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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs448
1 files changed, 371 insertions, 77 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index b5f789b..f3f03f5 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -92,7 +92,7 @@ namespace OpenSim.Region.Framework.Scenes
92 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 92 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
93 /// issue #1716 93 /// issue #1716
94 /// </summary> 94 /// </summary>
95 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 95 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
96 96
97 /// <summary> 97 /// <summary>
98 /// Movement updates for agents in neighboring regions are sent directly to clients. 98 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -169,6 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
169// private int m_lastColCount = -1; //KF: Look for Collision chnages 169// private int m_lastColCount = -1; //KF: Look for Collision chnages
170// private int m_updateCount = 0; //KF: Update Anims for a while 170// private int m_updateCount = 0; //KF: Update Anims for a while
171// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 171// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
172 private List<uint> m_lastColliders = new List<uint>();
172 173
173 private TeleportFlags m_teleportFlags; 174 private TeleportFlags m_teleportFlags;
174 public TeleportFlags TeleportFlags 175 public TeleportFlags TeleportFlags
@@ -230,6 +231,13 @@ namespace OpenSim.Region.Framework.Scenes
230 //private int m_moveToPositionStateStatus; 231 //private int m_moveToPositionStateStatus;
231 //***************************************************** 232 //*****************************************************
232 233
234 private bool m_collisionEventFlag = false;
235 private object m_collisionEventLock = new Object();
236
237 private int m_movementAnimationUpdateCounter = 0;
238
239 private Vector3 m_prevSitOffset;
240
233 protected AvatarAppearance m_appearance; 241 protected AvatarAppearance m_appearance;
234 242
235 public AvatarAppearance Appearance 243 public AvatarAppearance Appearance
@@ -569,6 +577,13 @@ namespace OpenSim.Region.Framework.Scenes
569 /// </summary> 577 /// </summary>
570 public uint ParentID { get; set; } 578 public uint ParentID { get; set; }
571 579
580 public UUID ParentUUID
581 {
582 get { return m_parentUUID; }
583 set { m_parentUUID = value; }
584 }
585 private UUID m_parentUUID = UUID.Zero;
586
572 /// <summary> 587 /// <summary>
573 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null. 588 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
574 /// </summary> 589 /// </summary>
@@ -729,6 +744,27 @@ namespace OpenSim.Region.Framework.Scenes
729 Appearance = appearance; 744 Appearance = appearance;
730 } 745 }
731 746
747 private void RegionHeartbeatEnd(Scene scene)
748 {
749 if (IsChildAgent)
750 return;
751
752 m_movementAnimationUpdateCounter ++;
753 if (m_movementAnimationUpdateCounter >= 2)
754 {
755 m_movementAnimationUpdateCounter = 0;
756 if (Animator != null)
757 {
758 if(ParentID == 0) // skip it if sitting
759 Animator.UpdateMovementAnimations();
760 }
761 else
762 {
763 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
764 }
765 }
766 }
767
732 public void RegisterToEvents() 768 public void RegisterToEvents()
733 { 769 {
734 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 770 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -798,10 +834,38 @@ namespace OpenSim.Region.Framework.Scenes
798 "[SCENE]: Upgrading child to root agent for {0} in {1}", 834 "[SCENE]: Upgrading child to root agent for {0} in {1}",
799 Name, m_scene.RegionInfo.RegionName); 835 Name, m_scene.RegionInfo.RegionName);
800 836
801 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
802
803 bool wasChild = IsChildAgent; 837 bool wasChild = IsChildAgent;
804 IsChildAgent = false; 838
839 if (ParentUUID != UUID.Zero)
840 {
841 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
842 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
843 if (part == null)
844 {
845 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
