diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 971 |
1 files changed, 786 insertions, 185 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index d4b4e0a..1e749da 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -26,6 +26,7 @@ | |||
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Xml; | ||
29 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
30 | using System.Reflection; | 31 | using System.Reflection; |
31 | using System.Timers; | 32 | using System.Timers; |
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
72 | // { | 73 | // { |
73 | // m_log.Debug("[ScenePresence] Destructor called"); | 74 | // m_log.Debug("[ScenePresence] Destructor called"); |
74 | // } | 75 | // } |
75 | 76 | ||
76 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
77 | 78 | ||
78 | // private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); | 79 | // private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); |
@@ -87,7 +88,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
87 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis | 88 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis |
88 | /// issue #1716 | 89 | /// issue #1716 |
89 | /// </summary> | 90 | /// </summary> |
90 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); | 91 | // private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); |
92 | // Value revised by KF 091121 by comparison with SL. | ||
93 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); | ||
91 | 94 | ||
92 | public UUID currentParcelUUID = UUID.Zero; | 95 | public UUID currentParcelUUID = UUID.Zero; |
93 | 96 | ||
@@ -121,8 +124,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
121 | public Vector3 lastKnownAllowedPosition; | 124 | public Vector3 lastKnownAllowedPosition; |
122 | public bool sentMessageAboutRestrictedParcelFlyingDown; | 125 | public bool sentMessageAboutRestrictedParcelFlyingDown; |
123 | public Vector4 CollisionPlane = Vector4.UnitW; | 126 | public Vector4 CollisionPlane = Vector4.UnitW; |
124 | 127 | ||
128 | private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation | ||
129 | private Vector3 m_avUnscriptedSitPos; // for non-scripted prims | ||
125 | private Vector3 m_lastPosition; | 130 | private Vector3 m_lastPosition; |
131 | private Vector3 m_lastWorldPosition; | ||
126 | private Quaternion m_lastRotation; | 132 | private Quaternion m_lastRotation; |
127 | private Vector3 m_lastVelocity; | 133 | private Vector3 m_lastVelocity; |
128 | //private int m_lastTerseSent; | 134 | //private int m_lastTerseSent; |
@@ -153,9 +159,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
153 | private int m_perfMonMS; | 159 | private int m_perfMonMS; |
154 | 160 | ||
155 | private bool m_setAlwaysRun; | 161 | private bool m_setAlwaysRun; |
156 | |||
157 | private bool m_forceFly; | 162 | private bool m_forceFly; |
158 | private bool m_flyDisabled; | 163 | private bool m_flyDisabled; |
164 | private bool m_flyingOld; // add for fly velocity control | ||
165 | public bool m_wasFlying; // add for fly velocity control | ||
159 | 166 | ||
160 | private float m_speedModifier = 1.0f; | 167 | private float m_speedModifier = 1.0f; |
161 | 168 | ||
@@ -174,7 +181,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
174 | protected RegionInfo m_regionInfo; | 181 | protected RegionInfo m_regionInfo; |
175 | protected ulong crossingFromRegion; | 182 | protected ulong crossingFromRegion; |
176 | 183 | ||
177 | private readonly Vector3[] Dir_Vectors = new Vector3[9]; | 184 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; |
185 | private bool m_isNudging = false; | ||
178 | 186 | ||
179 | // Position of agent's camera in world (region cordinates) | 187 | // Position of agent's camera in world (region cordinates) |
180 | protected Vector3 m_CameraCenter; | 188 | protected Vector3 m_CameraCenter; |
@@ -199,17 +207,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
199 | private bool m_autopilotMoving; | 207 | private bool m_autopilotMoving; |
200 | private Vector3 m_autoPilotTarget; | 208 | private Vector3 m_autoPilotTarget; |
201 | private bool m_sitAtAutoTarget; | 209 | private bool m_sitAtAutoTarget; |
210 | private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit | ||
202 | 211 | ||
203 | private string m_nextSitAnimation = String.Empty; | 212 | private string m_nextSitAnimation = String.Empty; |
204 | 213 | ||
205 | //PauPaw:Proper PID Controler for autopilot************ | 214 | //PauPaw:Proper PID Controler for autopilot************ |
206 | private bool m_moveToPositionInProgress; | 215 | private bool m_moveToPositionInProgress; |
207 | private Vector3 m_moveToPositionTarget; | 216 | private Vector3 m_moveToPositionTarget; |
217 | private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
208 | 218 | ||
209 | private bool m_followCamAuto; | 219 | private bool m_followCamAuto; |
210 | 220 | ||
211 | private int m_movementUpdateCount; | 221 | private int m_movementUpdateCount; |
222 | private int m_lastColCount = -1; //KF: Look for Collision chnages | ||
223 | private int m_updateCount = 0; //KF: Update Anims for a while | ||
224 | private static readonly int UPDATE_COUNT = 10; // how many frames to update for | ||
212 | private const int NumMovementsBetweenRayCast = 5; | 225 | private const int NumMovementsBetweenRayCast = 5; |
226 | private List<uint> m_lastColliders = new List<uint>(); | ||
227 | |||
228 | private object m_syncRoot = new Object(); | ||
213 | 229 | ||
214 | private bool CameraConstraintActive; | 230 | private bool CameraConstraintActive; |
215 | //private int m_moveToPositionStateStatus; | 231 | //private int m_moveToPositionStateStatus; |
@@ -236,7 +252,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
236 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 252 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
237 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 253 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, |
238 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, | 254 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, |
239 | DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | 255 | DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, |
256 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, | ||
257 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, | ||
240 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 258 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
241 | } | 259 | } |
242 | 260 | ||
@@ -443,7 +461,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
443 | get | 461 | get |
444 | { | 462 | { |
445 | PhysicsActor actor = m_physicsActor; | 463 | PhysicsActor actor = m_physicsActor; |
446 | if (actor != null) | 464 | // if (actor != null) |
465 | if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting! | ||
447 | m_pos = actor.Position; | 466 | m_pos = actor.Position; |
448 | else // OS Mantis #4063 | 467 | else // OS Mantis #4063 |
449 | { // OS Mantis #4063 | 468 | { // OS Mantis #4063 |
@@ -489,7 +508,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
489 | } | 508 | } |
490 | } | 509 | } |
491 | 510 | ||
492 | m_pos = value; | 511 | if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting! |
512 | m_pos = value; | ||
493 | m_parentPosition = Vector3.Zero; | 513 | m_parentPosition = Vector3.Zero; |
494 | } | 514 | } |
495 | } | 515 | } |
@@ -533,10 +553,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
533 | } | 553 | } |
534 | } | 554 | } |
535 | 555 | ||
556 | public Quaternion OffsetRotation | ||
557 | { | ||
558 | get { return m_offsetRotation; } | ||
559 | set { m_offsetRotation = value; } | ||
560 | } | ||
561 | |||
536 | public Quaternion Rotation | 562 | public Quaternion Rotation |
537 | { | 563 | { |
538 | get { return m_bodyRot; } | 564 | get { |
539 | set { m_bodyRot = value; } | 565 | if (m_parentID != 0) |
566 | { | ||
567 | if (m_offsetRotation != null) | ||
568 | { | ||
569 | return m_offsetRotation; | ||
570 | } | ||
571 | else | ||
572 | { | ||
573 | return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
574 | } | ||
575 | |||
576 | } | ||
577 | else | ||
578 | { | ||
579 | return m_bodyRot; | ||
580 | } | ||
581 | } | ||
582 | set { | ||
583 | m_bodyRot = value; | ||
584 | if (m_parentID != 0) | ||
585 | { | ||
586 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
587 | } | ||
588 | } | ||
540 | } | 589 | } |
541 | 590 | ||
542 | public Quaternion PreviousRotation | 591 | public Quaternion PreviousRotation |
