diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 577 |
1 files changed, 403 insertions, 174 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index e26283d..27df3b2 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
73 | // { | 73 | // { |
74 | // m_log.Debug("[ScenePresence] Destructor called"); | 74 | // m_log.Debug("[ScenePresence] Destructor called"); |
75 | // } | 75 | // } |
76 | 76 | ||
77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
78 | 78 | ||
79 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; | 79 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; |
@@ -89,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
89 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis | 89 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis |
90 | /// issue #1716 | 90 | /// issue #1716 |
91 | /// </summary> | 91 | /// </summary> |
92 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); | 92 | // private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); |
93 | // Value revised by KF 091121 by comparison with SL. | ||
94 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); | ||
93 | 95 | ||
94 | public UUID currentParcelUUID = UUID.Zero; | 96 | public UUID currentParcelUUID = UUID.Zero; |
95 | 97 | ||
@@ -113,8 +115,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
113 | public Vector3 lastKnownAllowedPosition; | 115 | public Vector3 lastKnownAllowedPosition; |
114 | public bool sentMessageAboutRestrictedParcelFlyingDown; | 116 | public bool sentMessageAboutRestrictedParcelFlyingDown; |
115 | public Vector4 CollisionPlane = Vector4.UnitW; | 117 | public Vector4 CollisionPlane = Vector4.UnitW; |
116 | 118 | ||
117 | private Vector3 m_lastPosition; | 119 | private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation |
120 | private Vector3 m_avUnscriptedSitPos; // for non-scripted prims | ||
121 | private Vector3 m_lastPosition; | ||
122 | private Vector3 m_lastWorldPosition; | ||
118 | private Quaternion m_lastRotation; | 123 | private Quaternion m_lastRotation; |
119 | private Vector3 m_lastVelocity; | 124 | private Vector3 m_lastVelocity; |
120 | //private int m_lastTerseSent; | 125 | //private int m_lastTerseSent; |
@@ -124,7 +129,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
124 | private Vector3? m_forceToApply; | 129 | private Vector3? m_forceToApply; |
125 | private uint m_requestedSitTargetID; | 130 | private uint m_requestedSitTargetID; |
126 | private UUID m_requestedSitTargetUUID; | 131 | private UUID m_requestedSitTargetUUID; |
127 | public bool SitGround = false; | ||
128 | 132 | ||
129 | private SendCourseLocationsMethod m_sendCourseLocationsMethod; | 133 | private SendCourseLocationsMethod m_sendCourseLocationsMethod; |
130 | 134 | ||
@@ -146,7 +150,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
146 | private int m_perfMonMS; | 150 | private int m_perfMonMS; |
147 | 151 | ||
148 | private bool m_setAlwaysRun; | 152 | private bool m_setAlwaysRun; |
149 | |||
150 | private bool m_forceFly; | 153 | private bool m_forceFly; |
151 | private bool m_flyDisabled; | 154 | private bool m_flyDisabled; |
152 | 155 | ||
@@ -170,7 +173,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
170 | protected RegionInfo m_regionInfo; | 173 | protected RegionInfo m_regionInfo; |
171 | protected ulong crossingFromRegion; | 174 | protected ulong crossingFromRegion; |
172 | 175 | ||
173 | private readonly Vector3[] Dir_Vectors = new Vector3[9]; | 176 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; |
177 | private bool m_isNudging = false; | ||
174 | 178 | ||
175 | // Position of agent's camera in world (region cordinates) | 179 | // Position of agent's camera in world (region cordinates) |
176 | protected Vector3 m_CameraCenter; | 180 | protected Vector3 m_CameraCenter; |
@@ -195,6 +199,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
195 | private bool m_autopilotMoving; | 199 | private bool m_autopilotMoving; |
196 | private Vector3 m_autoPilotTarget; | 200 | private Vector3 m_autoPilotTarget; |
197 | private bool m_sitAtAutoTarget; | 201 | private bool m_sitAtAutoTarget; |
202 | private Vector3 m_initialSitTarget; //KF: First estimate of where to sit | ||
198 | 203 | ||
199 | private string m_nextSitAnimation = String.Empty; | 204 | private string m_nextSitAnimation = String.Empty; |
200 | 205 | ||
@@ -205,6 +210,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
205 | private bool m_followCamAuto; | 210 | private bool m_followCamAuto; |
206 | 211 | ||
207 | private int m_movementUpdateCount; | 212 | private int m_movementUpdateCount; |
213 | private int m_lastColCount = -1; //KF: Look for Collision chnages | ||
214 | private int m_updateCount = 0; //KF: Update Anims for a while | ||
215 | private static readonly int UPDATE_COUNT = 10; // how many frames to update for | ||
208 | 216 | ||
209 | private const int NumMovementsBetweenRayCast = 5; | 217 | private const int NumMovementsBetweenRayCast = 5; |
210 | 218 | ||
@@ -235,7 +243,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
235 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 243 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
236 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 244 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, |
237 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, | 245 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, |
238 | DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | 246 | DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, |
247 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, | ||
248 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, | ||
239 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 249 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
240 | } | 250 | } |
241 | 251 | ||
@@ -661,10 +671,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
661 | 671 | ||
662 | 672 | ||
