diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 977 |
1 files changed, 792 insertions, 185 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index bfc1bd6..b340bda 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 | ||
@@ -443,9 +461,18 @@ 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 | 467 | ||
468 | // If we're sitting, we need to update our position | ||
469 | if (m_parentID != 0) | ||
470 | { | ||
471 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | ||
472 | if (part != null) | ||
473 | m_parentPosition = part.AbsolutePosition; | ||
474 | } | ||
475 | |||
449 | return m_parentPosition + m_pos; | 476 | return m_parentPosition + m_pos; |
450 | } | 477 | } |
451 | set | 478 | set |
@@ -464,7 +491,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
464 | } | 491 | } |
465 | } | 492 | } |
466 | 493 | ||
467 | m_pos = value; | 494 | if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting! |
495 | m_pos = value; | ||
468 | m_parentPosition = Vector3.Zero; | 496 | m_parentPosition = Vector3.Zero; |
469 | } | 497 | } |
470 | } | 498 | } |
@@ -508,10 +536,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
508 | } | 536 | } |
509 | } | 537 | } |
510 | 538 | ||
539 | public Quaternion OffsetRotation | ||
540 | { | ||
541 | get { return m_offsetRotation; } | ||
542 | set { m_offsetRotation = value; } | ||
543 | } | ||
544 | |||
511 | public Quaternion Rotation | 545 | public Quaternion Rotation |
512 | { | 546 | { |
513 | get { return m_bodyRot; } | 547 | get { |
514 | set { m_bodyRot = value; } | 548 | if (m_parentID != 0) |
549 | { | ||
550 | if (m_offsetRotation != null) | ||
551 | { | ||
552 | return m_offsetRotation; | ||
553 | } | ||
554 | else | ||
555 | { | ||
556 | return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
557 | } | ||
558 | |||
559 | } | ||
560 | else | ||
561 | { | ||
562 | return m_bodyRot; | ||
563 | } | ||
564 | } | ||
565 | set { | ||
566 | m_bodyRot = value; | ||
567 | if (m_parentID != 0) | ||
568 | { | ||
569 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
570 | } | ||
571 | } | ||
515 | } | 572 | } |
516 | 573 | ||
517 | public Quaternion PreviousRotation | 574 | public Quaternion PreviousRotation |
@@ -536,11 +593,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
536 | 593 | ||
537 | private uint m_parentID; | 594 | private uint m_parentID; |
538 | 595 | ||
596 | |||
597 | private UUID m_linkedPrim; | ||
598 | |||
539 | public uint ParentID | 599 | public uint ParentID |
540 | { | 600 | { |
541 | get { return m_parentID; } | 601 | get { return m_parentID; } |
542 | set { m_parentID = value; } | 602 | set { m_parentID = value; } |
543 | } | 603 | } |
604 | |||
605 | public UUID LinkedPrim | ||
606 | { | ||
607 | get { return m_linkedPrim; } | ||
608 | set { m_linkedPrim = value; } | ||
609 | } | ||
610 | |||
544 | public float Health | 611 | public float Health |
545 | { | 612 | { |
546 | get { return m_health; } | 613 | get { return m_health; } |
@@ -662,7 +729,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
662 | CreateSceneViewer(); | 729 | CreateSceneViewer(); |
663 | m_animator = new ScenePresenceAnimator(this); | 730 | m_animator = new ScenePresenceAnimator(this); |
664 | } | 731 | } |
665 | 732 | ||
666 | private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() | 733 | private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() |
667 | { | 734 | { |
668 | m_rootRegionHandle = reginfo.RegionHandle; | 735 | m_rootRegionHandle = reginfo.RegionHandle; |
@@ -694,10 +761,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
694 | m_reprioritization_timer.AutoReset = false; | 761 | m_reprioritization_timer.AutoReset = false; |
695 | 762 | ||
696 | AdjustKnownSeeds(); | 763 | AdjustKnownSeeds(); |
697 | |||
698 | // TODO: I think, this won't send anything, as we are still a child here... | ||
699 | Animator.TrySetMovementAnimation("STAND"); | 764 | Animator.TrySetMovementAnimation("STAND"); |
700 | |||
701 | // we created a new ScenePresence (a new child agent) in a fresh region. | 765 | // we created a new ScenePresence (a new child agent) in a fresh region. |
702 | // Request info about all the (root) agents in this region | 766 | // Request info about all the (root) agents in this region |
703 | // Note: This won't send data *to* other clients in that region (children don't send) | 767 | // Note: This won't send data *to* other clients in that region (children don't send) |
@@ -746,25 +810,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
746 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 810 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
747 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 811 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
748 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 812 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
749 | Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 813 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
750 | Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD | 814 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE |
751 | Dir_Vectors[7] = -Vector3.UnitX; //BACK | 815 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE |
816 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | ||
817 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
752 | } | 818 | } |
753 | 819 | ||
754 | private Vector3[] GetWalkDirectionVectors() | 820 | private Vector3[] GetWalkDirectionVectors() |
755 | { | 821 | { |
756 | Vector3[] vector = new Vector3[9]; | 822 | Vector3[] vector = new Vector3[11]; |
757 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD | 823 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
758 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK | 824 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
759 | vector[2] = Vector3.UnitY; //LEFT | 825 | vector[2] = Vector3.UnitY; //LEFT |
760 | vector[3] = -Vector3.UnitY; //RIGHT | 826 | vector[3] = -Vector3.UnitY; //RIGHT |
761 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 827 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
762 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN | 828 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
763 | vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | 829 | vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE |
764 | vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge | 830 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE |
765 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge | 831 | vector[8] = Vector3.UnitY; //LEFT_NUDGE |
832 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | ||
833 | vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE | ||
766 | return vector; | 834 | return vector; |
767 | } | 835 | } |
836 | |||
837 | private bool[] GetDirectionIsNudge() | ||
838 | { | ||
839 | bool[] isNudge = new bool[11]; | ||
840 | isNudge[0] = false; //FORWARD | ||
841 | isNudge[1] = false; //BACK | ||
842 | isNudge[2] = false; //LEFT | ||
843 | isNudge[3] = false; //RIGHT | ||
844 | isNudge[4] = false; //UP | ||
845 | isNudge[5] = false; //DOWN | ||
846 | isNudge[6] = true; //FORWARD_NUDGE | ||
847 | isNudge[7] = true; //BACK_NUDGE | ||
848 | isNudge[8] = true; //LEFT_NUDGE | ||
849 | isNudge[9] = true; //RIGHT_NUDGE | ||
850 | isNudge[10] = true; //DOWN_Nudge | ||
851 | return isNudge; | ||
852 | } | ||
853 | |||
768 | 854 | ||
769 | #endregion | 855 | #endregion |
770 | 856 | ||
@@ -826,6 +912,52 @@ namespace OpenSim.Region.Framework.Scenes | |||
826 | pos.Y = crossedBorder.BorderLine.Z - 1; | 912 | pos.Y = crossedBorder.BorderLine.Z - 1; |
827 | } | 913 | } |
828 | 914 | ||
915 | //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet. | ||
