diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 1073 |
1 files changed, 882 insertions, 191 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 83b761c..d2f84e3 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 | ||
@@ -110,6 +113,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
110 | { | 113 | { |
111 | get { return m_attachments; } | 114 | get { return m_attachments; } |
112 | } | 115 | } |
116 | |||
113 | protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); | 117 | protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); |
114 | 118 | ||
115 | private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>(); | 119 | private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>(); |
@@ -119,10 +123,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
119 | private SceneObjectGroup proxyObjectGroup; | 123 | private SceneObjectGroup proxyObjectGroup; |
120 | //private SceneObjectPart proxyObjectPart = null; | 124 | //private SceneObjectPart proxyObjectPart = null; |
121 | public Vector3 lastKnownAllowedPosition; | 125 | public Vector3 lastKnownAllowedPosition; |
122 | 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; |
@@ -130,6 +136,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
130 | private bool m_updateflag; | 136 | private bool m_updateflag; |
131 | private byte m_movementflag; | 137 | private byte m_movementflag; |
132 | private Vector3? m_forceToApply; | 138 | private Vector3? m_forceToApply; |
139 | private int m_userFlags; | ||
140 | public int UserFlags | ||
141 | { | ||
142 | get { return m_userFlags; } | ||
143 | } | ||
133 | private TeleportFlags m_teleportFlags; | 144 | private TeleportFlags m_teleportFlags; |
134 | public TeleportFlags TeleportFlags | 145 | public TeleportFlags TeleportFlags |
135 | { | 146 | { |
@@ -160,9 +171,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
160 | private int m_perfMonMS; | 171 | private int m_perfMonMS; |
161 | 172 | ||
162 | private bool m_setAlwaysRun; | 173 | private bool m_setAlwaysRun; |
163 | |||
164 | private bool m_forceFly; | 174 | private bool m_forceFly; |
165 | private bool m_flyDisabled; | 175 | private bool m_flyDisabled; |
176 | private bool m_flyingOld; // add for fly velocity control | ||
177 | public bool m_wasFlying; // add for fly velocity control | ||
166 | 178 | ||
167 | private float m_speedModifier = 1.0f; | 179 | private float m_speedModifier = 1.0f; |
168 | 180 | ||
@@ -181,7 +193,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
181 | protected RegionInfo m_regionInfo; | 193 | protected RegionInfo m_regionInfo; |
182 | protected ulong crossingFromRegion; | 194 | protected ulong crossingFromRegion; |
183 | 195 | ||
184 | private readonly Vector3[] Dir_Vectors = new Vector3[9]; | 196 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; |
197 | private bool m_isNudging = false; | ||
185 | 198 | ||
186 | // Position of agent's camera in world (region cordinates) | 199 | // Position of agent's camera in world (region cordinates) |
187 | protected Vector3 m_CameraCenter; | 200 | protected Vector3 m_CameraCenter; |
@@ -206,17 +219,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
206 | private bool m_autopilotMoving; | 219 | private bool m_autopilotMoving; |
207 | private Vector3 m_autoPilotTarget; | 220 | private Vector3 m_autoPilotTarget; |
208 | private bool m_sitAtAutoTarget; | 221 | private bool m_sitAtAutoTarget; |
222 | private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit | ||
209 | 223 | ||
210 | private string m_nextSitAnimation = String.Empty; | 224 | private string m_nextSitAnimation = String.Empty; |
211 | 225 | ||
212 | //PauPaw:Proper PID Controler for autopilot************ | 226 | //PauPaw:Proper PID Controler for autopilot************ |
213 | private bool m_moveToPositionInProgress; | 227 | private bool m_moveToPositionInProgress; |
214 | private Vector3 m_moveToPositionTarget; | 228 | private Vector3 m_moveToPositionTarget; |
229 | private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
215 | 230 | ||
216 | private bool m_followCamAuto; | 231 | private bool m_followCamAuto; |
217 | 232 | ||
218 | private int m_movementUpdateCount; | 233 | private int m_movementUpdateCount; |
234 | private int m_lastColCount = -1; //KF: Look for Collision chnages | ||
235 | private int m_updateCount = 0; //KF: Update Anims for a while | ||
236 | private static readonly int UPDATE_COUNT = 10; // how many frames to update for | ||
219 | private const int NumMovementsBetweenRayCast = 5; | 237 | private const int NumMovementsBetweenRayCast = 5; |
238 | private List<uint> m_lastColliders = new List<uint>(); | ||
239 | |||
240 | private object m_syncRoot = new Object(); | ||
220 | 241 | ||
221 | private bool CameraConstraintActive; | 242 | private bool CameraConstraintActive; |
222 | //private int m_moveToPositionStateStatus; | 243 | //private int m_moveToPositionStateStatus; |
@@ -253,7 +274,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
253 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 274 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
254 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 275 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, |
255 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, | 276 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, |
256 | DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | 277 | DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, |
278 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, | ||
279 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, | ||
257 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 280 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
258 | } | 281 | } |
259 | 282 | ||
@@ -460,7 +483,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
460 | get | 483 | get |
461 | { | 484 | { |
462 | PhysicsActor actor = m_physicsActor; | 485 | PhysicsActor actor = m_physicsActor; |
463 | if (actor != null) | 486 | // if (actor != null) |
487 | if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting! | ||
464 | m_pos = actor.Position; | 488 | m_pos = actor.Position; |
465 | else | 489 | else |
466 | { | 490 | { |
@@ -482,7 +506,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
482 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | 506 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); |
483 | if (part != null) | 507 | if (part != null) |
484 | { | 508 | { |
485 | return m_parentPosition + (m_pos * part.GetWorldRotation()); | 509 | return part.AbsolutePosition + (m_pos * part.GetWorldRotation()); |
486 | } | 510 | } |
487 | else | 511 | else |
488 | { | 512 | { |
@@ -509,7 +533,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
509 | } | 533 | } |
510 | } | 534 | } |
511 | 535 | ||
512 | m_pos = value; | 536 | if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting! |
537 | m_pos = value; | ||
513 | m_parentPosition = Vector3.Zero; | 538 | m_parentPosition = Vector3.Zero; |
514 | } | 539 | } |
515 | } | 540 | } |
@@ -553,10 +578,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
553 | } | 578 | } |
554 | } | 579 | } |
555 | 580 | ||
581 | public Quaternion OffsetRotation | ||
582 | { | ||
583 | get { return m_offsetRotation; } | ||
584 | set { m_offsetRotation = value; } | ||
585 | } | ||
586 | |||
556 | public Quaternion Rotation | 587 | public Quaternion Rotation |
557 | { | 588 | { |
558 | get { return m_bodyRot; } | 589 | get { |
559 | set { m_bodyRot = value; } | 590 | if (m_parentID != 0) |
591 | { | ||
592 | if (m_offsetRotation != null) | ||
593 | { | ||
594 | return m_offsetRotation; | ||
595 | } | ||
596 | else | ||
597 | { | ||
598 | return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
599 | } | ||
600 | |||
601 | } | ||
602 | else | ||
603 | { | ||
604 | return m_bodyRot; | ||
605 | } | ||
606 | } | ||
607 | set { | ||
608 | m_bodyRot = value; | ||
609 | if (m_parentID != 0) | ||
610 | { | ||
611 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
612 | } | ||
613 | } | ||
560 | } | 614 | } |
561 | 615 | ||
562 | public Quaternion PreviousRotation | 616 | public Quaternion PreviousRotation |
@@ -581,11 +635,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
581 | 635 | ||
582 | private uint m_parentID; | 636 | private uint m_parentID; |
583 | 637 | ||
638 | |||
639 | private UUID m_linkedPrim; | ||
640 | |||
584 | public uint ParentID | 641 | public uint ParentID |
585 | { | 642 | { |
586 | get { return m_parentID; } | 643 | get { return m_parentID; } |
587 | set { m_parentID = value; } | 644 | set { m_parentID = value; } |
588 | } | 645 | } |
646 | |||
647 | public UUID LinkedPrim | ||
648 | { | ||
649 | get { return m_linkedPrim; } | ||
650 | set { m_linkedPrim = value; } | ||
651 | } | ||
652 | |||
589 | public float Health | 653 | public float Health |
590 | { | 654 | { |
591 | get { return m_health; } | 655 | get { return m_health; } |
@@ -707,7 +771,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
707 | CreateSceneViewer(); | 771 | CreateSceneViewer(); |
708 | m_animator = new ScenePresenceAnimator(this); | 772 | m_animator = new ScenePresenceAnimator(this); |
709 | } | 773 | } |
710 | 774 | ||
711 | private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() | 775 | private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() |