663 | AdjustKnownSeeds(); | 673 | AdjustKnownSeeds(); |
664 | |||
665 | // TODO: I think, this won't send anything, as we are still a child here... | ||
666 | Animator.TrySetMovementAnimation("STAND"); | 674 | Animator.TrySetMovementAnimation("STAND"); |
667 | |||
668 | // we created a new ScenePresence (a new child agent) in a fresh region. | 675 | // we created a new ScenePresence (a new child agent) in a fresh region. |
669 | // Request info about all the (root) agents in this region | 676 | // Request info about all the (root) agents in this region |
670 | // Note: This won't send data *to* other clients in that region (children don't send) | 677 | // Note: This won't send data *to* other clients in that region (children don't send) |
@@ -720,25 +727,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
720 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 727 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
721 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 728 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
722 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 729 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
723 | Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 730 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
724 | Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD | 731 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE |
725 | Dir_Vectors[7] = -Vector3.UnitX; //BACK | 732 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE |
733 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | ||
734 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
726 | } | 735 | } |
727 | 736 | ||
728 | private Vector3[] GetWalkDirectionVectors() | 737 | private Vector3[] GetWalkDirectionVectors() |
729 | { | 738 | { |
730 | Vector3[] vector = new Vector3[9]; | 739 | Vector3[] vector = new Vector3[11]; |
731 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD | 740 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
732 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK | 741 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
733 | vector[2] = Vector3.UnitY; //LEFT | 742 | vector[2] = Vector3.UnitY; //LEFT |
734 | vector[3] = -Vector3.UnitY; //RIGHT | 743 | vector[3] = -Vector3.UnitY; //RIGHT |
735 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 744 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
736 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN | 745 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
737 | vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | 746 | vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE |
738 | vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge | 747 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE |
739 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge | 748 | vector[8] = Vector3.UnitY; //LEFT_NUDGE |
749 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | ||
750 | vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE | ||
740 | return vector; | 751 | return vector; |
741 | } | 752 | } |
753 | |||
754 | private bool[] GetDirectionIsNudge() | ||
755 | { | ||
756 | bool[] isNudge = new bool[11]; | ||
757 | isNudge[0] = false; //FORWARD | ||
758 | isNudge[1] = false; //BACK | ||
759 | isNudge[2] = false; //LEFT | ||
760 | isNudge[3] = false; //RIGHT | ||
761 | isNudge[4] = false; //UP | ||
762 | isNudge[5] = false; //DOWN | ||
763 | isNudge[6] = true; //FORWARD_NUDGE | ||
764 | isNudge[7] = true; //BACK_NUDGE | ||
765 | isNudge[8] = true; //LEFT_NUDGE | ||
766 | isNudge[9] = true; //RIGHT_NUDGE | ||
767 | isNudge[10] = true; //DOWN_Nudge | ||
768 | return isNudge; | ||
769 | } | ||
770 | |||
742 | 771 | ||
743 | #endregion | 772 | #endregion |
744 | 773 | ||
@@ -807,9 +836,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
807 | { | 836 | { |
808 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); | 837 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); |
809 | pos.Y = crossedBorder.BorderLine.Z - 1; | 838 | pos.Y = crossedBorder.BorderLine.Z - 1; |
839 | } | ||
840 | |||
841 | //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet. | ||
842 | //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent, | ||
843 | //they'll bypass the landing point. But I can't think of any decent way of fixing this. | ||
844 | if (KnownChildRegionHandles.Count == 0) | ||
845 | { | ||
846 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
847 | if (land != null) | ||
848 | { | ||
849 | //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni. | ||
850 | if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && m_godlevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid) | ||
851 | { | ||
852 | pos = land.LandData.UserLocation; | ||
853 | } | ||
854 | } | ||
810 | } | 855 | } |
811 | 856 | ||
812 | |||
813 | if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) | 857 | if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) |
814 | { | 858 | { |
815 | Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); | 859 | Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); |
@@ -944,9 +988,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
944 | public void Teleport(Vector3 pos) | 988 | public void Teleport(Vector3 pos) |
945 | { | 989 | { |
946 | bool isFlying = false; | 990 | bool isFlying = false; |
947 | if (m_physicsActor != null) | ||
948 | isFlying = m_physicsActor.Flying; | ||
949 | 991 | ||
992 | if (m_physicsActor != null) | ||
993 | isFlying = m_physicsActor.Flying; | ||
994 | |||
950 | RemoveFromPhysicalScene(); | 995 | RemoveFromPhysicalScene(); |
951 | Velocity = Vector3.Zero; | 996 | Velocity = Vector3.Zero; |
952 | AbsolutePosition = pos; | 997 | AbsolutePosition = pos; |
@@ -957,7 +1002,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
957 | SetHeight(m_appearance.AvatarHeight); | 1002 | SetHeight(m_appearance.AvatarHeight); |
958 | } | 1003 | } |
959 | 1004 | ||
