m_parentID = 0;
1859 m_linkedPrim = UUID.Zero;
1860 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1689 SendFullUpdateToAllClients(); 1861 SendFullUpdateToAllClients();
1690 m_requestedSitTargetID = 0; 1862 m_requestedSitTargetID = 0;
1863
1691 if ((m_physicsActor != null) && (m_avHeight > 0)) 1864 if ((m_physicsActor != null) && (m_avHeight > 0))
1692 { 1865 {
1693 SetHeight(m_avHeight); 1866 SetHeight(m_avHeight);
1694 } 1867 }
1695 } 1868 }
1696
1697 Animator.TrySetMovementAnimation("STAND"); 1869 Animator.TrySetMovementAnimation("STAND");
1698 } 1870 }
1699 1871
@@ -1724,13 +1896,9 @@ namespace OpenSim.Region.Framework.Scenes
1724 Vector3 avSitOffSet = part.SitTargetPosition; 1896 Vector3 avSitOffSet = part.SitTargetPosition;
1725 Quaternion avSitOrientation = part.SitTargetOrientation; 1897 Quaternion avSitOrientation = part.SitTargetOrientation;
1726 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1898 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1727 1899 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1728 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1900 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1729 bool SitTargetisSet = 1901 if (SitTargetisSet && !SitTargetOccupied)
1730 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1731 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1732
1733 if (SitTargetisSet && SitTargetUnOccupied)
1734 { 1902 {
1735 //switch the target to this prim 1903 //switch the target to this prim
1736 return part; 1904 return part;
@@ -1744,84 +1912,164 @@ namespace OpenSim.Region.Framework.Scenes
1744 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1912 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1745 { 1913 {
1746 bool autopilot = true; 1914 bool autopilot = true;
1915 Vector3 autopilotTarget = new Vector3();
1916 Quaternion sitOrientation = Quaternion.Identity;
1747 Vector3 pos = new Vector3(); 1917 Vector3 pos = new Vector3();
1748 Quaternion sitOrientation = pSitOrientation;
1749 Vector3 cameraEyeOffset = Vector3.Zero; 1918 Vector3 cameraEyeOffset = Vector3.Zero;
1750 Vector3 cameraAtOffset = Vector3.Zero; 1919 Vector3 cameraAtOffset = Vector3.Zero;
1751 bool forceMouselook = false; 1920 bool forceMouselook = false;
1752 1921
1753 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1922 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1754 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1923 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1755 if (part != null) 1924 if (part == null) return;
1756 { 1925
1757 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1926 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1758 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1927 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1759 1928
1760 // Is a sit target available? 1929 // part is the prim to sit on
1761 Vector3 avSitOffSet = part.SitTargetPosition; 1930 // offset is the world-ref vector distance from that prim center to the click-spot
1762 Quaternion avSitOrientation = part.SitTargetOrientation; 1931 // UUID is the UUID of the Avatar doing the clicking
1763 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1932
1764 1933 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1765 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1934
1766 bool SitTargetisSet = 1935 // Is a sit target available?