@@ -561,11 +610,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
561 | 610 | ||
562 | private uint m_parentID; | 611 | private uint m_parentID; |
563 | 612 | ||
613 | |||
614 | private UUID m_linkedPrim; | ||
615 | |||
564 | public uint ParentID | 616 | public uint ParentID |
565 | { | 617 | { |
566 | get { return m_parentID; } | 618 | get { return m_parentID; } |
567 | set { m_parentID = value; } | 619 | set { m_parentID = value; } |
568 | } | 620 | } |
621 | |||
622 | public UUID LinkedPrim | ||
623 | { | ||
624 | get { return m_linkedPrim; } | ||
625 | set { m_linkedPrim = value; } | ||
626 | } | ||
627 | |||
569 | public float Health | 628 | public float Health |
570 | { | 629 | { |
571 | get { return m_health; } | 630 | get { return m_health; } |
@@ -687,7 +746,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
687 | CreateSceneViewer(); | 746 | CreateSceneViewer(); |
688 | m_animator = new ScenePresenceAnimator(this); | 747 | m_animator = new ScenePresenceAnimator(this); |
689 | } | 748 | } |
690 | 749 | ||
691 | private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() | 750 | private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() |
692 | { | 751 | { |
693 | m_rootRegionHandle = reginfo.RegionHandle; | 752 | m_rootRegionHandle = reginfo.RegionHandle; |
@@ -719,10 +778,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
719 | m_reprioritization_timer.AutoReset = false; | 778 | m_reprioritization_timer.AutoReset = false; |
720 | 779 | ||
721 | AdjustKnownSeeds(); | 780 | AdjustKnownSeeds(); |
722 | |||
723 | // TODO: I think, this won't send anything, as we are still a child here... | ||
724 | Animator.TrySetMovementAnimation("STAND"); | 781 | Animator.TrySetMovementAnimation("STAND"); |
725 | |||
726 | // we created a new ScenePresence (a new child agent) in a fresh region. | 782 | // we created a new ScenePresence (a new child agent) in a fresh region. |
727 | // Request info about all the (root) agents in this region | 783 | // Request info about all the (root) agents in this region |
728 | // Note: This won't send data *to* other clients in that region (children don't send) | 784 | // Note: This won't send data *to* other clients in that region (children don't send) |
@@ -773,25 +829,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
773 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 829 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
774 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 830 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
775 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 831 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
776 | Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 832 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
777 | Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD | 833 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE |
778 | Dir_Vectors[7] = -Vector3.UnitX; //BACK | 834 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE |
835 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | ||
836 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
779 | } | 837 | } |
780 | 838 | ||
781 | private Vector3[] GetWalkDirectionVectors() | 839 | private Vector3[] GetWalkDirectionVectors() |
782 | { | 840 | { |
783 | Vector3[] vector = new Vector3[9]; | 841 | Vector3[] vector = new Vector3[11]; |
784 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD | 842 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
785 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK | 843 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
786 | vector[2] = Vector3.UnitY; //LEFT | 844 | vector[2] = Vector3.UnitY; //LEFT |
787 | vector[3] = -Vector3.UnitY; //RIGHT | 845 | vector[3] = -Vector3.UnitY; //RIGHT |
788 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 846 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
789 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN | 847 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
790 | vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | 848 | vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE |
791 | vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge | 849 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE |
792 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge | 850 | vector[8] = Vector3.UnitY; //LEFT_NUDGE |
851 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | ||
852 | vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE | ||
793 | return vector; | 853 | return vector; |
794 | } | 854 | } |
855 | |||
856 | private bool[] GetDirectionIsNudge() | ||
857 | { | ||
858 | bool[] isNudge = new bool[11]; | ||
859 | isNudge[0] = false; //FORWARD | ||
860 | isNudge[1] = false; //BACK | ||
861 | isNudge[2] = false; //LEFT | ||
862 | isNudge[3] = false; //RIGHT | ||
863 | isNudge[4] = false; //UP | ||
864 | isNudge[5] = false; //DOWN | ||
865 | isNudge[6] = true; //FORWARD_NUDGE | ||
866 | isNudge[7] = true; //BACK_NUDGE | ||
867 | isNudge[8] = true; //LEFT_NUDGE | ||
868 | isNudge[9] = true; //RIGHT_NUDGE | ||
869 | isNudge[10] = true; //DOWN_Nudge | ||
870 | return isNudge; | ||
871 | } | ||
872 | |||
795 | 873 | ||
796 | #endregion | 874 | #endregion |
797 | 875 | ||
@@ -853,6 +931,54 @@ namespace OpenSim.Region.Framework.Scenes | |||
853 | pos.Y = crossedBorder.BorderLine.Z - 1; | 931 | pos.Y = crossedBorder.BorderLine.Z - 1; |
854 | } | 932 | } |
855 | 933 | ||
934 | //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet. | ||
935 | //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent, | ||
936 | //they'll bypass the landing point. But I can't think of any decent way of fixing this. | ||
937 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
938 | if (land != null) | ||
939 | { | ||
940 | if (KnownChildRegionHandles.Count == 0) | ||
941 | { | ||
942 | //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni. | ||
943 | 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) | ||
944 | { | ||
945 | pos = land.LandData.UserLocation; | ||
946 | } | ||
947 | } | ||
948 | |||
949 | land.SendLandUpdateToClient(ControllingClient); | ||
950 | } | ||
951 | |||
952 | if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) | ||
953 | { | ||
954 | Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); | ||
955 | |||
956 | if (pos.X < 0) | ||
957 | { | ||
958 | emergencyPos.X = (int)Constants.RegionSize + pos.X; | ||
959 | if (!(pos.Y < 0)) | ||
960 | emergencyPos.Y = pos.Y; | ||
961 | if (!(pos.Z < 0)) | ||
962 | emergencyPos.Z = pos.Z; | ||
963 | } | ||
964 | if (pos.Y < 0) | ||
965 | { | ||
966 | emergencyPos.Y = (int)Constants.RegionSize + pos.Y; | ||
967 | if (!(pos.X < 0)) | ||
968 | emergencyPos.X = pos.X; | ||
969 | if (!(pos.Z < 0)) | ||
970 | emergencyPos.Z = pos.Z; | ||
971 | } | ||
972 | if (pos.Z < 0) | ||
973 | { | ||
974 | emergencyPos.Z = 128; | ||
975 | if (!(pos.Y < 0)) | ||
976 | emergencyPos.Y = pos.Y; | ||
977 | if (!(pos.X < 0)) | ||
978 | emergencyPos.X = pos.X; | ||
979 | } | ||
980 | } | ||
981 | |||
856 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) | 982 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) |
857 | { | 983 | { |
858 | m_log.WarnFormat( | 984 | m_log.WarnFormat( |
@@ -981,12 +1107,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
981 | { | 1107 | { |
982 | if (PhysicsActor != null) | 1108 | if (PhysicsActor != null) |
983 | { | 1109 | { |
984 | m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; | 1110 | try |
985 | m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; | 1111 | { |
986 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); | 1112 | m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; |
987 | m_physicsActor.UnSubscribeEvents(); | 1113 | m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; |
988 | m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; | 1114 | m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; |
989 | PhysicsActor = null; | 1115 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); |
1116 | m_physicsActor.UnSubscribeEvents(); | ||
1117 | PhysicsActor = null; | ||
1118 | } | ||
1119 | catch | ||
1120 | { } | ||
990 | } | 1121 | } |
991 | } | 1122 | } |
992 | 1123 | ||
@@ -997,9 +1128,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
997 | public void Teleport(Vector3 pos) | 1128 | public void Teleport(Vector3 pos) |
998 | { | 1129 | { |
999 | bool isFlying = false; | 1130 | bool isFlying = false; |
1131 | |||