846 }
847 else
848 {
849 part.ParentGroup.AddAvatar(UUID);
850 if (part.SitTargetPosition != Vector3.Zero)
851 part.SitTargetAvatar = UUID;
852 ParentPosition = part.GetWorldPosition();
853 ParentID = part.LocalId;
854 ParentPart = part;
855 m_pos = m_prevSitOffset;
856 pos = ParentPosition;
857 }
858 ParentUUID = UUID.Zero;
859
860 IsChildAgent = false;
861
862 Animator.TrySetMovementAnimation("SIT");
863 }
864 else
865 {
866 IsChildAgent = false;
867 }
868
805 869
806 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 870 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
807 if (gm != null) 871 if (gm != null)
@@ -811,62 +875,64 @@ namespace OpenSim.Region.Framework.Scenes
811 875
812 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 876 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
813 877
814 // Moved this from SendInitialData to ensure that Appearance is initialized 878 if (ParentID == 0)
815 // before the inventory is processed in MakeRootAgent. This fixes a race condition
816 // related to the handling of attachments
817 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
818 if (m_scene.TestBorderCross(pos, Cardinals.E))
819 { 879 {
820 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 880 // Moved this from SendInitialData to ensure that Appearance is initialized
821 pos.X = crossedBorder.BorderLine.Z - 1; 881 // before the inventory is processed in MakeRootAgent. This fixes a race condition
822 } 882 // related to the handling of attachments
883 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
884 if (m_scene.TestBorderCross(pos, Cardinals.E))
885 {
886 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
887 pos.X = crossedBorder.BorderLine.Z - 1;
888 }
823 889
824 if (m_scene.TestBorderCross(pos, Cardinals.N)) 890 if (m_scene.TestBorderCross(pos, Cardinals.N))
825 { 891 {
826 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 892 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
827 pos.Y = crossedBorder.BorderLine.Z - 1; 893 pos.Y = crossedBorder.BorderLine.Z - 1;
828 } 894 }
829 895
830 CheckAndAdjustLandingPoint(ref pos); 896 CheckAndAdjustLandingPoint(ref pos);
831 897
832 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 898 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
833 { 899 {
834 m_log.WarnFormat( 900 m_log.WarnFormat(
835 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 901 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
836 pos, Name, UUID); 902 pos, Name, UUID);
837 903
838 if (pos.X < 0f) pos.X = 0f; 904 if (pos.X < 0f) pos.X = 0f;
839 if (pos.Y < 0f) pos.Y = 0f; 905 if (pos.Y < 0f) pos.Y = 0f;
840 if (pos.Z < 0f) pos.Z = 0f; 906 if (pos.Z < 0f) pos.Z = 0f;
841 } 907 }
842 908
843 float localAVHeight = 1.56f; 909 float localAVHeight = 1.56f;
844 if (Appearance.AvatarHeight > 0) 910 if (Appearance.AvatarHeight > 0)
845 localAVHeight = Appearance.AvatarHeight; 911 localAVHeight = Appearance.AvatarHeight;
846 912
847 float posZLimit = 0; 913 float posZLimit = 0;
848 914
849 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 915 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
850 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 916 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
851 917
852 float newPosZ = posZLimit + localAVHeight / 2; 918 float newPosZ = posZLimit + localAVHeight / 2;
853 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 919 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
854 { 920 {
855 pos.Z = newPosZ; 921 pos.Z = newPosZ;
856 } 922 }
857 AbsolutePosition = pos; 923 AbsolutePosition = pos;
858 924
859 AddToPhysicalScene(isFlying); 925 AddToPhysicalScene(isFlying);
860 926
861 if (ForceFly) 927 if (ForceFly)
862 { 928 {
863 Flying = true; 929 Flying = true;
864 } 930 }
865 else if (FlyDisabled) 931 else if (FlyDisabled)
866 { 932 {
867 Flying = false; 933 Flying = false;
934 }
868 } 935 }
869
870 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 936 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
871 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 937 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