960 | SendTerseUpdateToAllClients(); | 1005 | SendTerseUpdateToAllClients(); |
1006 | |||
961 | } | 1007 | } |
962 | 1008 | ||
963 | public void TeleportWithMomentum(Vector3 pos) | 1009 | public void TeleportWithMomentum(Vector3 pos) |
@@ -1002,7 +1048,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1002 | { | 1048 | { |
1003 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); | 1049 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); |
1004 | } | 1050 | } |
1005 | 1051 | ||
1052 | m_updateCount = UPDATE_COUNT; //KF: Trigger Anim updates to catch falling anim. | ||
1053 | |||
1006 | ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, | 1054 | ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, |
1007 | AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); | 1055 | AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); |
1008 | } | 1056 | } |
@@ -1237,7 +1285,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1237 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); | 1285 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); |
1238 | } | 1286 | } |
1239 | } | 1287 | } |
1240 | |||
1241 | lock (scriptedcontrols) | 1288 | lock (scriptedcontrols) |
1242 | { | 1289 | { |
1243 | if (scriptedcontrols.Count > 0) | 1290 | if (scriptedcontrols.Count > 0) |
@@ -1252,12 +1299,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1252 | 1299 | ||
1253 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) | 1300 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) |
1254 | { | 1301 | { |
1255 | // TODO: This doesn't prevent the user from walking yet. | 1302 | m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. |
1256 | // Setting parent ID would fix this, if we knew what value | 1303 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); |
1257 | // to use. Or we could add a m_isSitting variable. | ||
1258 | //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | ||
1259 | SitGround = true; | ||
1260 | |||
1261 | } | 1304 | } |
1262 | 1305 | ||
1263 | // In the future, these values might need to go global. | 1306 | // In the future, these values might need to go global. |
@@ -1307,6 +1350,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1307 | update_rotation = true; | 1350 | update_rotation = true; |
1308 | } | 1351 | } |
1309 | 1352 | ||
1353 | //guilty until proven innocent.. | ||
1354 | bool Nudging = true; | ||
1355 | //Basically, if there is at least one non-nudge control then we don't need | ||
1356 | //to worry about stopping the avatar | ||
1357 | |||
1310 | if (m_parentID == 0) | 1358 | if (m_parentID == 0) |
1311 | { | 1359 | { |
1312 | bool bAllowUpdateMoveToPosition = false; | 1360 | bool bAllowUpdateMoveToPosition = false; |
@@ -1321,9 +1369,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1321 | else | 1369 | else |
1322 | dirVectors = Dir_Vectors; | 1370 | dirVectors = Dir_Vectors; |
1323 | 1371 | ||
1324 | // The fact that m_movementflag is a byte needs to be fixed | 1372 | bool[] isNudge = GetDirectionIsNudge(); |
1325 | // it really should be a uint | 1373 | |
1326 | uint nudgehack = 250; | 1374 | |
1375 | |||
1376 | |||
1377 | |||
1327 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 1378 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
1328 | { | 1379 | { |
1329 | if (((uint)flags & (uint)DCF) != 0) | 1380 | if (((uint)flags & (uint)DCF) != 0) |
@@ -1333,40 +1384,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
1333 | try | 1384 | try |
1334 | { | 1385 | { |
1335 | agent_control_v3 += dirVectors[i]; | 1386 | agent_control_v3 += dirVectors[i]; |
1336 | //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); | 1387 | if (isNudge[i] == false) |
1388 | { | ||
1389 | Nudging = false; | ||
1390 | } | ||
1337 | } | 1391 | } |
1338 | catch (IndexOutOfRangeException) | 1392 | catch (IndexOutOfRangeException) |
1339 | { | 1393 | { |
1340 | // Why did I get this? | 1394 | // Why did I get this? |
1341 | } | 1395 | } |
1342 | 1396 | ||
1343 | if ((m_movementflag & (byte)(uint)DCF) == 0) | 1397 | if ((m_movementflag & (uint)DCF) == 0) |
1344 | { | 1398 | { |
1345 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1346 | { | ||
1347 | m_movementflag |= (byte)nudgehack; | ||
1348 | } | ||
1349 | m_movementflag += (byte)(uint)DCF; | 1399 | m_movementflag += (byte)(uint)DCF; |
1350 | update_movementflag = true; | 1400 | update_movementflag = true; |
1351 | } | 1401 | } |
1352 | } | 1402 | } |
1353 | else | 1403 | else |
1354 | { | 1404 | { |
1355 | if ((m_movementflag & (byte)(uint)DCF) != 0 || | 1405 | if ((m_movementflag & (uint)DCF) != 0) |
1356 | ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1357 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1358 | ) // This or is for Nudge forward | ||
1359 | { | 1406 | { |
1360 | m_movementflag -= ((byte)(uint)DCF); | 1407 | m_movementflag -= (byte)(uint)DCF; |
1361 | |||
1362 | update_movementflag = true; | 1408 | update_movementflag = true; |
1363 | /* | ||
1364 | if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1365 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1366 | { | ||
1367 | m_log.Debug("Removed Hack flag"); | ||
1368 | } | ||
1369 | */ | ||
1370 | } | 1409 | } |
1371 | else | 1410 | else |
1372 | { | 1411 | { |
@@ -1410,6 +1449,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1410 | // Ignore z component of vector | 1449 | // Ignore z component of vector |
1411 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1450 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1412 | LocalVectorToTarget2D.Normalize(); | 1451 | LocalVectorToTarget2D.Normalize(); |
1452 | |||
1453 | //We're not nudging | ||
1454 | Nudging = false; | ||
1413 | agent_control_v3 += LocalVectorToTarget2D; | 1455 | agent_control_v3 += LocalVectorToTarget2D; |
1414 | 1456 | ||
