diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 630 |
1 files changed, 455 insertions, 175 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index fb66fcd..f649dfe 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -26,6 +26,7 @@ | |||
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Xml; | ||
29 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
30 | using System.Reflection; | 31 | using System.Reflection; |
31 | using System.Timers; | 32 | using System.Timers; |
@@ -73,7 +74,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
73 | // { | 74 | // { |
74 | // m_log.Debug("[ScenePresence] Destructor called"); | 75 | // m_log.Debug("[ScenePresence] Destructor called"); |
75 | // } | 76 | // } |
76 | 77 | ||
77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 78 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
78 | 79 | ||
79 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; | 80 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; |
@@ -89,7 +90,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
89 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis | 90 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis |
90 | /// issue #1716 | 91 | /// issue #1716 |
91 | /// </summary> | 92 | /// </summary> |
92 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); | 93 | // private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); |
94 | // Value revised by KF 091121 by comparison with SL. | ||
95 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); | ||
93 | 96 | ||
94 | public UUID currentParcelUUID = UUID.Zero; | 97 | public UUID currentParcelUUID = UUID.Zero; |
95 | 98 | ||
@@ -123,8 +126,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
123 | public Vector3 lastKnownAllowedPosition; | 126 | public Vector3 lastKnownAllowedPosition; |
124 | public bool sentMessageAboutRestrictedParcelFlyingDown; | 127 | public bool sentMessageAboutRestrictedParcelFlyingDown; |
125 | public Vector4 CollisionPlane = Vector4.UnitW; | 128 | public Vector4 CollisionPlane = Vector4.UnitW; |
126 | 129 | ||
127 | private Vector3 m_lastPosition; | 130 | private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation |
131 | private Vector3 m_avUnscriptedSitPos; // for non-scripted prims | ||
132 | private Vector3 m_lastPosition; | ||
133 | private Vector3 m_lastWorldPosition; | ||
128 | private Quaternion m_lastRotation; | 134 | private Quaternion m_lastRotation; |
129 | private Vector3 m_lastVelocity; | 135 | private Vector3 m_lastVelocity; |
130 | //private int m_lastTerseSent; | 136 | //private int m_lastTerseSent; |
@@ -134,7 +140,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
134 | private Vector3? m_forceToApply; | 140 | private Vector3? m_forceToApply; |
135 | private uint m_requestedSitTargetID; | 141 | private uint m_requestedSitTargetID; |
136 | private UUID m_requestedSitTargetUUID; | 142 | private UUID m_requestedSitTargetUUID; |
137 | public bool SitGround = false; | ||
138 | 143 | ||
139 | private SendCourseLocationsMethod m_sendCourseLocationsMethod; | 144 | private SendCourseLocationsMethod m_sendCourseLocationsMethod; |
140 | 145 | ||
@@ -157,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
157 | private int m_perfMonMS; | 162 | private int m_perfMonMS; |
158 | 163 | ||
159 | private bool m_setAlwaysRun; | 164 | private bool m_setAlwaysRun; |
160 | |||
161 | private bool m_forceFly; | 165 | private bool m_forceFly; |
162 | private bool m_flyDisabled; | 166 | private bool m_flyDisabled; |
163 | 167 | ||
@@ -183,7 +187,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
183 | protected RegionInfo m_regionInfo; | 187 | protected RegionInfo m_regionInfo; |
184 | protected ulong crossingFromRegion; | 188 | protected ulong crossingFromRegion; |
185 | 189 | ||
186 | private readonly Vector3[] Dir_Vectors = new Vector3[9]; | 190 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; |
191 | private bool m_isNudging = false; | ||
187 | 192 | ||
188 | // Position of agent's camera in world (region cordinates) | 193 | // Position of agent's camera in world (region cordinates) |
189 | protected Vector3 m_CameraCenter; | 194 | protected Vector3 m_CameraCenter; |
@@ -208,6 +213,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
208 | private bool m_autopilotMoving; | 213 | private bool m_autopilotMoving; |
209 | private Vector3 m_autoPilotTarget; | 214 | private Vector3 m_autoPilotTarget; |
210 | private bool m_sitAtAutoTarget; | 215 | private bool m_sitAtAutoTarget; |
216 | private Vector3 m_initialSitTarget; //KF: First estimate of where to sit | ||
211 | 217 | ||
212 | private string m_nextSitAnimation = String.Empty; | 218 | private string m_nextSitAnimation = String.Empty; |
213 | 219 | ||
@@ -218,6 +224,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
218 | private bool m_followCamAuto; | 224 | private bool m_followCamAuto; |
219 | 225 | ||
220 | private int m_movementUpdateCount; | 226 | private int m_movementUpdateCount; |
227 | private int m_lastColCount = -1; //KF: Look for Collision chnages | ||
228 | private int m_updateCount = 0; //KF: Update Anims for a while | ||
229 | private static readonly int UPDATE_COUNT = 10; // how many frames to update for | ||
221 | private string m_Viewer = String.Empty; | 230 | private string m_Viewer = String.Empty; |
222 | 231 | ||
223 | private const int NumMovementsBetweenRayCast = 5; | 232 | private const int NumMovementsBetweenRayCast = 5; |
@@ -247,7 +256,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
247 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 256 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
248 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 257 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, |
249 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, | 258 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, |
250 | DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | 259 | DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, |
260 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, | ||
261 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, | ||
251 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 262 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
252 | } | 263 | } |
253 | 264 | ||
@@ -454,7 +465,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
454 | get | 465 | get |
455 | { | 466 | { |
456 | PhysicsActor actor = m_physicsActor; | 467 | PhysicsActor actor = m_physicsActor; |