872 // elsewhere anyway 938 // elsewhere anyway
@@ -884,14 +950,19 @@ namespace OpenSim.Region.Framework.Scenes
884 { 950 {
885 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 951 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
886 // Resume scripts 952 // Resume scripts
887 foreach (SceneObjectGroup sog in m_attachments) 953 Util.FireAndForget(delegate(object x) {
888 { 954 foreach (SceneObjectGroup sog in m_attachments)
889 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 955 {
890 sog.ResumeScripts(); 956 sog.ScheduleGroupForFullUpdate();
891 } 957 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
958 sog.ResumeScripts();
959 }
960 });
892 } 961 }
893 } 962 }
894 963
964 SendAvatarDataToAllAgents();
965
895 // send the animations of the other presences to me 966 // send the animations of the other presences to me
896 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 967 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
897 { 968 {
@@ -905,6 +976,8 @@ namespace OpenSim.Region.Framework.Scenes
905 MovementFlag = 0; 976 MovementFlag = 0;
906 977
907 m_scene.EventManager.TriggerOnMakeRootAgent(this); 978 m_scene.EventManager.TriggerOnMakeRootAgent(this);
979
980 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
908 } 981 }
909 982
910 public int GetStateSource() 983 public int GetStateSource()
@@ -932,6 +1005,8 @@ namespace OpenSim.Region.Framework.Scenes
932 /// </remarks> 1005 /// </remarks>
933 public void MakeChildAgent() 1006 public void MakeChildAgent()
934 { 1007 {
1008 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1009
935 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1010 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
936 1011
937 // Reset these so that teleporting in and walking out isn't seen 1012 // Reset these so that teleporting in and walking out isn't seen
@@ -1002,11 +1077,24 @@ namespace OpenSim.Region.Framework.Scenes
1002 1077
1003 public void TeleportWithMomentum(Vector3 pos) 1078 public void TeleportWithMomentum(Vector3 pos)
1004 { 1079 {
1080 TeleportWithMomentum(pos, null);
1081 }
1082
1083 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
1084 {
1005 bool isFlying = Flying; 1085 bool isFlying = Flying;
1086 Vector3 vel = Velocity;
1006 RemoveFromPhysicalScene(); 1087 RemoveFromPhysicalScene();
1007 CheckLandingPoint(ref pos); 1088 CheckLandingPoint(ref pos);
1008 AbsolutePosition = pos; 1089 AbsolutePosition = pos;
1009 AddToPhysicalScene(isFlying); 1090 AddToPhysicalScene(isFlying);
1091 if (PhysicsActor != null)
1092 {
1093 if (v.HasValue)
1094 PhysicsActor.SetMomentum((Vector3)v);
1095 else
1096 PhysicsActor.SetMomentum(vel);
1097 }
1010 1098
1011 SendTerseUpdateToAllClients(); 1099 SendTerseUpdateToAllClients();
1012 } 1100 }
@@ -1311,8 +1399,18 @@ namespace OpenSim.Region.Framework.Scenes
1311 { 1399 {
1312 if (m_followCamAuto) 1400 if (m_followCamAuto)
1313 { 1401 {
1314 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1402 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1315 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1403 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1404
1405 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
1406 Vector3 distTocam = CameraPosition - posAdjusted;
1407 float distTocamlen = distTocam.Length();
1408 if (distTocamlen > 0)
1409 {
1410 distTocam *= 1.0f / distTocamlen;
1411 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1412 }
1413
1316 } 1414 }
1317 } 1415 }
1318 1416
@@ -1689,9 +1787,9 @@ namespace OpenSim.Region.Framework.Scenes
1689 if (pos.Z - terrainHeight < 0.2) 1787 if (pos.Z - terrainHeight < 0.2)
1690 pos.Z = terrainHeight; 1788 pos.Z = terrainHeight;
1691 1789
1692 m_log.DebugFormat( 1790// m_log.DebugFormat(
1693 "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", 1791// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
1694 Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); 1792// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
1695 1793
1696 if (noFly) 1794 if (noFly)
1697 Flying = false; 1795 Flying = false;
@@ -1748,8 +1846,11 @@ namespace OpenSim.Region.Framework.Scenes
