diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 1071 |
1 files changed, 881 insertions, 190 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 1aac09d..cdf8366 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; |
@@ -243,7 +264,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
243 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 264 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
244 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 265 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, |
245 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, | 266 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, |
246 | DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | 267 | DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, |
268 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, | ||
269 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, | ||
247 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 270 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
248 | } | 271 | } |
249 | 272 | ||
@@ -450,7 +473,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
450 | get | 473 | get |
451 | { | 474 | { |
452 | PhysicsActor actor = m_physicsActor; | 475 | PhysicsActor actor = m_physicsActor; |
453 | if (actor != null) | 476 | // if (actor != null) |
477 | if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting! | ||
454 | m_pos = actor.Position; | 478 | m_pos = actor.Position; |
455 | else | 479 | else |
456 | { | 480 | { |
@@ -472,7 +496,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
472 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | 496 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); |
473 | if (part != null) | 497 | if (part != null) |
474 | { | 498 | { |
475 | return m_parentPosition + (m_pos * part.GetWorldRotation()); | 499 | return part.AbsolutePosition + (m_pos * part.GetWorldRotation()); |
476 | } | 500 | } |
477 | else | 501 | else |
478 | { | 502 | { |
@@ -499,7 +523,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
499 | } | 523 | } |
500 | } | 524 | } |
501 | 525 | ||
502 | m_pos = value; | 526 | if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting! |
527 | m_pos = value; | ||
503 | m_parentPosition = Vector3.Zero; | 528 | m_parentPosition = Vector3.Zero; |
504 | } | 529 | } |
505 | } | 530 | } |
@@ -543,10 +568,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
543 | } | 568 | } |
544 | } | 569 | } |
545 | 570 | ||
571 | public Quaternion OffsetRotation | ||
572 | { | ||
573 | get { return m_offsetRotation; } | ||
574 | set { m_offsetRotation = value; } | ||
575 | } | ||
576 | |||
546 | public Quaternion Rotation | 577 | public Quaternion Rotation |
547 | { | 578 | { |
548 | get { return m_bodyRot; } | 579 | get { |
549 | set { m_bodyRot = value; } | 580 | if (m_parentID != 0) |
581 | { | ||
582 | if (m_offsetRotation != null) | ||
583 | { | ||
584 | return m_offsetRotation; | ||
585 | } | ||
586 | else | ||
587 | { | ||
588 | return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
589 | } | ||
590 | |||
591 | } | ||
592 | else | ||
593 | { | ||
594 | return m_bodyRot; | ||
595 | } | ||
596 | } | ||
597 | set { | ||
598 | m_bodyRot = value; | ||
599 | if (m_parentID != 0) | ||
600 | { | ||
601 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
602 | } | ||
603 | } | ||
550 | } | 604 | } |
551 | 605 | ||
552 | public Quaternion PreviousRotation | 606 | public Quaternion PreviousRotation |
@@ -571,11 +625,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
571 | 625 | ||
572 | private uint m_parentID; | 626 | private uint m_parentID; |
573 | 627 | ||
628 | |||
629 | private UUID m_linkedPrim; | ||
630 | |||
574 | public uint ParentID | 631 | public uint ParentID |
575 | { | 632 | { |
576 | get { return m_parentID; } | 633 | get { return m_parentID; } |
577 | set { m_parentID = value; } | 634 | set { m_parentID = value; } |
578 | } | 635 | } |
636 | |||
637 | public UUID LinkedPrim | ||
638 | { | ||
639 | get { return m_linkedPrim; } | ||
640 | set { m_linkedPrim = value; } | ||
641 | } | ||
642 | |||
579 | public float Health | 643 | public float Health |
580 | { | 644 | { |
581 | get { return m_health; } | 645 | get { return m_health; } |
@@ -697,7 +761,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
697 | CreateSceneViewer(); | 761 | CreateSceneViewer(); |
698 | m_animator = new ScenePresenceAnimator(this); | 762 | m_animator = new ScenePresenceAnimator(this); |
699 | } | 763 | } |
700 | 764 | ||
701 | private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() | 765 | private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() |
702 | { | 766 | { |
703 | m_DrawDistance = world.DefaultDrawDistance; | 767 | m_DrawDistance = world.DefaultDrawDistance; |
@@ -712,6 +776,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
712 | m_localId = m_scene.AllocateLocalId(); | 776 | m_localId = m_scene.AllocateLocalId(); |
713 | 777 | ||
714 | UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); | 778 | UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); |
779 | m_userFlags = account.UserFlags; | ||
715 | 780 | ||
716 | if (account != null) | 781 | if (account != null) |
717 | m_userLevel = account.UserLevel; | 782 | m_userLevel = account.UserLevel; |
@@ -730,10 +795,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
730 | m_reprioritization_timer.AutoReset = false; | 795 | m_reprioritization_timer.AutoReset = false; |
731 | 796 | ||
732 | AdjustKnownSeeds(); | 797 | AdjustKnownSeeds(); |
733 | |||
734 | // TODO: I think, this won't send anything, as we are still a child here... | ||
735 | Animator.TrySetMovementAnimation("STAND"); | 798 | Animator.TrySetMovementAnimation("STAND"); |
736 | |||
737 | // we created a new ScenePresence (a new child agent) in a fresh region. | 799 | // we created a new ScenePresence (a new child agent) in a fresh region. |