712 | { | 776 | { |
713 | m_DrawDistance = world.DefaultDrawDistance; | 777 | m_DrawDistance = world.DefaultDrawDistance; |
@@ -722,6 +786,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
722 | m_localId = m_scene.AllocateLocalId(); | 786 | m_localId = m_scene.AllocateLocalId(); |
723 | 787 | ||
724 | UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); | 788 | UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); |
789 | m_userFlags = account.UserFlags; | ||
725 | 790 | ||
726 | if (account != null) | 791 | if (account != null) |
727 | m_userLevel = account.UserLevel; | 792 | m_userLevel = account.UserLevel; |
@@ -740,10 +805,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
740 | m_reprioritization_timer.AutoReset = false; | 805 | m_reprioritization_timer.AutoReset = false; |
741 | 806 | ||
742 | AdjustKnownSeeds(); | 807 | AdjustKnownSeeds(); |
743 | |||
744 | // TODO: I think, this won't send anything, as we are still a child here... | ||
745 | Animator.TrySetMovementAnimation("STAND"); | 808 | Animator.TrySetMovementAnimation("STAND"); |
746 | |||
747 | // we created a new ScenePresence (a new child agent) in a fresh region. | 809 | // we created a new ScenePresence (a new child agent) in a fresh region. |
748 | // Request info about all the (root) agents in this region | 810 | // Request info about all the (root) agents in this region |
749 | // Note: This won't send data *to* other clients in that region (children don't send) | 811 | // Note: This won't send data *to* other clients in that region (children don't send) |
@@ -794,25 +856,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
794 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 856 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
795 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 857 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
796 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 858 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
797 | Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 859 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
798 | Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD | 860 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE |
799 | Dir_Vectors[7] = -Vector3.UnitX; //BACK | 861 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE |
862 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | ||
863 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
800 | } | 864 | } |
801 | 865 | ||
802 | private Vector3[] GetWalkDirectionVectors() | 866 | private Vector3[] GetWalkDirectionVectors() |
803 | { | 867 | { |
804 | Vector3[] vector = new Vector3[9]; | 868 | Vector3[] vector = new Vector3[11]; |
805 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD | 869 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
806 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK | 870 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
807 | vector[2] = Vector3.UnitY; //LEFT | 871 | vector[2] = Vector3.UnitY; //LEFT |
808 | vector[3] = -Vector3.UnitY; //RIGHT | 872 | vector[3] = -Vector3.UnitY; //RIGHT |
809 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 873 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
810 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN | 874 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
811 | vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | 875 | vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE |
812 | vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge | 876 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE |
813 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge | 877 | vector[8] = Vector3.UnitY; //LEFT_NUDGE |
878 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | ||
879 | vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE | ||
814 | return vector; | 880 | return vector; |
815 | } | 881 | } |
882 | |||
883 | private bool[] GetDirectionIsNudge() | ||
884 | { | ||
885 | bool[] isNudge = new bool[11]; | ||
886 | isNudge[0] = false; //FORWARD | ||
887 | isNudge[1] = false; //BACK | ||
888 | isNudge[2] = false; //LEFT | ||
889 | isNudge[3] = false; //RIGHT | ||
890 | isNudge[4] = false; //UP | ||
891 | isNudge[5] = false; //DOWN | ||
892 | isNudge[6] = true; //FORWARD_NUDGE | ||
893 | isNudge[7] = true; //BACK_NUDGE | ||
894 | isNudge[8] = true; //LEFT_NUDGE | ||
895 | isNudge[9] = true; //RIGHT_NUDGE | ||
896 | isNudge[10] = true; //DOWN_Nudge | ||
897 | return isNudge; | ||
898 | } | ||
899 | |||
816 | 900 | ||
817 | #endregion | 901 | #endregion |
818 | 902 | ||
@@ -877,6 +961,62 @@ namespace OpenSim.Region.Framework.Scenes | |||
877 | pos.Y = crossedBorder.BorderLine.Z - 1; | 961 | pos.Y = crossedBorder.BorderLine.Z - 1; |
878 | } | 962 | } |
879 | 963 | ||
964 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
965 | if (land != null) | ||
966 | { | ||
967 | // If we come in via login, landmark or map, we want to | ||
968 | // honor landing points. If we come in via Lure, we want | ||
969 | // to ignore them. | ||
970 | if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) || | ||
971 | (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 || | ||
972 | (m_teleportFlags & TeleportFlags.ViaLocation) != 0) | ||
973 | { | ||
974 | // Don't restrict gods, estate managers, or land owners to | ||
975 | // the TP point. This behaviour mimics agni. | ||
976 | if (land.LandData.LandingType == (byte)LandingType.LandingPoint && | ||
977 | land.LandData.UserLocation != Vector3.Zero && | ||
978 | GodLevel < 200 && | ||
979 | ((land.LandData.OwnerID != m_uuid && | ||
980 | (!m_scene.Permissions.IsGod(m_uuid)) && | ||
981 | (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0)) | ||
982 | { | ||
983 | pos = land.LandData.UserLocation; | ||
984 | } | ||
985 | } | ||
986 | |||
987 | land.SendLandUpdateToClient(ControllingClient); | ||
988 | } | ||
989 | |||
990 | if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) | ||
991 | { | ||
992 | Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); | ||
993 | |||
994 | if (pos.X < 0) | ||
995 | { | ||
996 | emergencyPos.X = (int)Constants.RegionSize + pos.X; | ||
997 | if (!(pos.Y < 0)) | ||
998 | emergencyPos.Y = pos.Y; | ||
999 | if (!(pos.Z < 0)) | ||
1000 | emergencyPos.Z = pos.Z; | ||
1001 | } | ||
1002 | if (pos.Y < 0) | ||
1003 | { | ||
1004 | emergencyPos.Y = (int)Constants.RegionSize + pos.Y; | ||
1005 | if (!(pos.X < 0)) | ||
1006 | emergencyPos.X = pos.X; | ||
1007 | if (!(pos.Z < 0)) | ||
1008 | emergencyPos.Z = pos.Z; | ||
1009 | } | ||
1010 | if (pos.Z < 0) | ||
1011 | { | ||
1012 | emergencyPos.Z = 128; | ||
1013 | if (!(pos.Y < 0)) | ||
1014 | emergencyPos.Y = pos.Y; | ||
1015 | if (!(pos.X < 0)) | ||
1016 | emergencyPos.X = pos.X; | ||
1017 | } | ||
1018 | } | ||
1019 | |||
880 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) | 1020 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) |
881 | { | 1021 | { |
882 | m_log.WarnFormat( | 1022 | m_log.WarnFormat( |
@@ -1022,16 +1162,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
1022 | /// <summary> | 1162 | /// <summary> |
1023 | /// Removes physics plugin scene representation of this agent if it exists. | 1163 | /// Removes physics plugin scene representation of this agent if it exists. |
1024 | /// </summary> | 1164 | /// </summary> |
1025 | private void RemoveFromPhysicalScene() | 1165 | public void RemoveFromPhysicalScene() |
1026 | { | 1166 | { |
1027 | if (PhysicsActor != null) | 1167 | if (PhysicsActor != null) |
1028 | { | 1168 | { |
1029 | m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; | 1169 | try |
1030 | m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; | 1170 | { |
1031 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); | 1171 | m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; |
1032 | m_physicsActor.UnSubscribeEvents(); | 1172 | m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; |
1033 | m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; | 1173 | m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; |
1034 | PhysicsActor = null; | 1174 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); |
1175 | m_physicsActor.UnSubscribeEvents(); | ||
1176 | PhysicsActor = null; | ||
1177 | } | ||
1178 | catch | ||
1179 | { } | ||
1035 | } | 1180 | } |
1036 | } | 1181 | } |
1037 | 1182 | ||
@@ -1042,11 +1187,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1042 | public void Teleport(Vector3 pos) | 1187 | public void Teleport(Vector3 pos) |
1043 | { | 1188 | { |
1044 | bool isFlying = false; | 1189 | bool isFlying = false; |
1190 | |||
1045 | if (m_physicsActor != null) | 1191 | if (m_physicsActor != null) |
1046 | isFlying = m_physicsActor.Flying; | 1192 | isFlying = m_physicsActor.Flying; |
1047 | 1193 | ||
1048 | RemoveFromPhysicalScene(); | 1194 | RemoveFromPhysicalScene(); |
1049 | Velocity = Vector3.Zero; | 1195 | Velocity = Vector3.Zero; |
1196 | CheckLandingPoint(ref pos); | ||
1050 | AbsolutePosition = pos; | 1197 | AbsolutePosition = pos; |
1051 | AddToPhysicalScene(isFlying); | 1198 | AddToPhysicalScene(isFlying); |
1052 | if (m_appearance != null) | 1199 | if (m_appearance != null) |
@@ -1056,6 +1203,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1056 | } | 1203 | } |
1057 | 1204 | ||
1058 | SendTerseUpdateToAllClients(); | 1205 | SendTerseUpdateToAllClients(); |