1748// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1846// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1749 1847
1750 SitGround = false; 1848 SitGround = false;
1849
1850/* move this down so avatar gets physical in the new position and not where it is siting
1751 if (PhysicsActor == null) 1851 if (PhysicsActor == null)
1752 AddToPhysicalScene(false); 1852 AddToPhysicalScene(false);
1853 */
1753 1854
1754 if (ParentID != 0) 1855 if (ParentID != 0)
1755 { 1856 {
@@ -1773,6 +1874,7 @@ namespace OpenSim.Region.Framework.Scenes
1773 if (part.SitTargetAvatar == UUID) 1874 if (part.SitTargetAvatar == UUID)
1774 part.SitTargetAvatar = UUID.Zero; 1875 part.SitTargetAvatar = UUID.Zero;
1775 1876
1877 part.ParentGroup.DeleteAvatar(UUID);
1776 ParentPosition = part.GetWorldPosition(); 1878 ParentPosition = part.GetWorldPosition();
1777 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1879 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1778 1880
@@ -1781,6 +1883,10 @@ namespace OpenSim.Region.Framework.Scenes
1781 1883
1782 ParentID = 0; 1884 ParentID = 0;
1783 ParentPart = null; 1885 ParentPart = null;
1886
1887 if (PhysicsActor == null)
1888 AddToPhysicalScene(false);
1889
1784 SendAvatarDataToAllAgents(); 1890 SendAvatarDataToAllAgents();
1785 m_requestedSitTargetID = 0; 1891 m_requestedSitTargetID = 0;
1786 1892
@@ -1788,6 +1894,9 @@ namespace OpenSim.Region.Framework.Scenes
1788 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1894 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1789 } 1895 }
1790 1896
1897 else if (PhysicsActor == null)
1898 AddToPhysicalScene(false);
1899
1791 Animator.TrySetMovementAnimation("STAND"); 1900 Animator.TrySetMovementAnimation("STAND");
1792 } 1901 }
1793 1902
@@ -1911,7 +2020,7 @@ namespace OpenSim.Region.Framework.Scenes
1911 forceMouselook = part.GetForceMouselook(); 2020 forceMouselook = part.GetForceMouselook();
1912 2021
1913 ControllingClient.SendSitResponse( 2022 ControllingClient.SendSitResponse(
1914 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2023 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1915 2024
1916 m_requestedSitTargetUUID = targetID; 2025 m_requestedSitTargetUUID = targetID;
1917 2026
@@ -2193,14 +2302,36 @@ namespace OpenSim.Region.Framework.Scenes
2193 2302
2194 //Quaternion result = (sitTargetOrient * vq) * nq; 2303 //Quaternion result = (sitTargetOrient * vq) * nq;
2195 2304
2196 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2305 double x, y, z, m;
2306
2307 Quaternion r = sitTargetOrient;
2308 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2309
2310 if (Math.Abs(1.0 - m) > 0.000001)
2311 {
2312 m = 1.0 / Math.Sqrt(m);
2313 r.X *= (float)m;
2314 r.Y *= (float)m;
2315 r.Z *= (float)m;
2316 r.W *= (float)m;
2317 }
2318
2319 x = 2 * (r.X * r.Z + r.Y * r.W);
2320 y = 2 * (-r.X * r.W + r.Y * r.Z);
2321 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2322
2323 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2324 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2325 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2197 Rotation = sitTargetOrient; 2326 Rotation = sitTargetOrient;
2198 ParentPosition = part.AbsolutePosition; 2327 ParentPosition = part.AbsolutePosition;
2328 part.ParentGroup.AddAvatar(UUID);
2199 } 2329 }
2200 else 2330 else
2201 { 2331 {
2202 m_pos -= part.AbsolutePosition; 2332 m_pos -= part.AbsolutePosition;
2203 ParentPosition = part.AbsolutePosition; 2333 ParentPosition = part.AbsolutePosition;
2334 part.ParentGroup.AddAvatar(UUID);
2204 2335
2205// m_log.DebugFormat( 2336// m_log.DebugFormat(
2206// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2337// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2298,14 +2429,15 @@ namespace OpenSim.Region.Framework.Scenes
2298 direc.Z *= 2.6f; 2429 direc.Z *= 2.6f;
2299 2430
2300 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2431 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2301 Animator.TrySetMovementAnimation("PREJUMP"); 2432// Animator.TrySetMovementAnimation("PREJUMP");
2302 Animator.TrySetMovementAnimation("JUMP"); 2433// Animator.TrySetMovementAnimation("JUMP");
2303 } 2434 }
2304 } 2435 }
2305 } 2436 }