916 | //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent, | ||
917 | //they'll bypass the landing point. But I can't think of any decent way of fixing this. | ||
918 | if (KnownChildRegionHandles.Count == 0) | ||
919 | { | ||
920 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
921 | if (land != null) | ||
922 | { | ||
923 | //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni. | ||
924 | 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) | ||
925 | { | ||
926 | pos = land.LandData.UserLocation; | ||
927 | } | ||
928 | } | ||
929 | } | ||
930 | |||
931 | if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) | ||
932 | { | ||
933 | Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); | ||
934 | |||
935 | if (pos.X < 0) | ||
936 | { | ||
937 | emergencyPos.X = (int)Constants.RegionSize + pos.X; | ||
938 | if (!(pos.Y < 0)) | ||
939 | emergencyPos.Y = pos.Y; | ||
940 | if (!(pos.Z < 0)) | ||
941 | emergencyPos.Z = pos.Z; | ||
942 | } | ||
943 | if (pos.Y < 0) | ||
944 | { | ||
945 | emergencyPos.Y = (int)Constants.RegionSize + pos.Y; | ||
946 | if (!(pos.X < 0)) | ||
947 | emergencyPos.X = pos.X; | ||
948 | if (!(pos.Z < 0)) | ||
949 | emergencyPos.Z = pos.Z; | ||
950 | } | ||
951 | if (pos.Z < 0) | ||
952 | { | ||
953 | emergencyPos.Z = 128; | ||
954 | if (!(pos.Y < 0)) | ||
955 | emergencyPos.Y = pos.Y; | ||
956 | if (!(pos.X < 0)) | ||
957 | emergencyPos.X = pos.X; | ||
958 | } | ||
959 | } | ||
960 | |||
829 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) | 961 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) |
830 | { | 962 | { |
831 | m_log.WarnFormat( | 963 | m_log.WarnFormat( |
@@ -954,12 +1086,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
954 | { | 1086 | { |
955 | if (PhysicsActor != null) | 1087 | if (PhysicsActor != null) |
956 | { | 1088 | { |
957 | m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; | 1089 | try |
958 | m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; | 1090 | { |
959 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); | 1091 | m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; |
960 | m_physicsActor.UnSubscribeEvents(); | 1092 | m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; |
961 | m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; | 1093 | m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; |
962 | PhysicsActor = null; | 1094 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); |
1095 | m_physicsActor.UnSubscribeEvents(); | ||
1096 | PhysicsActor = null; | ||
1097 | } | ||
1098 | catch | ||
1099 | { } | ||
963 | } | 1100 | } |
964 | } | 1101 | } |
965 | 1102 | ||
@@ -970,9 +1107,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
970 | public void Teleport(Vector3 pos) | 1107 | public void Teleport(Vector3 pos) |
971 | { | 1108 | { |
972 | bool isFlying = false; | 1109 | bool isFlying = false; |
1110 | |||
973 | if (m_physicsActor != null) | 1111 | if (m_physicsActor != null) |
974 | isFlying = m_physicsActor.Flying; | 1112 | isFlying = m_physicsActor.Flying; |
975 | 1113 | ||
976 | RemoveFromPhysicalScene(); | 1114 | RemoveFromPhysicalScene(); |
977 | Velocity = Vector3.Zero; | 1115 | Velocity = Vector3.Zero; |
978 | AbsolutePosition = pos; | 1116 | AbsolutePosition = pos; |
@@ -984,6 +1122,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
984 | } | 1122 | } |
985 | 1123 | ||
986 | SendTerseUpdateToAllClients(); | 1124 | SendTerseUpdateToAllClients(); |
1125 | |||
987 | } | 1126 | } |
988 | 1127 | ||
989 | public void TeleportWithMomentum(Vector3 pos) | 1128 | public void TeleportWithMomentum(Vector3 pos) |
@@ -1202,6 +1341,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1202 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); | 1341 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); |
1203 | 1342 | ||
1204 | m_pos = m_LastFinitePos; | 1343 | m_pos = m_LastFinitePos; |
1344 | |||
1205 | if (!m_pos.IsFinite()) | 1345 | if (!m_pos.IsFinite()) |
1206 | { | 1346 | { |
1207 | m_pos.X = 127f; | 1347 | m_pos.X = 127f; |
@@ -1268,7 +1408,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1268 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); | 1408 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); |
1269 | } | 1409 | } |
1270 | } | 1410 | } |
1271 | |||
1272 | lock (scriptedcontrols) | 1411 | lock (scriptedcontrols) |
1273 | { | 1412 | { |
1274 | if (scriptedcontrols.Count > 0) | 1413 | if (scriptedcontrols.Count > 0) |
@@ -1283,6 +1422,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1283 | 1422 | ||
1284 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) | 1423 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) |
1285 | { | 1424 | { |
1425 | m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. | ||
1426 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | ||
1427 | |||
1286 | // TODO: This doesn't prevent the user from walking yet. | 1428 | // TODO: This doesn't prevent the user from walking yet. |
1287 | // Setting parent ID would fix this, if we knew what value | 1429 | // Setting parent ID would fix this, if we knew what value |
1288 | // to use. Or we could add a m_isSitting variable. | 1430 | // to use. Or we could add a m_isSitting variable. |
@@ -1331,12 +1473,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1331 | if (actor.Flying != oldflying) | 1473 | if (actor.Flying != oldflying) |
1332 | update_movementflag = true; | 1474 | update_movementflag = true; |
1333 | 1475 | ||
1476 | if (m_animator.m_jumping) // add for jumping | ||
1477 | update_movementflag = true; | ||
1478 | |||
1334 | if (q != m_bodyRot) | 1479 | if (q != m_bodyRot) |
1335 | { | 1480 | { |
1336 | m_bodyRot = q; | 1481 | m_bodyRot = q; |
1337 | update_rotation = true; | 1482 | update_rotation = true; |
1338 | } | 1483 | } |
1339 | 1484 | ||
1485 | //guilty until proven innocent.. | ||
1486 | bool Nudging = true; | ||
1487 | //Basically, if there is at least one non-nudge control then we don't need | ||
1488 | //to worry about stopping the avatar | ||
1489 | |||
1340 | if (m_parentID == 0) | 1490 | if (m_parentID == 0) |
1341 | { | 1491 | { |
1342 | bool bAllowUpdateMoveToPosition = false; | 1492 | bool bAllowUpdateMoveToPosition = false; |
@@ -1351,9 +1501,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1351 | else | 1501 | else |
1352 | dirVectors = Dir_Vectors; | 1502 | dirVectors = Dir_Vectors; |
1353 | 1503 | ||
1354 | // The fact that m_movementflag is a byte needs to be fixed | 1504 | bool[] isNudge = GetDirectionIsNudge(); |
1355 | // it really should be a uint | 1505 | |
1356 | uint nudgehack = 250; | 1506 | |
1507 | |||
1508 | |||
1509 | |||
1357 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 1510 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
1358 | { | 1511 | { |
1359 | if (((uint)flags & (uint)DCF) != 0) | 1512 | if (((uint)flags & (uint)DCF) != 0) |
@@ -1363,40 +1516,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
1363 | try | 1516 | try |
1364 | { | 1517 | { |
1365 | agent_control_v3 += dirVectors[i]; | 1518 | agent_control_v3 += dirVectors[i]; |
1366 | //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); | 1519 | if (isNudge[i] == false) |
1520 | { | ||
1521 | Nudging = false; | ||
1522 | } | ||
1367 | } | 1523 | } |
1368 | catch (IndexOutOfRangeException) | 1524 | catch (IndexOutOfRangeException) |
1369 | { | 1525 | { |
1370 | // Why did I get this? | 1526 | // Why did I get this? |
1371 | } | 1527 | } |
1372 | 1528 | ||
1373 | if ((m_movementflag & (byte)(uint)DCF) == 0) | 1529 | if ((m_movementflag & (uint)DCF) == 0) |
1374 | { | 1530 | { |
1375 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1376 | { | ||
1377 | m_movementflag |= (byte)nudgehack; | ||