457 | if (actor != null) | 468 | // if (actor != null) |
469 | if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting! | ||
458 | m_pos = actor.Position; | 470 | m_pos = actor.Position; |
459 | 471 | ||
460 | return m_parentPosition + m_pos; | 472 | return m_parentPosition + m_pos; |
@@ -475,7 +487,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
475 | } | 487 | } |
476 | } | 488 | } |
477 | 489 | ||
478 | m_pos = value; | 490 | if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting! |
491 | m_pos = value; | ||
479 | m_parentPosition = Vector3.Zero; | 492 | m_parentPosition = Vector3.Zero; |
480 | } | 493 | } |
481 | } | 494 | } |
@@ -700,10 +713,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
700 | m_reprioritization_timer.AutoReset = false; | 713 | m_reprioritization_timer.AutoReset = false; |
701 | 714 | ||
702 | AdjustKnownSeeds(); | 715 | AdjustKnownSeeds(); |
703 | |||
704 | // TODO: I think, this won't send anything, as we are still a child here... | ||
705 | Animator.TrySetMovementAnimation("STAND"); | 716 | Animator.TrySetMovementAnimation("STAND"); |
706 | |||
707 | // we created a new ScenePresence (a new child agent) in a fresh region. | 717 | // we created a new ScenePresence (a new child agent) in a fresh region. |
708 | // Request info about all the (root) agents in this region | 718 | // 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) | 719 | // Note: This won't send data *to* other clients in that region (children don't send) |
@@ -759,25 +769,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
759 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 769 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
760 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 770 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
761 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 771 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
762 | Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 772 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
763 | Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD | 773 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE |
764 | Dir_Vectors[7] = -Vector3.UnitX; //BACK | 774 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE |
775 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | ||
776 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
765 | } | 777 | } |
766 | 778 | ||
767 | private Vector3[] GetWalkDirectionVectors() | 779 | private Vector3[] GetWalkDirectionVectors() |
768 | { | 780 | { |
769 | Vector3[] vector = new Vector3[9]; | 781 | Vector3[] vector = new Vector3[11]; |
770 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD | 782 | 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 | 783 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
772 | vector[2] = Vector3.UnitY; //LEFT | 784 | vector[2] = Vector3.UnitY; //LEFT |
773 | vector[3] = -Vector3.UnitY; //RIGHT | 785 | vector[3] = -Vector3.UnitY; //RIGHT |
774 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 786 | 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 | 787 | 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 | 788 | 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 | 789 | 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 | 790 | vector[8] = Vector3.UnitY; //LEFT_NUDGE |
791 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | ||
792 | vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE | ||
779 | return vector; | 793 | return vector; |
780 | } | 794 | } |
795 | |||
796 | private bool[] GetDirectionIsNudge() | ||
797 | { | ||
798 | bool[] isNudge = new bool[11]; | ||
799 | isNudge[0] = false; //FORWARD | ||
800 | isNudge[1] = false; //BACK | ||
801 | isNudge[2] = false; //LEFT | ||
802 | isNudge[3] = false; //RIGHT | ||
803 | isNudge[4] = false; //UP | ||
804 | isNudge[5] = false; //DOWN | ||
805 | isNudge[6] = true; //FORWARD_NUDGE | ||
806 | isNudge[7] = true; //BACK_NUDGE | ||
807 | isNudge[8] = true; //LEFT_NUDGE | ||
808 | isNudge[9] = true; //RIGHT_NUDGE | ||
809 | isNudge[10] = true; //DOWN_Nudge | ||
810 | return isNudge; | ||
811 | } | ||
812 | |||
781 | 813 | ||
782 | #endregion | 814 | #endregion |
783 | 815 | ||
@@ -846,6 +878,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
846 | { | 878 | { |
847 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); | 879 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); |
848 | pos.Y = crossedBorder.BorderLine.Z - 1; | 880 | pos.Y = crossedBorder.BorderLine.Z - 1; |
881 | } | ||
882 | |||
883 | //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet. | ||
884 | //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent, | ||
885 | //they'll bypass the landing point. But I can't think of any decent way of fixing this. | ||
886 | if (KnownChildRegionHandles.Count == 0) | ||
887 | { | ||
888 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
889 | if (land != null) | ||
890 | { | ||
891 | //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni. | ||
892 | if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && m_userLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid) | ||
893 | { | ||
894 | pos = land.LandData.UserLocation; | ||
895 | } | ||
896 | } | ||
849 | } | 897 | } |
850 | 898 | ||
851 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) | 899 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) |
@@ -980,9 +1028,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
980 | public void Teleport(Vector3 pos) | 1028 | public void Teleport(Vector3 pos) |
981 | { | 1029 | { |
982 | bool isFlying = false; | 1030 | bool isFlying = false; |
983 | if (m_physicsActor != null) | ||
984 | isFlying = m_physicsActor.Flying; | ||
985 | 1031 | ||
1032 | if (m_physicsActor != null) | ||
1033 | isFlying = m_physicsActor.Flying; | ||
1034 | |||
986 | RemoveFromPhysicalScene(); | 1035 | RemoveFromPhysicalScene(); |
987 | Velocity = Vector3.Zero; | 1036 | Velocity = Vector3.Zero; |
988 | AbsolutePosition = pos; | 1037 | AbsolutePosition = pos; |
@@ -993,7 +1042,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
993 | SetHeight(m_appearance.AvatarHeight); | 1042 | SetHeight(m_appearance.AvatarHeight); |
994 | } | 1043 | } |
995 | 1044 | ||
996 | SendTerseUpdateToAllClients(); | 1045 | SendTerseUpdateToAllClients(); |
1046 | |||
997 | } | 1047 | } |
998 | 1048 | ||
999 | public void TeleportWithMomentum(Vector3 pos) | 1049 | public void TeleportWithMomentum(Vector3 pos) |