1000 | if (m_physicsActor != null) | 1132 | if (m_physicsActor != null) |
1001 | isFlying = m_physicsActor.Flying; | 1133 | isFlying = m_physicsActor.Flying; |
1002 | 1134 | ||
1003 | RemoveFromPhysicalScene(); | 1135 | RemoveFromPhysicalScene(); |
1004 | Velocity = Vector3.Zero; | 1136 | Velocity = Vector3.Zero; |
1005 | AbsolutePosition = pos; | 1137 | AbsolutePosition = pos; |
@@ -1011,6 +1143,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1011 | } | 1143 | } |
1012 | 1144 | ||
1013 | SendTerseUpdateToAllClients(); | 1145 | SendTerseUpdateToAllClients(); |
1146 | |||
1014 | } | 1147 | } |
1015 | 1148 | ||
1016 | public void TeleportWithMomentum(Vector3 pos) | 1149 | public void TeleportWithMomentum(Vector3 pos) |
@@ -1229,6 +1362,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1229 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); | 1362 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); |
1230 | 1363 | ||
1231 | m_pos = m_LastFinitePos; | 1364 | m_pos = m_LastFinitePos; |
1365 | |||
1232 | if (!m_pos.IsFinite()) | 1366 | if (!m_pos.IsFinite()) |
1233 | { | 1367 | { |
1234 | m_pos.X = 127f; | 1368 | m_pos.X = 127f; |
@@ -1295,7 +1429,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1295 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); | 1429 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); |
1296 | } | 1430 | } |
1297 | } | 1431 | } |
1298 | |||
1299 | lock (scriptedcontrols) | 1432 | lock (scriptedcontrols) |
1300 | { | 1433 | { |
1301 | if (scriptedcontrols.Count > 0) | 1434 | if (scriptedcontrols.Count > 0) |
@@ -1310,6 +1443,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1310 | 1443 | ||
1311 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) | 1444 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) |
1312 | { | 1445 | { |
1446 | m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. | ||
1447 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | ||
1448 | |||
1313 | // TODO: This doesn't prevent the user from walking yet. | 1449 | // TODO: This doesn't prevent the user from walking yet. |
1314 | // Setting parent ID would fix this, if we knew what value | 1450 | // Setting parent ID would fix this, if we knew what value |
1315 | // to use. Or we could add a m_isSitting variable. | 1451 | // to use. Or we could add a m_isSitting variable. |
@@ -1358,12 +1494,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1358 | if (actor.Flying != oldflying) | 1494 | if (actor.Flying != oldflying) |
1359 | update_movementflag = true; | 1495 | update_movementflag = true; |
1360 | 1496 | ||
1497 | if (m_animator.m_jumping) // add for jumping | ||
1498 | update_movementflag = true; | ||
1499 | |||
1361 | if (q != m_bodyRot) | 1500 | if (q != m_bodyRot) |
1362 | { | 1501 | { |
1363 | m_bodyRot = q; | 1502 | m_bodyRot = q; |
1364 | update_rotation = true; | 1503 | update_rotation = true; |
1365 | } | 1504 | } |
1366 | 1505 | ||
1506 | //guilty until proven innocent.. | ||
1507 | bool Nudging = true; | ||
1508 | //Basically, if there is at least one non-nudge control then we don't need | ||
1509 | //to worry about stopping the avatar | ||
1510 | |||
1367 | if (m_parentID == 0) | 1511 | if (m_parentID == 0) |
1368 | { | 1512 | { |
1369 | bool bAllowUpdateMoveToPosition = false; | 1513 | bool bAllowUpdateMoveToPosition = false; |
@@ -1378,9 +1522,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1378 | else | 1522 | else |
1379 | dirVectors = Dir_Vectors; | 1523 | dirVectors = Dir_Vectors; |
1380 | 1524 | ||
1381 | // The fact that m_movementflag is a byte needs to be fixed | 1525 | bool[] isNudge = GetDirectionIsNudge(); |
1382 | // it really should be a uint | 1526 | |
1383 | uint nudgehack = 250; | 1527 | |
1528 | |||
1529 | |||
1530 | |||
1384 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 1531 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
1385 | { | 1532 | { |
1386 | if (((uint)flags & (uint)DCF) != 0) | 1533 | if (((uint)flags & (uint)DCF) != 0) |
@@ -1390,40 +1537,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
1390 | try | 1537 | try |
1391 | { | 1538 | { |
1392 | agent_control_v3 += dirVectors[i]; | 1539 | agent_control_v3 += dirVectors[i]; |
1393 | //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); | 1540 | if (isNudge[i] == false) |
1541 | { | ||
1542 | Nudging = false; | ||
1543 | } | ||
1394 | } | 1544 | } |
1395 | catch (IndexOutOfRangeException) | 1545 | catch (IndexOutOfRangeException) |
1396 | { | 1546 | { |
1397 | // Why did I get this? | 1547 | // Why did I get this? |
1398 | } | 1548 | } |
1399 | 1549 | ||
1400 | if ((m_movementflag & (byte)(uint)DCF) == 0) | 1550 | if ((m_movementflag & (uint)DCF) == 0) |
1401 | { | 1551 | { |
1402 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1403 | { | ||
1404 | m_movementflag |= (byte)nudgehack; | ||
1405 | } | ||
1406 | m_movementflag += (byte)(uint)DCF; | 1552 | m_movementflag += (byte)(uint)DCF; |
1407 | update_movementflag = true; | 1553 | update_movementflag = true; |
1408 | } | 1554 | } |
1409 | } | 1555 | } |
1410 | else | 1556 | else |
1411 | { | 1557 | { |
1412 | if ((m_movementflag & (byte)(uint)DCF) != 0 || | 1558 | if ((m_movementflag & (uint)DCF) != 0) |
1413 | ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1414 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1415 | ) // This or is for Nudge forward | ||
1416 | { | 1559 | { |
1417 | m_movementflag -= ((byte)(uint)DCF); | 1560 | m_movementflag -= (byte)(uint)DCF; |
1418 | |||
1419 | update_movementflag = true; | 1561 | update_movementflag = true; |
1420 | /* | ||
1421 | if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1422 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1423 | { | ||
1424 | m_log.Debug("Removed Hack flag"); | ||
1425 | } | ||
1426 | */ | ||
1427 | } | 1562 | } |
1428 | else | 1563 | else |
1429 | { | 1564 | { |
@@ -1432,7 +1567,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1432 | } | 1567 | } |
1433 | i++; | 1568 | i++; |
1434 | } | 1569 | } |
1435 | |||
1436 | //Paupaw:Do Proper PID for Autopilot here | 1570 | //Paupaw:Do Proper PID for Autopilot here |
1437 | if (bResetMoveToPosition) | 1571 | if (bResetMoveToPosition) |
1438 | { | 1572 | { |
@@ -1467,6 +1601,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1467 | // Ignore z component of vector | 1601 | // Ignore z component of vector |
1468 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1602 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1469 | LocalVectorToTarget2D.Normalize(); | 1603 | LocalVectorToTarget2D.Normalize(); |
1604 | |||
1605 | //We're not nudging | ||
1606 | Nudging = false; | ||
1470 | agent_control_v3 += LocalVectorToTarget2D; | 1607 | agent_control_v3 += LocalVectorToTarget2D; |
1471 | 1608 | ||
1472 | // update avatar movement flags. the avatar coordinate system is as follows: | 1609 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1557,13 +1694,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1557 | // m_log.DebugFormat( | 1694 | // m_log.DebugFormat( |
1558 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); | 1695 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); |
1559 | 1696 | ||
1560 | AddNewMovement(agent_control_v3, q); | 1697 | AddNewMovement(agent_control_v3, q, Nudging); |
1561 | 1698 | ||
1562 | 1699 | ||
1563 | } | 1700 | } |
1564 | } | 1701 | } |
1565 | 1702 | ||
1566 | if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) | 1703 | if (update_movementflag && !SitGround) |
1567 | Animator.UpdateMovementAnimations(); | 1704 | Animator.UpdateMovementAnimations(); |
1568 | 1705 | ||
1569 | m_scene.EventManager.TriggerOnClientMovement(this); | 1706 | m_scene.EventManager.TriggerOnClientMovement(this); |
@@ -1578,7 +1715,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1578 | m_sitAtAutoTarget = false; | 1715 | m_sitAtAutoTarget = false; |
1579 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; | 1716 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; |
1580 | //proxy.PCode = (byte)PCode.ParticleSystem; | 1717 | //proxy.PCode = (byte)PCode.ParticleSystem; |
1581 | |||
1582 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); | 1718 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); |
1583 | proxyObjectGroup.AttachToScene(m_scene); | 1719 | proxyObjectGroup.AttachToScene(m_scene); |
1584 | 1720 | ||
@@ -1620,7 +1756,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1620 | } | 1756 | } |
1621 | m_moveToPositionInProgress = true; | 1757 | m_moveToPositionInProgress = true; |