1415 | // update avatar movement flags. the avatar coordinate system is as follows: | 1457 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1498,13 +1540,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1498 | // m_log.DebugFormat( | 1540 | // m_log.DebugFormat( |
1499 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); | 1541 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); |
1500 | 1542 | ||
1501 | AddNewMovement(agent_control_v3, q); | 1543 | AddNewMovement(agent_control_v3, q, Nudging); |
1502 | 1544 | ||
1503 | 1545 | ||
1504 | } | 1546 | } |
1505 | } | 1547 | } |
1506 | 1548 | ||
1507 | if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) | 1549 | if (update_movementflag) |
1508 | Animator.UpdateMovementAnimations(); | 1550 | Animator.UpdateMovementAnimations(); |
1509 | 1551 | ||
1510 | m_scene.EventManager.TriggerOnClientMovement(this); | 1552 | m_scene.EventManager.TriggerOnClientMovement(this); |
@@ -1519,7 +1561,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1519 | m_sitAtAutoTarget = false; | 1561 | m_sitAtAutoTarget = false; |
1520 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; | 1562 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; |
1521 | //proxy.PCode = (byte)PCode.ParticleSystem; | 1563 | //proxy.PCode = (byte)PCode.ParticleSystem; |
1522 | |||
1523 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); | 1564 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); |
1524 | proxyObjectGroup.AttachToScene(m_scene); | 1565 | proxyObjectGroup.AttachToScene(m_scene); |
1525 | 1566 | ||
@@ -1561,7 +1602,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1561 | } | 1602 | } |
1562 | m_moveToPositionInProgress = true; | 1603 | m_moveToPositionInProgress = true; |
1563 | m_moveToPositionTarget = new Vector3(locx, locy, locz); | 1604 | m_moveToPositionTarget = new Vector3(locx, locy, locz); |
1564 | } | 1605 | } |
1565 | catch (Exception ex) | 1606 | catch (Exception ex) |
1566 | { | 1607 | { |
1567 | //Why did I get this error? | 1608 | //Why did I get this error? |
@@ -1583,7 +1624,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1583 | Velocity = Vector3.Zero; | 1624 | Velocity = Vector3.Zero; |
1584 | SendFullUpdateToAllClients(); | 1625 | SendFullUpdateToAllClients(); |
1585 | 1626 | ||
1586 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1627 | HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? |
1587 | } | 1628 | } |
1588 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); | 1629 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); |
1589 | m_requestedSitTargetUUID = UUID.Zero; | 1630 | m_requestedSitTargetUUID = UUID.Zero; |
@@ -1616,55 +1657,84 @@ namespace OpenSim.Region.Framework.Scenes | |||
1616 | /// </summary> | 1657 | /// </summary> |
1617 | public void StandUp() | 1658 | public void StandUp() |
1618 | { | 1659 | { |
1619 | if (SitGround) | ||
1620 | SitGround = false; | ||
1621 | |||
1622 | if (m_parentID != 0) | 1660 | if (m_parentID != 0) |
1623 | { | 1661 | { |
1624 | m_log.Debug("StandupCode Executed"); | ||
1625 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | 1662 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); |
1626 | if (part != null) | 1663 | if (part != null) |
1627 | { | 1664 | { |
1665 | part.TaskInventory.LockItemsForRead(true); | ||
1628 | TaskInventoryDictionary taskIDict = part.TaskInventory; | 1666 | TaskInventoryDictionary taskIDict = part.TaskInventory; |
1629 | if (taskIDict != null) | 1667 | if (taskIDict != null) |
1630 | { | 1668 | { |
1631 | lock (taskIDict) | 1669 | foreach (UUID taskID in taskIDict.Keys) |
1632 | { | 1670 | { |
1633 | foreach (UUID taskID in taskIDict.Keys) | 1671 | UnRegisterControlEventsToScript(LocalId, taskID); |
1634 | { | 1672 | taskIDict[taskID].PermsMask &= ~( |
1635 | UnRegisterControlEventsToScript(LocalId, taskID); | 1673 | 2048 | //PERMISSION_CONTROL_CAMERA |
1636 | taskIDict[taskID].PermsMask &= ~( | 1674 | 4); // PERMISSION_TAKE_CONTROLS |
1637 | 2048 | //PERMISSION_CONTROL_CAMERA | ||
1638 | 4); // PERMISSION_TAKE_CONTROLS | ||
1639 | } | ||
1640 | } | 1675 | } |
1641 | |||
1642 | } | 1676 | } |
1677 | part.TaskInventory.LockItemsForRead(false); | ||
1643 | // Reset sit target. | 1678 | // Reset sit target. |
1644 | if (part.GetAvatarOnSitTarget() == UUID) | 1679 | if (part.GetAvatarOnSitTarget() == UUID) |
1645 | part.SetAvatarOnSitTarget(UUID.Zero); | 1680 | part.SetAvatarOnSitTarget(UUID.Zero); |
1646 | |||
1647 | m_parentPosition = part.GetWorldPosition(); | 1681 | m_parentPosition = part.GetWorldPosition(); |
1648 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); | 1682 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); |
1649 | } | 1683 | } |
1650 | 1684 | // part.GetWorldRotation() is the rotation of the object being sat on | |
1651 | if (m_physicsActor == null) | 1685 | // Rotation is the sittiing Av's rotation |
1652 | { | 1686 | |
1653 | AddToPhysicalScene(false); | 1687 | Quaternion partRot; |
1688 | // if (part.LinkNum == 1) | ||
1689 | // { // Root prim of linkset | ||
1690 | // partRot = part.ParentGroup.RootPart.RotationOffset; | ||
1691 | // } | ||
1692 | // else | ||
1693 | // { // single or child prim | ||
1694 | |||
1695 | // } | ||
1696 | if (part == null) //CW: Part may be gone. llDie() for example. | ||
1697 | { | ||
1698 | partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1699 | } | ||
1700 | else | ||
1701 | { | ||
1702 | partRot = part.GetWorldRotation(); | ||
1703 | } | ||
1704 | |||
1705 | Quaternion partIRot = Quaternion.Inverse(partRot); | ||
1706 | |||
1707 | Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av | ||
1708 | Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av | ||
1709 | |||
1710 | |||
1711 | if (m_physicsActor == null) | ||
1712 | { | ||
1713 | AddToPhysicalScene(false); | ||
1714 | } | ||
1715 | //CW: If the part isn't null then we can set the current position | ||
1716 | if (part != null) | ||
1717 | { | ||
1718 | Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset! | ||
1719 | AbsolutePosition = avWorldStandUp; //KF: Fix stand up. | ||