738 | // Request info about all the (root) agents in this region | 800 | // Request info about all the (root) agents in this region |
739 | // Note: This won't send data *to* other clients in that region (children don't send) | 801 | // Note: This won't send data *to* other clients in that region (children don't send) |
@@ -784,25 +846,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
784 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 846 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
785 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 847 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
786 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 848 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
787 | Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 849 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
788 | Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD | 850 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE |
789 | Dir_Vectors[7] = -Vector3.UnitX; //BACK | 851 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE |
852 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | ||
853 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
790 | } | 854 | } |
791 | 855 | ||
792 | private Vector3[] GetWalkDirectionVectors() | 856 | private Vector3[] GetWalkDirectionVectors() |
793 | { | 857 | { |
794 | Vector3[] vector = new Vector3[9]; | 858 | Vector3[] vector = new Vector3[11]; |
795 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD | 859 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
796 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK | 860 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
797 | vector[2] = Vector3.UnitY; //LEFT | 861 | vector[2] = Vector3.UnitY; //LEFT |
798 | vector[3] = -Vector3.UnitY; //RIGHT | 862 | vector[3] = -Vector3.UnitY; //RIGHT |
799 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 863 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
800 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN | 864 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
801 | vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | 865 | vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE |
802 | vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge | 866 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE |
803 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge | 867 | vector[8] = Vector3.UnitY; //LEFT_NUDGE |
868 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | ||
869 | vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE | ||
804 | return vector; | 870 | return vector; |
805 | } | 871 | } |
872 | |||
873 | private bool[] GetDirectionIsNudge() | ||
874 | { | ||
875 | bool[] isNudge = new bool[11]; | ||
876 | isNudge[0] = false; //FORWARD | ||
877 | isNudge[1] = false; //BACK | ||
878 | isNudge[2] = false; //LEFT | ||
879 | isNudge[3] = false; //RIGHT | ||
880 | isNudge[4] = false; //UP | ||
881 | isNudge[5] = false; //DOWN | ||
882 | isNudge[6] = true; //FORWARD_NUDGE | ||
883 | isNudge[7] = true; //BACK_NUDGE | ||
884 | isNudge[8] = true; //LEFT_NUDGE | ||
885 | isNudge[9] = true; //RIGHT_NUDGE | ||
886 | isNudge[10] = true; //DOWN_Nudge | ||
887 | return isNudge; | ||
888 | } | ||
889 | |||
806 | 890 | ||
807 | #endregion | 891 | #endregion |
808 | 892 | ||
@@ -867,6 +951,62 @@ namespace OpenSim.Region.Framework.Scenes | |||
867 | pos.Y = crossedBorder.BorderLine.Z - 1; | 951 | pos.Y = crossedBorder.BorderLine.Z - 1; |
868 | } | 952 | } |
869 | 953 | ||
954 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
955 | if (land != null) | ||
956 | { | ||
957 | // If we come in via login, landmark or map, we want to | ||
958 | // honor landing points. If we come in via Lure, we want | ||
959 | // to ignore them. | ||
960 | if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) || | ||
961 | (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 || | ||
962 | (m_teleportFlags & TeleportFlags.ViaLocation) != 0) | ||
963 | { | ||
964 | // Don't restrict gods, estate managers, or land owners to | ||
965 | // the TP point. This behaviour mimics agni. | ||
966 | if (land.LandData.LandingType == (byte)LandingType.LandingPoint && | ||
967 | land.LandData.UserLocation != Vector3.Zero && | ||
968 | GodLevel < 200 && | ||
969 | ((land.LandData.OwnerID != m_uuid && | ||
970 | (!m_scene.Permissions.IsGod(m_uuid)) && | ||
971 | (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0)) | ||
972 | { | ||
973 | pos = land.LandData.UserLocation; | ||
974 | } | ||
975 | } | ||
976 | |||
977 | land.SendLandUpdateToClient(ControllingClient); | ||
978 | } | ||
979 | |||
980 | if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) | ||
981 | { | ||
982 | Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); | ||
983 | |||
984 | if (pos.X < 0) | ||
985 | { | ||
986 | emergencyPos.X = (int)Constants.RegionSize + pos.X; | ||
987 | if (!(pos.Y < 0)) | ||
988 | emergencyPos.Y = pos.Y; | ||
989 | if (!(pos.Z < 0)) | ||
990 | emergencyPos.Z = pos.Z; | ||
991 | } | ||
992 | if (pos.Y < 0) | ||
993 | { | ||
994 | emergencyPos.Y = (int)Constants.RegionSize + pos.Y; | ||
995 | if (!(pos.X < 0)) | ||
996 | emergencyPos.X = pos.X; | ||
997 | if (!(pos.Z < 0)) | ||
998 | emergencyPos.Z = pos.Z; | ||
999 | } | ||
1000 | if (pos.Z < 0) | ||
1001 | { | ||
1002 | emergencyPos.Z = 128; | ||
1003 | if (!(pos.Y < 0)) | ||
1004 | emergencyPos.Y = pos.Y; | ||
1005 | if (!(pos.X < 0)) | ||
1006 | emergencyPos.X = pos.X; | ||
1007 | } | ||
1008 | } | ||
1009 | |||
870 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) | 1010 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) |
871 | { | 1011 | { |
872 | m_log.WarnFormat( | 1012 | m_log.WarnFormat( |
@@ -1012,16 +1152,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
1012 | /// <summary> | 1152 | /// <summary> |
1013 | /// Removes physics plugin scene representation of this agent if it exists. | 1153 | /// Removes physics plugin scene representation of this agent if it exists. |