1767 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1936 Vector3 avSitOffSet = part.SitTargetPosition;
1768 ( 1937 Quaternion avSitOrientation = part.SitTargetOrientation;
1769 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1938
1770 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1939 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1771 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1940 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1772 ) 1941 Quaternion partRot;
1773 )); 1942// if (part.LinkNum == 1)
1774 1943// { // Root prim of linkset
1775 if (SitTargetisSet && SitTargetUnOccupied) 1944// partRot = part.ParentGroup.RootPart.RotationOffset;
1776 { 1945// }
1777 part.SetAvatarOnSitTarget(UUID); 1946// else
1778 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1947// { // single or child prim
1779 sitOrientation = avSitOrientation; 1948 partRot = part.GetWorldRotation();
1780 autopilot = false; 1949// }
1781 } 1950 Quaternion partIRot = Quaternion.Inverse(partRot);
1782 1951//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1783 pos = part.AbsolutePosition + offset; 1952 // Sit analysis rewritten by KF 091125
1784 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1953 if (SitTargetisSet) // scipted sit
1785 //{ 1954 {
1786 // offset = pos; 1955 if (!part.IsOccupied)
1787 //autopilot = false; 1956 {
1788 //} 1957//Console.WriteLine("Scripted, unoccupied");
1789 if (m_physicsActor != null) 1958 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1790 { 1959 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1791 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1960
1792 // We can remove the physicsActor until they stand up. 1961 Quaternion nrot = avSitOrientation;
1793 m_sitAvatarHeight = m_physicsActor.Size.Z; 1962 if (!part.IsRoot)
1794
1795 if (autopilot)
1796 { 1963 {
1797 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1964 nrot = part.RotationOffset * avSitOrientation;
1798 {
1799 autopilot = false;
1800
1801 RemoveFromPhysicalScene();
1802 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1803 }
1804 } 1965 }
1805 else 1966 sitOrientation = nrot; // Change rotatione to the scripted one
1967 OffsetRotation = nrot;
1968 autopilot = false; // Jump direct to scripted llSitPos()
1969 }
1970 else
1971 {
1972//Console.WriteLine("Scripted, occupied");
1973 return;
1974 }
1975 }
1976 else // Not Scripted
1977 {
1978 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1979 {
1980 // large prim & offset, ignore if other Avs sitting
1981// offset.Z -= 0.05f;
1982 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1983 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1984
1985//Console.WriteLine(" offset ={0}", offset);
1986//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1987//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1988
1989 }
1990 else // small offset
1991 {
1992//Console.WriteLine("Small offset");
1993 if (!part.IsOccupied)
1994 {
1995 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1996 autopilotTarget = part.AbsolutePosition;
1997//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
1998 }
1999 else return; // occupied small
2000 } // end large/small
2001 } // end Scripted/not
2002 cameraAtOffset = part.GetCameraAtOffset();
2003 cameraEyeOffset = part.GetCameraEyeOffset();
2004 forceMouselook = part.GetForceMouselook();
2005 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2006 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2007
2008 if (m_physicsActor != null)
2009 {
2010 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2011 // We can remove the physicsActor until they stand up.
2012 m_sitAvatarHeight = m_physicsActor.Size.Z;
2013 if (autopilot)
2014 { // its not a scripted sit
2015// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2016 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1806 { 2017 {
2018 autopilot = false; // close enough
2019 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2020 Not using the part's position because returning the AV to the last known standing
2021 position is likely to be more friendly, isn't it? */
1807 RemoveFromPhysicalScene(); 2022 RemoveFromPhysicalScene();
1808 } 2023 Velocity = Vector3.Zero;
2024 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2025 } // else the autopilot will get us close
2026 }
2027 else
2028 { // its a scripted sit
2029 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2030 I *am* using the part's position this time because we have no real idea how far away
2031 the avatar is from the sit target. */
2032 RemoveFromPhysicalScene();
2033 Velocity = Vector3.Zero;
1809 } 2034 }
1810
1811 cameraAtOffset = part.GetCameraAtOffset();
1812 cameraEyeOffset = part.GetCameraEyeOffset();
1813 forceMouselook = part.GetForceMouselook();
1814 } 2035 }
1815 2036 else return; // physactor is null!