1378 | } | ||
1379 | m_movementflag += (byte)(uint)DCF; | 1531 | m_movementflag += (byte)(uint)DCF; |
1380 | update_movementflag = true; | 1532 | update_movementflag = true; |
1381 | } | 1533 | } |
1382 | } | 1534 | } |
1383 | else | 1535 | else |
1384 | { | 1536 | { |
1385 | if ((m_movementflag & (byte)(uint)DCF) != 0 || | 1537 | if ((m_movementflag & (uint)DCF) != 0) |
1386 | ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1387 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1388 | ) // This or is for Nudge forward | ||
1389 | { | 1538 | { |
1390 | m_movementflag -= ((byte)(uint)DCF); | 1539 | m_movementflag -= (byte)(uint)DCF; |
1391 | |||
1392 | update_movementflag = true; | 1540 | update_movementflag = true; |
1393 | /* | ||
1394 | if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1395 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1396 | { | ||
1397 | m_log.Debug("Removed Hack flag"); | ||
1398 | } | ||
1399 | */ | ||
1400 | } | 1541 | } |
1401 | else | 1542 | else |
1402 | { | 1543 | { |
@@ -1405,7 +1546,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1405 | } | 1546 | } |
1406 | i++; | 1547 | i++; |
1407 | } | 1548 | } |
1408 | |||
1409 | //Paupaw:Do Proper PID for Autopilot here | 1549 | //Paupaw:Do Proper PID for Autopilot here |
1410 | if (bResetMoveToPosition) | 1550 | if (bResetMoveToPosition) |
1411 | { | 1551 | { |
@@ -1440,6 +1580,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1440 | // Ignore z component of vector | 1580 | // Ignore z component of vector |
1441 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1581 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1442 | LocalVectorToTarget2D.Normalize(); | 1582 | LocalVectorToTarget2D.Normalize(); |
1583 | |||
1584 | //We're not nudging | ||
1585 | Nudging = false; | ||
1443 | agent_control_v3 += LocalVectorToTarget2D; | 1586 | agent_control_v3 += LocalVectorToTarget2D; |
1444 | 1587 | ||
1445 | // update avatar movement flags. the avatar coordinate system is as follows: | 1588 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1530,13 +1673,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1530 | // m_log.DebugFormat( | 1673 | // m_log.DebugFormat( |
1531 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); | 1674 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); |
1532 | 1675 | ||
1533 | AddNewMovement(agent_control_v3, q); | 1676 | AddNewMovement(agent_control_v3, q, Nudging); |
1534 | 1677 | ||
1535 | 1678 | ||
1536 | } | 1679 | } |
1537 | } | 1680 | } |
1538 | 1681 | ||
1539 | if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) | 1682 | if (update_movementflag && !SitGround) |
1540 | Animator.UpdateMovementAnimations(); | 1683 | Animator.UpdateMovementAnimations(); |
1541 | 1684 | ||
1542 | m_scene.EventManager.TriggerOnClientMovement(this); | 1685 | m_scene.EventManager.TriggerOnClientMovement(this); |
@@ -1551,7 +1694,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1551 | m_sitAtAutoTarget = false; | 1694 | m_sitAtAutoTarget = false; |
1552 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; | 1695 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; |
1553 | //proxy.PCode = (byte)PCode.ParticleSystem; | 1696 | //proxy.PCode = (byte)PCode.ParticleSystem; |
1554 | |||
1555 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); | 1697 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); |
1556 | proxyObjectGroup.AttachToScene(m_scene); | 1698 | proxyObjectGroup.AttachToScene(m_scene); |
1557 | 1699 | ||
@@ -1593,7 +1735,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1593 | } | 1735 | } |
1594 | m_moveToPositionInProgress = true; | 1736 | m_moveToPositionInProgress = true; |
1595 | m_moveToPositionTarget = new Vector3(locx, locy, locz); | 1737 | m_moveToPositionTarget = new Vector3(locx, locy, locz); |
1596 | } | 1738 | } |
1597 | catch (Exception ex) | 1739 | catch (Exception ex) |
1598 | { | 1740 | { |
1599 | //Why did I get this error? | 1741 | //Why did I get this error? |
@@ -1615,7 +1757,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1615 | Velocity = Vector3.Zero; | 1757 | Velocity = Vector3.Zero; |
1616 | SendFullUpdateToAllClients(); | 1758 | SendFullUpdateToAllClients(); |
1617 | 1759 | ||
1618 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1760 | HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? |
1619 | } | 1761 | } |
1620 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); | 1762 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); |
1621 | m_requestedSitTargetUUID = UUID.Zero; | 1763 | m_requestedSitTargetUUID = UUID.Zero; |
@@ -1652,42 +1794,77 @@ namespace OpenSim.Region.Framework.Scenes | |||
1652 | 1794 | ||
1653 | if (m_parentID != 0) | 1795 | if (m_parentID != 0) |
1654 | { | 1796 | { |
1655 | m_log.Debug("StandupCode Executed"); | 1797 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); |
1656 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | ||
1657 | if (part != null) | 1798 | if (part != null) |
1658 | { | 1799 | { |
1800 | part.TaskInventory.LockItemsForRead(true); | ||
1659 | TaskInventoryDictionary taskIDict = part.TaskInventory; | 1801 | TaskInventoryDictionary taskIDict = part.TaskInventory; |
1660 | if (taskIDict != null) | 1802 | if (taskIDict != null) |
1661 | { | 1803 | { |
1662 | lock (taskIDict) | 1804 | foreach (UUID taskID in taskIDict.Keys) |
1663 | { | 1805 | { |
1664 | foreach (UUID taskID in taskIDict.Keys) | 1806 | UnRegisterControlEventsToScript(LocalId, taskID); |
1665 | { | 1807 | taskIDict[taskID].PermsMask &= ~( |
1666 | UnRegisterControlEventsToScript(LocalId, taskID); | 1808 | 2048 | //PERMISSION_CONTROL_CAMERA |
1667 | taskIDict[taskID].PermsMask &= ~( | 1809 | 4); // PERMISSION_TAKE_CONTROLS |
1668 | 2048 | //PERMISSION_CONTROL_CAMERA | ||
1669 | 4); // PERMISSION_TAKE_CONTROLS | ||
1670 | } | ||
1671 | } | 1810 | } |
1672 | |||
1673 | } | 1811 | } |
1812 | part.TaskInventory.LockItemsForRead(false); | ||
1674 | // Reset sit target. | 1813 | // Reset sit target. |
1675 | if (part.GetAvatarOnSitTarget() == UUID) | 1814 | if (part.GetAvatarOnSitTarget() == UUID) |
1676 | part.SetAvatarOnSitTarget(UUID.Zero); | 1815 | part.SetAvatarOnSitTarget(UUID.Zero); |
1677 | |||
1678 | m_parentPosition = part.GetWorldPosition(); | 1816 | m_parentPosition = part.GetWorldPosition(); |
1679 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); | 1817 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); |
1680 | } | 1818 | } |
1819 | // part.GetWorldRotation() is the rotation of the object being sat on | ||
1820 | // Rotation is the sittiing Av's rotation | ||
1821 | |||
1822 | Quaternion partRot; | ||
1823 | // if (part.LinkNum == 1) | ||
1824 | // { // Root prim of linkset | ||
1825 | // partRot = part.ParentGroup.RootPart.RotationOffset; | ||
1826 | // } | ||
1827 | // else | ||
1828 | // { // single or child prim | ||
1829 | |||
1830 | // } | ||
1831 | if (part == null) //CW: Part may be gone. llDie() for example. | ||
1832 | { | ||
1833 | partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1834 | } | ||
1835 | else | ||
1836 | { | ||
1837 | partRot = part.GetWorldRotation(); | ||
1838 | } | ||
1839 | |||
1840 | Quaternion partIRot = Quaternion.Inverse(partRot); | ||
1681 | 1841 | ||
1842 | Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av | ||
1843 | Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av | ||
1844 | |||
1845 | |||
1682 | if (m_physicsActor == null) | 1846 | if (m_physicsActor == null) |
1683 | { | 1847 | { |
1684 | AddToPhysicalScene(false); | 1848 | AddToPhysicalScene(false); |
1685 | } | 1849 | } |
1686 | 1850 | //CW: If the part isn't null then we can set the current position | |