1622 | m_moveToPositionTarget = new Vector3(locx, locy, locz); | 1758 | m_moveToPositionTarget = new Vector3(locx, locy, locz); |
1623 | } | 1759 | } |
1624 | catch (Exception ex) | 1760 | catch (Exception ex) |
1625 | { | 1761 | { |
1626 | //Why did I get this error? | 1762 | //Why did I get this error? |
@@ -1642,7 +1778,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1642 | Velocity = Vector3.Zero; | 1778 | Velocity = Vector3.Zero; |
1643 | SendAvatarDataToAllAgents(); | 1779 | SendAvatarDataToAllAgents(); |
1644 | 1780 | ||
1645 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1781 | HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? |
1646 | } | 1782 | } |
1647 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); | 1783 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); |
1648 | m_requestedSitTargetUUID = UUID.Zero; | 1784 | m_requestedSitTargetUUID = UUID.Zero; |
@@ -1679,42 +1815,77 @@ namespace OpenSim.Region.Framework.Scenes | |||
1679 | 1815 | ||
1680 | if (m_parentID != 0) | 1816 | if (m_parentID != 0) |
1681 | { | 1817 | { |
1682 | m_log.Debug("StandupCode Executed"); | 1818 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); |
1683 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | ||
1684 | if (part != null) | 1819 | if (part != null) |
1685 | { | 1820 | { |
1821 | part.TaskInventory.LockItemsForRead(true); | ||
1686 | TaskInventoryDictionary taskIDict = part.TaskInventory; | 1822 | TaskInventoryDictionary taskIDict = part.TaskInventory; |
1687 | if (taskIDict != null) | 1823 | if (taskIDict != null) |
1688 | { | 1824 | { |
1689 | lock (taskIDict) | 1825 | foreach (UUID taskID in taskIDict.Keys) |
1690 | { | 1826 | { |
1691 | foreach (UUID taskID in taskIDict.Keys) | 1827 | UnRegisterControlEventsToScript(LocalId, taskID); |
1692 | { | 1828 | taskIDict[taskID].PermsMask &= ~( |
1693 | UnRegisterControlEventsToScript(LocalId, taskID); | 1829 | 2048 | //PERMISSION_CONTROL_CAMERA |
1694 | taskIDict[taskID].PermsMask &= ~( | 1830 | 4); // PERMISSION_TAKE_CONTROLS |
1695 | 2048 | //PERMISSION_CONTROL_CAMERA | ||
1696 | 4); // PERMISSION_TAKE_CONTROLS | ||
1697 | } | ||
1698 | } | 1831 | } |
1699 | |||
1700 | } | 1832 | } |
1833 | part.TaskInventory.LockItemsForRead(false); | ||
1701 | // Reset sit target. | 1834 | // Reset sit target. |
1702 | if (part.GetAvatarOnSitTarget() == UUID) | 1835 | if (part.GetAvatarOnSitTarget() == UUID) |
1703 | part.SetAvatarOnSitTarget(UUID.Zero); | 1836 | part.SetAvatarOnSitTarget(UUID.Zero); |
1704 | |||
1705 | m_parentPosition = part.GetWorldPosition(); | 1837 | m_parentPosition = part.GetWorldPosition(); |
1706 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); | 1838 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); |
1707 | } | 1839 | } |
1840 | // part.GetWorldRotation() is the rotation of the object being sat on | ||
1841 | // Rotation is the sittiing Av's rotation | ||
1842 | |||
1843 | Quaternion partRot; | ||
1844 | // if (part.LinkNum == 1) | ||
1845 | // { // Root prim of linkset | ||
1846 | // partRot = part.ParentGroup.RootPart.RotationOffset; | ||
1847 | // } | ||
1848 | // else | ||
1849 | // { // single or child prim | ||
1850 | |||
1851 | // } | ||
1852 | if (part == null) //CW: Part may be gone. llDie() for example. | ||
1853 | { | ||
1854 | partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1855 | } | ||
1856 | else | ||
1857 | { | ||
1858 | partRot = part.GetWorldRotation(); | ||
1859 | } | ||
1708 | 1860 | ||
1861 | Quaternion partIRot = Quaternion.Inverse(partRot); | ||
1862 | |||
1863 | Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av | ||
1864 | Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av | ||
1865 | |||
1866 | |||
1709 | if (m_physicsActor == null) | 1867 | if (m_physicsActor == null) |
1710 | { | 1868 | { |
1711 | AddToPhysicalScene(false); | 1869 | AddToPhysicalScene(false); |
1712 | } | 1870 | } |
1713 | 1871 | //CW: If the part isn't null then we can set the current position | |
1714 | m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); | 1872 | if (part != null) |
1715 | m_parentPosition = Vector3.Zero; | 1873 | { |
1716 | 1874 | Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset! | |
1717 | m_parentID = 0; | 1875 | AbsolutePosition = avWorldStandUp; //KF: Fix stand up. |
1876 | part.IsOccupied = false; | ||
1877 | part.ParentGroup.DeleteAvatar(ControllingClient.AgentId); | ||
1878 | } | ||
1879 | else | ||
1880 | { | ||
1881 | //CW: Since the part doesn't exist, a coarse standup position isn't an issue | ||
1882 | AbsolutePosition = m_lastWorldPosition; | ||
1883 | } | ||
1884 | |||
1885 | m_parentPosition = Vector3.Zero; | ||
1886 | m_parentID = 0; | ||
1887 | m_linkedPrim = UUID.Zero; | ||
1888 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1718 | SendAvatarDataToAllAgents(); | 1889 | SendAvatarDataToAllAgents(); |
1719 | m_requestedSitTargetID = 0; | 1890 | m_requestedSitTargetID = 0; |
1720 | if (m_physicsActor != null && m_appearance != null) | 1891 | if (m_physicsActor != null && m_appearance != null) |
@@ -1723,7 +1894,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1723 | SetHeight(m_appearance.AvatarHeight); | 1894 | SetHeight(m_appearance.AvatarHeight); |
1724 | } | 1895 | } |
1725 | } | 1896 | } |
1726 | |||
1727 | Animator.TrySetMovementAnimation("STAND"); | 1897 | Animator.TrySetMovementAnimation("STAND"); |
1728 | } | 1898 | } |
1729 | 1899 | ||
@@ -1754,13 +1924,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1754 | Vector3 avSitOffSet = part.SitTargetPosition; | 1924 | Vector3 avSitOffSet = part.SitTargetPosition; |
1755 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1925 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1756 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1926 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); |
1757 | 1927 | bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero); | |
1758 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1928 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1759 | bool SitTargetisSet = | 1929 | if (SitTargetisSet && !SitTargetOccupied) |
1760 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && | ||
1761 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); | ||
1762 | |||
1763 | if (SitTargetisSet && SitTargetUnOccupied) | ||
1764 | { | 1930 | { |
1765 | //switch the target to this prim | 1931 | //switch the target to this prim |
1766 | return part; | 1932 | return part; |
@@ -1774,84 +1940,164 @@ namespace OpenSim.Region.Framework.Scenes | |||
1774 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) | 1940 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) |
1775 | { | 1941 | { |
1776 | bool autopilot = true; | 1942 | bool autopilot = true; |
1943 | Vector3 autopilotTarget = new Vector3(); | ||
1944 | Quaternion sitOrientation = Quaternion.Identity; | ||
1777 | Vector3 pos = new Vector3(); | 1945 | Vector3 pos = new Vector3(); |
1778 | Quaternion sitOrientation = pSitOrientation; | ||
1779 | Vector3 cameraEyeOffset = Vector3.Zero; | 1946 | Vector3 cameraEyeOffset = Vector3.Zero; |
1780 | Vector3 cameraAtOffset = Vector3.Zero; | 1947 | Vector3 cameraAtOffset = Vector3.Zero; |
1781 | bool forceMouselook = false; | 1948 | bool forceMouselook = false; |
1782 | 1949 | ||
1783 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); | 1950 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); |
1784 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); | 1951 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); |
1785 | if (part != null) | 1952 | if (part == null) return; |
1786 | { | 1953 | |
1787 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | 1954 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client |
1788 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | 1955 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it |
1789 | 1956 | ||
1790 | // Is a sit target available? | 1957 | // part is the prim to sit on |
1791 | Vector3 avSitOffSet = part.SitTargetPosition; | 1958 | // offset is the world-ref vector distance from that prim center to the click-spot |
1792 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1959 | // UUID is the UUID of the Avatar doing the clicking |
1793 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1960 | |
1794 | 1961 | m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation | |
1795 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1962 | |