1720 | part.IsOccupied = false; | ||
1721 | } | ||
1722 | else | ||
1723 | { | ||
1724 | //CW: Since the part doesn't exist, a coarse standup position isn't an issue | ||
1725 | AbsolutePosition = m_lastWorldPosition; | ||
1654 | } | 1726 | } |
1655 | 1727 | ||
1656 | m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); | 1728 | m_parentPosition = Vector3.Zero; |
1657 | m_parentPosition = Vector3.Zero; | 1729 | m_parentID = 0; |
1658 | |||
1659 | m_parentID = 0; | ||
1660 | SendFullUpdateToAllClients(); | 1730 | SendFullUpdateToAllClients(); |
1661 | m_requestedSitTargetID = 0; | 1731 | m_requestedSitTargetID = 0; |
1732 | |||
1662 | if ((m_physicsActor != null) && (m_avHeight > 0)) | 1733 | if ((m_physicsActor != null) && (m_avHeight > 0)) |
1663 | { | 1734 | { |
1664 | SetHeight(m_avHeight); | 1735 | SetHeight(m_avHeight); |
1665 | } | 1736 | } |
1666 | } | 1737 | } |
1667 | |||
1668 | Animator.TrySetMovementAnimation("STAND"); | 1738 | Animator.TrySetMovementAnimation("STAND"); |
1669 | } | 1739 | } |
1670 | 1740 | ||
@@ -1695,13 +1765,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1695 | Vector3 avSitOffSet = part.SitTargetPosition; | 1765 | Vector3 avSitOffSet = part.SitTargetPosition; |
1696 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1766 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1697 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1767 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); |
1698 | 1768 | bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero); | |
1699 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1769 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1700 | bool SitTargetisSet = | 1770 | if (SitTargetisSet && !SitTargetOccupied) |
1701 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && | ||
1702 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); | ||
1703 | |||
1704 | if (SitTargetisSet && SitTargetUnOccupied) | ||
1705 | { | 1771 | { |
1706 | //switch the target to this prim | 1772 | //switch the target to this prim |
1707 | return part; | 1773 | return part; |
@@ -1715,84 +1781,152 @@ namespace OpenSim.Region.Framework.Scenes | |||
1715 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) | 1781 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) |
1716 | { | 1782 | { |
1717 | bool autopilot = true; | 1783 | bool autopilot = true; |
1784 | Vector3 autopilotTarget = new Vector3(); | ||
1785 | Quaternion sitOrientation = Quaternion.Identity; | ||
1718 | Vector3 pos = new Vector3(); | 1786 | Vector3 pos = new Vector3(); |
1719 | Quaternion sitOrientation = pSitOrientation; | ||
1720 | Vector3 cameraEyeOffset = Vector3.Zero; | 1787 | Vector3 cameraEyeOffset = Vector3.Zero; |
1721 | Vector3 cameraAtOffset = Vector3.Zero; | 1788 | Vector3 cameraAtOffset = Vector3.Zero; |
1722 | bool forceMouselook = false; | 1789 | bool forceMouselook = false; |
1723 | 1790 | ||
1724 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); | 1791 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); |
1725 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); | 1792 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); |
1726 | if (part != null) | 1793 | if (part == null) return; |
1727 | { | 1794 | |
1728 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | 1795 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client |
1729 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | 1796 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it |
1730 | 1797 | ||
1731 | // Is a sit target available? | 1798 | // part is the prim to sit on |
1732 | Vector3 avSitOffSet = part.SitTargetPosition; | 1799 | // offset is the world-ref vector distance from that prim center to the click-spot |
1733 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1800 | // UUID is the UUID of the Avatar doing the clicking |
1734 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1801 | |
1735 | 1802 | m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation | |
1736 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1803 | |
1737 | bool SitTargetisSet = | 1804 | // Is a sit target available? |
1738 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && | 1805 | Vector3 avSitOffSet = part.SitTargetPosition; |
1739 | ( | 1806 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1740 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion | 1807 | |
1741 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point | 1808 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1742 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion | 1809 | // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); |
1743 | ) | 1810 | Quaternion partRot; |
1744 | )); | 1811 | // if (part.LinkNum == 1) |
1745 | 1812 | // { // Root prim of linkset | |
1746 | if (SitTargetisSet && SitTargetUnOccupied) | 1813 | // partRot = part.ParentGroup.RootPart.RotationOffset; |
1747 | { | 1814 | // } |
1748 | part.SetAvatarOnSitTarget(UUID); | 1815 | // else |
1749 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); | 1816 | // { // single or child prim |
1750 | sitOrientation = avSitOrientation; | 1817 | partRot = part.GetWorldRotation(); |
1751 | autopilot = false; | 1818 | // } |
1752 | } | 1819 | Quaternion partIRot = Quaternion.Inverse(partRot); |
1753 | 1820 | //Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet); | |
1754 | pos = part.AbsolutePosition + offset; | 1821 | // Sit analysis rewritten by KF 091125 |
1755 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) | 1822 | if (SitTargetisSet) // scipted sit |
1756 | //{ | 1823 | { |
1757 | // offset = pos; | 1824 | if (!part.IsOccupied) |
1758 | //autopilot = false; | 1825 | { |
1759 | //} | 1826 | //Console.WriteLine("Scripted, unoccupied"); |
1760 | if (m_physicsActor != null) | 1827 | part.SetAvatarOnSitTarget(UUID); // set that Av will be on it |
1761 | { | 1828 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one |