1816 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2037
1817 m_requestedSitTargetUUID = targetID; 2038 Vector3 offsetr; // = offset * partIRot;
2039 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2040 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2041 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2042 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2043 //offsetr = offset * partIRot;
2044//
2045 // else
2046 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2047 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2048 // (offset * partRot);
2049 // }
2050
2051//Console.WriteLine(" ");
2052//Console.WriteLine("link number ={0}", part.LinkNum);
2053//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2054//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2055//Console.WriteLine("Click offst ={0}", offset);
2056//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2057//Console.WriteLine("offsetr ={0}", offsetr);
2058//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2059//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2060
2061 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2062 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2063
2064 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1818 // This calls HandleAgentSit twice, once from here, and the client calls 2065 // This calls HandleAgentSit twice, once from here, and the client calls
1819 // HandleAgentSit itself after it gets to the location 2066 // HandleAgentSit itself after it gets to the location
1820 // It doesn't get to the location until we've moved them there though 2067 // It doesn't get to the location until we've moved them there though
1821 // which happens in HandleAgentSit :P 2068 // which happens in HandleAgentSit :P
1822 m_autopilotMoving = autopilot; 2069 m_autopilotMoving = autopilot;
1823 m_autoPilotTarget = pos; 2070 m_autoPilotTarget = autopilotTarget;
1824 m_sitAtAutoTarget = autopilot; 2071 m_sitAtAutoTarget = autopilot;
2072 m_initialSitTarget = autopilotTarget;
1825 if (!autopilot) 2073 if (!autopilot)
1826 HandleAgentSit(remoteClient, UUID); 2074 HandleAgentSit(remoteClient, UUID);
1827 } 2075 }
@@ -2116,47 +2364,130 @@ namespace OpenSim.Region.Framework.Scenes
2116 { 2364 {
2117 if (part != null) 2365 if (part != null)
2118 { 2366 {
2367//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2119 if (part.GetAvatarOnSitTarget() == UUID) 2368 if (part.GetAvatarOnSitTarget() == UUID)
2120 { 2369 {
2370//Console.WriteLine("Scripted Sit");
2371 // Scripted sit
2121 Vector3 sitTargetPos = part.SitTargetPosition; 2372 Vector3 sitTargetPos = part.SitTargetPosition;
2122 Quaternion sitTargetOrient = part.SitTargetOrientation; 2373 Quaternion sitTargetOrient = part.SitTargetOrientation;
2123
2124 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2125 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2126
2127 //Quaternion result = (sitTargetOrient * vq) * nq;
2128
2129 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2374 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2130 m_pos += SIT_TARGET_ADJUSTMENT; 2375 m_pos += SIT_TARGET_ADJUSTMENT;
2376 if (!part.IsRoot)
2377 {
2378 m_pos *= part.RotationOffset;
2379 }
2131 m_bodyRot = sitTargetOrient; 2380 m_bodyRot = sitTargetOrient;
2132 //Rotation = sitTargetOrient;
2133 m_parentPosition = part.AbsolutePosition; 2381 m_parentPosition = part.AbsolutePosition;
2134 2382 part.IsOccupied = true;
2135 //SendTerseUpdateToAllClients(); 2383 part.ParentGroup.AddAvatar(agentID);
2136 } 2384 }
2137 else 2385 else
2138 { 2386 {
2139 m_pos -= part.AbsolutePosition; 2387 // if m_avUnscriptedSitPos is zero then Av sits above center
2388 // Else Av sits at m_avUnscriptedSitPos
2389
2390 // Non-scripted sit by Kitto Flora 21Nov09
2391 // Calculate angle of line from prim to Av
2392 Quaternion partIRot;
2393// if (part.LinkNum == 1)
2394// { // Root prim of linkset
2395// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2396// }
2397// else
2398// { // single or child prim
2399 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2400// }
2401 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2402 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2403 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2404 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2405 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2406 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2407 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2408 // Av sits at world euler <0,0, z>, translated by part rotation
2409 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2410
2140 m_parentPosition = part.AbsolutePosition; 2411 m_parentPosition = part.AbsolutePosition;
2141 } 2412 part.IsOccupied = true;
2413 part.ParentGroup.AddAvatar(agentID);
2414 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2415 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2416 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2417 m_avUnscriptedSitPos; // adds click offset, if any
2418 //Set up raytrace to find top surface of prim
2419 Vector3 size = part.Scale;
2420 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2421 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2422 Vector3 down = new Vector3(0f, 0f, -1f);
2423//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2424 m_scene.PhysicsScene.RaycastWorld(
2425 start, // Vector3 position,
2426 down, // Vector3 direction,
2427 mag, // float length,
2428 SitAltitudeCallback); // retMethod
2429 } // end scripted/not
2142 } 2430 }
2143 else 2431 else // no Av
2144 { 2432 {
2145 return; 2433 return;
2146 } 2434 }
2147 } 2435 }
2148 m_parentID = m_requestedSitTargetID;
2149 2436
2437 //We want our offsets to reference the root prim, not the child we may have sat on
2438 if (!part.IsRoot)
2439 {
2440 m_parentID = part.ParentGroup.RootPart.LocalId;
2441 m_pos += part.OffsetPosition;
2442 }
2443 else
2444 {
2445 m_parentID = m_requestedSitTargetID;
2446 }
2447
2448 m_linkedPrim = part.UUID;
2449 if (part.GetAvatarOnSitTarget() != UUID)
2450 {
2451 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2452 }
2150 Velocity = Vector3.Zero; 2453 Velocity = Vector3.Zero;
2151 RemoveFromPhysicalScene(); 2454 RemoveFromPhysicalScene();
2152
2153 Animator.TrySetMovementAnimation(sitAnimation); 2455 Animator.TrySetMovementAnimation(sitAnimation);
2154 SendFullUpdateToAllClients(); 2456 SendFullUpdateToAllClients();
2155 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2457 SendTerseUpdateToAllClients();
2156 // So we're also sending a terse update (which has avatar rotation)
2157 // [Update] We do now.