1796 | bool SitTargetisSet = | 1963 | // Is a sit target available? |
1797 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && | 1964 | Vector3 avSitOffSet = part.SitTargetPosition; |
1798 | ( | 1965 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1799 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion | 1966 | |
1800 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point | 1967 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1801 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion | 1968 | // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); |
1802 | ) | 1969 | Quaternion partRot; |
1803 | )); | 1970 | // if (part.LinkNum == 1) |
1804 | 1971 | // { // Root prim of linkset | |
1805 | if (SitTargetisSet && SitTargetUnOccupied) | 1972 | // partRot = part.ParentGroup.RootPart.RotationOffset; |
1806 | { | 1973 | // } |
1807 | part.SetAvatarOnSitTarget(UUID); | 1974 | // else |
1808 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); | 1975 | // { // single or child prim |
1809 | sitOrientation = avSitOrientation; | 1976 | partRot = part.GetWorldRotation(); |
1810 | autopilot = false; | 1977 | // } |
1811 | } | 1978 | Quaternion partIRot = Quaternion.Inverse(partRot); |
1812 | 1979 | //Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet); | |
1813 | pos = part.AbsolutePosition + offset; | 1980 | // Sit analysis rewritten by KF 091125 |
1814 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) | 1981 | if (SitTargetisSet) // scipted sit |
1815 | //{ | 1982 | { |
1816 | // offset = pos; | 1983 | if (!part.IsOccupied) |
1817 | //autopilot = false; | 1984 | { |
1818 | //} | 1985 | //Console.WriteLine("Scripted, unoccupied"); |
1819 | if (m_physicsActor != null) | 1986 | part.SetAvatarOnSitTarget(UUID); // set that Av will be on it |
1820 | { | 1987 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one |
1821 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | 1988 | |
1822 | // We can remove the physicsActor until they stand up. | 1989 | Quaternion nrot = avSitOrientation; |
1823 | m_sitAvatarHeight = m_physicsActor.Size.Z; | 1990 | if (!part.IsRoot) |
1824 | |||
1825 | if (autopilot) | ||
1826 | { | 1991 | { |
1827 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) | 1992 | nrot = part.RotationOffset * avSitOrientation; |
1828 | { | ||
1829 | autopilot = false; | ||
1830 | |||
1831 | RemoveFromPhysicalScene(); | ||
1832 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); | ||
1833 | } | ||
1834 | } | 1993 | } |
1835 | else | 1994 | sitOrientation = nrot; // Change rotatione to the scripted one |
1995 | OffsetRotation = nrot; | ||
1996 | autopilot = false; // Jump direct to scripted llSitPos() | ||
1997 | } | ||
1998 | else | ||
1999 | { | ||
2000 | //Console.WriteLine("Scripted, occupied"); | ||
2001 | return; | ||
2002 | } | ||
2003 | } | ||
2004 | else // Not Scripted | ||
2005 | { | ||
2006 | if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) | ||
2007 | { | ||
2008 | // large prim & offset, ignore if other Avs sitting | ||
2009 | // offset.Z -= 0.05f; | ||
2010 | m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked | ||
2011 | autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point | ||
2012 | |||
2013 | //Console.WriteLine(" offset ={0}", offset); | ||
2014 | //Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos); | ||
2015 | //Console.WriteLine(" autopilotTarget={0}", autopilotTarget); | ||
2016 | |||
2017 | } | ||
2018 | else // small offset | ||
2019 | { | ||
2020 | //Console.WriteLine("Small offset"); | ||
2021 | if (!part.IsOccupied) | ||
2022 | { | ||
2023 | m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center | ||
2024 | autopilotTarget = part.AbsolutePosition; | ||
2025 | //Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget); | ||
2026 | } | ||
2027 | else return; // occupied small | ||
2028 | } // end large/small | ||
2029 | } // end Scripted/not | ||
2030 | cameraAtOffset = part.GetCameraAtOffset(); | ||
2031 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
2032 | forceMouselook = part.GetForceMouselook(); | ||
2033 | if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); // | ||
2034 | if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); // | ||
2035 | |||
2036 | if (m_physicsActor != null) | ||
2037 | { | ||
2038 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | ||
2039 | // We can remove the physicsActor until they stand up. | ||
2040 | m_sitAvatarHeight = m_physicsActor.Size.Z; | ||
2041 | if (autopilot) | ||
2042 | { // its not a scripted sit | ||
2043 | // if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) | ||
2044 | if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) ) | ||
1836 | { | 2045 | { |
2046 | autopilot = false; // close enough | ||
2047 | m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2048 | Not using the part's position because returning the AV to the last known standing | ||
2049 | position is likely to be more friendly, isn't it? */ | ||
1837 | RemoveFromPhysicalScene(); | 2050 | RemoveFromPhysicalScene(); |
1838 | } | 2051 | Velocity = Vector3.Zero; |
2052 | AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target | ||
2053 | } // else the autopilot will get us close | ||
2054 | } | ||
2055 | else | ||
2056 | { // its a scripted sit | ||
2057 | m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2058 | I *am* using the part's position this time because we have no real idea how far away | ||
2059 | the avatar is from the sit target. */ | ||
2060 | RemoveFromPhysicalScene(); | ||
2061 | Velocity = Vector3.Zero; | ||
1839 | } | 2062 | } |
1840 | |||
1841 | cameraAtOffset = part.GetCameraAtOffset(); | ||
1842 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
1843 | forceMouselook = part.GetForceMouselook(); | ||
1844 | } | 2063 | } |
1845 | 2064 | else return; // physactor is null! | |
1846 | ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | 2065 | |
1847 | m_requestedSitTargetUUID = targetID; | 2066 | Vector3 offsetr; // = offset * partIRot; |
2067 | // KF: In a linkset, offsetr needs to be relative to the group root! 091208 | ||
2068 | // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot); | ||
2069 | // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error. | ||
2070 | // { // Single, or Root prim of linkset, target is ClickOffset * RootRot | ||
2071 | //offsetr = offset * partIRot; | ||
2072 | // | ||
2073 | // else | ||
2074 | // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) | ||
2075 | // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + | ||
2076 | // (offset * partRot); | ||
2077 | // } | ||
2078 | |||
2079 | //Console.WriteLine(" "); | ||
2080 | //Console.WriteLine("link number ={0}", part.LinkNum); | ||
2081 | //Console.WriteLine("Prim offset ={0}", part.OffsetPosition ); | ||
2082 | //Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset); | ||
2083 | //Console.WriteLine("Click offst ={0}", offset); | ||
2084 | //Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation()); | ||
2085 | //Console.WriteLine("offsetr ={0}", offsetr); | ||
2086 | //Console.WriteLine("Camera At ={0}", cameraAtOffset); | ||
2087 | //Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); | ||
2088 | |||
2089 | //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child | ||
2090 | ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | ||
2091 | |||
2092 | m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target | ||
1848 | // This calls HandleAgentSit twice, once from here, and the client calls | 2093 | // This calls HandleAgentSit twice, once from here, and the client calls |
1849 | // HandleAgentSit itself after it gets to the location | 2094 | // HandleAgentSit itself after it gets to the location |
1850 | // It doesn't get to the location until we've moved them there though | 2095 | // It doesn't get to the location until we've moved them there though |
1851 | // which happens in HandleAgentSit :P | 2096 | // which happens in HandleAgentSit :P |
1852 | m_autopilotMoving = autopilot; | 2097 | m_autopilotMoving = autopilot; |
1853 | m_autoPilotTarget = pos; | 2098 | m_autoPilotTarget = autopilotTarget; |
1854 | m_sitAtAutoTarget = autopilot; | 2099 | m_sitAtAutoTarget = autopilot; |
2100 | m_initialSitTarget = autopilotTarget; | ||
1855 | if (!autopilot) | 2101 | if (!autopilot) |
1856 | HandleAgentSit(remoteClient, UUID); | 2102 | HandleAgentSit(remoteClient, UUID); |
1857 | } | 2103 | } |
@@ -2146,47 +2392,130 @@ namespace OpenSim.Region.Framework.Scenes | |||