1206 | |||
1059 | } | 1207 | } |
1060 | 1208 | ||
1061 | public void TeleportWithMomentum(Vector3 pos) | 1209 | public void TeleportWithMomentum(Vector3 pos) |
@@ -1065,6 +1213,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1065 | isFlying = m_physicsActor.Flying; | 1213 | isFlying = m_physicsActor.Flying; |
1066 | 1214 | ||
1067 | RemoveFromPhysicalScene(); | 1215 | RemoveFromPhysicalScene(); |
1216 | CheckLandingPoint(ref pos); | ||
1068 | AbsolutePosition = pos; | 1217 | AbsolutePosition = pos; |
1069 | AddToPhysicalScene(isFlying); | 1218 | AddToPhysicalScene(isFlying); |
1070 | if (m_appearance != null) | 1219 | if (m_appearance != null) |
@@ -1275,6 +1424,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1275 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); | 1424 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); |
1276 | 1425 | ||
1277 | m_pos = m_LastFinitePos; | 1426 | m_pos = m_LastFinitePos; |
1427 | |||
1278 | if (!m_pos.IsFinite()) | 1428 | if (!m_pos.IsFinite()) |
1279 | { | 1429 | { |
1280 | m_pos.X = 127f; | 1430 | m_pos.X = 127f; |
@@ -1345,7 +1495,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1345 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); | 1495 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); |
1346 | } | 1496 | } |
1347 | } | 1497 | } |
1348 | |||
1349 | lock (scriptedcontrols) | 1498 | lock (scriptedcontrols) |
1350 | { | 1499 | { |
1351 | if (scriptedcontrols.Count > 0) | 1500 | if (scriptedcontrols.Count > 0) |
@@ -1360,6 +1509,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1360 | 1509 | ||
1361 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) | 1510 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) |
1362 | { | 1511 | { |
1512 | m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. | ||
1513 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | ||
1514 | |||
1363 | // TODO: This doesn't prevent the user from walking yet. | 1515 | // TODO: This doesn't prevent the user from walking yet. |
1364 | // Setting parent ID would fix this, if we knew what value | 1516 | // Setting parent ID would fix this, if we knew what value |
1365 | // to use. Or we could add a m_isSitting variable. | 1517 | // to use. Or we could add a m_isSitting variable. |
@@ -1408,12 +1560,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1408 | if (actor.Flying != oldflying) | 1560 | if (actor.Flying != oldflying) |
1409 | update_movementflag = true; | 1561 | update_movementflag = true; |
1410 | 1562 | ||
1563 | if (m_animator.m_jumping) // add for jumping | ||
1564 | update_movementflag = true; | ||
1565 | |||
1411 | if (q != m_bodyRot) | 1566 | if (q != m_bodyRot) |
1412 | { | 1567 | { |
1413 | m_bodyRot = q; | 1568 | m_bodyRot = q; |
1414 | update_rotation = true; | 1569 | update_rotation = true; |
1415 | } | 1570 | } |
1416 | 1571 | ||
1572 | //guilty until proven innocent.. | ||
1573 | bool Nudging = true; | ||
1574 | //Basically, if there is at least one non-nudge control then we don't need | ||
1575 | //to worry about stopping the avatar | ||
1576 | |||
1417 | if (m_parentID == 0) | 1577 | if (m_parentID == 0) |
1418 | { | 1578 | { |
1419 | bool bAllowUpdateMoveToPosition = false; | 1579 | bool bAllowUpdateMoveToPosition = false; |
@@ -1428,9 +1588,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1428 | else | 1588 | else |
1429 | dirVectors = Dir_Vectors; | 1589 | dirVectors = Dir_Vectors; |
1430 | 1590 | ||
1431 | // The fact that m_movementflag is a byte needs to be fixed | 1591 | bool[] isNudge = GetDirectionIsNudge(); |
1432 | // it really should be a uint | 1592 | |
1433 | uint nudgehack = 250; | 1593 | |
1594 | |||
1595 | |||
1596 | |||
1434 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 1597 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
1435 | { | 1598 | { |
1436 | if (((uint)flags & (uint)DCF) != 0) | 1599 | if (((uint)flags & (uint)DCF) != 0) |
@@ -1440,40 +1603,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
1440 | try | 1603 | try |
1441 | { | 1604 | { |
1442 | agent_control_v3 += dirVectors[i]; | 1605 | agent_control_v3 += dirVectors[i]; |
1443 | //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); | 1606 | if (isNudge[i] == false) |
1607 | { | ||
1608 | Nudging = false; | ||
1609 | } | ||
1444 | } | 1610 | } |
1445 | catch (IndexOutOfRangeException) | 1611 | catch (IndexOutOfRangeException) |
1446 | { | 1612 | { |
1447 | // Why did I get this? | 1613 | // Why did I get this? |
1448 | } | 1614 | } |
1449 | 1615 | ||
1450 | if ((m_movementflag & (byte)(uint)DCF) == 0) | 1616 | if ((m_movementflag & (uint)DCF) == 0) |
1451 | { | 1617 | { |
1452 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1453 | { | ||
1454 | m_movementflag |= (byte)nudgehack; | ||
1455 | } | ||
1456 | m_movementflag += (byte)(uint)DCF; | 1618 | m_movementflag += (byte)(uint)DCF; |
1457 | update_movementflag = true; | 1619 | update_movementflag = true; |
1458 | } | 1620 | } |
1459 | } | 1621 | } |
1460 | else | 1622 | else |
1461 | { | 1623 | { |
1462 | if ((m_movementflag & (byte)(uint)DCF) != 0 || | 1624 | if ((m_movementflag & (uint)DCF) != 0) |
1463 | ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1464 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1465 | ) // This or is for Nudge forward | ||
1466 | { | 1625 | { |
1467 | m_movementflag -= ((byte)(uint)DCF); | 1626 | m_movementflag -= (byte)(uint)DCF; |
1468 | |||
1469 | update_movementflag = true; | 1627 | update_movementflag = true; |
1470 | /* | ||
1471 | if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1472 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1473 | { | ||
1474 | m_log.Debug("Removed Hack flag"); | ||
1475 | } | ||
1476 | */ | ||
1477 | } | 1628 | } |
1478 | else | 1629 | else |
1479 | { | 1630 | { |
@@ -1482,7 +1633,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1482 | } | 1633 | } |
1483 | i++; | 1634 | i++; |
1484 | } | 1635 | } |
1485 | |||
1486 | //Paupaw:Do Proper PID for Autopilot here | 1636 | //Paupaw:Do Proper PID for Autopilot here |
1487 | if (bResetMoveToPosition) | 1637 | if (bResetMoveToPosition) |
1488 | { | 1638 | { |
@@ -1494,8 +1644,41 @@ namespace OpenSim.Region.Framework.Scenes | |||
1494 | 1644 | ||
1495 | if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving)) | 1645 | if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving)) |
1496 | { | 1646 | { |
1647 | /* | ||
1648 | bool twoD = false; | ||
1649 | bool there = false; | ||
1650 | if (Animator != null) | ||
1651 | { | ||
1652 | switch (Animator.CurrentMovementAnimation) | ||
1653 | { | ||
1654 | case "STAND": | ||
1655 | case "WALK": | ||
1656 | case "RUN": | ||
1657 | case "CROUCH": | ||
1658 | case "CROUCHWALK": | ||
1659 | { | ||
1660 | twoD = true; | ||
1661 | } | ||
1662 | break; | ||
1663 | } | ||
1664 | } | ||
1665 | |||
1666 | if (twoD) | ||
1667 | { | ||
1668 | */ | ||
1669 | Vector3 abspos = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, 0.0f); | ||
1670 | Vector3 tgt = new Vector3(m_moveToPositionTarget.X, m_moveToPositionTarget.Y, 0.0f); | ||
1671 | /* if (Util.GetDistanceTo(abspos, tgt) <= 0.5f) there = true; | ||
1672 | } | ||
1673 | else | ||
1674 | { | ||
1675 | if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f) there = true; | ||
1676 | } | ||
1677 | */ | ||
1497 | //Check the error term of the current position in relation to the target position | 1678 | //Check the error term of the current position in relation to the target position |
1498 | if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f) | 1679 | // if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f) |
1680 | // if (there) | ||
1681 | if (Util.GetDistanceTo(abspos, tgt) <= 0.5f) | ||
1499 | { | 1682 | { |
1500 | // we are close enough to the target | 1683 | // we are close enough to the target |
1501 | m_moveToPositionTarget = Vector3.Zero; | 1684 | m_moveToPositionTarget = Vector3.Zero; |
@@ -1512,11 +1695,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
1512 | // unknown forces are acting on the avatar and we need to adaptively respond | 1695 | // unknown forces are acting on the avatar and we need to adaptively respond |
1513 | // to such forces, but the following simple approach seems to works fine. | 1696 | // to such forces, but the following simple approach seems to works fine. |
1514 | Vector3 LocalVectorToTarget3D = | 1697 | Vector3 LocalVectorToTarget3D = |
1515 | (m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords | 1698 | // (m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords |
1699 | (tgt - abspos) | ||
1516 | * Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords | 1700 | * Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords |
1517 | // Ignore z component of vector | 1701 | // Ignore z component of vector |
1518 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1702 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1519 | LocalVectorToTarget2D.Normalize(); | 1703 | LocalVectorToTarget2D.Normalize(); |
1704 | |||
1705 | //We're not nudging | ||
1706 | Nudging = false; | ||
1520 | agent_control_v3 += LocalVectorToTarget2D; | 1707 | agent_control_v3 += LocalVectorToTarget2D; |
1521 | 1708 | ||