@@ -1038,7 +1088,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1038 | { | 1088 | { |
1039 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); | 1089 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); |
1040 | } | 1090 | } |
1041 | 1091 | ||
1092 | m_updateCount = UPDATE_COUNT; //KF: Trigger Anim updates to catch falling anim. | ||
1093 | |||
1042 | ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, | 1094 | ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, |
1043 | AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); | 1095 | AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); |
1044 | } | 1096 | } |
@@ -1223,6 +1275,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1223 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); | 1275 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); |
1224 | 1276 | ||
1225 | m_pos = m_LastFinitePos; | 1277 | m_pos = m_LastFinitePos; |
1278 | |||
1226 | if (!m_pos.IsFinite()) | 1279 | if (!m_pos.IsFinite()) |
1227 | { | 1280 | { |
1228 | m_pos.X = 127f; | 1281 | m_pos.X = 127f; |
@@ -1289,7 +1342,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1289 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); | 1342 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); |
1290 | } | 1343 | } |
1291 | } | 1344 | } |
1292 | |||
1293 | lock (scriptedcontrols) | 1345 | lock (scriptedcontrols) |
1294 | { | 1346 | { |
1295 | if (scriptedcontrols.Count > 0) | 1347 | if (scriptedcontrols.Count > 0) |
@@ -1304,12 +1356,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1304 | 1356 | ||
1305 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) | 1357 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) |
1306 | { | 1358 | { |
1307 | // TODO: This doesn't prevent the user from walking yet. | 1359 | m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. |
1308 | // Setting parent ID would fix this, if we knew what value | 1360 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); |
1309 | // to use. Or we could add a m_isSitting variable. | ||
1310 | //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | ||
1311 | SitGround = true; | ||
1312 | |||
1313 | } | 1361 | } |
1314 | 1362 | ||
1315 | // In the future, these values might need to go global. | 1363 | // In the future, these values might need to go global. |
@@ -1359,6 +1407,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1359 | update_rotation = true; | 1407 | update_rotation = true; |
1360 | } | 1408 | } |
1361 | 1409 | ||
1410 | //guilty until proven innocent.. | ||
1411 | bool Nudging = true; | ||
1412 | //Basically, if there is at least one non-nudge control then we don't need | ||
1413 | //to worry about stopping the avatar | ||
1414 | |||
1362 | if (m_parentID == 0) | 1415 | if (m_parentID == 0) |
1363 | { | 1416 | { |
1364 | bool bAllowUpdateMoveToPosition = false; | 1417 | bool bAllowUpdateMoveToPosition = false; |
@@ -1373,9 +1426,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1373 | else | 1426 | else |
1374 | dirVectors = Dir_Vectors; | 1427 | dirVectors = Dir_Vectors; |
1375 | 1428 | ||
1376 | // The fact that m_movementflag is a byte needs to be fixed | 1429 | bool[] isNudge = GetDirectionIsNudge(); |
1377 | // it really should be a uint | 1430 | |
1378 | uint nudgehack = 250; | 1431 | |
1432 | |||
1433 | |||
1434 | |||
1379 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 1435 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
1380 | { | 1436 | { |
1381 | if (((uint)flags & (uint)DCF) != 0) | 1437 | if (((uint)flags & (uint)DCF) != 0) |
@@ -1385,40 +1441,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
1385 | try | 1441 | try |
1386 | { | 1442 | { |
1387 | agent_control_v3 += dirVectors[i]; | 1443 | agent_control_v3 += dirVectors[i]; |
1388 | //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); | 1444 | if (isNudge[i] == false) |
1445 | { | ||
1446 | Nudging = false; | ||
1447 | } | ||
1389 | } | 1448 | } |
1390 | catch (IndexOutOfRangeException) | 1449 | catch (IndexOutOfRangeException) |
1391 | { | 1450 | { |
1392 | // Why did I get this? | 1451 | // Why did I get this? |
1393 | } | 1452 | } |
1394 | 1453 | ||
1395 | if ((m_movementflag & (byte)(uint)DCF) == 0) | 1454 | if ((m_movementflag & (uint)DCF) == 0) |
1396 | { | 1455 | { |
1397 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1398 | { | ||
1399 | m_movementflag |= (byte)nudgehack; | ||
1400 | } | ||
1401 | m_movementflag += (byte)(uint)DCF; | 1456 | m_movementflag += (byte)(uint)DCF; |
1402 | update_movementflag = true; | 1457 | update_movementflag = true; |
1403 | } | 1458 | } |
1404 | } | 1459 | } |
1405 | else | 1460 | else |
1406 | { | 1461 | { |
1407 | if ((m_movementflag & (byte)(uint)DCF) != 0 || | 1462 | if ((m_movementflag & (uint)DCF) != 0) |
1408 | ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1409 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1410 | ) // This or is for Nudge forward | ||
1411 | { | 1463 | { |
1412 | m_movementflag -= ((byte)(uint)DCF); | 1464 | m_movementflag -= (byte)(uint)DCF; |
1413 | |||
1414 | update_movementflag = true; | 1465 | update_movementflag = true; |
1415 | /* | ||
1416 | if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1417 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1418 | { | ||
1419 | m_log.Debug("Removed Hack flag"); | ||
1420 | } | ||
1421 | */ | ||
1422 | } | 1466 | } |
1423 | else | 1467 | else |
1424 | { | 1468 | { |
@@ -1462,6 +1506,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1462 | // Ignore z component of vector | 1506 | // Ignore z component of vector |
1463 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1507 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1464 | LocalVectorToTarget2D.Normalize(); | 1508 | LocalVectorToTarget2D.Normalize(); |
1509 | |||
1510 | //We're not nudging | ||
1511 | Nudging = false; | ||
1465 | agent_control_v3 += LocalVectorToTarget2D; | 1512 | agent_control_v3 += LocalVectorToTarget2D; |
1466 | 1513 | ||
1467 | // update avatar movement flags. the avatar coordinate system is as follows: | 1514 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1550,13 +1597,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1550 | // m_log.DebugFormat( | 1597 | // m_log.DebugFormat( |
1551 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); | 1598 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); |
1552 | 1599 | ||