2158 //SendTerseUpdateToAllClients();
2159 } 2458 }
2459
2460 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2461 {
2462 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2463 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2464 if(hitYN)
2465 {
2466 // m_pos = Av offset from prim center to make look like on center
2467 // m_parentPosition = Actual center pos of prim
2468 // collisionPoint = spot on prim where we want to sit
2469 // collisionPoint.Z = global sit surface height
2470 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2471 Quaternion partIRot;
2472// if (part.LinkNum == 1)
2473/// { // Root prim of linkset
2474// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2475// }
2476// else
2477// { // single or child prim
2478 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2479// }
2480 if (m_initialSitTarget != null)
2481 {
2482 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2483 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2484 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2485 m_pos += offset;
2486 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2487 }
2488
2489 }
2490 } // End SitAltitudeCallback KF.
2160 2491
2161 /// <summary> 2492 /// <summary>
2162 /// Event handler for the 'Always run' setting on the client 2493 /// Event handler for the 'Always run' setting on the client
@@ -2186,7 +2517,7 @@ namespace OpenSim.Region.Framework.Scenes
2186 /// </summary> 2517 /// </summary>
2187 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2518 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2188 /// <param name="rotation">The direction in which this avatar should now face. 2519 /// <param name="rotation">The direction in which this avatar should now face.
2189 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2520 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2190 { 2521 {
2191 if (m_isChildAgent) 2522 if (m_isChildAgent)
2192 { 2523 {
@@ -2227,10 +2558,11 @@ namespace OpenSim.Region.Framework.Scenes
2227 Rotation = rotation; 2558 Rotation = rotation;
2228 Vector3 direc = vec * rotation; 2559 Vector3 direc = vec * rotation;
2229 direc.Normalize(); 2560 direc.Normalize();
2561 PhysicsActor actor = m_physicsActor;
2562 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2230 2563
2231 direc *= 0.03f * 128f * m_speedModifier; 2564 direc *= 0.03f * 128f * m_speedModifier;
2232 2565
2233 PhysicsActor actor = m_physicsActor;
2234 if (actor != null) 2566 if (actor != null)
2235 { 2567 {
2236 if (actor.Flying) 2568 if (actor.Flying)
@@ -2252,18 +2584,25 @@ namespace OpenSim.Region.Framework.Scenes
2252 { 2584 {
2253 if (direc.Z > 2.0f) 2585 if (direc.Z > 2.0f)
2254 { 2586 {
2255 direc.Z *= 3.0f; 2587 if(m_animator.m_animTickJump == -1)
2256 2588 {
2257 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2589 direc.Z *= 3.0f; // jump
2258 Animator.TrySetMovementAnimation("PREJUMP"); 2590 }
2259 Animator.TrySetMovementAnimation("JUMP"); 2591 else
2592 {
2593 direc.Z *= 0.1f; // prejump
2594 }
2595 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2596 Animator.TrySetMovementAnimation("PREJUMP");
2597 Animator.TrySetMovementAnimation("JUMP");
2598 */
2260 } 2599 }
2261 } 2600 }
2262 } 2601 }
2263 2602
2264 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2603 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2265 m_forceToApply = direc; 2604 m_forceToApply = direc;
2266 2605 m_isNudging = Nudging;
2267 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2606 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2268 } 2607 }
2269 2608
@@ -2278,7 +2617,7 @@ namespace OpenSim.Region.Framework.Scenes
2278 const float POSITION_TOLERANCE = 0.05f; 2617 const float POSITION_TOLERANCE = 0.05f;
2279 //const int TIME_MS_TOLERANCE = 3000; 2618 //const int TIME_MS_TOLERANCE = 3000;
2280 2619
2281 SendPrimUpdates(); 2620
2282 2621
2283 if (m_isChildAgent == false) 2622 if (m_isChildAgent == false)
2284 { 2623 {
@@ -2308,6 +2647,9 @@ namespace OpenSim.Region.Framework.Scenes
2308 CheckForBorderCrossing(); 2647 CheckForBorderCrossing();
2309 CheckForSignificantMovement(); // sends update to the modules. 2648 CheckForSignificantMovement(); // sends update to the modules.