1014 | /// </summary> | 1154 | /// </summary> |
1015 | private void RemoveFromPhysicalScene() | 1155 | public void RemoveFromPhysicalScene() |
1016 | { | 1156 | { |
1017 | if (PhysicsActor != null) | 1157 | if (PhysicsActor != null) |
1018 | { | 1158 | { |
1019 | m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; | 1159 | try |
1020 | m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; | 1160 | { |
1021 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); | 1161 | m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; |
1022 | m_physicsActor.UnSubscribeEvents(); | 1162 | m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; |
1023 | m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; | 1163 | m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; |
1024 | PhysicsActor = null; | 1164 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); |
1165 | m_physicsActor.UnSubscribeEvents(); | ||
1166 | PhysicsActor = null; | ||
1167 | } | ||
1168 | catch | ||
1169 | { } | ||
1025 | } | 1170 | } |
1026 | } | 1171 | } |
1027 | 1172 | ||
@@ -1032,11 +1177,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1032 | public void Teleport(Vector3 pos) | 1177 | public void Teleport(Vector3 pos) |
1033 | { | 1178 | { |
1034 | bool isFlying = false; | 1179 | bool isFlying = false; |
1180 | |||
1035 | if (m_physicsActor != null) | 1181 | if (m_physicsActor != null) |
1036 | isFlying = m_physicsActor.Flying; | 1182 | isFlying = m_physicsActor.Flying; |
1037 | 1183 | ||
1038 | RemoveFromPhysicalScene(); | 1184 | RemoveFromPhysicalScene(); |
1039 | Velocity = Vector3.Zero; | 1185 | Velocity = Vector3.Zero; |
1186 | CheckLandingPoint(ref pos); | ||
1040 | AbsolutePosition = pos; | 1187 | AbsolutePosition = pos; |
1041 | AddToPhysicalScene(isFlying); | 1188 | AddToPhysicalScene(isFlying); |
1042 | if (m_appearance != null) | 1189 | if (m_appearance != null) |
@@ -1046,6 +1193,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1046 | } | 1193 | } |
1047 | 1194 | ||
1048 | SendTerseUpdateToAllClients(); | 1195 | SendTerseUpdateToAllClients(); |
1196 | |||
1049 | } | 1197 | } |
1050 | 1198 | ||
1051 | public void TeleportWithMomentum(Vector3 pos) | 1199 | public void TeleportWithMomentum(Vector3 pos) |
@@ -1055,6 +1203,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1055 | isFlying = m_physicsActor.Flying; | 1203 | isFlying = m_physicsActor.Flying; |
1056 | 1204 | ||
1057 | RemoveFromPhysicalScene(); | 1205 | RemoveFromPhysicalScene(); |
1206 | CheckLandingPoint(ref pos); | ||
1058 | AbsolutePosition = pos; | 1207 | AbsolutePosition = pos; |
1059 | AddToPhysicalScene(isFlying); | 1208 | AddToPhysicalScene(isFlying); |
1060 | if (m_appearance != null) | 1209 | if (m_appearance != null) |
@@ -1265,6 +1414,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1265 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); | 1414 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); |
1266 | 1415 | ||
1267 | m_pos = m_LastFinitePos; | 1416 | m_pos = m_LastFinitePos; |
1417 | |||
1268 | if (!m_pos.IsFinite()) | 1418 | if (!m_pos.IsFinite()) |
1269 | { | 1419 | { |
1270 | m_pos.X = 127f; | 1420 | m_pos.X = 127f; |
@@ -1335,7 +1485,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1335 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); | 1485 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); |
1336 | } | 1486 | } |
1337 | } | 1487 | } |
1338 | |||
1339 | lock (scriptedcontrols) | 1488 | lock (scriptedcontrols) |
1340 | { | 1489 | { |
1341 | if (scriptedcontrols.Count > 0) | 1490 | if (scriptedcontrols.Count > 0) |
@@ -1350,6 +1499,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1350 | 1499 | ||
1351 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) | 1500 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) |
1352 | { | 1501 | { |
1502 | m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. | ||
1503 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | ||
1504 | |||
1353 | // TODO: This doesn't prevent the user from walking yet. | 1505 | // TODO: This doesn't prevent the user from walking yet. |
1354 | // Setting parent ID would fix this, if we knew what value | 1506 | // Setting parent ID would fix this, if we knew what value |
1355 | // to use. Or we could add a m_isSitting variable. | 1507 | // to use. Or we could add a m_isSitting variable. |
@@ -1398,12 +1550,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1398 | if (actor.Flying != oldflying) | 1550 | if (actor.Flying != oldflying) |
1399 | update_movementflag = true; | 1551 | update_movementflag = true; |
1400 | 1552 | ||
1553 | if (m_animator.m_jumping) // add for jumping | ||
1554 | update_movementflag = true; | ||
1555 | |||
1401 | if (q != m_bodyRot) | 1556 | if (q != m_bodyRot) |
1402 | { | 1557 | { |
1403 | m_bodyRot = q; | 1558 | m_bodyRot = q; |
1404 | update_rotation = true; | 1559 | update_rotation = true; |
1405 | } | 1560 | } |
1406 | 1561 | ||
1562 | //guilty until proven innocent.. | ||
1563 | bool Nudging = true; | ||
1564 | //Basically, if there is at least one non-nudge control then we don't need | ||
1565 | //to worry about stopping the avatar | ||
1566 | |||
1407 | if (m_parentID == 0) | 1567 | if (m_parentID == 0) |
1408 | { | 1568 | { |
1409 | bool bAllowUpdateMoveToPosition = false; | 1569 | bool bAllowUpdateMoveToPosition = false; |
@@ -1418,9 +1578,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1418 | else | 1578 | else |
1419 | dirVectors = Dir_Vectors; | 1579 | dirVectors = Dir_Vectors; |
1420 | 1580 | ||
1421 | // The fact that m_movementflag is a byte needs to be fixed | 1581 | bool[] isNudge = GetDirectionIsNudge(); |
1422 | // it really should be a uint | 1582 | |
1423 | uint nudgehack = 250; | 1583 | |
1584 | |||
1585 | |||
1586 | |||
1424 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 1587 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