2306 2437
2307 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2438 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2308 m_forceToApply = direc; 2439 m_forceToApply = direc;
2440 Animator.UpdateMovementAnimations();
2309 } 2441 }
2310 2442
2311 #endregion 2443 #endregion
@@ -3039,6 +3171,9 @@ namespace OpenSim.Region.Framework.Scenes
3039 cAgent.AlwaysRun = SetAlwaysRun; 3171 cAgent.AlwaysRun = SetAlwaysRun;
3040 3172
3041 cAgent.Appearance = new AvatarAppearance(Appearance); 3173 cAgent.Appearance = new AvatarAppearance(Appearance);
3174
3175 cAgent.ParentPart = ParentUUID;
3176 cAgent.SitOffset = m_pos;
3042 3177
3043 lock (scriptedcontrols) 3178 lock (scriptedcontrols)
3044 { 3179 {
@@ -3098,6 +3233,8 @@ namespace OpenSim.Region.Framework.Scenes
3098 CameraAtAxis = cAgent.AtAxis; 3233 CameraAtAxis = cAgent.AtAxis;
3099 CameraLeftAxis = cAgent.LeftAxis; 3234 CameraLeftAxis = cAgent.LeftAxis;
3100 CameraUpAxis = cAgent.UpAxis; 3235 CameraUpAxis = cAgent.UpAxis;
3236 ParentUUID = cAgent.ParentPart;
3237 m_prevSitOffset = cAgent.SitOffset;
3101 3238
3102 // When we get to the point of re-computing neighbors everytime this 3239 // When we get to the point of re-computing neighbors everytime this
3103 // changes, then start using the agent's drawdistance rather than the 3240 // changes, then start using the agent's drawdistance rather than the
@@ -3250,18 +3387,6 @@ namespace OpenSim.Region.Framework.Scenes
3250 if (IsChildAgent) 3387 if (IsChildAgent)
3251 return; 3388 return;
3252 3389
3253 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3254 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3255 // as of this comment the interval is set in AddToPhysicalScene
3256 if (Animator != null)
3257 {
3258// if (m_updateCount > 0)
3259// {
3260 Animator.UpdateMovementAnimations();
3261// m_updateCount--;
3262// }
3263 }
3264
3265 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3390 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3266 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3391 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3267 3392
@@ -3304,6 +3429,8 @@ namespace OpenSim.Region.Framework.Scenes
3304 } 3429 }
3305 } 3430 }
3306 3431
3432 RaiseCollisionScriptEvents(coldata);
3433
3307 if (Invulnerable) 3434 if (Invulnerable)
3308 return; 3435 return;
3309 3436
@@ -3888,6 +4015,12 @@ namespace OpenSim.Region.Framework.Scenes
3888 4015
3889 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4016 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3890 { 4017 {
4018 string reason;
4019
4020 // Honor bans
4021 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4022 return;
4023
3891 SceneObjectGroup telehub = null; 4024 SceneObjectGroup telehub = null;
3892 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4025 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3893 { 4026 {
@@ -3927,11 +4060,173 @@ namespace OpenSim.Region.Framework.Scenes
3927 pos = land.LandData.UserLocation; 4060 pos = land.LandData.UserLocation;
3928 } 4061 }
3929 } 4062 }
3930 4063
3931 land.SendLandUpdateToClient(ControllingClient); 4064 land.SendLandUpdateToClient(ControllingClient);
3932 } 4065 }
3933 } 4066 }
3934 4067
4068 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4069 {
4070 lock(m_collisionEventLock)
4071 {
4072 if (m_collisionEventFlag)
4073 return;
4074 m_collisionEventFlag = true;
4075 }
4076
4077 Util.FireAndForget(delegate(object x)
4078 {
4079 try
4080 {
4081 List<uint> thisHitColliders = new List<uint>();
4082 List<uint> endedColliders = new List<uint>();
4083 List<uint> startedColliders = new List<uint>();
4084
4085 foreach (uint localid in coldata.Keys)
4086 {
4087 thisHitColliders.Add(localid);
4088 if (!m_lastColliders.Contains(localid))
4089 {
4090 startedColliders.Add(localid);
4091 }
4092 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4093 }
4094
4095 // calculate things that ended colliding
4096 foreach (uint localID in m_lastColliders)
4097 {
4098 if (!thisHitColliders.Contains(localID))
4099 {
4100 endedColliders.Add(localID);
4101 }
4102 }
4103 //add the items that started colliding this time to the last colliders list.