1522 | // update avatar movement flags. the avatar coordinate system is as follows: | 1709 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1607,13 +1794,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1607 | // m_log.DebugFormat( | 1794 | // m_log.DebugFormat( |
1608 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); | 1795 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); |
1609 | 1796 | ||
1610 | AddNewMovement(agent_control_v3, q); | 1797 | AddNewMovement(agent_control_v3, q, Nudging); |
1611 | 1798 | ||
1612 | 1799 | ||
1613 | } | 1800 | } |
1614 | } | 1801 | } |
1615 | 1802 | ||
1616 | if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) | 1803 | if (update_movementflag && !SitGround) |
1617 | Animator.UpdateMovementAnimations(); | 1804 | Animator.UpdateMovementAnimations(); |
1618 | 1805 | ||
1619 | m_scene.EventManager.TriggerOnClientMovement(this); | 1806 | m_scene.EventManager.TriggerOnClientMovement(this); |
@@ -1628,7 +1815,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1628 | m_sitAtAutoTarget = false; | 1815 | m_sitAtAutoTarget = false; |
1629 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; | 1816 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; |
1630 | //proxy.PCode = (byte)PCode.ParticleSystem; | 1817 | //proxy.PCode = (byte)PCode.ParticleSystem; |
1631 | |||
1632 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); | 1818 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); |
1633 | proxyObjectGroup.AttachToScene(m_scene); | 1819 | proxyObjectGroup.AttachToScene(m_scene); |
1634 | 1820 | ||
@@ -1647,8 +1833,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
1647 | // } | 1833 | // } |
1648 | } | 1834 | } |
1649 | 1835 | ||
1836 | public void StopMoveToPosition() | ||
1837 | { | ||
1838 | m_moveToPositionTarget = Vector3.Zero; | ||
1839 | m_moveToPositionInProgress = false; | ||
1840 | } | ||
1841 | |||
1650 | public void DoMoveToPosition(Object sender, string method, List<String> args) | 1842 | public void DoMoveToPosition(Object sender, string method, List<String> args) |
1651 | { | 1843 | { |
1844 | //Console.WriteLine("SP:DoMoveToPosition"); | ||
1652 | try | 1845 | try |
1653 | { | 1846 | { |
1654 | float locx = 0f; | 1847 | float locx = 0f; |
@@ -1670,7 +1863,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1670 | } | 1863 | } |
1671 | m_moveToPositionInProgress = true; | 1864 | m_moveToPositionInProgress = true; |
1672 | m_moveToPositionTarget = new Vector3(locx, locy, locz); | 1865 | m_moveToPositionTarget = new Vector3(locx, locy, locz); |
1673 | } | 1866 | } |
1674 | catch (Exception ex) | 1867 | catch (Exception ex) |
1675 | { | 1868 | { |
1676 | //Why did I get this error? | 1869 | //Why did I get this error? |
@@ -1692,7 +1885,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1692 | Velocity = Vector3.Zero; | 1885 | Velocity = Vector3.Zero; |
1693 | SendAvatarDataToAllAgents(); | 1886 | SendAvatarDataToAllAgents(); |
1694 | 1887 | ||
1695 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1888 | HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? |
1696 | } | 1889 | } |
1697 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); | 1890 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); |
1698 | m_requestedSitTargetUUID = UUID.Zero; | 1891 | m_requestedSitTargetUUID = UUID.Zero; |
@@ -1729,25 +1922,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
1729 | 1922 | ||
1730 | if (m_parentID != 0) | 1923 | if (m_parentID != 0) |
1731 | { | 1924 | { |
1732 | m_log.Debug("StandupCode Executed"); | 1925 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); |
1733 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | ||
1734 | if (part != null) | 1926 | if (part != null) |
1735 | { | 1927 | { |
1928 | part.TaskInventory.LockItemsForRead(true); | ||
1736 | TaskInventoryDictionary taskIDict = part.TaskInventory; | 1929 | TaskInventoryDictionary taskIDict = part.TaskInventory; |
1737 | if (taskIDict != null) | 1930 | if (taskIDict != null) |
1738 | { | 1931 | { |
1739 | lock (taskIDict) | 1932 | foreach (UUID taskID in taskIDict.Keys) |
1740 | { | 1933 | { |
1741 | foreach (UUID taskID in taskIDict.Keys) | 1934 | UnRegisterControlEventsToScript(LocalId, taskID); |
1742 | { | 1935 | taskIDict[taskID].PermsMask &= ~( |
1743 | UnRegisterControlEventsToScript(LocalId, taskID); | 1936 | 2048 | //PERMISSION_CONTROL_CAMERA |
1744 | taskIDict[taskID].PermsMask &= ~( | 1937 | 4); // PERMISSION_TAKE_CONTROLS |
1745 | 2048 | //PERMISSION_CONTROL_CAMERA | ||
1746 | 4); // PERMISSION_TAKE_CONTROLS | ||
1747 | } | ||
1748 | } | 1938 | } |
1749 | |||
1750 | } | 1939 | } |
1940 | part.TaskInventory.LockItemsForRead(false); | ||
1751 | // Reset sit target. | 1941 | // Reset sit target. |
1752 | if (part.GetAvatarOnSitTarget() == UUID) | 1942 | if (part.GetAvatarOnSitTarget() == UUID) |
1753 | part.SitTargetAvatar = UUID.Zero; | 1943 | part.SitTargetAvatar = UUID.Zero; |
@@ -1756,16 +1946,55 @@ namespace OpenSim.Region.Framework.Scenes | |||
1756 | m_parentPosition = part.GetWorldPosition(); | 1946 | m_parentPosition = part.GetWorldPosition(); |
1757 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); | 1947 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); |
1758 | } | 1948 | } |
1949 | // part.GetWorldRotation() is the rotation of the object being sat on | ||
1950 | // Rotation is the sittiing Av's rotation | ||
1951 | |||
1952 | Quaternion partRot; | ||
1953 | // if (part.LinkNum == 1) | ||
1954 | // { // Root prim of linkset | ||
1955 | // partRot = part.ParentGroup.RootPart.RotationOffset; | ||
1956 | // } | ||
1957 | // else | ||
1958 | // { // single or child prim | ||
1959 | |||
1960 | // } | ||
1961 | if (part == null) //CW: Part may be gone. llDie() for example. | ||
1962 | { | ||
1963 | partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1964 | } | ||
1965 | else | ||
1966 | { | ||
1967 | partRot = part.GetWorldRotation(); | ||
1968 | } | ||
1759 | 1969 | ||
1970 | Quaternion partIRot = Quaternion.Inverse(partRot); | ||
1971 | |||
1972 | Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av | ||
1973 | Vector3 avStandUp = new Vector3(0.3f, 0f, 0f) * avatarRot; // 0.3M infront of av | ||
1974 | |||
1975 | |||
1760 | if (m_physicsActor == null) | 1976 | if (m_physicsActor == null) |
1761 | { | 1977 | { |
1762 | AddToPhysicalScene(false); | 1978 | AddToPhysicalScene(false); |
1763 | } | 1979 | } |
1764 | 1980 | //CW: If the part isn't null then we can set the current position | |
1765 | m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); | 1981 | if (part != null) |
1766 | m_parentPosition = Vector3.Zero; | 1982 | { |
1767 | 1983 | Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset! | |
1768 | m_parentID = 0; | 1984 | AbsolutePosition = avWorldStandUp; //KF: Fix stand up. |
1985 | part.IsOccupied = false; | ||
1986 | part.ParentGroup.DeleteAvatar(ControllingClient.AgentId); | ||
1987 | } | ||
1988 | else | ||
1989 | { | ||
1990 | //CW: Since the part doesn't exist, a coarse standup position isn't an issue | ||
1991 | AbsolutePosition = m_lastWorldPosition; | ||
1992 | } | ||
1993 | |||
1994 | m_parentPosition = Vector3.Zero; | ||
1995 | m_parentID = 0; | ||
1996 | m_linkedPrim = UUID.Zero; | ||
1997 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1769 | SendAvatarDataToAllAgents(); | 1998 | SendAvatarDataToAllAgents(); |
1770 | m_requestedSitTargetID = 0; | 1999 | m_requestedSitTargetID = 0; |
1771 | if (m_physicsActor != null && m_appearance != null) | 2000 | if (m_physicsActor != null && m_appearance != null) |
@@ -1774,7 +2003,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1774 | SetHeight(m_appearance.AvatarHeight); | 2003 | SetHeight(m_appearance.AvatarHeight); |
1775 | } | 2004 | } |
1776 | } | 2005 | } |
1777 | |||
1778 | Animator.TrySetMovementAnimation("STAND"); | 2006 | Animator.TrySetMovementAnimation("STAND"); |
1779 | } | 2007 | } |
1780 | 2008 | ||
@@ -1805,13 +2033,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1805 | Vector3 avSitOffSet = part.SitTargetPosition; | 2033 | Vector3 avSitOffSet = part.SitTargetPosition; |
1806 | Quaternion avSitOrientation = part.SitTargetOrientation; | 2034 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1807 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 2035 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); |
1808 | 2036 | bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero); | |
1809 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 2037 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1810 | bool SitTargetisSet = | 2038 | if (SitTargetisSet && !SitTargetOccupied) |
1811 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && | ||
1812 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); | ||
1813 | |||
1814 | if (SitTargetisSet && SitTargetUnOccupied) | ||
1815 | { | 2039 | { |
1816 | //switch the target to this prim | 2040 | //switch the target to this prim |
1817 | return part; | 2041 | return part; |
@@ -1825,85 +2049,168 @@ namespace OpenSim.Region.Framework.Scenes | |||
1825 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) | 2049 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) |
1826 | { | 2050 | { |
1827 | bool autopilot = true; | 2051 | bool autopilot = true; |
2052 | Vector3 autopilotTarget = new Vector3(); | ||
2053 | Quaternion sitOrientation = Quaternion.Identity; | ||
1828 | Vector3 pos = new Vector3(); | 2054 | Vector3 pos = new Vector3(); |