2146 | { | 2392 | { |
2147 | if (part != null) | 2393 | if (part != null) |
2148 | { | 2394 | { |
2395 | //Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation()); | ||
2149 | if (part.GetAvatarOnSitTarget() == UUID) | 2396 | if (part.GetAvatarOnSitTarget() == UUID) |
2150 | { | 2397 | { |
2398 | //Console.WriteLine("Scripted Sit"); | ||
2399 | // Scripted sit | ||
2151 | Vector3 sitTargetPos = part.SitTargetPosition; | 2400 | Vector3 sitTargetPos = part.SitTargetPosition; |
2152 | Quaternion sitTargetOrient = part.SitTargetOrientation; | 2401 | Quaternion sitTargetOrient = part.SitTargetOrientation; |
2153 | |||
2154 | //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); | ||
2155 | //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); | ||
2156 | |||
2157 | //Quaternion result = (sitTargetOrient * vq) * nq; | ||
2158 | |||
2159 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 2402 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
2160 | m_pos += SIT_TARGET_ADJUSTMENT; | 2403 | m_pos += SIT_TARGET_ADJUSTMENT; |
2404 | if (!part.IsRoot) | ||
2405 | { | ||
2406 | m_pos *= part.RotationOffset; | ||
2407 | } | ||
2161 | m_bodyRot = sitTargetOrient; | 2408 | m_bodyRot = sitTargetOrient; |
2162 | //Rotation = sitTargetOrient; | ||
2163 | m_parentPosition = part.AbsolutePosition; | 2409 | m_parentPosition = part.AbsolutePosition; |
2164 | 2410 | part.IsOccupied = true; | |
2165 | //SendTerseUpdateToAllClients(); | 2411 | part.ParentGroup.AddAvatar(agentID); |
2166 | } | 2412 | } |
2167 | else | 2413 | else |
2168 | { | 2414 | { |
2169 | m_pos -= part.AbsolutePosition; | 2415 | // if m_avUnscriptedSitPos is zero then Av sits above center |
2416 | // Else Av sits at m_avUnscriptedSitPos | ||
2417 | |||
2418 | // Non-scripted sit by Kitto Flora 21Nov09 | ||
2419 | // Calculate angle of line from prim to Av | ||
2420 | Quaternion partIRot; | ||
2421 | // if (part.LinkNum == 1) | ||
2422 | // { // Root prim of linkset | ||
2423 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2424 | // } | ||
2425 | // else | ||
2426 | // { // single or child prim | ||
2427 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2428 | // } | ||
2429 | Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; | ||
2430 | float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); | ||
2431 | float x_diff = ( m_avInitialPos.X - sitTargetPos.X); | ||
2432 | if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 | ||
2433 | if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 | ||
2434 | float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); | ||
2435 | // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. | ||
2436 | // Av sits at world euler <0,0, z>, translated by part rotation | ||
2437 | m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click | ||
2438 | |||
2170 | m_parentPosition = part.AbsolutePosition; | 2439 | m_parentPosition = part.AbsolutePosition; |
2171 | } | 2440 | part.IsOccupied = true; |
2441 | part.ParentGroup.AddAvatar(agentID); | ||
2442 | m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation | ||
2443 | (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center | ||
2444 | (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) + | ||
2445 | m_avUnscriptedSitPos; // adds click offset, if any | ||
2446 | //Set up raytrace to find top surface of prim | ||
2447 | Vector3 size = part.Scale; | ||
2448 | float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); | ||
2449 | Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); | ||
2450 | Vector3 down = new Vector3(0f, 0f, -1f); | ||
2451 | //Console.WriteLine("st={0} do={1} ma={2}", start, down, mag); | ||
2452 | m_scene.PhysicsScene.RaycastWorld( | ||
2453 | start, // Vector3 position, | ||
2454 | down, // Vector3 direction, | ||
2455 | mag, // float length, | ||
2456 | SitAltitudeCallback); // retMethod | ||
2457 | } // end scripted/not | ||
2172 | } | 2458 | } |
2173 | else | 2459 | else // no Av |
2174 | { | 2460 | { |
2175 | return; | 2461 | return; |
2176 | } | 2462 | } |
2177 | } | 2463 | } |
2178 | m_parentID = m_requestedSitTargetID; | ||
2179 | 2464 | ||
2465 | //We want our offsets to reference the root prim, not the child we may have sat on | ||
2466 | if (!part.IsRoot) | ||
2467 | { | ||
2468 | m_parentID = part.ParentGroup.RootPart.LocalId; | ||
2469 | m_pos += part.OffsetPosition; | ||
2470 | } | ||
2471 | else | ||
2472 | { | ||
2473 | m_parentID = m_requestedSitTargetID; | ||
2474 | } | ||
2475 | |||
2476 | m_linkedPrim = part.UUID; | ||
2477 | if (part.GetAvatarOnSitTarget() != UUID) | ||
2478 | { | ||
2479 | m_offsetRotation = m_offsetRotation / part.RotationOffset; | ||
2480 | } | ||
2180 | Velocity = Vector3.Zero; | 2481 | Velocity = Vector3.Zero; |
2181 | RemoveFromPhysicalScene(); | 2482 | RemoveFromPhysicalScene(); |
2182 | |||
2183 | Animator.TrySetMovementAnimation(sitAnimation); | 2483 | Animator.TrySetMovementAnimation(sitAnimation); |
2184 | SendAvatarDataToAllAgents(); | 2484 | SendAvatarDataToAllAgents(); |
2185 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | ||
2186 | // So we're also sending a terse update (which has avatar rotation) | ||
2187 | // [Update] We do now. | ||
2188 | //SendTerseUpdateToAllClients(); | 2485 | //SendTerseUpdateToAllClients(); |
2189 | } | 2486 | } |
2487 | |||
2488 | public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal) | ||
2489 | { | ||
2490 | // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer | ||
2491 | // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height. | ||
2492 | if(hitYN) | ||
2493 | { | ||
2494 | // m_pos = Av offset from prim center to make look like on center | ||
2495 | // m_parentPosition = Actual center pos of prim | ||
2496 | // collisionPoint = spot on prim where we want to sit | ||
2497 | // collisionPoint.Z = global sit surface height | ||
2498 | SceneObjectPart part = m_scene.GetSceneObjectPart(localid); | ||
2499 | Quaternion partIRot; | ||
2500 | // if (part.LinkNum == 1) | ||
2501 | /// { // Root prim of linkset | ||
2502 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2503 | // } | ||
2504 | // else | ||
2505 | // { // single or child prim | ||
2506 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2507 | // } | ||
2508 | if (m_initialSitTarget != null) | ||
2509 | { | ||
2510 | float offZ = collisionPoint.Z - m_initialSitTarget.Z; | ||
2511 | Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction | ||
2512 | //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); | ||
2513 | m_pos += offset; | ||
2514 | // ControllingClient.SendClearFollowCamProperties(part.UUID); | ||
2515 | } | ||
2516 | |||
2517 | } | ||
2518 | } // End SitAltitudeCallback KF. | ||
2190 | 2519 | ||
2191 | /// <summary> | 2520 | /// <summary> |
2192 | /// Event handler for the 'Always run' setting on the client | 2521 | /// Event handler for the 'Always run' setting on the client |
@@ -2216,7 +2545,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2216 | /// </summary> | 2545 | /// </summary> |
2217 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 2546 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
2218 | /// <param name="rotation">The direction in which this avatar should now face. | 2547 | /// <param name="rotation">The direction in which this avatar should now face. |
2219 | public void AddNewMovement(Vector3 vec, Quaternion rotation) | 2548 | public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging) |
2220 | { | 2549 | { |
2221 | if (m_isChildAgent) | 2550 | if (m_isChildAgent) |
2222 | { | 2551 | { |
@@ -2257,15 +2586,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
2257 | Rotation = rotation; | 2586 | Rotation = rotation; |
2258 | Vector3 direc = vec * rotation; | 2587 | Vector3 direc = vec * rotation; |
2259 | direc.Normalize(); | 2588 | direc.Normalize(); |
2589 | PhysicsActor actor = m_physicsActor; | ||
2590 | |||
2591 | if (actor.Flying != m_flyingOld) // add for fly velocity control | ||
2592 | { | ||
2593 | m_flyingOld = actor.Flying; // add for fly velocity control | ||
2594 | if (!actor.Flying) m_wasFlying = true; // add for fly velocity control | ||
2595 | } | ||
2596 | |||
2597 | if (m_physicsActor.IsColliding == true) m_wasFlying = false; // add for fly velocity control | ||
2598 | |||
2599 | if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up. | ||
2260 | 2600 | ||
2261 | direc *= 0.03f * 128f * m_speedModifier; | 2601 | direc *= 0.03f * 128f * m_speedModifier; |