2310 } 2649 }
2650
2651 //Sending prim updates AFTER the avatar terse updates are sent
2652 SendPrimUpdates();
2311 } 2653 }
2312 2654
2313 #endregion 2655 #endregion
@@ -3092,6 +3434,7 @@ namespace OpenSim.Region.Framework.Scenes
3092 m_callbackURI = cAgent.CallbackURI; 3434 m_callbackURI = cAgent.CallbackURI;
3093 3435
3094 m_pos = cAgent.Position; 3436 m_pos = cAgent.Position;
3437
3095 m_velocity = cAgent.Velocity; 3438 m_velocity = cAgent.Velocity;
3096 m_CameraCenter = cAgent.Center; 3439 m_CameraCenter = cAgent.Center;
3097 //m_avHeight = cAgent.Size.Z; 3440 //m_avHeight = cAgent.Size.Z;
@@ -3202,14 +3545,25 @@ namespace OpenSim.Region.Framework.Scenes
3202 { 3545 {
3203 if (m_forceToApply.HasValue) 3546 if (m_forceToApply.HasValue)
3204 { 3547 {
3205 Vector3 force = m_forceToApply.Value;
3206 3548
3549 Vector3 force = m_forceToApply.Value;
3207 m_updateflag = true; 3550 m_updateflag = true;
3208// movementvector = force;
3209 Velocity = force; 3551 Velocity = force;
3210 3552
3211 m_forceToApply = null; 3553 m_forceToApply = null;
3212 } 3554 }
3555 else
3556 {
3557 if (m_isNudging)
3558 {
3559 Vector3 force = Vector3.Zero;
3560
3561 m_updateflag = true;
3562 Velocity = force;
3563 m_isNudging = false;
3564 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3565 }
3566 }
3213 } 3567 }
3214 3568
3215 /// <summary> 3569 /// <summary>
@@ -3255,18 +3609,29 @@ namespace OpenSim.Region.Framework.Scenes
3255 { 3609 {
3256 if (e == null) 3610 if (e == null)
3257 return; 3611 return;
3258 3612
3259 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3613 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3260 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3261 // as of this comment the interval is set in AddToPhysicalScene 3614 // as of this comment the interval is set in AddToPhysicalScene
3262 if (Animator!=null) 3615 if (Animator!=null)
3263 Animator.UpdateMovementAnimations(); 3616 {
3617 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3618 { // else its will lock out other animation changes, like ground sit.