1829 | Quaternion sitOrientation = pSitOrientation; | ||
1830 | Vector3 cameraEyeOffset = Vector3.Zero; | 2055 | Vector3 cameraEyeOffset = Vector3.Zero; |
1831 | Vector3 cameraAtOffset = Vector3.Zero; | 2056 | Vector3 cameraAtOffset = Vector3.Zero; |
1832 | bool forceMouselook = false; | 2057 | bool forceMouselook = false; |
1833 | 2058 | ||
1834 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); | 2059 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); |
1835 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); | 2060 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); |
1836 | if (part != null) | 2061 | if (part == null) return; |
1837 | { | 2062 | |
1838 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | 2063 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client |
1839 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | 2064 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it |
1840 | 2065 | ||
1841 | // Is a sit target available? | 2066 | // part is the prim to sit on |
1842 | Vector3 avSitOffSet = part.SitTargetPosition; | 2067 | // offset is the world-ref vector distance from that prim center to the click-spot |
1843 | Quaternion avSitOrientation = part.SitTargetOrientation; | 2068 | // UUID is the UUID of the Avatar doing the clicking |
1844 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 2069 | |
1845 | 2070 | m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation | |
1846 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 2071 | |
1847 | bool SitTargetisSet = | 2072 | // Is a sit target available? |
1848 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && | 2073 | Vector3 avSitOffSet = part.SitTargetPosition; |
1849 | ( | 2074 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1850 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion | 2075 | |
1851 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point | 2076 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1852 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion | 2077 | // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); |
1853 | ) | 2078 | Quaternion partRot; |
1854 | )); | 2079 | // if (part.LinkNum == 1) |
1855 | 2080 | // { // Root prim of linkset | |
1856 | if (SitTargetisSet && SitTargetUnOccupied) | 2081 | // partRot = part.ParentGroup.RootPart.RotationOffset; |
1857 | { | 2082 | // } |
1858 | part.SitTargetAvatar = UUID; | 2083 | // else |
1859 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); | 2084 | // { // single or child prim |
1860 | sitOrientation = avSitOrientation; | 2085 | partRot = part.GetWorldRotation(); |
1861 | autopilot = false; | 2086 | // } |
1862 | } | 2087 | Quaternion partIRot = Quaternion.Inverse(partRot); |
1863 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); | 2088 | //Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet); |
1864 | 2089 | // Sit analysis rewritten by KF 091125 | |
1865 | pos = part.AbsolutePosition + offset; | 2090 | if (SitTargetisSet) // scipted sit |
1866 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) | 2091 | { |
1867 | //{ | 2092 | if (!part.IsOccupied) |
1868 | // offset = pos; | 2093 | { |
1869 | //autopilot = false; | 2094 | //Console.WriteLine("Scripted, unoccupied"); |
1870 | //} | 2095 | part.SitTargetAvatar = UUID; // set that Av will be on it |
1871 | if (m_physicsActor != null) | 2096 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one |
1872 | { | 2097 | |
1873 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | 2098 | Quaternion nrot = avSitOrientation; |
1874 | // We can remove the physicsActor until they stand up. | 2099 | if (!part.IsRoot) |
1875 | m_sitAvatarHeight = m_physicsActor.Size.Z; | ||
1876 | |||
1877 | if (autopilot) | ||
1878 | { | 2100 | { |
1879 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) | 2101 | nrot = part.RotationOffset * avSitOrientation; |
1880 | { | ||
1881 | autopilot = false; | ||
1882 | |||
1883 | RemoveFromPhysicalScene(); | ||
1884 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); | ||
1885 | } | ||
1886 | } | 2102 | } |
1887 | else | 2103 | sitOrientation = nrot; // Change rotatione to the scripted one |
2104 | OffsetRotation = nrot; | ||
2105 | autopilot = false; // Jump direct to scripted llSitPos() | ||
2106 | } | ||
2107 | else | ||
2108 | { | ||
2109 | //Console.WriteLine("Scripted, occupied"); | ||
2110 | return; | ||
2111 | } | ||
2112 | } | ||
2113 | else // Not Scripted | ||
2114 | { | ||
2115 | if ( (Math.Abs(offset.X) > 0.1f) || (Math.Abs(offset.Y) > 0.1f) ) // Changed 0.5M to 0.1M as they want to be able to sit close together | ||
2116 | { | ||
2117 | // large prim & offset, ignore if other Avs sitting | ||
2118 | // offset.Z -= 0.05f; | ||
2119 | m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked | ||
2120 | autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point | ||
2121 | |||
2122 | //Console.WriteLine(" offset ={0}", offset); | ||
2123 | //Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos); | ||
2124 | //Console.WriteLine(" autopilotTarget={0}", autopilotTarget); | ||
2125 | |||
2126 | } | ||
2127 | else // small offset | ||
2128 | { | ||
2129 | //Console.WriteLine("Small offset"); | ||
2130 | if (!part.IsOccupied) | ||
2131 | { | ||
2132 | m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center | ||
2133 | autopilotTarget = part.AbsolutePosition; | ||
2134 | //Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget); | ||
2135 | } | ||
2136 | else return; // occupied small | ||
2137 | } // end large/small | ||
2138 | } // end Scripted/not | ||
2139 | |||
2140 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); | ||
2141 | |||
2142 | cameraAtOffset = part.GetCameraAtOffset(); | ||
2143 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
2144 | forceMouselook = part.GetForceMouselook(); | ||
2145 | if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); // | ||
2146 | if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); // | ||
2147 | |||
2148 | if (m_physicsActor != null) | ||
2149 | { | ||
2150 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | ||
2151 | // We can remove the physicsActor until they stand up. | ||
2152 | m_sitAvatarHeight = m_physicsActor.Size.Z; | ||
2153 | if (autopilot) | ||
2154 | { // its not a scripted sit | ||
2155 | // if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) | ||
2156 | if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) ) | ||
1888 | { | 2157 | { |
2158 | autopilot = false; // close enough | ||
2159 | m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2160 | Not using the part's position because returning the AV to the last known standing | ||
2161 | position is likely to be more friendly, isn't it? */ | ||
1889 | RemoveFromPhysicalScene(); | 2162 | RemoveFromPhysicalScene(); |
1890 | } | 2163 | Velocity = Vector3.Zero; |
2164 | AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target | ||
2165 | } // else the autopilot will get us close | ||
2166 | } | ||
2167 | else | ||
2168 | { // its a scripted sit | ||
2169 | m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2170 | I *am* using the part's position this time because we have no real idea how far away | ||
2171 | the avatar is from the sit target. */ | ||
2172 | RemoveFromPhysicalScene(); | ||
2173 | Velocity = Vector3.Zero; | ||
1891 | } | 2174 | } |
1892 | |||
1893 | cameraAtOffset = part.GetCameraAtOffset(); | ||
1894 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
1895 | forceMouselook = part.GetForceMouselook(); | ||
1896 | } | 2175 | } |
1897 | 2176 | else return; // physactor is null! | |
1898 | ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | 2177 | |
1899 | m_requestedSitTargetUUID = targetID; | 2178 | Vector3 offsetr; // = offset * partIRot; |
2179 | // KF: In a linkset, offsetr needs to be relative to the group root! 091208 | ||
2180 | // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot); | ||
2181 | // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error. | ||
2182 | // { // Single, or Root prim of linkset, target is ClickOffset * RootRot | ||
2183 | //offsetr = offset * partIRot; | ||
2184 | // | ||
2185 | // } | ||
2186 | // else | ||
2187 | // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) | ||
2188 | // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + | ||
2189 | // (offset * partRot); | ||
2190 | // } | ||
2191 | |||
2192 | //Console.WriteLine(" "); | ||
2193 | //Console.WriteLine("link number ={0}", part.LinkNum); | ||
2194 | //Console.WriteLine("Prim offset ={0}", part.OffsetPosition ); | ||
2195 | //Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset); | ||
2196 | //Console.WriteLine("Click offst ={0}", offset); | ||
2197 | //Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation()); | ||
2198 | //Console.WriteLine("offsetr ={0}", offsetr); | ||
2199 | //Console.WriteLine("Camera At ={0}", cameraAtOffset); | ||
2200 | //Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); | ||
2201 | |||
2202 | //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child | ||
2203 | ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | ||
2204 | |||
2205 | m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target | ||
1900 | // This calls HandleAgentSit twice, once from here, and the client calls | 2206 | // This calls HandleAgentSit twice, once from here, and the client calls |