1553 | AddNewMovement(agent_control_v3, q); | 1600 | AddNewMovement(agent_control_v3, q, Nudging); |
1554 | 1601 | ||
1555 | 1602 | ||
1556 | } | 1603 | } |
1557 | } | 1604 | } |
1558 | 1605 | ||
1559 | if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) | 1606 | if (update_movementflag) |
1560 | Animator.UpdateMovementAnimations(); | 1607 | Animator.UpdateMovementAnimations(); |
1561 | 1608 | ||
1562 | m_scene.EventManager.TriggerOnClientMovement(this); | 1609 | m_scene.EventManager.TriggerOnClientMovement(this); |
@@ -1571,7 +1618,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1571 | m_sitAtAutoTarget = false; | 1618 | m_sitAtAutoTarget = false; |
1572 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; | 1619 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; |
1573 | //proxy.PCode = (byte)PCode.ParticleSystem; | 1620 | //proxy.PCode = (byte)PCode.ParticleSystem; |
1574 | |||
1575 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); | 1621 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); |
1576 | proxyObjectGroup.AttachToScene(m_scene); | 1622 | proxyObjectGroup.AttachToScene(m_scene); |
1577 | 1623 | ||
@@ -1613,7 +1659,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1613 | } | 1659 | } |
1614 | m_moveToPositionInProgress = true; | 1660 | m_moveToPositionInProgress = true; |
1615 | m_moveToPositionTarget = new Vector3(locx, locy, locz); | 1661 | m_moveToPositionTarget = new Vector3(locx, locy, locz); |
1616 | } | 1662 | } |
1617 | catch (Exception ex) | 1663 | catch (Exception ex) |
1618 | { | 1664 | { |
1619 | //Why did I get this error? | 1665 | //Why did I get this error? |
@@ -1635,7 +1681,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1635 | Velocity = Vector3.Zero; | 1681 | Velocity = Vector3.Zero; |
1636 | SendFullUpdateToAllClients(); | 1682 | SendFullUpdateToAllClients(); |
1637 | 1683 | ||
1638 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1684 | HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? |
1639 | } | 1685 | } |
1640 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); | 1686 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); |
1641 | m_requestedSitTargetUUID = UUID.Zero; | 1687 | m_requestedSitTargetUUID = UUID.Zero; |
@@ -1668,55 +1714,84 @@ namespace OpenSim.Region.Framework.Scenes | |||
1668 | /// </summary> | 1714 | /// </summary> |
1669 | public void StandUp() | 1715 | public void StandUp() |
1670 | { | 1716 | { |
1671 | if (SitGround) | ||
1672 | SitGround = false; | ||
1673 | |||
1674 | if (m_parentID != 0) | 1717 | if (m_parentID != 0) |
1675 | { | 1718 | { |
1676 | m_log.Debug("StandupCode Executed"); | ||
1677 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | 1719 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); |
1678 | if (part != null) | 1720 | if (part != null) |
1679 | { | 1721 | { |
1722 | part.TaskInventory.LockItemsForRead(true); | ||
1680 | TaskInventoryDictionary taskIDict = part.TaskInventory; | 1723 | TaskInventoryDictionary taskIDict = part.TaskInventory; |
1681 | if (taskIDict != null) | 1724 | if (taskIDict != null) |
1682 | { | 1725 | { |
1683 | lock (taskIDict) | 1726 | foreach (UUID taskID in taskIDict.Keys) |
1684 | { | 1727 | { |
1685 | foreach (UUID taskID in taskIDict.Keys) | 1728 | UnRegisterControlEventsToScript(LocalId, taskID); |
1686 | { | 1729 | taskIDict[taskID].PermsMask &= ~( |
1687 | UnRegisterControlEventsToScript(LocalId, taskID); | 1730 | 2048 | //PERMISSION_CONTROL_CAMERA |
1688 | taskIDict[taskID].PermsMask &= ~( | 1731 | 4); // PERMISSION_TAKE_CONTROLS |
1689 | 2048 | //PERMISSION_CONTROL_CAMERA | ||
1690 | 4); // PERMISSION_TAKE_CONTROLS | ||
1691 | } | ||
1692 | } | 1732 | } |
1693 | |||
1694 | } | 1733 | } |
1734 | part.TaskInventory.LockItemsForRead(false); | ||
1695 | // Reset sit target. | 1735 | // Reset sit target. |
1696 | if (part.GetAvatarOnSitTarget() == UUID) | 1736 | if (part.GetAvatarOnSitTarget() == UUID) |
1697 | part.SetAvatarOnSitTarget(UUID.Zero); | 1737 | part.SetAvatarOnSitTarget(UUID.Zero); |
1698 | |||
1699 | m_parentPosition = part.GetWorldPosition(); | 1738 | m_parentPosition = part.GetWorldPosition(); |
1700 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); | 1739 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); |
1701 | } | 1740 | } |
1702 | 1741 | // part.GetWorldRotation() is the rotation of the object being sat on | |
1703 | if (m_physicsActor == null) | 1742 | // Rotation is the sittiing Av's rotation |
1704 | { | 1743 | |
1705 | AddToPhysicalScene(false); | 1744 | Quaternion partRot; |
1745 | // if (part.LinkNum == 1) | ||
1746 | // { // Root prim of linkset | ||
1747 | // partRot = part.ParentGroup.RootPart.RotationOffset; | ||
1748 | // } | ||
1749 | // else | ||
1750 | // { // single or child prim | ||
1751 | |||
1752 | // } | ||
1753 | if (part == null) //CW: Part may be gone. llDie() for example. | ||
1754 | { | ||
1755 | partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1756 | } | ||
1757 | else | ||
1758 | { | ||
1759 | partRot = part.GetWorldRotation(); | ||
1706 | } | 1760 | } |
1707 | 1761 | ||
1708 | m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); | 1762 | Quaternion partIRot = Quaternion.Inverse(partRot); |
1709 | m_parentPosition = Vector3.Zero; | ||
1710 | 1763 | ||
1711 | m_parentID = 0; | 1764 | Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av |
1765 | Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av | ||
1766 | |||
1767 | |||
1768 | if (m_physicsActor == null) | ||
1769 | { | ||
1770 | AddToPhysicalScene(false); | ||
1771 | } | ||
1772 | //CW: If the part isn't null then we can set the current position | ||
1773 | if (part != null) | ||
1774 | { | ||
1775 | Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset! | ||
1776 | AbsolutePosition = avWorldStandUp; //KF: Fix stand up. | ||
1777 | part.IsOccupied = false; | ||
1778 | } | ||
1779 | else | ||
1780 | { | ||
1781 | //CW: Since the part doesn't exist, a coarse standup position isn't an issue | ||
1782 | AbsolutePosition = m_lastWorldPosition; | ||
1783 | } | ||
1784 | |||
1785 | m_parentPosition = Vector3.Zero; | ||
1786 | m_parentID = 0; | ||
1712 | SendFullUpdateToAllClients(); | 1787 | SendFullUpdateToAllClients(); |
1713 | m_requestedSitTargetID = 0; | 1788 | m_requestedSitTargetID = 0; |
1789 | |||
1714 | if ((m_physicsActor != null) && (m_avHeight > 0)) | 1790 | if ((m_physicsActor != null) && (m_avHeight > 0)) |
1715 | { | 1791 | { |
1716 | SetHeight(m_avHeight); | 1792 | SetHeight(m_avHeight); |