1687 | m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); | 1851 | if (part != null) |
1688 | m_parentPosition = Vector3.Zero; | 1852 | { |
1689 | 1853 | Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset! | |
1690 | m_parentID = 0; | 1854 | AbsolutePosition = avWorldStandUp; //KF: Fix stand up. |
1855 | part.IsOccupied = false; | ||
1856 | part.ParentGroup.DeleteAvatar(ControllingClient.AgentId); | ||
1857 | } | ||
1858 | else | ||
1859 | { | ||
1860 | //CW: Since the part doesn't exist, a coarse standup position isn't an issue | ||
1861 | AbsolutePosition = m_lastWorldPosition; | ||
1862 | } | ||
1863 | |||
1864 | m_parentPosition = Vector3.Zero; | ||
1865 | m_parentID = 0; | ||
1866 | m_linkedPrim = UUID.Zero; | ||
1867 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1691 | SendFullUpdateToAllClients(); | 1868 | SendFullUpdateToAllClients(); |
1692 | m_requestedSitTargetID = 0; | 1869 | m_requestedSitTargetID = 0; |
1693 | if (m_physicsActor != null && m_appearance != null) | 1870 | if (m_physicsActor != null && m_appearance != null) |
@@ -1696,7 +1873,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1696 | SetHeight(m_appearance.AvatarHeight); | 1873 | SetHeight(m_appearance.AvatarHeight); |
1697 | } | 1874 | } |
1698 | } | 1875 | } |
1699 | |||
1700 | Animator.TrySetMovementAnimation("STAND"); | 1876 | Animator.TrySetMovementAnimation("STAND"); |
1701 | } | 1877 | } |
1702 | 1878 | ||
@@ -1727,13 +1903,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1727 | Vector3 avSitOffSet = part.SitTargetPosition; | 1903 | Vector3 avSitOffSet = part.SitTargetPosition; |
1728 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1904 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1729 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1905 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); |
1730 | 1906 | bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero); | |
1731 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1907 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1732 | bool SitTargetisSet = | 1908 | if (SitTargetisSet && !SitTargetOccupied) |
1733 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && | ||
1734 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); | ||
1735 | |||
1736 | if (SitTargetisSet && SitTargetUnOccupied) | ||
1737 | { | 1909 | { |
1738 | //switch the target to this prim | 1910 | //switch the target to this prim |
1739 | return part; | 1911 | return part; |
@@ -1747,84 +1919,164 @@ namespace OpenSim.Region.Framework.Scenes | |||
1747 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) | 1919 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) |
1748 | { | 1920 | { |
1749 | bool autopilot = true; | 1921 | bool autopilot = true; |
1922 | Vector3 autopilotTarget = new Vector3(); | ||
1923 | Quaternion sitOrientation = Quaternion.Identity; | ||
1750 | Vector3 pos = new Vector3(); | 1924 | Vector3 pos = new Vector3(); |
1751 | Quaternion sitOrientation = pSitOrientation; | ||
1752 | Vector3 cameraEyeOffset = Vector3.Zero; | 1925 | Vector3 cameraEyeOffset = Vector3.Zero; |
1753 | Vector3 cameraAtOffset = Vector3.Zero; | 1926 | Vector3 cameraAtOffset = Vector3.Zero; |
1754 | bool forceMouselook = false; | 1927 | bool forceMouselook = false; |
1755 | 1928 | ||
1756 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); | 1929 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); |
1757 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); | 1930 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); |
1758 | if (part != null) | 1931 | if (part == null) return; |
1759 | { | 1932 | |
1760 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | 1933 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client |
1761 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | 1934 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it |
1762 | 1935 | ||
1763 | // Is a sit target available? | 1936 | // part is the prim to sit on |
1764 | Vector3 avSitOffSet = part.SitTargetPosition; | 1937 | // offset is the world-ref vector distance from that prim center to the click-spot |
1765 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1938 | // UUID is the UUID of the Avatar doing the clicking |
1766 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1939 | |
1767 | 1940 | m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation | |
1768 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1941 | |
1769 | bool SitTargetisSet = | 1942 | // Is a sit target available? |
1770 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && | 1943 | Vector3 avSitOffSet = part.SitTargetPosition; |
1771 | ( | 1944 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1772 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion | 1945 | |
1773 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point | 1946 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1774 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion | 1947 | // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); |
1775 | ) | 1948 | Quaternion partRot; |
1776 | )); | 1949 | // if (part.LinkNum == 1) |
1777 | 1950 | // { // Root prim of linkset | |
1778 | if (SitTargetisSet && SitTargetUnOccupied) | 1951 | // partRot = part.ParentGroup.RootPart.RotationOffset; |
1779 | { | 1952 | // } |
1780 | part.SetAvatarOnSitTarget(UUID); | 1953 | // else |
1781 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); | 1954 | // { // single or child prim |
1782 | sitOrientation = avSitOrientation; | 1955 | partRot = part.GetWorldRotation(); |
1783 | autopilot = false; | 1956 | // } |
1784 | } | 1957 | Quaternion partIRot = Quaternion.Inverse(partRot); |
1785 | 1958 | //Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet); | |
1786 | pos = part.AbsolutePosition + offset; | 1959 | // Sit analysis rewritten by KF 091125 |
1787 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) | 1960 | if (SitTargetisSet) // scipted sit |
1788 | //{ | 1961 | { |
1789 | // offset = pos; | 1962 | if (!part.IsOccupied) |
1790 | //autopilot = false; | 1963 | { |
1791 | //} | 1964 | //Console.WriteLine("Scripted, unoccupied"); |
1792 | if (m_physicsActor != null) | 1965 | part.SetAvatarOnSitTarget(UUID); // set that Av will be on it |
1793 | { | 1966 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one |
1794 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | 1967 | |
1795 | // We can remove the physicsActor until they stand up. | 1968 | Quaternion nrot = avSitOrientation; |
1796 | m_sitAvatarHeight = m_physicsActor.Size.Z; | 1969 | if (!part.IsRoot) |
1797 | |||
1798 | if (autopilot) | ||
1799 | { | 1970 | { |
1800 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) | 1971 | nrot = part.RotationOffset * avSitOrientation; |
1801 | { | ||
1802 | autopilot = false; | ||
1803 | |||
1804 | RemoveFromPhysicalScene(); | ||
1805 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); | ||
1806 | } | ||
1807 | } | 1972 | } |
1808 | else | 1973 | sitOrientation = nrot; // Change rotatione to the scripted one |
1974 | OffsetRotation = nrot; | ||
1975 | autopilot = false; // Jump direct to scripted llSitPos() | ||
1976 | } | ||
1977 | else | ||
1978 | { | ||
1979 | //Console.WriteLine("Scripted, occupied"); | ||
1980 | return; | ||
1981 | } | ||
1982 | } | ||
1983 | else // Not Scripted | ||
1984 | { | ||
1985 | if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) | ||
1986 | { | ||
1987 | // large prim & offset, ignore if other Avs sitting | ||
1988 | // offset.Z -= 0.05f; | ||
1989 | m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked | ||
1990 | autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point | ||
1991 | |||
1992 | //Console.WriteLine(" offset ={0}", offset); | ||