1425 | { | 1588 | { |
1426 | if (((uint)flags & (uint)DCF) != 0) | 1589 | if (((uint)flags & (uint)DCF) != 0) |
@@ -1430,40 +1593,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
1430 | try | 1593 | try |
1431 | { | 1594 | { |
1432 | agent_control_v3 += dirVectors[i]; | 1595 | agent_control_v3 += dirVectors[i]; |
1433 | //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); | 1596 | if (isNudge[i] == false) |
1597 | { | ||
1598 | Nudging = false; | ||
1599 | } | ||
1434 | } | 1600 | } |
1435 | catch (IndexOutOfRangeException) | 1601 | catch (IndexOutOfRangeException) |
1436 | { | 1602 | { |
1437 | // Why did I get this? | 1603 | // Why did I get this? |
1438 | } | 1604 | } |
1439 | 1605 | ||
1440 | if ((m_movementflag & (byte)(uint)DCF) == 0) | 1606 | if ((m_movementflag & (uint)DCF) == 0) |
1441 | { | 1607 | { |
1442 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1443 | { | ||
1444 | m_movementflag |= (byte)nudgehack; | ||
1445 | } | ||
1446 | m_movementflag += (byte)(uint)DCF; | 1608 | m_movementflag += (byte)(uint)DCF; |
1447 | update_movementflag = true; | 1609 | update_movementflag = true; |
1448 | } | 1610 | } |
1449 | } | 1611 | } |
1450 | else | 1612 | else |
1451 | { | 1613 | { |
1452 | if ((m_movementflag & (byte)(uint)DCF) != 0 || | 1614 | if ((m_movementflag & (uint)DCF) != 0) |
1453 | ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1454 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1455 | ) // This or is for Nudge forward | ||
1456 | { | 1615 | { |
1457 | m_movementflag -= ((byte)(uint)DCF); | 1616 | m_movementflag -= (byte)(uint)DCF; |
1458 | |||
1459 | update_movementflag = true; | 1617 | update_movementflag = true; |
1460 | /* | ||
1461 | if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1462 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1463 | { | ||
1464 | m_log.Debug("Removed Hack flag"); | ||
1465 | } | ||
1466 | */ | ||
1467 | } | 1618 | } |
1468 | else | 1619 | else |
1469 | { | 1620 | { |
@@ -1472,7 +1623,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1472 | } | 1623 | } |
1473 | i++; | 1624 | i++; |
1474 | } | 1625 | } |
1475 | |||
1476 | //Paupaw:Do Proper PID for Autopilot here | 1626 | //Paupaw:Do Proper PID for Autopilot here |
1477 | if (bResetMoveToPosition) | 1627 | if (bResetMoveToPosition) |
1478 | { | 1628 | { |
@@ -1484,8 +1634,41 @@ namespace OpenSim.Region.Framework.Scenes | |||
1484 | 1634 | ||
1485 | if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving)) | 1635 | if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving)) |
1486 | { | 1636 | { |
1637 | /* | ||
1638 | bool twoD = false; | ||
1639 | bool there = false; | ||
1640 | if (Animator != null) | ||
1641 | { | ||
1642 | switch (Animator.CurrentMovementAnimation) | ||
1643 | { | ||
1644 | case "STAND": | ||
1645 | case "WALK": | ||
1646 | case "RUN": | ||
1647 | case "CROUCH": | ||
1648 | case "CROUCHWALK": | ||
1649 | { | ||
1650 | twoD = true; | ||
1651 | } | ||
1652 | break; | ||
1653 | } | ||
1654 | } | ||
1655 | |||
1656 | if (twoD) | ||
1657 | { | ||
1658 | */ | ||
1659 | Vector3 abspos = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, 0.0f); | ||
1660 | Vector3 tgt = new Vector3(m_moveToPositionTarget.X, m_moveToPositionTarget.Y, 0.0f); | ||
1661 | /* if (Util.GetDistanceTo(abspos, tgt) <= 0.5f) there = true; | ||
1662 | } | ||
1663 | else | ||
1664 | { | ||
1665 | if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f) there = true; | ||
1666 | } | ||
1667 | */ | ||
1487 | //Check the error term of the current position in relation to the target position | 1668 | //Check the error term of the current position in relation to the target position |
1488 | if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f) | 1669 | // if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f) |
1670 | // if (there) | ||
1671 | if (Util.GetDistanceTo(abspos, tgt) <= 0.5f) | ||
1489 | { | 1672 | { |
1490 | // we are close enough to the target | 1673 | // we are close enough to the target |
1491 | m_moveToPositionTarget = Vector3.Zero; | 1674 | m_moveToPositionTarget = Vector3.Zero; |
@@ -1502,11 +1685,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
1502 | // unknown forces are acting on the avatar and we need to adaptively respond | 1685 | // unknown forces are acting on the avatar and we need to adaptively respond |
1503 | // to such forces, but the following simple approach seems to works fine. | 1686 | // to such forces, but the following simple approach seems to works fine. |
1504 | Vector3 LocalVectorToTarget3D = | 1687 | Vector3 LocalVectorToTarget3D = |
1505 | (m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords | 1688 | // (m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords |
1689 | (tgt - abspos) | ||
1506 | * Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords | 1690 | * Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords |
1507 | // Ignore z component of vector | 1691 | // Ignore z component of vector |
1508 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1692 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1509 | LocalVectorToTarget2D.Normalize(); | 1693 | LocalVectorToTarget2D.Normalize(); |
1694 | |||
1695 | //We're not nudging | ||
1696 | Nudging = false; | ||
1510 | agent_control_v3 += LocalVectorToTarget2D; | 1697 | agent_control_v3 += LocalVectorToTarget2D; |
1511 | 1698 | ||
1512 | // update avatar movement flags. the avatar coordinate system is as follows: | 1699 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1597,13 +1784,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1597 | // m_log.DebugFormat( | 1784 | // m_log.DebugFormat( |
1598 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); | 1785 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); |
1599 | 1786 | ||
1600 | AddNewMovement(agent_control_v3, q); | 1787 | AddNewMovement(agent_control_v3, q, Nudging); |