1717 | } | 1793 | } |
1718 | } | 1794 | } |
1719 | |||
1720 | Animator.TrySetMovementAnimation("STAND"); | 1795 | Animator.TrySetMovementAnimation("STAND"); |
1721 | } | 1796 | } |
1722 | 1797 | ||
@@ -1747,13 +1822,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1747 | Vector3 avSitOffSet = part.SitTargetPosition; | 1822 | Vector3 avSitOffSet = part.SitTargetPosition; |
1748 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1823 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1749 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1824 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); |
1750 | 1825 | bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero); | |
1751 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1826 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1752 | bool SitTargetisSet = | 1827 | if (SitTargetisSet && !SitTargetOccupied) |
1753 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && | ||
1754 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); | ||
1755 | |||
1756 | if (SitTargetisSet && SitTargetUnOccupied) | ||
1757 | { | 1828 | { |
1758 | //switch the target to this prim | 1829 | //switch the target to this prim |
1759 | return part; | 1830 | return part; |
@@ -1767,84 +1838,153 @@ namespace OpenSim.Region.Framework.Scenes | |||
1767 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) | 1838 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) |
1768 | { | 1839 | { |
1769 | bool autopilot = true; | 1840 | bool autopilot = true; |
1841 | Vector3 autopilotTarget = new Vector3(); | ||
1842 | Quaternion sitOrientation = Quaternion.Identity; | ||
1770 | Vector3 pos = new Vector3(); | 1843 | Vector3 pos = new Vector3(); |
1771 | Quaternion sitOrientation = pSitOrientation; | ||
1772 | Vector3 cameraEyeOffset = Vector3.Zero; | 1844 | Vector3 cameraEyeOffset = Vector3.Zero; |
1773 | Vector3 cameraAtOffset = Vector3.Zero; | 1845 | Vector3 cameraAtOffset = Vector3.Zero; |
1774 | bool forceMouselook = false; | 1846 | bool forceMouselook = false; |
1775 | 1847 | ||
1776 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); | 1848 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); |
1777 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); | 1849 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); |
1778 | if (part != null) | 1850 | if (part == null) return; |
1779 | { | 1851 | |
1780 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | 1852 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client |
1781 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | 1853 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it |
1782 | 1854 | ||
1783 | // Is a sit target available? | 1855 | // part is the prim to sit on |
1784 | Vector3 avSitOffSet = part.SitTargetPosition; | 1856 | // offset is the world-ref vector distance from that prim center to the click-spot |
1785 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1857 | // UUID is the UUID of the Avatar doing the clicking |
1786 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1858 | |
1787 | 1859 | m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation | |
1788 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1860 | |
1789 | bool SitTargetisSet = | 1861 | // Is a sit target available? |
1790 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && | 1862 | Vector3 avSitOffSet = part.SitTargetPosition; |
1791 | ( | 1863 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1792 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion | 1864 | |
1793 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point | 1865 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1794 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion | 1866 | // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); |
1795 | ) | 1867 | Quaternion partRot; |
1796 | )); | 1868 | // if (part.LinkNum == 1) |
1797 | 1869 | // { // Root prim of linkset | |
1798 | if (SitTargetisSet && SitTargetUnOccupied) | 1870 | // partRot = part.ParentGroup.RootPart.RotationOffset; |
1799 | { | 1871 | // } |
1800 | part.SetAvatarOnSitTarget(UUID); | 1872 | // else |
1801 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); | 1873 | // { // single or child prim |
1802 | sitOrientation = avSitOrientation; | 1874 | partRot = part.GetWorldRotation(); |
1803 | autopilot = false; | 1875 | // } |
1804 | } | 1876 | Quaternion partIRot = Quaternion.Inverse(partRot); |
1805 | 1877 | //Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet); | |
1806 | pos = part.AbsolutePosition + offset; | 1878 | // Sit analysis rewritten by KF 091125 |
1807 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) | 1879 | if (SitTargetisSet) // scipted sit |
1808 | //{ | 1880 | { |
1809 | // offset = pos; | 1881 | if (!part.IsOccupied) |
1810 | //autopilot = false; | 1882 | { |
1811 | //} | 1883 | //Console.WriteLine("Scripted, unoccupied"); |
1812 | if (m_physicsActor != null) | 1884 | part.SetAvatarOnSitTarget(UUID); // set that Av will be on it |
1813 | { | 1885 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one |
1814 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | 1886 | sitOrientation = avSitOrientation; // Change rotatione to the scripted one |
1815 | // We can remove the physicsActor until they stand up. | 1887 | autopilot = false; // Jump direct to scripted llSitPos() |
1816 | m_sitAvatarHeight = m_physicsActor.Size.Z; | 1888 | } |
1817 | 1889 | else | |
1818 | if (autopilot) | 1890 | { |
1819 | { | 1891 | //Console.WriteLine("Scripted, occupied"); |
1820 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) | 1892 | return; |
1821 | { | 1893 | } |
1822 | autopilot = false; | 1894 | } |
1895 | else // Not Scripted | ||
1896 | { | ||
1897 | if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) | ||
1898 | { | ||
1899 | // large prim & offset, ignore if other Avs sitting | ||
1900 | // offset.Z -= 0.05f; | ||
1901 | m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked | ||
1902 | autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point | ||
1903 | |||
1904 | //Console.WriteLine(" offset ={0}", offset); | ||
1905 | //Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos); | ||
1906 | //Console.WriteLine(" autopilotTarget={0}", autopilotTarget); | ||
1907 | |||
1908 | } | ||
1909 | else // small offset | ||
1910 | { | ||
1911 | //Console.WriteLine("Small offset"); | ||
1912 | if (!part.IsOccupied) | ||
1913 | { | ||