1762 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | 1829 | sitOrientation = avSitOrientation; // Change rotatione to the scripted one |
1763 | // We can remove the physicsActor until they stand up. | 1830 | autopilot = false; // Jump direct to scripted llSitPos() |
1764 | m_sitAvatarHeight = m_physicsActor.Size.Z; | 1831 | } |
1765 | 1832 | else | |
1766 | if (autopilot) | 1833 | { |
1767 | { | 1834 | //Console.WriteLine("Scripted, occupied"); |
1768 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) | 1835 | return; |
1769 | { | 1836 | } |
1770 | autopilot = false; | 1837 | } |
1838 | else // Not Scripted | ||
1839 | { | ||
1840 | if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) | ||
1841 | { | ||
1842 | // large prim & offset, ignore if other Avs sitting | ||
1843 | // offset.Z -= 0.05f; | ||
1844 | m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked | ||
1845 | autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point | ||
1846 | |||
1847 | //Console.WriteLine(" offset ={0}", offset); | ||
1848 | //Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos); | ||
1849 | //Console.WriteLine(" autopilotTarget={0}", autopilotTarget); | ||
1850 | |||
1851 | } | ||
1852 | else // small offset | ||
1853 | { | ||
1854 | //Console.WriteLine("Small offset"); | ||
1855 | if (!part.IsOccupied) | ||
1856 | { | ||
1857 | m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center | ||
1858 | autopilotTarget = part.AbsolutePosition; | ||
1859 | } | ||
1860 | else return; // occupied small | ||
1861 | } // end large/small | ||
1862 | } // end Scripted/not | ||
1863 | cameraAtOffset = part.GetCameraAtOffset(); | ||
1864 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
1865 | forceMouselook = part.GetForceMouselook(); | ||
1866 | if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); // | ||
1867 | if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); // | ||
1771 | 1868 | ||
1772 | RemoveFromPhysicalScene(); | 1869 | if (m_physicsActor != null) |
1773 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); | 1870 | { |
1774 | } | 1871 | // If we're not using the client autopilot, we're immediately warping the avatar to the location |
1775 | } | 1872 | // We can remove the physicsActor until they stand up. |
1776 | else | 1873 | m_sitAvatarHeight = m_physicsActor.Size.Z; |
1874 | if (autopilot) | ||
1875 | { // its not a scripted sit | ||
1876 | // if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) | ||
1877 | if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) ) | ||
1777 | { | 1878 | { |
1879 | autopilot = false; // close enough | ||
1880 | m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
1881 | Not using the part's position because returning the AV to the last known standing | ||
1882 | position is likely to be more friendly, isn't it? */ | ||
1778 | RemoveFromPhysicalScene(); | 1883 | RemoveFromPhysicalScene(); |
1779 | } | 1884 | AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target |
1885 | } // else the autopilot will get us close | ||
1886 | } | ||
1887 | else | ||
1888 | { // its a scripted sit | ||
1889 | m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
1890 | I *am* using the part's position this time because we have no real idea how far away | ||
1891 | the avatar is from the sit target. */ | ||
1892 | RemoveFromPhysicalScene(); | ||
1780 | } | 1893 | } |
1781 | |||
1782 | cameraAtOffset = part.GetCameraAtOffset(); | ||
1783 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
1784 | forceMouselook = part.GetForceMouselook(); | ||
1785 | } | 1894 | } |
1786 | 1895 | else return; // physactor is null! | |
1787 | ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | 1896 | |
1788 | m_requestedSitTargetUUID = targetID; | 1897 | Vector3 offsetr; // = offset * partIRot; |
1898 | // KF: In a linkset, offsetr needs to be relative to the group root! 091208 | ||
1899 | // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot); | ||
1900 | // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error. | ||
1901 | // { // Single, or Root prim of linkset, target is ClickOffset * RootRot | ||
1902 | offsetr = offset * partIRot; | ||
1903 | // | ||
1904 | // else | ||
1905 | // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) | ||
1906 | // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + | ||
1907 | // (offset * partRot); | ||
1908 | // } | ||
1909 | |||
1910 | //Console.WriteLine(" "); | ||
1911 | //Console.WriteLine("link number ={0}", part.LinkNum); | ||
1912 | //Console.WriteLine("Prim offset ={0}", part.OffsetPosition ); | ||
1913 | //Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset); | ||
1914 | //Console.WriteLine("Click offst ={0}", offset); | ||
1915 | //Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation()); | ||
1916 | //Console.WriteLine("offsetr ={0}", offsetr); | ||
1917 | //Console.WriteLine("Camera At ={0}", cameraAtOffset); | ||
1918 | //Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); | ||
1919 | |||
1920 | ControllingClient.SendSitResponse(part.UUID, offsetr, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | ||
1921 | m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target | ||
1789 | // This calls HandleAgentSit twice, once from here, and the client calls | 1922 | // This calls HandleAgentSit twice, once from here, and the client calls |
1790 | // HandleAgentSit itself after it gets to the location | 1923 | // HandleAgentSit itself after it gets to the location |
1791 | // It doesn't get to the location until we've moved them there though | 1924 | // It doesn't get to the location until we've moved them there though |
1792 | // which happens in HandleAgentSit :P | 1925 | // which happens in HandleAgentSit :P |
1793 | m_autopilotMoving = autopilot; | 1926 | m_autopilotMoving = autopilot; |
1794 | m_autoPilotTarget = pos; | 1927 | m_autoPilotTarget = autopilotTarget; |