1993 | //Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos); | ||
1994 | //Console.WriteLine(" autopilotTarget={0}", autopilotTarget); | ||
1995 | |||
1996 | } | ||
1997 | else // small offset | ||
1998 | { | ||
1999 | //Console.WriteLine("Small offset"); | ||
2000 | if (!part.IsOccupied) | ||
2001 | { | ||
2002 | m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center | ||
2003 | autopilotTarget = part.AbsolutePosition; | ||
2004 | //Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget); | ||
2005 | } | ||
2006 | else return; // occupied small | ||
2007 | } // end large/small | ||
2008 | } // end Scripted/not | ||
2009 | cameraAtOffset = part.GetCameraAtOffset(); | ||
2010 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
2011 | forceMouselook = part.GetForceMouselook(); | ||
2012 | if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); // | ||
2013 | if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); // | ||
2014 | |||
2015 | if (m_physicsActor != null) | ||
2016 | { | ||
2017 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | ||
2018 | // We can remove the physicsActor until they stand up. | ||
2019 | m_sitAvatarHeight = m_physicsActor.Size.Z; | ||
2020 | if (autopilot) | ||
2021 | { // its not a scripted sit | ||
2022 | // if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) | ||
2023 | if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) ) | ||
1809 | { | 2024 | { |
2025 | autopilot = false; // close enough | ||
2026 | m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2027 | Not using the part's position because returning the AV to the last known standing | ||
2028 | position is likely to be more friendly, isn't it? */ | ||
1810 | RemoveFromPhysicalScene(); | 2029 | RemoveFromPhysicalScene(); |
1811 | } | 2030 | Velocity = Vector3.Zero; |
2031 | AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target | ||
2032 | } // else the autopilot will get us close | ||
2033 | } | ||
2034 | else | ||
2035 | { // its a scripted sit | ||
2036 | m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2037 | I *am* using the part's position this time because we have no real idea how far away | ||
2038 | the avatar is from the sit target. */ | ||
2039 | RemoveFromPhysicalScene(); | ||
2040 | Velocity = Vector3.Zero; | ||
1812 | } | 2041 | } |
1813 | |||
1814 | cameraAtOffset = part.GetCameraAtOffset(); | ||
1815 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
1816 | forceMouselook = part.GetForceMouselook(); | ||
1817 | } | 2042 | } |
2043 | else return; // physactor is null! | ||
1818 | 2044 | ||
1819 | ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | 2045 | Vector3 offsetr; // = offset * partIRot; |
1820 | m_requestedSitTargetUUID = targetID; | 2046 | // KF: In a linkset, offsetr needs to be relative to the group root! 091208 |
2047 | // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot); | ||
2048 | // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error. | ||
2049 | // { // Single, or Root prim of linkset, target is ClickOffset * RootRot | ||
2050 | //offsetr = offset * partIRot; | ||
2051 | // | ||
2052 | // else | ||
2053 | // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) | ||
2054 | // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + | ||
2055 | // (offset * partRot); | ||
2056 | // } | ||
2057 | |||
2058 | //Console.WriteLine(" "); | ||
2059 | //Console.WriteLine("link number ={0}", part.LinkNum); | ||
2060 | //Console.WriteLine("Prim offset ={0}", part.OffsetPosition ); | ||
2061 | //Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset); | ||
2062 | //Console.WriteLine("Click offst ={0}", offset); | ||
2063 | //Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation()); | ||
2064 | //Console.WriteLine("offsetr ={0}", offsetr); | ||
2065 | //Console.WriteLine("Camera At ={0}", cameraAtOffset); | ||
2066 | //Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); | ||
2067 | |||
2068 | //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child | ||
2069 | ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | ||
2070 | |||
2071 | m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target | ||
1821 | // This calls HandleAgentSit twice, once from here, and the client calls | 2072 | // This calls HandleAgentSit twice, once from here, and the client calls |
1822 | // HandleAgentSit itself after it gets to the location | 2073 | // HandleAgentSit itself after it gets to the location |
1823 | // It doesn't get to the location until we've moved them there though | 2074 | // It doesn't get to the location until we've moved them there though |
1824 | // which happens in HandleAgentSit :P | 2075 | // which happens in HandleAgentSit :P |
1825 | m_autopilotMoving = autopilot; | 2076 | m_autopilotMoving = autopilot; |
1826 | m_autoPilotTarget = pos; | 2077 | m_autoPilotTarget = autopilotTarget; |
1827 | m_sitAtAutoTarget = autopilot; | 2078 | m_sitAtAutoTarget = autopilot; |
2079 | m_initialSitTarget = autopilotTarget; | ||
1828 | if (!autopilot) | 2080 | if (!autopilot) |
1829 | HandleAgentSit(remoteClient, UUID); | 2081 | HandleAgentSit(remoteClient, UUID); |
1830 | } | 2082 | } |
@@ -2119,47 +2371,130 @@ namespace OpenSim.Region.Framework.Scenes | |||
2119 | { | 2371 | { |
2120 | if (part != null) | 2372 | if (part != null) |
2121 | { | 2373 | { |
2374 | //Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation()); | ||
2122 | if (part.GetAvatarOnSitTarget() == UUID) | 2375 | if (part.GetAvatarOnSitTarget() == UUID) |
2123 | { | 2376 | { |
2377 | //Console.WriteLine("Scripted Sit"); | ||
2378 | // Scripted sit | ||
2124 | Vector3 sitTargetPos = part.SitTargetPosition; | 2379 | Vector3 sitTargetPos = part.SitTargetPosition; |
2125 | Quaternion sitTargetOrient = part.SitTargetOrientation; | 2380 | Quaternion sitTargetOrient = part.SitTargetOrientation; |
2126 | |||
2127 | //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); | ||
2128 | //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); | ||
2129 | |||
2130 | //Quaternion result = (sitTargetOrient * vq) * nq; | ||
2131 | |||
2132 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 2381 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
2133 | m_pos += SIT_TARGET_ADJUSTMENT; | 2382 | m_pos += SIT_TARGET_ADJUSTMENT; |
2383 | if (!part.IsRoot) | ||
2384 | { | ||
2385 | m_pos *= part.RotationOffset; | ||
2386 | } | ||
2134 | m_bodyRot = sitTargetOrient; | 2387 | m_bodyRot = sitTargetOrient; |
2135 | //Rotation = sitTargetOrient; | ||
2136 | m_parentPosition = part.AbsolutePosition; | 2388 | m_parentPosition = part.AbsolutePosition; |
2137 | 2389 | part.IsOccupied = true; | |
2138 | //SendTerseUpdateToAllClients(); | 2390 | part.ParentGroup.AddAvatar(agentID); |
2139 | } | 2391 | } |
2140 | else | 2392 | else |
2141 | { | 2393 | { |
2142 | m_pos -= part.AbsolutePosition; | 2394 | // if m_avUnscriptedSitPos is zero then Av sits above center |
2395 | // Else Av sits at m_avUnscriptedSitPos | ||
2396 | |||
2397 | // Non-scripted sit by Kitto Flora 21Nov09 | ||
2398 | // Calculate angle of line from prim to Av | ||
2399 | Quaternion partIRot; | ||
2400 | // if (part.LinkNum == 1) | ||
2401 | // { // Root prim of linkset | ||
2402 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2403 | // } | ||
2404 | // else | ||
2405 | // { // single or child prim | ||
2406 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2407 | // } | ||
2408 | Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; | ||
2409 | float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); | ||
2410 | float x_diff = ( m_avInitialPos.X - sitTargetPos.X); | ||
2411 | if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 | ||