1914 | m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center | ||
1915 | autopilotTarget = part.AbsolutePosition; | ||
1916 | //Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget); | ||
1917 | } | ||
1918 | else return; // occupied small | ||
1919 | } // end large/small | ||
1920 | } // end Scripted/not | ||
1921 | cameraAtOffset = part.GetCameraAtOffset(); | ||
1922 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
1923 | forceMouselook = part.GetForceMouselook(); | ||
1924 | if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); // | ||
1925 | if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); // | ||
1823 | 1926 | ||
1824 | RemoveFromPhysicalScene(); | 1927 | if (m_physicsActor != null) |
1825 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); | 1928 | { |
1826 | } | 1929 | // If we're not using the client autopilot, we're immediately warping the avatar to the location |
1827 | } | 1930 | // We can remove the physicsActor until they stand up. |
1828 | else | 1931 | m_sitAvatarHeight = m_physicsActor.Size.Z; |
1932 | if (autopilot) | ||
1933 | { // its not a scripted sit | ||
1934 | // if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) | ||
1935 | if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) ) | ||
1829 | { | 1936 | { |
1937 | autopilot = false; // close enough | ||
1938 | m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
1939 | Not using the part's position because returning the AV to the last known standing | ||
1940 | position is likely to be more friendly, isn't it? */ | ||
1830 | RemoveFromPhysicalScene(); | 1941 | RemoveFromPhysicalScene(); |
1831 | } | 1942 | AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target |
1943 | } // else the autopilot will get us close | ||
1944 | } | ||
1945 | else | ||
1946 | { // its a scripted sit | ||
1947 | m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
1948 | I *am* using the part's position this time because we have no real idea how far away | ||
1949 | the avatar is from the sit target. */ | ||
1950 | RemoveFromPhysicalScene(); | ||
1832 | } | 1951 | } |
1833 | |||
1834 | cameraAtOffset = part.GetCameraAtOffset(); | ||
1835 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
1836 | forceMouselook = part.GetForceMouselook(); | ||
1837 | } | 1952 | } |
1838 | 1953 | else return; // physactor is null! | |
1839 | ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | 1954 | |
1840 | m_requestedSitTargetUUID = targetID; | 1955 | Vector3 offsetr; // = offset * partIRot; |
1956 | // KF: In a linkset, offsetr needs to be relative to the group root! 091208 | ||
1957 | // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot); | ||
1958 | // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error. | ||
1959 | // { // Single, or Root prim of linkset, target is ClickOffset * RootRot | ||
1960 | offsetr = offset * partIRot; | ||
1961 | // | ||
1962 | // else | ||
1963 | // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) | ||
1964 | // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + | ||
1965 | // (offset * partRot); | ||
1966 | // } | ||
1967 | |||
1968 | //Console.WriteLine(" "); | ||
1969 | //Console.WriteLine("link number ={0}", part.LinkNum); | ||
1970 | //Console.WriteLine("Prim offset ={0}", part.OffsetPosition ); | ||
1971 | //Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset); | ||
1972 | //Console.WriteLine("Click offst ={0}", offset); | ||
1973 | //Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation()); | ||
1974 | //Console.WriteLine("offsetr ={0}", offsetr); | ||
1975 | //Console.WriteLine("Camera At ={0}", cameraAtOffset); | ||
1976 | //Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); | ||
1977 | |||
1978 | ControllingClient.SendSitResponse(part.UUID, offsetr, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | ||
1979 | m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target | ||
1841 | // This calls HandleAgentSit twice, once from here, and the client calls | 1980 | // This calls HandleAgentSit twice, once from here, and the client calls |
1842 | // HandleAgentSit itself after it gets to the location | 1981 | // HandleAgentSit itself after it gets to the location |
1843 | // It doesn't get to the location until we've moved them there though | 1982 | // It doesn't get to the location until we've moved them there though |
1844 | // which happens in HandleAgentSit :P | 1983 | // which happens in HandleAgentSit :P |
1845 | m_autopilotMoving = autopilot; | 1984 | m_autopilotMoving = autopilot; |
1846 | m_autoPilotTarget = pos; | 1985 | m_autoPilotTarget = autopilotTarget; |
1847 | m_sitAtAutoTarget = autopilot; | 1986 | m_sitAtAutoTarget = autopilot; |
1987 | m_initialSitTarget = autopilotTarget; | ||
1848 | if (!autopilot) | 1988 | if (!autopilot) |
1849 | HandleAgentSit(remoteClient, UUID); | 1989 | HandleAgentSit(remoteClient, UUID); |
1850 | } | 1990 | } |
@@ -2139,31 +2279,66 @@ namespace OpenSim.Region.Framework.Scenes | |||
2139 | { | 2279 | { |
2140 | if (part != null) | 2280 | if (part != null) |
2141 | { | 2281 | { |
2282 | //Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation()); | ||
2142 | if (part.GetAvatarOnSitTarget() == UUID) | 2283 | if (part.GetAvatarOnSitTarget() == UUID) |
2143 | { | 2284 | { |
2285 | //Console.WriteLine("Scripted Sit"); | ||
2286 | // Scripted sit | ||
2144 | Vector3 sitTargetPos = part.SitTargetPosition; | 2287 | Vector3 sitTargetPos = part.SitTargetPosition; |
2145 | Quaternion sitTargetOrient = part.SitTargetOrientation; | 2288 | Quaternion sitTargetOrient = part.SitTargetOrientation; |
2146 | |||
2147 | //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); | ||
2148 | //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); | ||
2149 | |||
2150 | //Quaternion result = (sitTargetOrient * vq) * nq; | ||
2151 | |||
2152 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 2289 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
2153 | m_pos += SIT_TARGET_ADJUSTMENT; | 2290 | m_pos += SIT_TARGET_ADJUSTMENT; |
2154 | m_bodyRot = sitTargetOrient; | 2291 | m_bodyRot = sitTargetOrient; |
2155 | //Rotation = sitTargetOrient; | ||
2156 | m_parentPosition = part.AbsolutePosition; | 2292 | m_parentPosition = part.AbsolutePosition; |
2157 | 2293 | part.IsOccupied = true; | |
2158 | //SendTerseUpdateToAllClients(); | 2294 | Console.WriteLine("Scripted Sit ofset {0}", m_pos); |
2159 | } | 2295 | } |
2160 | else | 2296 | else |
2161 | { | 2297 | { |