3619 Animator.UpdateMovementAnimations();
3620 m_updateCount--;
3621 }
3622 }
3264 3623
3265 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3624 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3266 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3625 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3267 3626
3268 CollisionPlane = Vector4.UnitW; 3627 CollisionPlane = Vector4.UnitW;
3269 3628
3629 if (m_lastColCount != coldata.Count)
3630 {
3631 m_updateCount = UPDATE_COUNT;
3632 m_lastColCount = coldata.Count;
3633 }
3634
3270 if (coldata.Count != 0 && Animator != null) 3635 if (coldata.Count != 0 && Animator != null)
3271 { 3636 {
3272 switch (Animator.CurrentMovementAnimation) 3637 switch (Animator.CurrentMovementAnimation)
@@ -3296,6 +3661,148 @@ namespace OpenSim.Region.Framework.Scenes
3296 } 3661 }
3297 } 3662 }
3298 3663
3664 List<uint> thisHitColliders = new List<uint>();
3665 List<uint> endedColliders = new List<uint>();
3666 List<uint> startedColliders = new List<uint>();
3667
3668 foreach (uint localid in coldata.Keys)
3669 {
3670 thisHitColliders.Add(localid);
3671 if (!m_lastColliders.Contains(localid))
3672 {
3673 startedColliders.Add(localid);
3674 }
3675 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3676 }
3677
3678 // calculate things that ended colliding
3679 foreach (uint localID in m_lastColliders)
3680 {
3681 if (!thisHitColliders.Contains(localID))
3682 {
3683 endedColliders.Add(localID);
3684 }
3685 }
3686 //add the items that started colliding this time to the last colliders list.
3687 foreach (uint localID in startedColliders)
3688 {
3689 m_lastColliders.Add(localID);
3690 }
3691 // remove things that ended colliding from the last colliders list
3692 foreach (uint localID in endedColliders)
3693 {
3694 m_lastColliders.Remove(localID);
3695 }
3696
3697 // do event notification
3698 if (startedColliders.Count > 0)
3699 {
3700 ColliderArgs StartCollidingMessage = new ColliderArgs();
3701 List<DetectedObject> colliding = new List<DetectedObject>();
3702 foreach (uint localId in startedColliders)
3703 {
3704 if (localId == 0)
3705 continue;
3706
3707 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3708 string data = "";
3709 if (obj != null)
3710 {
3711 DetectedObject detobj = new DetectedObject();
3712 detobj.keyUUID = obj.UUID;
3713 detobj.nameStr = obj.Name;
3714 detobj.ownerUUID = obj.OwnerID;
3715 detobj.posVector = obj.AbsolutePosition;
3716 detobj.rotQuat = obj.GetWorldRotation();
3717 detobj.velVector = obj.Velocity;
3718 detobj.colliderType = 0;
3719 detobj.groupUUID = obj.GroupID;
3720 colliding.Add(detobj);
3721 }
3722 }
3723
3724 if (colliding.Count > 0)
3725 {
3726 StartCollidingMessage.Colliders = colliding;
3727
3728 foreach (SceneObjectGroup att in Attachments)
3729 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3730 }
3731 }
3732
3733 if (endedColliders.Count > 0)
3734 {
3735 ColliderArgs EndCollidingMessage = new ColliderArgs();
3736 List<DetectedObject> colliding = new List<DetectedObject>();
3737 foreach (uint localId in endedColliders)
3738 {
3739 if (localId == 0)
3740 continue;
3741
3742 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3743 string data = "";
3744 if (obj != null)
3745 {
3746 DetectedObject detobj = new DetectedObject();
3747 detobj.keyUUID = obj.UUID;
3748 detobj.nameStr = obj.Name;
3749 detobj.ownerUUID = obj.OwnerID;
3750 detobj.posVector = obj.AbsolutePosition;
3751 detobj.rotQuat = obj.GetWorldRotation();
3752 detobj.velVector = obj.Velocity;
3753 detobj.colliderType = 0;
3754 detobj.groupUUID = obj.GroupID;
3755 colliding.Add(detobj);
3756 }
3757 }
3758
3759 if (colliding.Count > 0)
3760 {
3761 EndCollidingMessage.Colliders = colliding;
3762
3763 foreach (SceneObjectGroup att in Attachments)
3764 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3765 }
3766 }
3767
3768 if (thisHitColliders.Count > 0)
3769 {
3770 ColliderArgs CollidingMessage = new ColliderArgs();