2412 | if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 | ||
2413 | float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); | ||
2414 | // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. | ||
2415 | // Av sits at world euler <0,0, z>, translated by part rotation | ||
2416 | m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click | ||
2417 | |||
2143 | m_parentPosition = part.AbsolutePosition; | 2418 | m_parentPosition = part.AbsolutePosition; |
2144 | } | 2419 | part.IsOccupied = true; |
2420 | part.ParentGroup.AddAvatar(agentID); | ||
2421 | m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation | ||
2422 | (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center | ||
2423 | (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) + | ||
2424 | m_avUnscriptedSitPos; // adds click offset, if any | ||
2425 | //Set up raytrace to find top surface of prim | ||
2426 | Vector3 size = part.Scale; | ||
2427 | float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); | ||
2428 | Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); | ||
2429 | Vector3 down = new Vector3(0f, 0f, -1f); | ||
2430 | //Console.WriteLine("st={0} do={1} ma={2}", start, down, mag); | ||
2431 | m_scene.PhysicsScene.RaycastWorld( | ||
2432 | start, // Vector3 position, | ||
2433 | down, // Vector3 direction, | ||
2434 | mag, // float length, | ||
2435 | SitAltitudeCallback); // retMethod | ||
2436 | } // end scripted/not | ||
2145 | } | 2437 | } |
2146 | else | 2438 | else // no Av |
2147 | { | 2439 | { |
2148 | return; | 2440 | return; |
2149 | } | 2441 | } |
2150 | } | 2442 | } |
2151 | m_parentID = m_requestedSitTargetID; | ||
2152 | 2443 | ||
2444 | //We want our offsets to reference the root prim, not the child we may have sat on | ||
2445 | if (!part.IsRoot) | ||
2446 | { | ||
2447 | m_parentID = part.ParentGroup.RootPart.LocalId; | ||
2448 | m_pos += part.OffsetPosition; | ||
2449 | } | ||
2450 | else | ||
2451 | { | ||
2452 | m_parentID = m_requestedSitTargetID; | ||
2453 | } | ||
2454 | |||
2455 | m_linkedPrim = part.UUID; | ||
2456 | if (part.GetAvatarOnSitTarget() != UUID) | ||
2457 | { | ||
2458 | m_offsetRotation = m_offsetRotation / part.RotationOffset; | ||
2459 | } | ||
2153 | Velocity = Vector3.Zero; | 2460 | Velocity = Vector3.Zero; |
2154 | RemoveFromPhysicalScene(); | 2461 | RemoveFromPhysicalScene(); |
2155 | |||
2156 | Animator.TrySetMovementAnimation(sitAnimation); | 2462 | Animator.TrySetMovementAnimation(sitAnimation); |
2157 | SendFullUpdateToAllClients(); | 2463 | SendFullUpdateToAllClients(); |
2158 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | 2464 | SendTerseUpdateToAllClients(); |
2159 | // So we're also sending a terse update (which has avatar rotation) | ||
2160 | // [Update] We do now. | ||
2161 | //SendTerseUpdateToAllClients(); | ||
2162 | } | 2465 | } |
2466 | |||
2467 | public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal) | ||
2468 | { | ||
2469 | // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer | ||
2470 | // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height. | ||
2471 | if(hitYN) | ||
2472 | { | ||
2473 | // m_pos = Av offset from prim center to make look like on center | ||
2474 | // m_parentPosition = Actual center pos of prim | ||
2475 | // collisionPoint = spot on prim where we want to sit | ||
2476 | // collisionPoint.Z = global sit surface height | ||
2477 | SceneObjectPart part = m_scene.GetSceneObjectPart(localid); | ||
2478 | Quaternion partIRot; | ||
2479 | // if (part.LinkNum == 1) | ||
2480 | /// { // Root prim of linkset | ||
2481 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2482 | // } | ||
2483 | // else | ||
2484 | // { // single or child prim | ||
2485 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2486 | // } | ||
2487 | if (m_initialSitTarget != null) | ||
2488 | { | ||
2489 | float offZ = collisionPoint.Z - m_initialSitTarget.Z; | ||
2490 | Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction | ||
2491 | //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); | ||
2492 | m_pos += offset; | ||
2493 | // ControllingClient.SendClearFollowCamProperties(part.UUID); | ||
2494 | } | ||
2495 | |||
2496 | } | ||
2497 | } // End SitAltitudeCallback KF. | ||
2163 | 2498 | ||
2164 | /// <summary> | 2499 | /// <summary> |
2165 | /// Event handler for the 'Always run' setting on the client | 2500 | /// Event handler for the 'Always run' setting on the client |
@@ -2189,7 +2524,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2189 | /// </summary> | 2524 | /// </summary> |
2190 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 2525 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
2191 | /// <param name="rotation">The direction in which this avatar should now face. | 2526 | /// <param name="rotation">The direction in which this avatar should now face. |
2192 | public void AddNewMovement(Vector3 vec, Quaternion rotation) | 2527 | public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging) |
2193 | { | 2528 | { |
2194 | if (m_isChildAgent) | 2529 | if (m_isChildAgent) |
2195 | { | 2530 | { |
@@ -2230,15 +2565,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
2230 | Rotation = rotation; | 2565 | Rotation = rotation; |
2231 | Vector3 direc = vec * rotation; | 2566 | Vector3 direc = vec * rotation; |
2232 | direc.Normalize(); | 2567 | direc.Normalize(); |
2568 | PhysicsActor actor = m_physicsActor; | ||
2569 | |||
2570 | if (actor.Flying != m_flyingOld) // add for fly velocity control | ||
2571 | { | ||
2572 | m_flyingOld = actor.Flying; // add for fly velocity control | ||
2573 | if (!actor.Flying) m_wasFlying = true; // add for fly velocity control | ||
2574 | } | ||
2575 | |||
2576 | if (m_physicsActor.IsColliding == true) m_wasFlying = false; // add for fly velocity control | ||
2577 | |||
2578 | if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up. | ||
2233 | 2579 | ||
2234 | direc *= 0.03f * 128f * m_speedModifier; | 2580 | direc *= 0.03f * 128f * m_speedModifier; |
2235 | 2581 | ||
2236 | PhysicsActor actor = m_physicsActor; | ||
2237 | if (actor != null) | 2582 | if (actor != null) |
2238 | { | 2583 | { |
2239 | if (actor.Flying) | 2584 | if (actor.Flying) |
2240 | { | 2585 | { |
2241 | direc *= 4.0f; | 2586 | // rm speed mod direc *= 4.0f; |
2587 | direc *= 5.2f; // for speed mod | ||
2242 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 2588 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
2243 | //bool colliding = (m_physicsActor.IsColliding==true); | 2589 | //bool colliding = (m_physicsActor.IsColliding==true); |
2244 | //if (controlland) | 2590 | //if (controlland) |
@@ -2251,22 +2597,34 @@ namespace OpenSim.Region.Framework.Scenes | |||
2251 | // m_log.Info("[AGENT]: Stop FLying"); | 2597 | // m_log.Info("[AGENT]: Stop FLying"); |
2252 | //} | 2598 | //} |
2253 | } | 2599 | } |
2600 | if (Animator.m_falling && m_wasFlying) // if falling from flying, disable motion add | ||
2601 | { | ||
2602 | direc *= 0.0f; | ||
2603 | } | ||
2604 | /* This jumping section removed to SPA | ||
2254 | else if (!actor.Flying && actor.IsColliding) | 2605 | else if (!actor.Flying && actor.IsColliding) |
2255 | { | 2606 | { |
2256 | if (direc.Z > 2.0f) | 2607 | if (direc.Z > 2.0f) |
2257 | { | 2608 | { |
2258 | direc.Z *= 3.0f; | 2609 | if(m_animator.m_animTickJump == -1) |
2259 | 2610 | { | |
2260 | // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. | 2611 | direc.Z *= 3.0f; // jump |
2261 | Animator.TrySetMovementAnimation("PREJUMP"); | 2612 | } |
2262 | Animator.TrySetMovementAnimation("JUMP"); | 2613 | else |
2614 | { | ||
2615 | direc.Z *= 0.1f; // prejump | ||
2616 | } | ||
2617 | / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs | ||