1601 | 1788 | ||
1602 | 1789 | ||
1603 | } | 1790 | } |
1604 | } | 1791 | } |
1605 | 1792 | ||
1606 | if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) | 1793 | if (update_movementflag && !SitGround) |
1607 | Animator.UpdateMovementAnimations(); | 1794 | Animator.UpdateMovementAnimations(); |
1608 | 1795 | ||
1609 | m_scene.EventManager.TriggerOnClientMovement(this); | 1796 | m_scene.EventManager.TriggerOnClientMovement(this); |
@@ -1618,7 +1805,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1618 | m_sitAtAutoTarget = false; | 1805 | m_sitAtAutoTarget = false; |
1619 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; | 1806 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; |
1620 | //proxy.PCode = (byte)PCode.ParticleSystem; | 1807 | //proxy.PCode = (byte)PCode.ParticleSystem; |
1621 | |||
1622 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); | 1808 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); |
1623 | proxyObjectGroup.AttachToScene(m_scene); | 1809 | proxyObjectGroup.AttachToScene(m_scene); |
1624 | 1810 | ||
@@ -1637,8 +1823,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
1637 | // } | 1823 | // } |
1638 | } | 1824 | } |
1639 | 1825 | ||
1826 | public void StopMoveToPosition() | ||
1827 | { | ||
1828 | m_moveToPositionTarget = Vector3.Zero; | ||
1829 | m_moveToPositionInProgress = false; | ||
1830 | } | ||
1831 | |||
1640 | public void DoMoveToPosition(Object sender, string method, List<String> args) | 1832 | public void DoMoveToPosition(Object sender, string method, List<String> args) |
1641 | { | 1833 | { |
1834 | //Console.WriteLine("SP:DoMoveToPosition"); | ||
1642 | try | 1835 | try |
1643 | { | 1836 | { |
1644 | float locx = 0f; | 1837 | float locx = 0f; |
@@ -1660,7 +1853,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1660 | } | 1853 | } |
1661 | m_moveToPositionInProgress = true; | 1854 | m_moveToPositionInProgress = true; |
1662 | m_moveToPositionTarget = new Vector3(locx, locy, locz); | 1855 | m_moveToPositionTarget = new Vector3(locx, locy, locz); |
1663 | } | 1856 | } |
1664 | catch (Exception ex) | 1857 | catch (Exception ex) |
1665 | { | 1858 | { |
1666 | //Why did I get this error? | 1859 | //Why did I get this error? |
@@ -1682,7 +1875,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1682 | Velocity = Vector3.Zero; | 1875 | Velocity = Vector3.Zero; |
1683 | SendAvatarDataToAllAgents(); | 1876 | SendAvatarDataToAllAgents(); |
1684 | 1877 | ||
1685 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1878 | HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? |
1686 | } | 1879 | } |
1687 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); | 1880 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); |
1688 | m_requestedSitTargetUUID = UUID.Zero; | 1881 | m_requestedSitTargetUUID = UUID.Zero; |
@@ -1719,25 +1912,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
1719 | 1912 | ||
1720 | if (m_parentID != 0) | 1913 | if (m_parentID != 0) |
1721 | { | 1914 | { |
1722 | m_log.Debug("StandupCode Executed"); | 1915 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); |
1723 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | ||
1724 | if (part != null) | 1916 | if (part != null) |
1725 | { | 1917 | { |
1918 | part.TaskInventory.LockItemsForRead(true); | ||
1726 | TaskInventoryDictionary taskIDict = part.TaskInventory; | 1919 | TaskInventoryDictionary taskIDict = part.TaskInventory; |
1727 | if (taskIDict != null) | 1920 | if (taskIDict != null) |
1728 | { | 1921 | { |
1729 | lock (taskIDict) | 1922 | foreach (UUID taskID in taskIDict.Keys) |
1730 | { | 1923 | { |
1731 | foreach (UUID taskID in taskIDict.Keys) | 1924 | UnRegisterControlEventsToScript(LocalId, taskID); |
1732 | { | 1925 | taskIDict[taskID].PermsMask &= ~( |
1733 | UnRegisterControlEventsToScript(LocalId, taskID); | 1926 | 2048 | //PERMISSION_CONTROL_CAMERA |
1734 | taskIDict[taskID].PermsMask &= ~( | 1927 | 4); // PERMISSION_TAKE_CONTROLS |
1735 | 2048 | //PERMISSION_CONTROL_CAMERA | ||
1736 | 4); // PERMISSION_TAKE_CONTROLS | ||
1737 | } | ||
1738 | } | 1928 | } |
1739 | |||
1740 | } | 1929 | } |
1930 | part.TaskInventory.LockItemsForRead(false); | ||
1741 | // Reset sit target. | 1931 | // Reset sit target. |
1742 | if (part.GetAvatarOnSitTarget() == UUID) | 1932 | if (part.GetAvatarOnSitTarget() == UUID) |
1743 | part.SitTargetAvatar = UUID.Zero; | 1933 | part.SitTargetAvatar = UUID.Zero; |
@@ -1746,16 +1936,55 @@ namespace OpenSim.Region.Framework.Scenes | |||
1746 | m_parentPosition = part.GetWorldPosition(); | 1936 | m_parentPosition = part.GetWorldPosition(); |
1747 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); | 1937 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); |
1748 | } | 1938 | } |
1939 | // part.GetWorldRotation() is the rotation of the object being sat on | ||
1940 | // Rotation is the sittiing Av's rotation | ||
1941 | |||
1942 | Quaternion partRot; | ||
1943 | // if (part.LinkNum == 1) | ||
1944 | // { // Root prim of linkset | ||
1945 | // partRot = part.ParentGroup.RootPart.RotationOffset; | ||
1946 | // } | ||
1947 | // else | ||
1948 | // { // single or child prim | ||
1949 | |||
1950 | // } | ||
1951 | if (part == null) //CW: Part may be gone. llDie() for example. | ||
1952 | { | ||
1953 | partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1954 | } | ||
1955 | else | ||
1956 | { | ||
1957 | partRot = part.GetWorldRotation(); | ||
1958 | } | ||
1749 | 1959 | ||
1960 | Quaternion partIRot = Quaternion.Inverse(partRot); | ||
1961 | |||
1962 | Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av | ||
1963 | Vector3 avStandUp = new Vector3(0.3f, 0f, 0f) * avatarRot; // 0.3M infront of av | ||
1964 | |||
1965 | |||
1750 | if (m_physicsActor == null) | 1966 | if (m_physicsActor == null) |
1751 | { | 1967 | { |
1752 | AddToPhysicalScene(false); | 1968 | AddToPhysicalScene(false); |
1753 | } | 1969 | } |