1901 | // HandleAgentSit itself after it gets to the location | 2207 | // HandleAgentSit itself after it gets to the location |
1902 | // It doesn't get to the location until we've moved them there though | 2208 | // It doesn't get to the location until we've moved them there though |
1903 | // which happens in HandleAgentSit :P | 2209 | // which happens in HandleAgentSit :P |
1904 | m_autopilotMoving = autopilot; | 2210 | m_autopilotMoving = autopilot; |
1905 | m_autoPilotTarget = pos; | 2211 | m_autoPilotTarget = autopilotTarget; |
1906 | m_sitAtAutoTarget = autopilot; | 2212 | m_sitAtAutoTarget = autopilot; |
2213 | m_initialSitTarget = autopilotTarget; | ||
1907 | if (!autopilot) | 2214 | if (!autopilot) |
1908 | HandleAgentSit(remoteClient, UUID); | 2215 | HandleAgentSit(remoteClient, UUID); |
1909 | } | 2216 | } |
@@ -2197,47 +2504,130 @@ namespace OpenSim.Region.Framework.Scenes | |||
2197 | { | 2504 | { |
2198 | if (part != null) | 2505 | if (part != null) |
2199 | { | 2506 | { |
2507 | //Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation()); | ||
2200 | if (part.GetAvatarOnSitTarget() == UUID) | 2508 | if (part.GetAvatarOnSitTarget() == UUID) |
2201 | { | 2509 | { |
2510 | //Console.WriteLine("Scripted Sit"); | ||
2511 | // Scripted sit | ||
2202 | Vector3 sitTargetPos = part.SitTargetPosition; | 2512 | Vector3 sitTargetPos = part.SitTargetPosition; |
2203 | Quaternion sitTargetOrient = part.SitTargetOrientation; | 2513 | Quaternion sitTargetOrient = part.SitTargetOrientation; |
2204 | |||
2205 | //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); | ||
2206 | //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); | ||
2207 | |||
2208 | //Quaternion result = (sitTargetOrient * vq) * nq; | ||
2209 | |||
2210 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 2514 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
2211 | m_pos += SIT_TARGET_ADJUSTMENT; | 2515 | m_pos += SIT_TARGET_ADJUSTMENT; |
2516 | if (!part.IsRoot) | ||
2517 | { | ||
2518 | m_pos *= part.RotationOffset; | ||
2519 | } | ||
2212 | m_bodyRot = sitTargetOrient; | 2520 | m_bodyRot = sitTargetOrient; |
2213 | //Rotation = sitTargetOrient; | ||
2214 | m_parentPosition = part.AbsolutePosition; | 2521 | m_parentPosition = part.AbsolutePosition; |
2215 | 2522 | part.IsOccupied = true; | |
2216 | //SendTerseUpdateToAllClients(); | 2523 | part.ParentGroup.AddAvatar(agentID); |
2217 | } | 2524 | } |
2218 | else | 2525 | else |
2219 | { | 2526 | { |
2220 | m_pos -= part.AbsolutePosition; | 2527 | // if m_avUnscriptedSitPos is zero then Av sits above center |
2528 | // Else Av sits at m_avUnscriptedSitPos | ||
2529 | |||
2530 | // Non-scripted sit by Kitto Flora 21Nov09 | ||
2531 | // Calculate angle of line from prim to Av | ||
2532 | Quaternion partIRot; | ||
2533 | // if (part.LinkNum == 1) | ||
2534 | // { // Root prim of linkset | ||
2535 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2536 | // } | ||
2537 | // else | ||
2538 | // { // single or child prim | ||
2539 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2540 | // } | ||
2541 | Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; | ||
2542 | float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); | ||
2543 | float x_diff = ( m_avInitialPos.X - sitTargetPos.X); | ||
2544 | if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 | ||
2545 | if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 | ||
2546 | float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); | ||
2547 | // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. | ||
2548 | // Av sits at world euler <0,0, z>, translated by part rotation | ||
2549 | m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click | ||
2550 | |||
2221 | m_parentPosition = part.AbsolutePosition; | 2551 | m_parentPosition = part.AbsolutePosition; |
2222 | } | 2552 | part.IsOccupied = true; |
2553 | part.ParentGroup.AddAvatar(agentID); | ||
2554 | m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation | ||
2555 | (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center | ||
2556 | (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) + | ||
2557 | m_avUnscriptedSitPos; // adds click offset, if any | ||
2558 | //Set up raytrace to find top surface of prim | ||
2559 | Vector3 size = part.Scale; | ||
2560 | float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); | ||
2561 | Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); | ||
2562 | Vector3 down = new Vector3(0f, 0f, -1f); | ||
2563 | //Console.WriteLine("st={0} do={1} ma={2}", start, down, mag); | ||
2564 | m_scene.PhysicsScene.RaycastWorld( | ||
2565 | start, // Vector3 position, | ||
2566 | down, // Vector3 direction, | ||
2567 | mag, // float length, | ||
2568 | SitAltitudeCallback); // retMethod | ||
2569 | } // end scripted/not | ||
2223 | } | 2570 | } |
2224 | else | 2571 | else // no Av |
2225 | { | 2572 | { |
2226 | return; | 2573 | return; |
2227 | } | 2574 | } |
2228 | } | 2575 | } |
2229 | m_parentID = m_requestedSitTargetID; | ||
2230 | 2576 | ||
2577 | //We want our offsets to reference the root prim, not the child we may have sat on | ||
2578 | if (!part.IsRoot) | ||
2579 | { | ||
2580 | m_parentID = part.ParentGroup.RootPart.LocalId; | ||
2581 | m_pos += part.OffsetPosition; | ||
2582 | } | ||
2583 | else | ||
2584 | { | ||
2585 | m_parentID = m_requestedSitTargetID; | ||
2586 | } | ||
2587 | |||
2588 | m_linkedPrim = part.UUID; | ||
2589 | if (part.GetAvatarOnSitTarget() != UUID) | ||
2590 | { | ||
2591 | m_offsetRotation = m_offsetRotation / part.RotationOffset; | ||
2592 | } | ||
2231 | Velocity = Vector3.Zero; | 2593 | Velocity = Vector3.Zero; |
2232 | RemoveFromPhysicalScene(); | 2594 | RemoveFromPhysicalScene(); |
2233 | |||
2234 | Animator.TrySetMovementAnimation(sitAnimation); | 2595 | Animator.TrySetMovementAnimation(sitAnimation); |
2235 | SendAvatarDataToAllAgents(); | 2596 | SendAvatarDataToAllAgents(); |
2236 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | ||
2237 | // So we're also sending a terse update (which has avatar rotation) | ||
2238 | // [Update] We do now. | ||
2239 | //SendTerseUpdateToAllClients(); | 2597 | //SendTerseUpdateToAllClients(); |
2240 | } | 2598 | } |
2599 | |||
2600 | public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal) | ||
2601 | { | ||
2602 | // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer | ||
2603 | // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height. | ||
2604 | if(hitYN) | ||
2605 | { | ||
2606 | // m_pos = Av offset from prim center to make look like on center | ||
2607 | // m_parentPosition = Actual center pos of prim | ||
2608 | // collisionPoint = spot on prim where we want to sit | ||
2609 | // collisionPoint.Z = global sit surface height | ||
2610 | SceneObjectPart part = m_scene.GetSceneObjectPart(localid); | ||
2611 | Quaternion partIRot; | ||
2612 | // if (part.LinkNum == 1) | ||
2613 | /// { // Root prim of linkset | ||
2614 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2615 | // } | ||
2616 | // else | ||
2617 | // { // single or child prim | ||
2618 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2619 | // } | ||
2620 | if (m_initialSitTarget != null) | ||
2621 | { | ||
2622 | float offZ = collisionPoint.Z - m_initialSitTarget.Z; | ||
2623 | Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction | ||
2624 | //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); | ||
2625 | m_pos += offset; | ||
2626 | // ControllingClient.SendClearFollowCamProperties(part.UUID); | ||
2627 | } | ||
2628 | |||
2629 | } | ||
2630 | } // End SitAltitudeCallback KF. | ||
2241 | 2631 | ||
2242 | /// <summary> | 2632 | /// <summary> |
2243 | /// Event handler for the 'Always run' setting on the client | 2633 | /// Event handler for the 'Always run' setting on the client |
@@ -2267,12 +2657,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2267 | /// </summary> | 2657 | /// </summary> |
2268 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 2658 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
2269 | /// <param name="rotation">The direction in which this avatar should now face. | 2659 | /// <param name="rotation">The direction in which this avatar should now face. |
2270 | public void AddNewMovement(Vector3 vec, Quaternion rotation) | 2660 | public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging) |
2271 | { | 2661 | { |
2272 | if (m_isChildAgent) | 2662 | if (m_isChildAgent) |
2273 | { | 2663 | { |
2274 | // WHAT??? | 2664 | // WHAT??? |
2275 | m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!"); | 2665 | m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent"); |
2666 | |||
2276 | return; | 2667 | return; |
2277 | } | 2668 | } |
2278 | 2669 | ||
@@ -2281,15 +2672,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
2281 | Rotation = rotation; | 2672 | Rotation = rotation; |
2282 | Vector3 direc = vec * rotation; | 2673 | Vector3 direc = vec * rotation; |
2283 | direc.Normalize(); | 2674 | direc.Normalize(); |
2675 | PhysicsActor actor = m_physicsActor; | ||
2676 | |||
2677 | if (actor.Flying != m_flyingOld) // add for fly velocity control | ||
2678 | { | ||
2679 | m_flyingOld = actor.Flying; // add for fly velocity control | ||