2262 | 2602 | ||
2263 | PhysicsActor actor = m_physicsActor; | ||
2264 | if (actor != null) | 2603 | if (actor != null) |
2265 | { | 2604 | { |
2266 | if (actor.Flying) | 2605 | if (actor.Flying) |
2267 | { | 2606 | { |
2268 | direc *= 4.0f; | 2607 | // rm speed mod direc *= 4.0f; |
2608 | direc *= 5.2f; // for speed mod | ||
2269 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 2609 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
2270 | //bool colliding = (m_physicsActor.IsColliding==true); | 2610 | //bool colliding = (m_physicsActor.IsColliding==true); |
2271 | //if (controlland) | 2611 | //if (controlland) |
@@ -2278,22 +2618,34 @@ namespace OpenSim.Region.Framework.Scenes | |||
2278 | // m_log.Info("[AGENT]: Stop FLying"); | 2618 | // m_log.Info("[AGENT]: Stop FLying"); |
2279 | //} | 2619 | //} |
2280 | } | 2620 | } |
2621 | if (Animator.m_falling && m_wasFlying) // if falling from flying, disable motion add | ||
2622 | { | ||
2623 | direc *= 0.0f; | ||
2624 | } | ||
2625 | /* This jumping section removed to SPA | ||
2281 | else if (!actor.Flying && actor.IsColliding) | 2626 | else if (!actor.Flying && actor.IsColliding) |
2282 | { | 2627 | { |
2283 | if (direc.Z > 2.0f) | 2628 | if (direc.Z > 2.0f) |
2284 | { | 2629 | { |
2285 | direc.Z *= 3.0f; | 2630 | if(m_animator.m_animTickJump == -1) |
2286 | 2631 | { | |
2287 | // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. | 2632 | direc.Z *= 3.0f; // jump |
2288 | Animator.TrySetMovementAnimation("PREJUMP"); | 2633 | } |
2289 | Animator.TrySetMovementAnimation("JUMP"); | 2634 | else |
2635 | { | ||
2636 | direc.Z *= 0.1f; // prejump | ||
2637 | } | ||
2638 | / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs | ||
2639 | Animator.TrySetMovementAnimation("PREJUMP"); | ||
2640 | Animator.TrySetMovementAnimation("JUMP"); | ||
2641 | * / | ||
2290 | } | 2642 | } |
2291 | } | 2643 | } */ |
2292 | } | 2644 | } |
2293 | 2645 | ||
2294 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | 2646 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
2295 | m_forceToApply = direc; | 2647 | m_forceToApply = direc; |
2296 | 2648 | m_isNudging = Nudging; | |
2297 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); | 2649 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); |
2298 | } | 2650 | } |
2299 | 2651 | ||
@@ -2308,7 +2660,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2308 | const float POSITION_TOLERANCE = 0.05f; | 2660 | const float POSITION_TOLERANCE = 0.05f; |
2309 | //const int TIME_MS_TOLERANCE = 3000; | 2661 | //const int TIME_MS_TOLERANCE = 3000; |
2310 | 2662 | ||
2311 | SendPrimUpdates(); | 2663 | |
2312 | 2664 | ||
2313 | if (m_isChildAgent == false) | 2665 | if (m_isChildAgent == false) |
2314 | { | 2666 | { |
@@ -2338,6 +2690,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2338 | CheckForBorderCrossing(); | 2690 | CheckForBorderCrossing(); |
2339 | CheckForSignificantMovement(); // sends update to the modules. | 2691 | CheckForSignificantMovement(); // sends update to the modules. |
2340 | } | 2692 | } |
2693 | |||
2694 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2695 | SendPrimUpdates(); | ||
2341 | } | 2696 | } |
2342 | 2697 | ||
2343 | #endregion | 2698 | #endregion |
@@ -3086,6 +3441,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3086 | m_callbackURI = cAgent.CallbackURI; | 3441 | m_callbackURI = cAgent.CallbackURI; |
3087 | 3442 | ||
3088 | m_pos = cAgent.Position; | 3443 | m_pos = cAgent.Position; |
3444 | |||
3089 | m_velocity = cAgent.Velocity; | 3445 | m_velocity = cAgent.Velocity; |
3090 | m_CameraCenter = cAgent.Center; | 3446 | m_CameraCenter = cAgent.Center; |
3091 | m_CameraAtAxis = cAgent.AtAxis; | 3447 | m_CameraAtAxis = cAgent.AtAxis; |
@@ -3204,17 +3560,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
3204 | /// </summary> | 3560 | /// </summary> |
3205 | public override void UpdateMovement() | 3561 | public override void UpdateMovement() |
3206 | { | 3562 | { |
3207 | if (m_forceToApply.HasValue) | 3563 | if (Animator!=null) // add for jumping |
3208 | { | 3564 | { // add for jumping |
3209 | Vector3 force = m_forceToApply.Value; | 3565 | // if (!m_animator.m_jumping) // add for jumping |
3566 | // { // add for jumping | ||
3210 | 3567 | ||
3211 | m_updateflag = true; | 3568 | if (m_forceToApply.HasValue) // this section realigned |
3212 | // movementvector = force; | 3569 | { |
3213 | Velocity = force; | ||
3214 | 3570 | ||
3215 | m_forceToApply = null; | 3571 | Vector3 force = m_forceToApply.Value; |
3216 | } | 3572 | m_updateflag = true; |
3217 | } | 3573 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping |
3574 | Velocity = force; | ||
3575 | //Console.WriteLine("UM1 {0}", Velocity); | ||
3576 | m_forceToApply = null; | ||
3577 | } | ||
3578 | else | ||
3579 | { | ||
3580 | if (m_isNudging) | ||
3581 | { | ||
3582 | Vector3 force = Vector3.Zero; | ||
3583 | |||
3584 | m_updateflag = true; | ||
3585 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping | ||
3586 | Velocity = force; | ||
3587 | //Console.WriteLine("UM2 {0}", Velocity); | ||
3588 | m_isNudging = false; | ||
3589 | m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND" | ||
3590 | } | ||
3591 | else // add for jumping | ||
3592 | { // add for jumping | ||
3593 | Vector3 force = Vector3.Zero; // add for jumping | ||
3594 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping | ||
3595 | //Console.WriteLine("UM3 {0}", Velocity); | ||
3596 | Velocity = force; // add for jumping | ||
3597 | } | ||
3598 | |||
3599 | } | ||
3600 | // } // end realign | ||
3601 | } // add for jumping | ||
3602 | } // add for jumping | ||
3218 | 3603 | ||
3219 | /// <summary> | 3604 | /// <summary> |
3220 | /// Adds a physical representation of the avatar to the Physics plugin | 3605 | /// Adds a physical representation of the avatar to the Physics plugin |
@@ -3228,10 +3613,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3228 | 3613 | ||
3229 | Vector3 pVec = AbsolutePosition; | 3614 | Vector3 pVec = AbsolutePosition; |
3230 | 3615 | ||
3231 | // Old bug where the height was in centimeters instead of meters | ||
3232 | m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, | 3616 | m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, |
3233 | new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); | 3617 | new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); |
3234 | |||
3235 | scene.AddPhysicsActorTaint(m_physicsActor); | 3618 | scene.AddPhysicsActorTaint(m_physicsActor); |
3236 | //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; | 3619 | //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; |
3237 | m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; | 3620 | m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; |
@@ -3255,18 +3638,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3255 | { | 3638 | { |
3256 | if (e == null) | 3639 | if (e == null) |
3257 | return; | 3640 | return; |
3258 | 3641 | ||
3259 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) | 3642 | // 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 | 3643 | // as of this comment the interval is set in AddToPhysicalScene |
3262 | if (Animator!=null) | 3644 | if (Animator!=null) |
3263 | Animator.UpdateMovementAnimations(); | 3645 | { |
3646 | if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper, | ||
3647 | { // else its will lock out other animation changes, like ground sit. | ||
3648 | Animator.UpdateMovementAnimations(); | ||
3649 | m_updateCount--; | ||
3650 | } | ||
3651 | } | ||
3264 | 3652 | ||
3265 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3653 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; |
3266 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | 3654 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; |
3267 | 3655 | ||
3268 | CollisionPlane = Vector4.UnitW; | 3656 | CollisionPlane = Vector4.UnitW; |
3269 | 3657 | ||
3658 | if (m_lastColCount != coldata.Count) | ||
3659 | { | ||
3660 | m_updateCount = UPDATE_COUNT; | ||
3661 | m_lastColCount = coldata.Count; | ||
3662 | } | ||
3663 | |||
3270 | if (coldata.Count != 0 && Animator != null) | 3664 | if (coldata.Count != 0 && Animator != null) |
3271 | { | 3665 | { |
3272 | switch (Animator.CurrentMovementAnimation) | 3666 | switch (Animator.CurrentMovementAnimation) |
@@ -3296,6 +3690,148 @@ namespace OpenSim.Region.Framework.Scenes | |||
3296 | } | 3690 | } |
3297 | } | 3691 | } |
3298 | 3692 | ||
3693 | List<uint> thisHitColliders = new List<uint>(); | ||