2162 | m_pos -= part.AbsolutePosition; | 2298 | // if m_avUnscriptedSitPos is zero then Av sits above center |
2299 | // Else Av sits at m_avUnscriptedSitPos | ||
2300 | |||
2301 | // Non-scripted sit by Kitto Flora 21Nov09 | ||
2302 | // Calculate angle of line from prim to Av | ||
2303 | Quaternion partIRot; | ||
2304 | // if (part.LinkNum == 1) | ||
2305 | // { // Root prim of linkset | ||
2306 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2307 | // } | ||
2308 | // else | ||
2309 | // { // single or child prim | ||
2310 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2311 | // } | ||
2312 | Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; | ||
2313 | float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); | ||
2314 | float x_diff = ( m_avInitialPos.X - sitTargetPos.X); | ||
2315 | if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 | ||
2316 | if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 | ||
2317 | float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); | ||
2318 | // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. | ||
2319 | // Av sits at world euler <0,0, z>, translated by part rotation | ||
2320 | m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click | ||
2321 | |||
2163 | m_parentPosition = part.AbsolutePosition; | 2322 | m_parentPosition = part.AbsolutePosition; |
2164 | } | 2323 | part.IsOccupied = true; |
2324 | m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation | ||
2325 | (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center | ||
2326 | (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) + | ||
2327 | m_avUnscriptedSitPos; // adds click offset, if any | ||
2328 | //Set up raytrace to find top surface of prim | ||
2329 | Vector3 size = part.Scale; | ||
2330 | float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); | ||
2331 | Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); | ||
2332 | Vector3 down = new Vector3(0f, 0f, -1f); | ||
2333 | //Console.WriteLine("st={0} do={1} ma={2}", start, down, mag); | ||
2334 | m_scene.PhysicsScene.RaycastWorld( | ||
2335 | start, // Vector3 position, | ||
2336 | down, // Vector3 direction, | ||
2337 | mag, // float length, | ||
2338 | SitAltitudeCallback); // retMethod | ||
2339 | } // end scripted/not | ||
2165 | } | 2340 | } |
2166 | else | 2341 | else // no Av |
2167 | { | 2342 | { |
2168 | return; | 2343 | return; |
2169 | } | 2344 | } |
@@ -2175,11 +2350,36 @@ namespace OpenSim.Region.Framework.Scenes | |||
2175 | 2350 | ||
2176 | Animator.TrySetMovementAnimation(sitAnimation); | 2351 | Animator.TrySetMovementAnimation(sitAnimation); |
2177 | SendFullUpdateToAllClients(); | 2352 | SendFullUpdateToAllClients(); |
2178 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | ||
2179 | // So we're also sending a terse update (which has avatar rotation) | ||
2180 | // [Update] We do now. | ||
2181 | //SendTerseUpdateToAllClients(); | ||
2182 | } | 2353 | } |
2354 | |||
2355 | public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal) | ||
2356 | { | ||
2357 | // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer | ||
2358 | // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height. | ||
2359 | if(hitYN) | ||
2360 | { | ||
2361 | // m_pos = Av offset from prim center to make look like on center | ||
2362 | // m_parentPosition = Actual center pos of prim | ||
2363 | // collisionPoint = spot on prim where we want to sit | ||
2364 | // collisionPoint.Z = global sit surface height | ||
2365 | SceneObjectPart part = m_scene.GetSceneObjectPart(localid); | ||
2366 | Quaternion partIRot; | ||
2367 | // if (part.LinkNum == 1) | ||
2368 | /// { // Root prim of linkset | ||
2369 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2370 | // } | ||
2371 | // else | ||
2372 | // { // single or child prim | ||
2373 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2374 | // } | ||
2375 | float offZ = collisionPoint.Z - m_initialSitTarget.Z; | ||
2376 | Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction | ||
2377 | //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); | ||
2378 | m_pos += offset; | ||
2379 | // ControllingClient.SendClearFollowCamProperties(part.UUID); | ||
2380 | |||
2381 | } | ||
2382 | } // End SitAltitudeCallback KF. | ||
2183 | 2383 | ||
2184 | /// <summary> | 2384 | /// <summary> |
2185 | /// Event handler for the 'Always run' setting on the client | 2385 | /// Event handler for the 'Always run' setting on the client |
@@ -2209,7 +2409,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2209 | /// </summary> | 2409 | /// </summary> |
2210 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 2410 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
2211 | /// <param name="rotation">The direction in which this avatar should now face. | 2411 | /// <param name="rotation">The direction in which this avatar should now face. |
2212 | public void AddNewMovement(Vector3 vec, Quaternion rotation) | 2412 | public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging) |
2213 | { | 2413 | { |
2214 | if (m_isChildAgent) | 2414 | if (m_isChildAgent) |
2215 | { | 2415 | { |
@@ -2286,7 +2486,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2286 | 2486 | ||
2287 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | 2487 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
2288 | m_forceToApply = direc; | 2488 | m_forceToApply = direc; |
2289 | 2489 | m_isNudging = Nudging; | |
2290 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); | 2490 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); |
2291 | } | 2491 | } |
2292 | 2492 | ||
@@ -2301,7 +2501,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2301 | const float POSITION_TOLERANCE = 0.05f; | 2501 | const float POSITION_TOLERANCE = 0.05f; |
2302 | //const int TIME_MS_TOLERANCE = 3000; | 2502 | //const int TIME_MS_TOLERANCE = 3000; |
2303 | 2503 | ||
2304 | SendPrimUpdates(); | 2504 | |
2305 | 2505 | ||
2306 | if (m_newCoarseLocations) | 2506 | if (m_newCoarseLocations) |
2307 | { | 2507 | { |
@@ -2337,6 +2537,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2337 | CheckForBorderCrossing(); | 2537 | CheckForBorderCrossing(); |
2338 | CheckForSignificantMovement(); // sends update to the modules. | 2538 | CheckForSignificantMovement(); // sends update to the modules. |
2339 | } | 2539 | } |
2540 | |||
2541 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2542 | SendPrimUpdates(); | ||
2340 | } | 2543 | } |
2341 | 2544 | ||