2680 | if (!actor.Flying) m_wasFlying = true; // add for fly velocity control | ||
2681 | } | ||
2682 | |||
2683 | if (m_physicsActor.IsColliding == true) m_wasFlying = false; // add for fly velocity control | ||
2684 | |||
2685 | if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up. | ||
2284 | 2686 | ||
2285 | direc *= 0.03f * 128f * m_speedModifier; | 2687 | direc *= 0.03f * 128f * m_speedModifier; |
2286 | 2688 | ||
2287 | PhysicsActor actor = m_physicsActor; | ||
2288 | if (actor != null) | 2689 | if (actor != null) |
2289 | { | 2690 | { |
2290 | if (actor.Flying) | 2691 | if (actor.Flying) |
2291 | { | 2692 | { |
2292 | direc *= 4.0f; | 2693 | // rm speed mod direc *= 4.0f; |
2694 | direc *= 5.2f; // for speed mod | ||
2293 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 2695 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
2294 | //bool colliding = (m_physicsActor.IsColliding==true); | 2696 | //bool colliding = (m_physicsActor.IsColliding==true); |
2295 | //if (controlland) | 2697 | //if (controlland) |
@@ -2302,22 +2704,34 @@ namespace OpenSim.Region.Framework.Scenes | |||
2302 | // m_log.Info("[AGENT]: Stop FLying"); | 2704 | // m_log.Info("[AGENT]: Stop FLying"); |
2303 | //} | 2705 | //} |
2304 | } | 2706 | } |
2707 | if (Animator.m_falling && m_wasFlying) // if falling from flying, disable motion add | ||
2708 | { | ||
2709 | direc *= 0.0f; | ||
2710 | } | ||
2711 | /* This jumping section removed to SPA | ||
2305 | else if (!actor.Flying && actor.IsColliding) | 2712 | else if (!actor.Flying && actor.IsColliding) |
2306 | { | 2713 | { |
2307 | if (direc.Z > 2.0f) | 2714 | if (direc.Z > 2.0f) |
2308 | { | 2715 | { |
2309 | direc.Z *= 3.0f; | 2716 | if(m_animator.m_animTickJump == -1) |
2310 | 2717 | { | |
2311 | // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. | 2718 | direc.Z *= 3.0f; // jump |
2312 | Animator.TrySetMovementAnimation("PREJUMP"); | 2719 | } |
2313 | Animator.TrySetMovementAnimation("JUMP"); | 2720 | else |
2721 | { | ||
2722 | direc.Z *= 0.1f; // prejump | ||
2723 | } | ||
2724 | / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs | ||
2725 | Animator.TrySetMovementAnimation("PREJUMP"); | ||
2726 | Animator.TrySetMovementAnimation("JUMP"); | ||
2727 | * / | ||
2314 | } | 2728 | } |
2315 | } | 2729 | } */ |
2316 | } | 2730 | } |
2317 | 2731 | ||
2318 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | 2732 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
2319 | m_forceToApply = direc; | 2733 | m_forceToApply = direc; |
2320 | 2734 | m_isNudging = Nudging; | |
2321 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); | 2735 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); |
2322 | } | 2736 | } |
2323 | 2737 | ||
@@ -2366,6 +2780,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2366 | 2780 | ||
2367 | CheckForSignificantMovement(); // sends update to the modules. | 2781 | CheckForSignificantMovement(); // sends update to the modules. |
2368 | } | 2782 | } |
2783 | |||
2784 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2785 | SendPrimUpdates(); | ||
2369 | } | 2786 | } |
2370 | 2787 | ||
2371 | #endregion | 2788 | #endregion |
@@ -3180,6 +3597,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3180 | m_callbackURI = cAgent.CallbackURI; | 3597 | m_callbackURI = cAgent.CallbackURI; |
3181 | 3598 | ||
3182 | m_pos = cAgent.Position; | 3599 | m_pos = cAgent.Position; |
3600 | |||
3183 | m_velocity = cAgent.Velocity; | 3601 | m_velocity = cAgent.Velocity; |
3184 | m_CameraCenter = cAgent.Center; | 3602 | m_CameraCenter = cAgent.Center; |
3185 | m_CameraAtAxis = cAgent.AtAxis; | 3603 | m_CameraAtAxis = cAgent.AtAxis; |
@@ -3268,17 +3686,45 @@ namespace OpenSim.Region.Framework.Scenes | |||
3268 | /// </summary> | 3686 | /// </summary> |
3269 | public override void UpdateMovement() | 3687 | public override void UpdateMovement() |
3270 | { | 3688 | { |
3271 | if (m_forceToApply.HasValue) | 3689 | if (Animator!=null) // add for jumping |
3272 | { | 3690 | { // add for jumping |
3273 | Vector3 force = m_forceToApply.Value; | 3691 | // if (!m_animator.m_jumping) // add for jumping |
3274 | 3692 | // { // add for jumping | |
3275 | m_updateflag = true; | ||
3276 | 3693 | ||
3277 | Velocity = force; | 3694 | if (m_forceToApply.HasValue) // this section realigned |
3695 | { | ||
3278 | 3696 | ||
3279 | m_forceToApply = null; | 3697 | Vector3 force = m_forceToApply.Value; |
3280 | } | 3698 | m_updateflag = true; |
3281 | } | 3699 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping |
3700 | Velocity = force; | ||
3701 | //Console.WriteLine("UM1 {0}", Velocity); | ||
3702 | m_forceToApply = null; | ||
3703 | } | ||
3704 | else | ||
3705 | { | ||
3706 | if (m_isNudging) | ||
3707 | { | ||
3708 | Vector3 force = Vector3.Zero; | ||
3709 | |||
3710 | m_updateflag = true; | ||
3711 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping | ||
3712 | Velocity = force; | ||
3713 | //Console.WriteLine("UM2 {0}", Velocity); | ||
3714 | m_isNudging = false; | ||
3715 | m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND" | ||
3716 | } | ||
3717 | else // add for jumping | ||
3718 | { // add for jumping | ||
3719 | Vector3 force = Vector3.Zero; // add for jumping | ||
3720 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping | ||
3721 | //Console.WriteLine("UM3 {0}", Velocity); | ||
3722 | Velocity = force; // add for jumping | ||
3723 | } | ||
3724 | } | ||
3725 | // } // end realign | ||
3726 | } // add for jumping | ||
3727 | } // add for jumping | ||
3282 | 3728 | ||
3283 | /// <summary> | 3729 | /// <summary> |
3284 | /// Adds a physical representation of the avatar to the Physics plugin | 3730 | /// Adds a physical representation of the avatar to the Physics plugin |
@@ -3292,10 +3738,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3292 | 3738 | ||
3293 | Vector3 pVec = AbsolutePosition; | 3739 | Vector3 pVec = AbsolutePosition; |
3294 | 3740 | ||
3295 | // Old bug where the height was in centimeters instead of meters | 3741 | m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, |
3296 | m_physicsActor = scene.AddAvatar(LocalId, Firstname + "." + Lastname, pVec, | ||
3297 | new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); | 3742 | new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); |
3298 | |||
3299 | scene.AddPhysicsActorTaint(m_physicsActor); | 3743 | scene.AddPhysicsActorTaint(m_physicsActor); |
3300 | //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; | 3744 | //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; |
3301 | m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; | 3745 | m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; |
@@ -3319,18 +3763,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3319 | { | 3763 | { |
3320 | if (e == null) | 3764 | if (e == null) |
3321 | return; | 3765 | return; |
3322 | 3766 | ||
3323 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) | 3767 | // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents( |
3324 | // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( | ||
3325 | // as of this comment the interval is set in AddToPhysicalScene | 3768 | // as of this comment the interval is set in AddToPhysicalScene |
3326 | if (Animator!=null) | 3769 | if (Animator!=null) |
3327 | Animator.UpdateMovementAnimations(); | 3770 | { |
3771 | if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper, | ||
3772 | { // else its will lock out other animation changes, like ground sit. | ||
3773 | Animator.UpdateMovementAnimations(); | ||
3774 | m_updateCount--; | ||
3775 | } | ||
3776 | } | ||
3328 | 3777 | ||
3329 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3778 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; |
3330 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | 3779 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; |
3331 | 3780 | ||
3332 | CollisionPlane = Vector4.UnitW; | 3781 | CollisionPlane = Vector4.UnitW; |
3333 | 3782 | ||
3783 | if (m_lastColCount != coldata.Count) | ||
3784 | { | ||
3785 | m_updateCount = UPDATE_COUNT; | ||
3786 | m_lastColCount = coldata.Count; | ||
3787 | } | ||
3788 | |||
3334 | if (coldata.Count != 0 && Animator != null) | 3789 | if (coldata.Count != 0 && Animator != null) |
3335 | { | 3790 | { |
3336 | switch (Animator.CurrentMovementAnimation) | 3791 | switch (Animator.CurrentMovementAnimation) |
@@ -3360,6 +3815,148 @@ namespace OpenSim.Region.Framework.Scenes | |||
3360 | } | 3815 | } |
3361 | } | 3816 | } |
3362 | 3817 | ||
3818 | List<uint> thisHitColliders = new List<uint>(); | ||
3819 | List<uint> endedColliders = new List<uint>(); | ||
3820 | List<uint> startedColliders = new List<uint>(); | ||
3821 | |||
3822 | foreach (uint localid in coldata.Keys) | ||
3823 | { | ||
3824 | thisHitColliders.Add(localid); | ||
3825 | if (!m_lastColliders.Contains(localid)) | ||
3826 | { | ||
3827 | startedColliders.Add(localid); | ||
3828 | } | ||
3829 | //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString()); | ||
3830 | } | ||
3831 | |||
3832 | // calculate things that ended colliding | ||
3833 | foreach (uint localID in m_lastColliders) | ||
3834 | { | ||
3835 | if (!thisHitColliders.Contains(localID)) | ||
3836 | { | ||
3837 | endedColliders.Add(localID); | ||
3838 | } | ||
3839 | } | ||
3840 | //add the items that started colliding this time to the last colliders list. | ||