1754 | 1970 | //CW: If the part isn't null then we can set the current position | |
1755 | m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); | 1971 | if (part != null) |
1756 | m_parentPosition = Vector3.Zero; | 1972 | { |
1757 | 1973 | Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset! | |
1758 | m_parentID = 0; | 1974 | AbsolutePosition = avWorldStandUp; //KF: Fix stand up. |
1975 | part.IsOccupied = false; | ||
1976 | part.ParentGroup.DeleteAvatar(ControllingClient.AgentId); | ||
1977 | } | ||
1978 | else | ||
1979 | { | ||
1980 | //CW: Since the part doesn't exist, a coarse standup position isn't an issue | ||
1981 | AbsolutePosition = m_lastWorldPosition; | ||
1982 | } | ||
1983 | |||
1984 | m_parentPosition = Vector3.Zero; | ||
1985 | m_parentID = 0; | ||
1986 | m_linkedPrim = UUID.Zero; | ||
1987 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1759 | SendAvatarDataToAllAgents(); | 1988 | SendAvatarDataToAllAgents(); |
1760 | m_requestedSitTargetID = 0; | 1989 | m_requestedSitTargetID = 0; |
1761 | if (m_physicsActor != null && m_appearance != null) | 1990 | if (m_physicsActor != null && m_appearance != null) |
@@ -1764,7 +1993,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1764 | SetHeight(m_appearance.AvatarHeight); | 1993 | SetHeight(m_appearance.AvatarHeight); |
1765 | } | 1994 | } |
1766 | } | 1995 | } |
1767 | |||
1768 | Animator.TrySetMovementAnimation("STAND"); | 1996 | Animator.TrySetMovementAnimation("STAND"); |
1769 | } | 1997 | } |
1770 | 1998 | ||
@@ -1795,13 +2023,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1795 | Vector3 avSitOffSet = part.SitTargetPosition; | 2023 | Vector3 avSitOffSet = part.SitTargetPosition; |
1796 | Quaternion avSitOrientation = part.SitTargetOrientation; | 2024 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1797 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 2025 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); |
1798 | 2026 | bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero); | |
1799 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 2027 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1800 | bool SitTargetisSet = | 2028 | if (SitTargetisSet && !SitTargetOccupied) |
1801 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && | ||
1802 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); | ||
1803 | |||
1804 | if (SitTargetisSet && SitTargetUnOccupied) | ||
1805 | { | 2029 | { |
1806 | //switch the target to this prim | 2030 | //switch the target to this prim |
1807 | return part; | 2031 | return part; |
@@ -1815,85 +2039,168 @@ namespace OpenSim.Region.Framework.Scenes | |||
1815 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) | 2039 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) |
1816 | { | 2040 | { |
1817 | bool autopilot = true; | 2041 | bool autopilot = true; |
2042 | Vector3 autopilotTarget = new Vector3(); | ||
2043 | Quaternion sitOrientation = Quaternion.Identity; | ||
1818 | Vector3 pos = new Vector3(); | 2044 | Vector3 pos = new Vector3(); |
1819 | Quaternion sitOrientation = pSitOrientation; | ||
1820 | Vector3 cameraEyeOffset = Vector3.Zero; | 2045 | Vector3 cameraEyeOffset = Vector3.Zero; |
1821 | Vector3 cameraAtOffset = Vector3.Zero; | 2046 | Vector3 cameraAtOffset = Vector3.Zero; |
1822 | bool forceMouselook = false; | 2047 | bool forceMouselook = false; |
1823 | 2048 | ||
1824 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); | 2049 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); |
1825 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); | 2050 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); |
1826 | if (part != null) | 2051 | if (part == null) return; |
1827 | { | 2052 | |
1828 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | 2053 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client |
1829 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | 2054 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it |
1830 | 2055 | ||
1831 | // Is a sit target available? | 2056 | // part is the prim to sit on |
1832 | Vector3 avSitOffSet = part.SitTargetPosition; | 2057 | // offset is the world-ref vector distance from that prim center to the click-spot |
1833 | Quaternion avSitOrientation = part.SitTargetOrientation; | 2058 | // UUID is the UUID of the Avatar doing the clicking |
1834 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 2059 | |
1835 | 2060 | m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation | |
1836 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 2061 | |
1837 | bool SitTargetisSet = | 2062 | // Is a sit target available? |
1838 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && | 2063 | Vector3 avSitOffSet = part.SitTargetPosition; |
1839 | ( | 2064 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1840 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion | 2065 | |
1841 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point | 2066 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1842 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion | 2067 | // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); |
1843 | ) | 2068 | Quaternion partRot; |
1844 | )); | 2069 | // if (part.LinkNum == 1) |
1845 | 2070 | // { // Root prim of linkset | |
1846 | if (SitTargetisSet && SitTargetUnOccupied) | 2071 | // partRot = part.ParentGroup.RootPart.RotationOffset; |
1847 | { | 2072 | // } |
1848 | part.SitTargetAvatar = UUID; | 2073 | // else |
1849 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); | 2074 | // { // single or child prim |
1850 | sitOrientation = avSitOrientation; | 2075 | partRot = part.GetWorldRotation(); |
1851 | autopilot = false; | 2076 | // } |
1852 | } | 2077 | Quaternion partIRot = Quaternion.Inverse(partRot); |
1853 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); | 2078 | //Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet); |
1854 | 2079 | // Sit analysis rewritten by KF 091125 | |