3694 | List<uint> endedColliders = new List<uint>(); | ||
3695 | List<uint> startedColliders = new List<uint>(); | ||
3696 | |||
3697 | foreach (uint localid in coldata.Keys) | ||
3698 | { | ||
3699 | thisHitColliders.Add(localid); | ||
3700 | if (!m_lastColliders.Contains(localid)) | ||
3701 | { | ||
3702 | startedColliders.Add(localid); | ||
3703 | } | ||
3704 | //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString()); | ||
3705 | } | ||
3706 | |||
3707 | // calculate things that ended colliding | ||
3708 | foreach (uint localID in m_lastColliders) | ||
3709 | { | ||
3710 | if (!thisHitColliders.Contains(localID)) | ||
3711 | { | ||
3712 | endedColliders.Add(localID); | ||
3713 | } | ||
3714 | } | ||
3715 | //add the items that started colliding this time to the last colliders list. | ||
3716 | foreach (uint localID in startedColliders) | ||
3717 | { | ||
3718 | m_lastColliders.Add(localID); | ||
3719 | } | ||
3720 | // remove things that ended colliding from the last colliders list | ||
3721 | foreach (uint localID in endedColliders) | ||
3722 | { | ||
3723 | m_lastColliders.Remove(localID); | ||
3724 | } | ||
3725 | |||
3726 | // do event notification | ||
3727 | if (startedColliders.Count > 0) | ||
3728 | { | ||
3729 | ColliderArgs StartCollidingMessage = new ColliderArgs(); | ||
3730 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3731 | foreach (uint localId in startedColliders) | ||
3732 | { | ||
3733 | if (localId == 0) | ||
3734 | continue; | ||
3735 | |||
3736 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3737 | string data = ""; | ||
3738 | if (obj != null) | ||
3739 | { | ||
3740 | DetectedObject detobj = new DetectedObject(); | ||
3741 | detobj.keyUUID = obj.UUID; | ||
3742 | detobj.nameStr = obj.Name; | ||
3743 | detobj.ownerUUID = obj.OwnerID; | ||
3744 | detobj.posVector = obj.AbsolutePosition; | ||
3745 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3746 | detobj.velVector = obj.Velocity; | ||
3747 | detobj.colliderType = 0; | ||
3748 | detobj.groupUUID = obj.GroupID; | ||
3749 | colliding.Add(detobj); | ||
3750 | } | ||
3751 | } | ||
3752 | |||
3753 | if (colliding.Count > 0) | ||
3754 | { | ||
3755 | StartCollidingMessage.Colliders = colliding; | ||
3756 | |||
3757 | foreach (SceneObjectGroup att in Attachments) | ||
3758 | Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage); | ||
3759 | } | ||
3760 | } | ||
3761 | |||
3762 | if (endedColliders.Count > 0) | ||
3763 | { | ||
3764 | ColliderArgs EndCollidingMessage = new ColliderArgs(); | ||
3765 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3766 | foreach (uint localId in endedColliders) | ||
3767 | { | ||
3768 | if (localId == 0) | ||
3769 | continue; | ||
3770 | |||
3771 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3772 | string data = ""; | ||
3773 | if (obj != null) | ||
3774 | { | ||
3775 | DetectedObject detobj = new DetectedObject(); | ||
3776 | detobj.keyUUID = obj.UUID; | ||
3777 | detobj.nameStr = obj.Name; | ||
3778 | detobj.ownerUUID = obj.OwnerID; | ||
3779 | detobj.posVector = obj.AbsolutePosition; | ||
3780 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3781 | detobj.velVector = obj.Velocity; | ||
3782 | detobj.colliderType = 0; | ||
3783 | detobj.groupUUID = obj.GroupID; | ||
3784 | colliding.Add(detobj); | ||
3785 | } | ||
3786 | } | ||
3787 | |||
3788 | if (colliding.Count > 0) | ||
3789 | { | ||
3790 | EndCollidingMessage.Colliders = colliding; | ||
3791 | |||
3792 | foreach (SceneObjectGroup att in Attachments) | ||
3793 | Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage); | ||
3794 | } | ||
3795 | } | ||
3796 | |||
3797 | if (thisHitColliders.Count > 0) | ||
3798 | { | ||
3799 | ColliderArgs CollidingMessage = new ColliderArgs(); | ||
3800 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3801 | foreach (uint localId in thisHitColliders) | ||
3802 | { | ||
3803 | if (localId == 0) | ||
3804 | continue; | ||
3805 | |||
3806 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3807 | string data = ""; | ||
3808 | if (obj != null) | ||
3809 | { | ||
3810 | DetectedObject detobj = new DetectedObject(); | ||
3811 | detobj.keyUUID = obj.UUID; | ||
3812 | detobj.nameStr = obj.Name; | ||
3813 | detobj.ownerUUID = obj.OwnerID; | ||
3814 | detobj.posVector = obj.AbsolutePosition; | ||
3815 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3816 | detobj.velVector = obj.Velocity; | ||
3817 | detobj.colliderType = 0; | ||
3818 | detobj.groupUUID = obj.GroupID; | ||
3819 | colliding.Add(detobj); | ||
3820 | } | ||
3821 | } | ||
3822 | |||
3823 | if (colliding.Count > 0) | ||
3824 | { | ||
3825 | CollidingMessage.Colliders = colliding; | ||
3826 | |||
3827 | lock (m_attachments) | ||
3828 | { | ||
3829 | foreach (SceneObjectGroup att in m_attachments) | ||
3830 | Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage); | ||
3831 | } | ||
3832 | } | ||
3833 | } | ||
3834 | |||
3299 | if (m_invulnerable) | 3835 | if (m_invulnerable) |
3300 | return; | 3836 | return; |
3301 | 3837 | ||
@@ -3721,6 +4257,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
3721 | return; | 4257 | return; |
3722 | } | 4258 | } |
3723 | 4259 | ||
4260 | XmlDocument doc = new XmlDocument(); | ||
4261 | string stateData = String.Empty; | ||
4262 | |||
4263 | IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>(); | ||
4264 | if (attServ != null) | ||
4265 | { | ||
4266 | m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service"); | ||
4267 | stateData = attServ.Get(ControllingClient.AgentId.ToString()); | ||
4268 | if (stateData != String.Empty) | ||
4269 | { | ||
4270 | try | ||
4271 | { | ||
4272 | doc.LoadXml(stateData); | ||
4273 | } | ||
4274 | catch { } | ||
4275 | } | ||
4276 | } | ||
4277 | |||
4278 | Dictionary<UUID, string> itemData = new Dictionary<UUID, string>(); | ||
4279 | |||
4280 | XmlNodeList nodes = doc.GetElementsByTagName("Attachment"); | ||
4281 | if (nodes.Count > 0) | ||
4282 | { | ||
4283 | foreach (XmlNode n in nodes) | ||
4284 | { | ||
4285 | XmlElement elem = (XmlElement)n; | ||
4286 | string itemID = elem.GetAttribute("ItemID"); | ||
4287 | string xml = elem.InnerXml; | ||
4288 | |||
4289 | itemData[new UUID(itemID)] = xml; | ||
4290 | } | ||
4291 | } | ||
4292 | |||
3724 | List<AvatarAttachment> attachments = m_appearance.GetAttachments(); | 4293 | List<AvatarAttachment> attachments = m_appearance.GetAttachments(); |
3725 | foreach (AvatarAttachment attach in attachments) | 4294 | foreach (AvatarAttachment attach in attachments) |
3726 | { | 4295 | { |
@@ -3741,7 +4310,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
3741 | 4310 | ||
3742 | try | 4311 | try |
3743 | { | 4312 | { |
3744 | m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); | 4313 | string xmlData; |
4314 | XmlDocument d = new XmlDocument(); | ||
4315 | UUID asset; | ||
4316 | if (itemData.TryGetValue(itemID, out xmlData)) | ||
4317 | { | ||
4318 | d.LoadXml(xmlData); | ||
4319 | m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID); | ||
4320 | |||
4321 | // Rez from inventory | ||
4322 | asset | ||
4323 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d); | ||
4324 | |||
4325 | } | ||
4326 | else | ||
4327 | { | ||
4328 | // Rez from inventory (with a null doc to let | ||
4329 | // CHANGED_OWNER happen) | ||
4330 | asset | ||
4331 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null); | ||
4332 | } | ||
4333 | |||
4334 | m_log.InfoFormat( | ||
4335 | "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2}", | ||
4336 | p, itemID, asset); | ||
3745 | } | 4337 | } |
3746 | catch (Exception e) | 4338 | catch (Exception e) |
3747 | { | 4339 | { |
@@ -3774,6 +4366,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
3774 | m_reprioritization_called = false; | 4366 | m_reprioritization_called = false; |
3775 | } | 4367 | } |
3776 | } | 4368 | } |
4369 | |||
4370 | private Vector3 Quat2Euler(Quaternion rot){ | ||
4371 | float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) , | ||
4372 | (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z))); | ||
4373 | float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W))); | ||
4374 | float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) , | ||
4375 | (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z))); | ||
4376 | return(new Vector3(x,y,z)); | ||
4377 | } | ||
3777 | 4378 | ||
3778 | public void SaveChangedAttachments() | 4379 | public void SaveChangedAttachments() |
3779 | { | 4380 | { |