2618 | Animator.TrySetMovementAnimation("PREJUMP"); | ||
2619 | Animator.TrySetMovementAnimation("JUMP"); | ||
2620 | * / | ||
2263 | } | 2621 | } |
2264 | } | 2622 | } */ |
2265 | } | 2623 | } |
2266 | 2624 | ||
2267 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | 2625 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
2268 | m_forceToApply = direc; | 2626 | m_forceToApply = direc; |
2269 | 2627 | m_isNudging = Nudging; | |
2270 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); | 2628 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); |
2271 | } | 2629 | } |
2272 | 2630 | ||
@@ -2281,7 +2639,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2281 | const float POSITION_TOLERANCE = 0.05f; | 2639 | const float POSITION_TOLERANCE = 0.05f; |
2282 | //const int TIME_MS_TOLERANCE = 3000; | 2640 | //const int TIME_MS_TOLERANCE = 3000; |
2283 | 2641 | ||
2284 | SendPrimUpdates(); | 2642 | |
2285 | 2643 | ||
2286 | if (m_isChildAgent == false) | 2644 | if (m_isChildAgent == false) |
2287 | { | 2645 | { |
@@ -2311,6 +2669,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2311 | CheckForBorderCrossing(); | 2669 | CheckForBorderCrossing(); |
2312 | CheckForSignificantMovement(); // sends update to the modules. | 2670 | CheckForSignificantMovement(); // sends update to the modules. |
2313 | } | 2671 | } |
2672 | |||
2673 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2674 | SendPrimUpdates(); | ||
2314 | } | 2675 | } |
2315 | 2676 | ||
2316 | #endregion | 2677 | #endregion |
@@ -3058,6 +3419,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3058 | m_callbackURI = cAgent.CallbackURI; | 3419 | m_callbackURI = cAgent.CallbackURI; |
3059 | 3420 | ||
3060 | m_pos = cAgent.Position; | 3421 | m_pos = cAgent.Position; |
3422 | |||
3061 | m_velocity = cAgent.Velocity; | 3423 | m_velocity = cAgent.Velocity; |
3062 | m_CameraCenter = cAgent.Center; | 3424 | m_CameraCenter = cAgent.Center; |
3063 | m_CameraAtAxis = cAgent.AtAxis; | 3425 | m_CameraAtAxis = cAgent.AtAxis; |
@@ -3176,17 +3538,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
3176 | /// </summary> | 3538 | /// </summary> |
3177 | public override void UpdateMovement() | 3539 | public override void UpdateMovement() |
3178 | { | 3540 | { |
3179 | if (m_forceToApply.HasValue) | 3541 | if (Animator!=null) // add for jumping |
3180 | { | 3542 | { // add for jumping |
3181 | Vector3 force = m_forceToApply.Value; | 3543 | // if (!m_animator.m_jumping) // add for jumping |
3544 | // { // add for jumping | ||
3182 | 3545 | ||
3183 | m_updateflag = true; | 3546 | if (m_forceToApply.HasValue) // this section realigned |
3184 | // movementvector = force; | 3547 | { |
3185 | Velocity = force; | ||
3186 | 3548 | ||
3187 | m_forceToApply = null; | 3549 | Vector3 force = m_forceToApply.Value; |
3188 | } | 3550 | m_updateflag = true; |
3189 | } | 3551 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping |
3552 | Velocity = force; | ||
3553 | //Console.WriteLine("UM1 {0}", Velocity); | ||
3554 | m_forceToApply = null; | ||
3555 | } | ||
3556 | else | ||
3557 | { | ||
3558 | if (m_isNudging) | ||
3559 | { | ||
3560 | Vector3 force = Vector3.Zero; | ||
3561 | |||
3562 | m_updateflag = true; | ||
3563 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping | ||
3564 | Velocity = force; | ||
3565 | //Console.WriteLine("UM2 {0}", Velocity); | ||
3566 | m_isNudging = false; | ||
3567 | m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND" | ||
3568 | } | ||
3569 | else // add for jumping | ||
3570 | { // add for jumping | ||
3571 | Vector3 force = Vector3.Zero; // add for jumping | ||
3572 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping | ||
3573 | //Console.WriteLine("UM3 {0}", Velocity); | ||
3574 | Velocity = force; // add for jumping | ||
3575 | } | ||
3576 | |||
3577 | } | ||
3578 | // } // end realign | ||
3579 | } // add for jumping | ||
3580 | } // add for jumping | ||
3190 | 3581 | ||
3191 | /// <summary> | 3582 | /// <summary> |
3192 | /// Adds a physical representation of the avatar to the Physics plugin | 3583 | /// Adds a physical representation of the avatar to the Physics plugin |
@@ -3200,10 +3591,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3200 | 3591 | ||
3201 | Vector3 pVec = AbsolutePosition; | 3592 | Vector3 pVec = AbsolutePosition; |
3202 | 3593 | ||
3203 | // Old bug where the height was in centimeters instead of meters | ||
3204 | m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, | 3594 | m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, |
3205 | new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); | 3595 | new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); |
3206 | |||
3207 | scene.AddPhysicsActorTaint(m_physicsActor); | 3596 | scene.AddPhysicsActorTaint(m_physicsActor); |
3208 | //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; | 3597 | //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; |
3209 | m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; | 3598 | m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; |
@@ -3227,18 +3616,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3227 | { | 3616 | { |
3228 | if (e == null) | 3617 | if (e == null) |
3229 | return; | 3618 | return; |
3230 | 3619 | ||
3231 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) | 3620 | // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents( |
3232 | // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( | ||
3233 | // as of this comment the interval is set in AddToPhysicalScene | 3621 | // as of this comment the interval is set in AddToPhysicalScene |
3234 | if (Animator!=null) | 3622 | if (Animator!=null) |
3235 | Animator.UpdateMovementAnimations(); | 3623 | { |
3624 | if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper, | ||
3625 | { // else its will lock out other animation changes, like ground sit. | ||
3626 | Animator.UpdateMovementAnimations(); | ||
3627 | m_updateCount--; | ||
3628 | } | ||
3629 | } | ||
3236 | 3630 | ||
3237 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3631 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; |
3238 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | 3632 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; |
3239 | 3633 | ||
3240 | CollisionPlane = Vector4.UnitW; | 3634 | CollisionPlane = Vector4.UnitW; |
3241 | 3635 | ||
3636 | if (m_lastColCount != coldata.Count) | ||
3637 | { | ||
3638 | m_updateCount = UPDATE_COUNT; | ||
3639 | m_lastColCount = coldata.Count; | ||
3640 | } | ||
3641 | |||
3242 | if (coldata.Count != 0 && Animator != null) | 3642 | if (coldata.Count != 0 && Animator != null) |
3243 | { | 3643 | { |
3244 | switch (Animator.CurrentMovementAnimation) | 3644 | switch (Animator.CurrentMovementAnimation) |
@@ -3268,6 +3668,148 @@ namespace OpenSim.Region.Framework.Scenes | |||
3268 | } | 3668 | } |
3269 | } | 3669 | } |
3270 | 3670 | ||
3671 | List<uint> thisHitColliders = new List<uint>(); | ||
3672 | List<uint> endedColliders = new List<uint>(); | ||
3673 | List<uint> startedColliders = new List<uint>(); | ||
3674 | |||
3675 | foreach (uint localid in coldata.Keys) | ||
3676 | { | ||
3677 | thisHitColliders.Add(localid); | ||
3678 | if (!m_lastColliders.Contains(localid)) | ||
3679 | { | ||
3680 | startedColliders.Add(localid); | ||
3681 | } | ||
3682 | //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString()); | ||
3683 | } | ||
3684 | |||
3685 | // calculate things that ended colliding | ||
3686 | foreach (uint localID in m_lastColliders) | ||
3687 | { | ||
3688 | if (!thisHitColliders.Contains(localID)) | ||
3689 | { | ||
3690 | endedColliders.Add(localID); | ||
3691 | } | ||
3692 | } | ||