1795 | m_sitAtAutoTarget = autopilot; | 1928 | m_sitAtAutoTarget = autopilot; |
1929 | m_initialSitTarget = autopilotTarget; | ||
1796 | if (!autopilot) | 1930 | if (!autopilot) |
1797 | HandleAgentSit(remoteClient, UUID); | 1931 | HandleAgentSit(remoteClient, UUID); |
1798 | } | 1932 | } |
@@ -2087,31 +2221,65 @@ namespace OpenSim.Region.Framework.Scenes | |||
2087 | { | 2221 | { |
2088 | if (part != null) | 2222 | if (part != null) |
2089 | { | 2223 | { |
2224 | //Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation()); | ||
2090 | if (part.GetAvatarOnSitTarget() == UUID) | 2225 | if (part.GetAvatarOnSitTarget() == UUID) |
2091 | { | 2226 | { |
2227 | //Console.WriteLine("Scripted Sit"); | ||
2228 | // Scripted sit | ||
2092 | Vector3 sitTargetPos = part.SitTargetPosition; | 2229 | Vector3 sitTargetPos = part.SitTargetPosition; |
2093 | Quaternion sitTargetOrient = part.SitTargetOrientation; | 2230 | Quaternion sitTargetOrient = part.SitTargetOrientation; |
2094 | |||
2095 | //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); | ||
2096 | //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); | ||
2097 | |||
2098 | //Quaternion result = (sitTargetOrient * vq) * nq; | ||
2099 | |||
2100 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 2231 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
2101 | m_pos += SIT_TARGET_ADJUSTMENT; | 2232 | m_pos += SIT_TARGET_ADJUSTMENT; |
2102 | m_bodyRot = sitTargetOrient; | 2233 | m_bodyRot = sitTargetOrient; |
2103 | //Rotation = sitTargetOrient; | ||
2104 | m_parentPosition = part.AbsolutePosition; | 2234 | m_parentPosition = part.AbsolutePosition; |
2105 | 2235 | part.IsOccupied = true; | |
2106 | //SendTerseUpdateToAllClients(); | ||
2107 | } | 2236 | } |
2108 | else | 2237 | else |
2109 | { | 2238 | { |
2110 | m_pos -= part.AbsolutePosition; | 2239 | // if m_avUnscriptedSitPos is zero then Av sits above center |
2240 | // Else Av sits at m_avUnscriptedSitPos | ||
2241 | |||
2242 | // Non-scripted sit by Kitto Flora 21Nov09 | ||
2243 | // Calculate angle of line from prim to Av | ||
2244 | Quaternion partIRot; | ||
2245 | // if (part.LinkNum == 1) | ||
2246 | // { // Root prim of linkset | ||
2247 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2248 | // } | ||
2249 | // else | ||
2250 | // { // single or child prim | ||
2251 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2252 | // } | ||
2253 | Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; | ||
2254 | float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); | ||
2255 | float x_diff = ( m_avInitialPos.X - sitTargetPos.X); | ||
2256 | if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 | ||
2257 | if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 | ||
2258 | float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); | ||
2259 | // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. | ||
2260 | // Av sits at world euler <0,0, z>, translated by part rotation | ||
2261 | m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click | ||
2262 | |||
2111 | m_parentPosition = part.AbsolutePosition; | 2263 | m_parentPosition = part.AbsolutePosition; |
2112 | } | 2264 | part.IsOccupied = true; |
2113 | } | 2265 | m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation |
2114 | else | 2266 | (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center |
2267 | (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) + | ||
2268 | m_avUnscriptedSitPos; // adds click offset, if any | ||
2269 | //Set up raytrace to find top surface of prim | ||
2270 | Vector3 size = part.Scale; | ||
2271 | float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); | ||
2272 | Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); | ||
2273 | Vector3 down = new Vector3(0f, 0f, -1f); | ||
2274 | //Console.WriteLine("st={0} do={1} ma={2}", start, down, mag); | ||
2275 | m_scene.PhysicsScene.RaycastWorld( | ||
2276 | start, // Vector3 position, | ||
2277 | down, // Vector3 direction, | ||
2278 | mag, // float length, | ||
2279 | SitAltitudeCallback); // retMethod | ||
2280 | } // end scripted/not | ||
2281 | } | ||
2282 | else // no Av | ||
2115 | { | 2283 | { |
2116 | return; | 2284 | return; |
2117 | } | 2285 | } |
@@ -2123,11 +2291,36 @@ namespace OpenSim.Region.Framework.Scenes | |||
2123 | 2291 | ||
2124 | Animator.TrySetMovementAnimation(sitAnimation); | 2292 | Animator.TrySetMovementAnimation(sitAnimation); |
2125 | SendFullUpdateToAllClients(); | 2293 | SendFullUpdateToAllClients(); |
2126 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | ||
2127 | // So we're also sending a terse update (which has avatar rotation) | ||
2128 | // [Update] We do now. | ||
2129 | //SendTerseUpdateToAllClients(); | ||
2130 | } | 2294 | } |
2295 | |||
2296 | public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal) | ||
2297 | { | ||
2298 | // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer | ||
2299 | // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height. | ||
2300 | if(hitYN) | ||
2301 | { | ||
2302 | // m_pos = Av offset from prim center to make look like on center | ||
2303 | // m_parentPosition = Actual center pos of prim | ||
2304 | // collisionPoint = spot on prim where we want to sit | ||
2305 | // collisionPoint.Z = global sit surface height | ||
2306 | SceneObjectPart part = m_scene.GetSceneObjectPart(localid); | ||
2307 | Quaternion partIRot; | ||
2308 | // if (part.LinkNum == 1) | ||
2309 | /// { // Root prim of linkset | ||
2310 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2311 | // } | ||
2312 | // else | ||
2313 | // { // single or child prim | ||
2314 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2315 | // } | ||
2316 | float offZ = collisionPoint.Z - m_initialSitTarget.Z; | ||
2317 | Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction | ||
2318 | //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); | ||
2319 | m_pos += offset; | ||