1855 | pos = part.AbsolutePosition + offset; | 2080 | if (SitTargetisSet) // scipted sit |
1856 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) | 2081 | { |
1857 | //{ | 2082 | if (!part.IsOccupied) |
1858 | // offset = pos; | 2083 | { |
1859 | //autopilot = false; | 2084 | //Console.WriteLine("Scripted, unoccupied"); |
1860 | //} | 2085 | part.SitTargetAvatar = UUID; // set that Av will be on it |
1861 | if (m_physicsActor != null) | 2086 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one |
1862 | { | 2087 | |
1863 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | 2088 | Quaternion nrot = avSitOrientation; |
1864 | // We can remove the physicsActor until they stand up. | 2089 | if (!part.IsRoot) |
1865 | m_sitAvatarHeight = m_physicsActor.Size.Z; | ||
1866 | |||
1867 | if (autopilot) | ||
1868 | { | 2090 | { |
1869 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) | 2091 | nrot = part.RotationOffset * avSitOrientation; |
1870 | { | ||
1871 | autopilot = false; | ||
1872 | |||
1873 | RemoveFromPhysicalScene(); | ||
1874 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); | ||
1875 | } | ||
1876 | } | 2092 | } |
1877 | else | 2093 | sitOrientation = nrot; // Change rotatione to the scripted one |
2094 | OffsetRotation = nrot; | ||
2095 | autopilot = false; // Jump direct to scripted llSitPos() | ||
2096 | } | ||
2097 | else | ||
2098 | { | ||
2099 | //Console.WriteLine("Scripted, occupied"); | ||
2100 | return; | ||
2101 | } | ||
2102 | } | ||
2103 | else // Not Scripted | ||
2104 | { | ||
2105 | 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 | ||
2106 | { | ||
2107 | // large prim & offset, ignore if other Avs sitting | ||
2108 | // offset.Z -= 0.05f; | ||
2109 | m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked | ||
2110 | autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point | ||
2111 | |||
2112 | //Console.WriteLine(" offset ={0}", offset); | ||
2113 | //Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos); | ||
2114 | //Console.WriteLine(" autopilotTarget={0}", autopilotTarget); | ||
2115 | |||
2116 | } | ||
2117 | else // small offset | ||
2118 | { | ||
2119 | //Console.WriteLine("Small offset"); | ||
2120 | if (!part.IsOccupied) | ||
2121 | { | ||
2122 | m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center | ||
2123 | autopilotTarget = part.AbsolutePosition; | ||
2124 | //Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget); | ||
2125 | } | ||
2126 | else return; // occupied small | ||
2127 | } // end large/small | ||
2128 | } // end Scripted/not | ||
2129 | |||
2130 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); | ||
2131 | |||
2132 | cameraAtOffset = part.GetCameraAtOffset(); | ||
2133 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
2134 | forceMouselook = part.GetForceMouselook(); | ||
2135 | if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); // | ||
2136 | if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); // | ||
2137 | |||
2138 | if (m_physicsActor != null) | ||
2139 | { | ||
2140 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | ||
2141 | // We can remove the physicsActor until they stand up. | ||
2142 | m_sitAvatarHeight = m_physicsActor.Size.Z; | ||
2143 | if (autopilot) | ||
2144 | { // its not a scripted sit | ||
2145 | // if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) | ||
2146 | if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) ) | ||
1878 | { | 2147 | { |
2148 | autopilot = false; // close enough | ||
2149 | m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2150 | Not using the part's position because returning the AV to the last known standing | ||
2151 | position is likely to be more friendly, isn't it? */ | ||
1879 | RemoveFromPhysicalScene(); | 2152 | RemoveFromPhysicalScene(); |
1880 | } | 2153 | Velocity = Vector3.Zero; |
2154 | AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target | ||
2155 | } // else the autopilot will get us close | ||
2156 | } | ||
2157 | else | ||
2158 | { // its a scripted sit | ||
2159 | m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2160 | I *am* using the part's position this time because we have no real idea how far away | ||
2161 | the avatar is from the sit target. */ | ||
2162 | RemoveFromPhysicalScene(); | ||
2163 | Velocity = Vector3.Zero; | ||
1881 | } | 2164 | } |
1882 | |||
1883 | cameraAtOffset = part.GetCameraAtOffset(); | ||
1884 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
1885 | forceMouselook = part.GetForceMouselook(); | ||
1886 | } | 2165 | } |
1887 | 2166 | else return; // physactor is null! | |
1888 | ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | 2167 | |
1889 | m_requestedSitTargetUUID = targetID; | 2168 | Vector3 offsetr; // = offset * partIRot; |
2169 | // KF: In a linkset, offsetr needs to be relative to the group root! 091208 | ||
2170 | // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot); | ||
2171 | // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error. | ||
2172 | // { // Single, or Root prim of linkset, target is ClickOffset * RootRot | ||
2173 | //offsetr = offset * partIRot; | ||
2174 | // | ||
2175 | // } | ||
2176 | // else | ||
2177 | // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) | ||
2178 | // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + | ||
2179 | // (offset * partRot); | ||
2180 | // } | ||
2181 | |||
2182 | //Console.WriteLine(" "); | ||
2183 | //Console.WriteLine("link number ={0}", part.LinkNum); | ||
2184 | //Console.WriteLine("Prim offset ={0}", part.OffsetPosition ); | ||
2185 | //Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset); | ||
2186 | //Console.WriteLine("Click offst ={0}", offset); | ||
2187 | //Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation()); | ||
2188 | //Console.WriteLine("offsetr ={0}", offsetr); | ||
2189 | //Console.WriteLine("Camera At ={0}", cameraAtOffset); | ||