3693 | //add the items that started colliding this time to the last colliders list. | ||
3694 | foreach (uint localID in startedColliders) | ||
3695 | { | ||
3696 | m_lastColliders.Add(localID); | ||
3697 | } | ||
3698 | // remove things that ended colliding from the last colliders list | ||
3699 | foreach (uint localID in endedColliders) | ||
3700 | { | ||
3701 | m_lastColliders.Remove(localID); | ||
3702 | } | ||
3703 | |||
3704 | // do event notification | ||
3705 | if (startedColliders.Count > 0) | ||
3706 | { | ||
3707 | ColliderArgs StartCollidingMessage = new ColliderArgs(); | ||
3708 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3709 | foreach (uint localId in startedColliders) | ||
3710 | { | ||
3711 | if (localId == 0) | ||
3712 | continue; | ||
3713 | |||
3714 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3715 | string data = ""; | ||
3716 | if (obj != null) | ||
3717 | { | ||
3718 | DetectedObject detobj = new DetectedObject(); | ||
3719 | detobj.keyUUID = obj.UUID; | ||
3720 | detobj.nameStr = obj.Name; | ||
3721 | detobj.ownerUUID = obj.OwnerID; | ||
3722 | detobj.posVector = obj.AbsolutePosition; | ||
3723 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3724 | detobj.velVector = obj.Velocity; | ||
3725 | detobj.colliderType = 0; | ||
3726 | detobj.groupUUID = obj.GroupID; | ||
3727 | colliding.Add(detobj); | ||
3728 | } | ||
3729 | } | ||
3730 | |||
3731 | if (colliding.Count > 0) | ||
3732 | { | ||
3733 | StartCollidingMessage.Colliders = colliding; | ||
3734 | |||
3735 | foreach (SceneObjectGroup att in Attachments) | ||
3736 | Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage); | ||
3737 | } | ||
3738 | } | ||
3739 | |||
3740 | if (endedColliders.Count > 0) | ||
3741 | { | ||
3742 | ColliderArgs EndCollidingMessage = new ColliderArgs(); | ||
3743 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3744 | foreach (uint localId in endedColliders) | ||
3745 | { | ||
3746 | if (localId == 0) | ||
3747 | continue; | ||
3748 | |||
3749 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3750 | string data = ""; | ||
3751 | if (obj != null) | ||
3752 | { | ||
3753 | DetectedObject detobj = new DetectedObject(); | ||
3754 | detobj.keyUUID = obj.UUID; | ||
3755 | detobj.nameStr = obj.Name; | ||
3756 | detobj.ownerUUID = obj.OwnerID; | ||
3757 | detobj.posVector = obj.AbsolutePosition; | ||
3758 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3759 | detobj.velVector = obj.Velocity; | ||
3760 | detobj.colliderType = 0; | ||
3761 | detobj.groupUUID = obj.GroupID; | ||
3762 | colliding.Add(detobj); | ||
3763 | } | ||
3764 | } | ||
3765 | |||
3766 | if (colliding.Count > 0) | ||
3767 | { | ||
3768 | EndCollidingMessage.Colliders = colliding; | ||
3769 | |||
3770 | foreach (SceneObjectGroup att in Attachments) | ||
3771 | Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage); | ||
3772 | } | ||
3773 | } | ||
3774 | |||
3775 | if (thisHitColliders.Count > 0) | ||
3776 | { | ||
3777 | ColliderArgs CollidingMessage = new ColliderArgs(); | ||
3778 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3779 | foreach (uint localId in thisHitColliders) | ||
3780 | { | ||
3781 | if (localId == 0) | ||
3782 | continue; | ||
3783 | |||
3784 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3785 | string data = ""; | ||
3786 | if (obj != null) | ||
3787 | { | ||
3788 | DetectedObject detobj = new DetectedObject(); | ||
3789 | detobj.keyUUID = obj.UUID; | ||
3790 | detobj.nameStr = obj.Name; | ||
3791 | detobj.ownerUUID = obj.OwnerID; | ||
3792 | detobj.posVector = obj.AbsolutePosition; | ||
3793 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3794 | detobj.velVector = obj.Velocity; | ||
3795 | detobj.colliderType = 0; | ||
3796 | detobj.groupUUID = obj.GroupID; | ||
3797 | colliding.Add(detobj); | ||
3798 | } | ||
3799 | } | ||
3800 | |||
3801 | if (colliding.Count > 0) | ||
3802 | { | ||
3803 | CollidingMessage.Colliders = colliding; | ||
3804 | |||
3805 | lock (m_attachments) | ||
3806 | { | ||
3807 | foreach (SceneObjectGroup att in m_attachments) | ||
3808 | Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage); | ||
3809 | } | ||
3810 | } | ||
3811 | } | ||
3812 | |||
3271 | if (m_invulnerable) | 3813 | if (m_invulnerable) |
3272 | return; | 3814 | return; |
3273 | 3815 | ||
@@ -3693,6 +4235,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
3693 | return; | 4235 | return; |
3694 | } | 4236 | } |
3695 | 4237 | ||
4238 | XmlDocument doc = new XmlDocument(); | ||
4239 | string stateData = String.Empty; | ||
4240 | |||
4241 | IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>(); | ||
4242 | if (attServ != null) | ||
4243 | { | ||
4244 | m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service"); | ||
4245 | stateData = attServ.Get(ControllingClient.AgentId.ToString()); | ||
4246 | if (stateData != String.Empty) | ||
4247 | { | ||
4248 | try | ||
4249 | { | ||
4250 | doc.LoadXml(stateData); | ||
4251 | } | ||
4252 | catch { } | ||
4253 | } | ||
4254 | } | ||
4255 | |||
4256 | Dictionary<UUID, string> itemData = new Dictionary<UUID, string>(); | ||
4257 | |||
4258 | XmlNodeList nodes = doc.GetElementsByTagName("Attachment"); | ||
4259 | if (nodes.Count > 0) | ||
4260 | { | ||
4261 | foreach (XmlNode n in nodes) | ||
4262 | { | ||
4263 | XmlElement elem = (XmlElement)n; | ||
4264 | string itemID = elem.GetAttribute("ItemID"); | ||
4265 | string xml = elem.InnerXml; | ||
4266 | |||
4267 | itemData[new UUID(itemID)] = xml; | ||
4268 | } | ||
4269 | } | ||
4270 | |||
3696 | List<AvatarAttachment> attachments = m_appearance.GetAttachments(); | 4271 | List<AvatarAttachment> attachments = m_appearance.GetAttachments(); |
3697 | foreach (AvatarAttachment attach in attachments) | 4272 | foreach (AvatarAttachment attach in attachments) |
3698 | { | 4273 | { |
@@ -3713,7 +4288,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
3713 | 4288 | ||
3714 | try | 4289 | try |
3715 | { | 4290 | { |
3716 | m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); | 4291 | string xmlData; |
4292 | XmlDocument d = new XmlDocument(); | ||
4293 | UUID asset; | ||
4294 | if (itemData.TryGetValue(itemID, out xmlData)) | ||
4295 | { | ||
4296 | d.LoadXml(xmlData); | ||
4297 | m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID); | ||
4298 | |||
4299 | // Rez from inventory | ||
4300 | asset | ||
4301 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d); | ||
4302 | |||
4303 | } | ||
4304 | else | ||
4305 | { | ||
4306 | // Rez from inventory (with a null doc to let | ||
4307 | // CHANGED_OWNER happen) | ||
4308 | asset | ||
4309 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null); | ||
4310 | } | ||
4311 | |||
4312 | m_log.InfoFormat( | ||
4313 | "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2}", | ||
4314 | p, itemID, asset); | ||
3717 | } | 4315 | } |
3718 | catch (Exception e) | 4316 | catch (Exception e) |
3719 | { | 4317 | { |
@@ -3746,6 +4344,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
3746 | m_reprioritization_called = false; | 4344 | m_reprioritization_called = false; |
3747 | } | 4345 | } |
3748 | } | 4346 | } |
4347 | |||
4348 | private Vector3 Quat2Euler(Quaternion rot){ | ||
4349 | float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) , | ||
4350 | (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z))); | ||
4351 | float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W))); | ||
4352 | float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) , | ||
4353 | (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z))); | ||
4354 | return(new Vector3(x,y,z)); | ||
4355 | } | ||
3749 | 4356 | ||
3750 | public void SaveChangedAttachments() | 4357 | public void SaveChangedAttachments() |
3751 | { | 4358 | { |