2320 | // ControllingClient.SendClearFollowCamProperties(part.UUID); | ||
2321 | |||
2322 | } | ||
2323 | } // End SitAltitudeCallback KF. | ||
2131 | 2324 | ||
2132 | /// <summary> | 2325 | /// <summary> |
2133 | /// Event handler for the 'Always run' setting on the client | 2326 | /// Event handler for the 'Always run' setting on the client |
@@ -2157,7 +2350,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2157 | /// </summary> | 2350 | /// </summary> |
2158 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 2351 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
2159 | /// <param name="rotation">The direction in which this avatar should now face. | 2352 | /// <param name="rotation">The direction in which this avatar should now face. |
2160 | public void AddNewMovement(Vector3 vec, Quaternion rotation) | 2353 | public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging) |
2161 | { | 2354 | { |
2162 | if (m_isChildAgent) | 2355 | if (m_isChildAgent) |
2163 | { | 2356 | { |
@@ -2231,7 +2424,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2231 | 2424 | ||
2232 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | 2425 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
2233 | m_forceToApply = direc; | 2426 | m_forceToApply = direc; |
2234 | 2427 | m_isNudging = Nudging; | |
2235 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); | 2428 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); |
2236 | } | 2429 | } |
2237 | 2430 | ||
@@ -2246,7 +2439,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2246 | const float POSITION_TOLERANCE = 0.05f; | 2439 | const float POSITION_TOLERANCE = 0.05f; |
2247 | //const int TIME_MS_TOLERANCE = 3000; | 2440 | //const int TIME_MS_TOLERANCE = 3000; |
2248 | 2441 | ||
2249 | SendPrimUpdates(); | 2442 | |
2250 | 2443 | ||
2251 | if (m_newCoarseLocations) | 2444 | if (m_newCoarseLocations) |
2252 | { | 2445 | { |
@@ -2282,6 +2475,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2282 | CheckForBorderCrossing(); | 2475 | CheckForBorderCrossing(); |
2283 | CheckForSignificantMovement(); // sends update to the modules. | 2476 | CheckForSignificantMovement(); // sends update to the modules. |
2284 | } | 2477 | } |
2478 | |||
2479 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2480 | SendPrimUpdates(); | ||
2285 | } | 2481 | } |
2286 | 2482 | ||
2287 | #endregion | 2483 | #endregion |
@@ -3143,14 +3339,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
3143 | { | 3339 | { |
3144 | if (m_forceToApply.HasValue) | 3340 | if (m_forceToApply.HasValue) |
3145 | { | 3341 | { |
3146 | Vector3 force = m_forceToApply.Value; | ||
3147 | 3342 | ||
3343 | Vector3 force = m_forceToApply.Value; | ||
3148 | m_updateflag = true; | 3344 | m_updateflag = true; |
3149 | // movementvector = force; | ||
3150 | Velocity = force; | 3345 | Velocity = force; |
3151 | 3346 | ||
3152 | m_forceToApply = null; | 3347 | m_forceToApply = null; |
3153 | } | 3348 | } |
3349 | else | ||
3350 | { | ||
3351 | if (m_isNudging) | ||
3352 | { | ||
3353 | Vector3 force = Vector3.Zero; | ||
3354 | |||
3355 | m_updateflag = true; | ||
3356 | Velocity = force; | ||
3357 | m_isNudging = false; | ||
3358 | m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND" | ||
3359 | } | ||
3360 | } | ||
3154 | } | 3361 | } |
3155 | 3362 | ||
3156 | public override void SetText(string text, Vector3 color, double alpha) | 3363 | public override void SetText(string text, Vector3 color, double alpha) |
@@ -3202,18 +3409,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3202 | { | 3409 | { |
3203 | if (e == null) | 3410 | if (e == null) |
3204 | return; | 3411 | return; |
3205 | 3412 | ||
3206 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) | 3413 | // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents( |
3207 | // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( | ||
3208 | // as of this comment the interval is set in AddToPhysicalScene | 3414 | // as of this comment the interval is set in AddToPhysicalScene |
3209 | if (Animator!=null) | 3415 | if (Animator!=null) |
3210 | Animator.UpdateMovementAnimations(); | 3416 | { |
3417 | if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper, | ||
3418 | { // else its will lock out other animation changes, like ground sit. | ||
3419 | Animator.UpdateMovementAnimations(); | ||
3420 | m_updateCount--; | ||
3421 | } | ||
3422 | } | ||
3211 | 3423 | ||
3212 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3424 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; |
3213 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | 3425 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; |
3214 | 3426 | ||
3215 | CollisionPlane = Vector4.UnitW; | 3427 | CollisionPlane = Vector4.UnitW; |
3216 | 3428 | ||
3429 | if (m_lastColCount != coldata.Count) | ||
3430 | { | ||
3431 | m_updateCount = UPDATE_COUNT; | ||
3432 | m_lastColCount = coldata.Count; | ||
3433 | } | ||
3434 | |||
3217 | if (coldata.Count != 0 && Animator != null) | 3435 | if (coldata.Count != 0 && Animator != null) |
3218 | { | 3436 | { |
3219 | switch (Animator.CurrentMovementAnimation) | 3437 | switch (Animator.CurrentMovementAnimation) |
@@ -3859,5 +4077,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3859 | m_reprioritization_called = false; | 4077 | m_reprioritization_called = false; |
3860 | } | 4078 | } |
3861 | } | 4079 | } |
4080 | |||
4081 | private Vector3 Quat2Euler(Quaternion rot){ | ||
4082 | float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) , | ||
4083 | (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z))); | ||
4084 | float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W))); | ||
4085 | float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) , | ||
4086 | (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z))); | ||
4087 | return(new Vector3(x,y,z)); | ||
4088 | } | ||
4089 | |||
4090 | |||
3862 | } | 4091 | } |
3863 | } | 4092 | } |