4104 foreach (uint localID in startedColliders)
4105 {
4106 m_lastColliders.Add(localID);
4107 }
4108 // remove things that ended colliding from the last colliders list
4109 foreach (uint localID in endedColliders)
4110 {
4111 m_lastColliders.Remove(localID);
4112 }
4113
4114 // do event notification
4115 if (startedColliders.Count > 0)
4116 {
4117 ColliderArgs StartCollidingMessage = new ColliderArgs();
4118 List<DetectedObject> colliding = new List<DetectedObject>();
4119 foreach (uint localId in startedColliders)
4120 {
4121 if (localId == 0)
4122 continue;
4123
4124 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4125 string data = "";
4126 if (obj != null)
4127 {
4128 DetectedObject detobj = new DetectedObject();
4129 detobj.keyUUID = obj.UUID;
4130 detobj.nameStr = obj.Name;
4131 detobj.ownerUUID = obj.OwnerID;
4132 detobj.posVector = obj.AbsolutePosition;
4133 detobj.rotQuat = obj.GetWorldRotation();
4134 detobj.velVector = obj.Velocity;
4135 detobj.colliderType = 0;
4136 detobj.groupUUID = obj.GroupID;
4137 colliding.Add(detobj);
4138 }
4139 }
4140
4141 if (colliding.Count > 0)
4142 {
4143 StartCollidingMessage.Colliders = colliding;
4144
4145 foreach (SceneObjectGroup att in GetAttachments())
4146 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
4147 }
4148 }
4149
4150 if (endedColliders.Count > 0)
4151 {
4152 ColliderArgs EndCollidingMessage = new ColliderArgs();
4153 List<DetectedObject> colliding = new List<DetectedObject>();
4154 foreach (uint localId in endedColliders)
4155 {
4156 if (localId == 0)
4157 continue;
4158
4159 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4160 string data = "";
4161 if (obj != null)
4162 {
4163 DetectedObject detobj = new DetectedObject();
4164 detobj.keyUUID = obj.UUID;
4165 detobj.nameStr = obj.Name;
4166 detobj.ownerUUID = obj.OwnerID;
4167 detobj.posVector = obj.AbsolutePosition;
4168 detobj.rotQuat = obj.GetWorldRotation();
4169 detobj.velVector = obj.Velocity;
4170 detobj.colliderType = 0;
4171 detobj.groupUUID = obj.GroupID;
4172 colliding.Add(detobj);
4173 }
4174 }
4175
4176 if (colliding.Count > 0)
4177 {
4178 EndCollidingMessage.Colliders = colliding;
4179
4180 foreach (SceneObjectGroup att in GetAttachments())
4181 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
4182 }
4183 }
4184
4185 if (thisHitColliders.Count > 0)
4186 {
4187 ColliderArgs CollidingMessage = new ColliderArgs();
4188 List<DetectedObject> colliding = new List<DetectedObject>();
4189 foreach (uint localId in thisHitColliders)
4190 {
4191 if (localId == 0)
4192 continue;
4193
4194 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4195 string data = "";
4196 if (obj != null)
4197 {
4198 DetectedObject detobj = new DetectedObject();
4199 detobj.keyUUID = obj.UUID;
4200 detobj.nameStr = obj.Name;
4201 detobj.ownerUUID = obj.OwnerID;
4202 detobj.posVector = obj.AbsolutePosition;
4203 detobj.rotQuat = obj.GetWorldRotation();
4204 detobj.velVector = obj.Velocity;
4205 detobj.colliderType = 0;
4206 detobj.groupUUID = obj.GroupID;
4207 colliding.Add(detobj);
4208 }
4209 }
4210
4211 if (colliding.Count > 0)
4212 {
4213 CollidingMessage.Colliders = colliding;
4214
4215 lock (m_attachments)
4216 {
4217 foreach (SceneObjectGroup att in m_attachments)
4218 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4219 }
4220 }
4221 }
4222 }
4223 finally
4224 {
4225 m_collisionEventFlag = false;
4226 }
4227 });
4228 }
4229
3935 private void TeleportFlagsDebug() { 4230 private void TeleportFlagsDebug() {
3936 4231
3937 // Some temporary debugging help to show all the TeleportFlags we have... 4232 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -3956,6 +4251,5 @@ namespace OpenSim.Region.Framework.Scenes
3956 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4251 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3957 4252
3958 } 4253 }
3959
3960 } 4254 }
3961} 4255}