2342 | #endregion | 2545 | #endregion |
@@ -3153,6 +3356,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3153 | m_callbackURI = cAgent.CallbackURI; | 3356 | m_callbackURI = cAgent.CallbackURI; |
3154 | 3357 | ||
3155 | m_pos = cAgent.Position; | 3358 | m_pos = cAgent.Position; |
3359 | |||
3156 | m_velocity = cAgent.Velocity; | 3360 | m_velocity = cAgent.Velocity; |
3157 | m_CameraCenter = cAgent.Center; | 3361 | m_CameraCenter = cAgent.Center; |
3158 | //m_avHeight = cAgent.Size.Z; | 3362 | //m_avHeight = cAgent.Size.Z; |
@@ -3241,14 +3445,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
3241 | { | 3445 | { |
3242 | if (m_forceToApply.HasValue) | 3446 | if (m_forceToApply.HasValue) |
3243 | { | 3447 | { |
3244 | Vector3 force = m_forceToApply.Value; | ||
3245 | 3448 | ||
3449 | Vector3 force = m_forceToApply.Value; | ||
3246 | m_updateflag = true; | 3450 | m_updateflag = true; |
3247 | // movementvector = force; | ||
3248 | Velocity = force; | 3451 | Velocity = force; |
3249 | 3452 | ||
3250 | m_forceToApply = null; | 3453 | m_forceToApply = null; |
3251 | } | 3454 | } |
3455 | else | ||
3456 | { | ||
3457 | if (m_isNudging) | ||
3458 | { | ||
3459 | Vector3 force = Vector3.Zero; | ||
3460 | |||
3461 | m_updateflag = true; | ||
3462 | Velocity = force; | ||
3463 | m_isNudging = false; | ||
3464 | m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND" | ||
3465 | } | ||
3466 | } | ||
3252 | } | 3467 | } |
3253 | 3468 | ||
3254 | public override void SetText(string text, Vector3 color, double alpha) | 3469 | public override void SetText(string text, Vector3 color, double alpha) |
@@ -3299,18 +3514,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3299 | { | 3514 | { |
3300 | if (e == null) | 3515 | if (e == null) |
3301 | return; | 3516 | return; |
3302 | 3517 | ||
3303 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) | 3518 | // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents( |
3304 | // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( | ||
3305 | // as of this comment the interval is set in AddToPhysicalScene | 3519 | // as of this comment the interval is set in AddToPhysicalScene |
3306 | if (Animator!=null) | 3520 | if (Animator!=null) |
3307 | Animator.UpdateMovementAnimations(); | 3521 | { |
3522 | if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper, | ||
3523 | { // else its will lock out other animation changes, like ground sit. | ||
3524 | Animator.UpdateMovementAnimations(); | ||
3525 | m_updateCount--; | ||
3526 | } | ||
3527 | } | ||
3308 | 3528 | ||
3309 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3529 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; |
3310 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | 3530 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; |
3311 | 3531 | ||
3312 | CollisionPlane = Vector4.UnitW; | 3532 | CollisionPlane = Vector4.UnitW; |
3313 | 3533 | ||
3534 | if (m_lastColCount != coldata.Count) | ||
3535 | { | ||
3536 | m_updateCount = UPDATE_COUNT; | ||
3537 | m_lastColCount = coldata.Count; | ||
3538 | } | ||
3539 | |||
3314 | if (coldata.Count != 0 && Animator != null) | 3540 | if (coldata.Count != 0 && Animator != null) |
3315 | { | 3541 | { |
3316 | switch (Animator.CurrentMovementAnimation) | 3542 | switch (Animator.CurrentMovementAnimation) |
@@ -3745,6 +3971,32 @@ namespace OpenSim.Region.Framework.Scenes | |||
3745 | return; | 3971 | return; |
3746 | } | 3972 | } |
3747 | 3973 | ||
3974 | XmlDocument doc = new XmlDocument(); | ||
3975 | string stateData = String.Empty; | ||
3976 | |||
3977 | IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>(); | ||
3978 | if (attServ != null) | ||
3979 | { | ||
3980 | m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service"); | ||
3981 | stateData = attServ.Get(ControllingClient.AgentId.ToString()); | ||
3982 | doc.LoadXml(stateData); | ||
3983 | } | ||
3984 | |||
3985 | Dictionary<UUID, string> itemData = new Dictionary<UUID, string>(); | ||
3986 | |||
3987 | XmlNodeList nodes = doc.GetElementsByTagName("Attachment"); | ||
3988 | if (nodes.Count > 0) | ||
3989 | { | ||
3990 | foreach (XmlNode n in nodes) | ||
3991 | { | ||
3992 | XmlElement elem = (XmlElement)n; | ||
3993 | string itemID = elem.GetAttribute("ItemID"); | ||
3994 | string xml = elem.InnerXml; | ||
3995 | |||
3996 | itemData[new UUID(itemID)] = xml; | ||
3997 | } | ||
3998 | } | ||
3999 | |||
3748 | List<int> attPoints = m_appearance.GetAttachedPoints(); | 4000 | List<int> attPoints = m_appearance.GetAttachedPoints(); |
3749 | foreach (int p in attPoints) | 4001 | foreach (int p in attPoints) |
3750 | { | 4002 | { |
@@ -3764,9 +4016,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
3764 | 4016 | ||
3765 | try | 4017 | try |
3766 | { | 4018 | { |
3767 | // Rez from inventory | 4019 | string xmlData; |
3768 | UUID asset | 4020 | XmlDocument d = new XmlDocument(); |
3769 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); | 4021 | UUID asset; |
4022 | if (itemData.TryGetValue(itemID, out xmlData)) | ||
4023 | { | ||
4024 | d.LoadXml(xmlData); | ||
4025 | m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID); | ||
4026 | |||
4027 | // Rez from inventory | ||
4028 | asset | ||
4029 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d); | ||
4030 | |||
4031 | } | ||
4032 | else | ||
4033 | { | ||
4034 | // Rez from inventory (with a null doc to let | ||
4035 | // CHANGED_OWNER happen) | ||
4036 | asset | ||
4037 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null); | ||
4038 | } | ||
3770 | 4039 | ||
3771 | m_log.InfoFormat( | 4040 | m_log.InfoFormat( |
3772 | "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", | 4041 | "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", |
@@ -3917,5 +4186,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3917 | m_reprioritization_called = false; | 4186 | m_reprioritization_called = false; |
3918 | } | 4187 | } |
3919 | } | 4188 | } |
4189 | |||
4190 | private Vector3 Quat2Euler(Quaternion rot){ | ||
4191 | float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) , | ||
4192 | (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z))); | ||
4193 | float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W))); | ||
4194 | float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) , | ||
4195 | (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z))); | ||
4196 | return(new Vector3(x,y,z)); | ||
4197 | } | ||
4198 | |||
4199 | |||
3920 | } | 4200 | } |
3921 | } | 4201 | } |