3771 List<DetectedObject> colliding = new List<DetectedObject>();
3772 foreach (uint localId in thisHitColliders)
3773 {
3774 if (localId == 0)
3775 continue;
3776
3777 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3778 string data = "";
3779 if (obj != null)
3780 {
3781 DetectedObject detobj = new DetectedObject();
3782 detobj.keyUUID = obj.UUID;
3783 detobj.nameStr = obj.Name;
3784 detobj.ownerUUID = obj.OwnerID;
3785 detobj.posVector = obj.AbsolutePosition;
3786 detobj.rotQuat = obj.GetWorldRotation();
3787 detobj.velVector = obj.Velocity;
3788 detobj.colliderType = 0;
3789 detobj.groupUUID = obj.GroupID;
3790 colliding.Add(detobj);
3791 }
3792 }
3793
3794 if (colliding.Count > 0)
3795 {
3796 CollidingMessage.Colliders = colliding;
3797
3798 lock (m_attachments)
3799 {
3800 foreach (SceneObjectGroup att in m_attachments)
3801 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3802 }
3803 }
3804 }
3805
3299 if (m_invulnerable) 3806 if (m_invulnerable)
3300 return; 3807 return;
3301 3808
@@ -3470,7 +3977,10 @@ namespace OpenSim.Region.Framework.Scenes
3470 m_scene = scene; 3977 m_scene = scene;
3471 3978
3472 RegisterToEvents(); 3979 RegisterToEvents();
3473 3980 if (m_controllingClient != null)
3981 {
3982 m_controllingClient.ProcessPendingPackets();
3983 }
3474 /* 3984 /*
3475 AbsolutePosition = client.StartPos; 3985 AbsolutePosition = client.StartPos;
3476 3986
@@ -3700,6 +4210,39 @@ namespace OpenSim.Region.Framework.Scenes
3700 return; 4210 return;
3701 } 4211 }
3702 4212
4213 XmlDocument doc = new XmlDocument();
4214 string stateData = String.Empty;
4215
4216 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4217 if (attServ != null)
4218 {
4219 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4220 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4221 if (stateData != String.Empty)
4222 {
4223 try
4224 {
4225 doc.LoadXml(stateData);
4226 }
4227 catch { }
4228 }
4229 }
4230
4231 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4232
4233 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4234 if (nodes.Count > 0)
4235 {
4236 foreach (XmlNode n in nodes)
4237 {
4238 XmlElement elem = (XmlElement)n;
4239 string itemID = elem.GetAttribute("ItemID");
4240 string xml = elem.InnerXml;
4241
4242 itemData[new UUID(itemID)] = xml;
4243 }
4244 }
4245
3703 List<int> attPoints = m_appearance.GetAttachedPoints(); 4246 List<int> attPoints = m_appearance.GetAttachedPoints();
3704 foreach (int p in attPoints) 4247 foreach (int p in attPoints)
3705 { 4248 {
@@ -3719,9 +4262,26 @@ namespace OpenSim.Region.Framework.Scenes
3719 4262
3720 try 4263 try
3721 { 4264 {
3722 // Rez from inventory 4265 string xmlData;
3723 UUID asset 4266 XmlDocument d = new XmlDocument();
3724 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4267 UUID asset;
4268 if (itemData.TryGetValue(itemID, out xmlData))
4269 {
4270 d.LoadXml(xmlData);
4271 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4272
4273 // Rez from inventory
4274 asset
4275 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4276
4277 }
4278 else
4279 {
4280 // Rez from inventory (with a null doc to let
4281 // CHANGED_OWNER happen)
4282 asset
4283 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4284 }
3725 4285
3726 m_log.InfoFormat( 4286 m_log.InfoFormat(
3727 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4287 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
@@ -3758,5 +4318,16 @@ namespace OpenSim.Region.Framework.Scenes
3758 m_reprioritization_called = false; 4318 m_reprioritization_called = false;
3759 } 4319 }
3760 } 4320 }
4321
4322 private Vector3 Quat2Euler(Quaternion rot){
4323 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4324 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4325 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4326 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4327 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4328 return(new Vector3(x,y,z));
4329 }
4330
4331
3761 } 4332 }
3762} 4333}