3841 | foreach (uint localID in startedColliders) | ||
3842 | { | ||
3843 | m_lastColliders.Add(localID); | ||
3844 | } | ||
3845 | // remove things that ended colliding from the last colliders list | ||
3846 | foreach (uint localID in endedColliders) | ||
3847 | { | ||
3848 | m_lastColliders.Remove(localID); | ||
3849 | } | ||
3850 | |||
3851 | // do event notification | ||
3852 | if (startedColliders.Count > 0) | ||
3853 | { | ||
3854 | ColliderArgs StartCollidingMessage = new ColliderArgs(); | ||
3855 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3856 | foreach (uint localId in startedColliders) | ||
3857 | { | ||
3858 | if (localId == 0) | ||
3859 | continue; | ||
3860 | |||
3861 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3862 | string data = ""; | ||
3863 | if (obj != null) | ||
3864 | { | ||
3865 | DetectedObject detobj = new DetectedObject(); | ||
3866 | detobj.keyUUID = obj.UUID; | ||
3867 | detobj.nameStr = obj.Name; | ||
3868 | detobj.ownerUUID = obj.OwnerID; | ||
3869 | detobj.posVector = obj.AbsolutePosition; | ||
3870 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3871 | detobj.velVector = obj.Velocity; | ||
3872 | detobj.colliderType = 0; | ||
3873 | detobj.groupUUID = obj.GroupID; | ||
3874 | colliding.Add(detobj); | ||
3875 | } | ||
3876 | } | ||
3877 | |||
3878 | if (colliding.Count > 0) | ||
3879 | { | ||
3880 | StartCollidingMessage.Colliders = colliding; | ||
3881 | |||
3882 | foreach (SceneObjectGroup att in Attachments) | ||
3883 | Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage); | ||
3884 | } | ||
3885 | } | ||
3886 | |||
3887 | if (endedColliders.Count > 0) | ||
3888 | { | ||
3889 | ColliderArgs EndCollidingMessage = new ColliderArgs(); | ||
3890 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3891 | foreach (uint localId in endedColliders) | ||
3892 | { | ||
3893 | if (localId == 0) | ||
3894 | continue; | ||
3895 | |||
3896 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3897 | string data = ""; | ||
3898 | if (obj != null) | ||
3899 | { | ||
3900 | DetectedObject detobj = new DetectedObject(); | ||
3901 | detobj.keyUUID = obj.UUID; | ||
3902 | detobj.nameStr = obj.Name; | ||
3903 | detobj.ownerUUID = obj.OwnerID; | ||
3904 | detobj.posVector = obj.AbsolutePosition; | ||
3905 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3906 | detobj.velVector = obj.Velocity; | ||
3907 | detobj.colliderType = 0; | ||
3908 | detobj.groupUUID = obj.GroupID; | ||
3909 | colliding.Add(detobj); | ||
3910 | } | ||
3911 | } | ||
3912 | |||
3913 | if (colliding.Count > 0) | ||
3914 | { | ||
3915 | EndCollidingMessage.Colliders = colliding; | ||
3916 | |||
3917 | foreach (SceneObjectGroup att in Attachments) | ||
3918 | Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage); | ||
3919 | } | ||
3920 | } | ||
3921 | |||
3922 | if (thisHitColliders.Count > 0) | ||
3923 | { | ||
3924 | ColliderArgs CollidingMessage = new ColliderArgs(); | ||
3925 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3926 | foreach (uint localId in thisHitColliders) | ||
3927 | { | ||
3928 | if (localId == 0) | ||
3929 | continue; | ||
3930 | |||
3931 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3932 | string data = ""; | ||
3933 | if (obj != null) | ||
3934 | { | ||
3935 | DetectedObject detobj = new DetectedObject(); | ||
3936 | detobj.keyUUID = obj.UUID; | ||
3937 | detobj.nameStr = obj.Name; | ||
3938 | detobj.ownerUUID = obj.OwnerID; | ||
3939 | detobj.posVector = obj.AbsolutePosition; | ||
3940 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3941 | detobj.velVector = obj.Velocity; | ||
3942 | detobj.colliderType = 0; | ||
3943 | detobj.groupUUID = obj.GroupID; | ||
3944 | colliding.Add(detobj); | ||
3945 | } | ||
3946 | } | ||
3947 | |||
3948 | if (colliding.Count > 0) | ||
3949 | { | ||
3950 | CollidingMessage.Colliders = colliding; | ||
3951 | |||
3952 | lock (m_attachments) | ||
3953 | { | ||
3954 | foreach (SceneObjectGroup att in m_attachments) | ||
3955 | Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage); | ||
3956 | } | ||
3957 | } | ||
3958 | } | ||
3959 | |||
3363 | if (m_invulnerable) | 3960 | if (m_invulnerable) |
3364 | return; | 3961 | return; |
3365 | 3962 | ||
@@ -3444,6 +4041,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3444 | { | 4041 | { |
3445 | lock (m_attachments) | 4042 | lock (m_attachments) |
3446 | { | 4043 | { |
4044 | // This may be true when the attachment comes back | ||
4045 | // from serialization after login. Clear it. | ||
4046 | gobj.IsDeleted = false; | ||
4047 | |||
3447 | m_attachments.Add(gobj); | 4048 | m_attachments.Add(gobj); |
3448 | } | 4049 | } |
3449 | } | 4050 | } |
@@ -3785,6 +4386,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
3785 | return; | 4386 | return; |
3786 | } | 4387 | } |
3787 | 4388 | ||
4389 | XmlDocument doc = new XmlDocument(); | ||
4390 | string stateData = String.Empty; | ||
4391 | |||
4392 | IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>(); | ||
4393 | if (attServ != null) | ||
4394 | { | ||
4395 | m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service"); | ||
4396 | stateData = attServ.Get(ControllingClient.AgentId.ToString()); | ||
4397 | if (stateData != String.Empty) | ||
4398 | { | ||
4399 | try | ||
4400 | { | ||
4401 | doc.LoadXml(stateData); | ||
4402 | } | ||
4403 | catch { } | ||
4404 | } | ||
4405 | } | ||
4406 | |||
4407 | Dictionary<UUID, string> itemData = new Dictionary<UUID, string>(); | ||
4408 | |||
4409 | XmlNodeList nodes = doc.GetElementsByTagName("Attachment"); | ||
4410 | if (nodes.Count > 0) | ||
4411 | { | ||
4412 | foreach (XmlNode n in nodes) | ||
4413 | { | ||
4414 | XmlElement elem = (XmlElement)n; | ||
4415 | string itemID = elem.GetAttribute("ItemID"); | ||
4416 | string xml = elem.InnerXml; | ||
4417 | |||
4418 | itemData[new UUID(itemID)] = xml; | ||
4419 | } | ||
4420 | } | ||
4421 | |||
3788 | List<AvatarAttachment> attachments = m_appearance.GetAttachments(); | 4422 | List<AvatarAttachment> attachments = m_appearance.GetAttachments(); |
3789 | foreach (AvatarAttachment attach in attachments) | 4423 | foreach (AvatarAttachment attach in attachments) |
3790 | { | 4424 | { |
@@ -3805,7 +4439,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
3805 | 4439 | ||
3806 | try | 4440 | try |
3807 | { | 4441 | { |
3808 | m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); | 4442 | string xmlData; |
4443 | XmlDocument d = new XmlDocument(); | ||
4444 | UUID asset; | ||
4445 | if (itemData.TryGetValue(itemID, out xmlData)) | ||
4446 | { | ||
4447 | d.LoadXml(xmlData); | ||
4448 | m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID); | ||
4449 | |||
4450 | // Rez from inventory | ||
4451 | asset | ||
4452 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d); | ||
4453 | |||
4454 | } | ||
4455 | else | ||
4456 | { | ||
4457 | // Rez from inventory (with a null doc to let | ||
4458 | // CHANGED_OWNER happen) | ||
4459 | asset | ||
4460 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null); | ||
4461 | } | ||
4462 | |||
4463 | m_log.InfoFormat( | ||
4464 | "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2}", | ||
4465 | p, itemID, asset); | ||
3809 | } | 4466 | } |
3810 | catch (Exception e) | 4467 | catch (Exception e) |
3811 | { | 4468 | { |
@@ -3838,6 +4495,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
3838 | m_reprioritization_called = false; | 4495 | m_reprioritization_called = false; |
3839 | } | 4496 | } |
3840 | } | 4497 | } |
4498 | |||
4499 | private Vector3 Quat2Euler(Quaternion rot){ | ||
4500 | float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) , | ||
4501 | (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z))); | ||
4502 | float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W))); | ||
4503 | float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) , | ||
4504 | (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z))); | ||
4505 | return(new Vector3(x,y,z)); | ||
4506 | } | ||
3841 | 4507 | ||
3842 | public void SaveChangedAttachments() | 4508 | public void SaveChangedAttachments() |
3843 | { | 4509 | { |
@@ -3861,5 +4527,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
3861 | } | 4527 | } |
3862 | } | 4528 | } |
3863 | } | 4529 | } |
4530 | |||
4531 | private void CheckLandingPoint(ref Vector3 pos) | ||
4532 | { | ||
4533 | // Never constrain lures | ||
4534 | if ((TeleportFlags & TeleportFlags.ViaLure) != 0) | ||
4535 | return; | ||
4536 | |||
4537 | if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport) | ||
4538 | return; | ||
4539 | |||
4540 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
4541 | |||
4542 | if (land.LandData.LandingType == (byte)LandingType.LandingPoint && | ||
4543 | land.LandData.UserLocation != Vector3.Zero && | ||
4544 | land.LandData.OwnerID != m_uuid && | ||
4545 | (!m_scene.Permissions.IsGod(m_uuid)) && | ||
4546 | (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) | ||
4547 | { | ||
4548 | float curr = Vector3.Distance(AbsolutePosition, pos); | ||
4549 | if (Vector3.Distance(land.LandData.UserLocation, pos) < curr) | ||
4550 | pos = land.LandData.UserLocation; | ||
4551 | else | ||
4552 | ControllingClient.SendAlertMessage("Can't teleport closer to destination"); | ||
4553 | } | ||
4554 | } | ||
3864 | } | 4555 | } |
3865 | } | 4556 | } |