2190 | //Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); | ||
2191 | |||
2192 | //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child | ||
2193 | ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | ||
2194 | |||
2195 | m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target | ||
1890 | // This calls HandleAgentSit twice, once from here, and the client calls | 2196 | // This calls HandleAgentSit twice, once from here, and the client calls |
1891 | // HandleAgentSit itself after it gets to the location | 2197 | // HandleAgentSit itself after it gets to the location |
1892 | // It doesn't get to the location until we've moved them there though | 2198 | // It doesn't get to the location until we've moved them there though |
1893 | // which happens in HandleAgentSit :P | 2199 | // which happens in HandleAgentSit :P |
1894 | m_autopilotMoving = autopilot; | 2200 | m_autopilotMoving = autopilot; |
1895 | m_autoPilotTarget = pos; | 2201 | m_autoPilotTarget = autopilotTarget; |
1896 | m_sitAtAutoTarget = autopilot; | 2202 | m_sitAtAutoTarget = autopilot; |
2203 | m_initialSitTarget = autopilotTarget; | ||
1897 | if (!autopilot) | 2204 | if (!autopilot) |
1898 | HandleAgentSit(remoteClient, UUID); | 2205 | HandleAgentSit(remoteClient, UUID); |
1899 | } | 2206 | } |
@@ -2188,47 +2495,130 @@ namespace OpenSim.Region.Framework.Scenes | |||
2188 | { | 2495 | { |
2189 | if (part != null) | 2496 | if (part != null) |
2190 | { | 2497 | { |
2498 | //Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation()); | ||
2191 | if (part.GetAvatarOnSitTarget() == UUID) | 2499 | if (part.GetAvatarOnSitTarget() == UUID) |
2192 | { | 2500 | { |
2501 | //Console.WriteLine("Scripted Sit"); | ||
2502 | // Scripted sit | ||
2193 | Vector3 sitTargetPos = part.SitTargetPosition; | 2503 | Vector3 sitTargetPos = part.SitTargetPosition; |
2194 | Quaternion sitTargetOrient = part.SitTargetOrientation; | 2504 | Quaternion sitTargetOrient = part.SitTargetOrientation; |
2195 | |||
2196 | //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); | ||
2197 | //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); | ||
2198 | |||
2199 | //Quaternion result = (sitTargetOrient * vq) * nq; | ||
2200 | |||
2201 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 2505 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
2202 | m_pos += SIT_TARGET_ADJUSTMENT; | 2506 | m_pos += SIT_TARGET_ADJUSTMENT; |
2507 | if (!part.IsRoot) | ||
2508 | { | ||
2509 | m_pos *= part.RotationOffset; | ||
2510 | } | ||
2203 | m_bodyRot = sitTargetOrient; | 2511 | m_bodyRot = sitTargetOrient; |
2204 | //Rotation = sitTargetOrient; | ||
2205 | m_parentPosition = part.AbsolutePosition; | 2512 | m_parentPosition = part.AbsolutePosition; |
2206 | 2513 | part.IsOccupied = true; | |
2207 | //SendTerseUpdateToAllClients(); | 2514 | part.ParentGroup.AddAvatar(agentID); |
2208 | } | 2515 | } |
2209 | else | 2516 | else |
2210 | { | 2517 | { |
2211 | m_pos -= part.AbsolutePosition; | 2518 | // if m_avUnscriptedSitPos is zero then Av sits above center |
2519 | // Else Av sits at m_avUnscriptedSitPos | ||
2520 | |||
2521 | // Non-scripted sit by Kitto Flora 21Nov09 | ||
2522 | // Calculate angle of line from prim to Av | ||
2523 | Quaternion partIRot; | ||
2524 | // if (part.LinkNum == 1) | ||
2525 | // { // Root prim of linkset | ||
2526 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2527 | // } | ||
2528 | // else | ||
2529 | // { // single or child prim | ||
2530 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2531 | // } | ||
2532 | Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; | ||
2533 | float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); | ||
2534 | float x_diff = ( m_avInitialPos.X - sitTargetPos.X); | ||
2535 | if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 | ||
2536 | if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 | ||
2537 | float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); | ||
2538 | // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. | ||
2539 | // Av sits at world euler <0,0, z>, translated by part rotation | ||
2540 | m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click | ||
2541 | |||
2212 | m_parentPosition = part.AbsolutePosition; | 2542 | m_parentPosition = part.AbsolutePosition; |
2213 | } | 2543 | part.IsOccupied = true; |
2544 | part.ParentGroup.AddAvatar(agentID); | ||
2545 | m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation | ||
2546 | (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center | ||
2547 | (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) + | ||
2548 | m_avUnscriptedSitPos; // adds click offset, if any | ||
2549 | //Set up raytrace to find top surface of prim | ||
2550 | Vector3 size = part.Scale; | ||
2551 | float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); | ||
2552 | Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); | ||
2553 | Vector3 down = new Vector3(0f, 0f, -1f); | ||
2554 | //Console.WriteLine("st={0} do={1} ma={2}", start, down, mag); | ||
2555 | m_scene.PhysicsScene.RaycastWorld( | ||
2556 | start, // Vector3 position, | ||
2557 | down, // Vector3 direction, | ||
2558 | mag, // float length, | ||
2559 | SitAltitudeCallback); // retMethod | ||
2560 | } // end scripted/not | ||
2214 | } | 2561 | } |
2215 | else | 2562 | else // no Av |
2216 | { | 2563 | { |
2217 | return; | 2564 | return; |
2218 | } | 2565 | } |
2219 | } | 2566 | } |
2220 | m_parentID = m_requestedSitTargetID; | ||
2221 | 2567 | ||
2568 | //We want our offsets to reference the root prim, not the child we may have sat on | ||
2569 | if (!part.IsRoot) | ||
2570 | { | ||
2571 | m_parentID = part.ParentGroup.RootPart.LocalId; | ||
2572 | m_pos += part.OffsetPosition; | ||
2573 | } | ||
2574 | else | ||
2575 | { | ||
2576 | m_parentID = m_requestedSitTargetID; | ||
2577 | } | ||
2578 | |||
2579 | m_linkedPrim = part.UUID; | ||
2580 | if (part.GetAvatarOnSitTarget() != UUID) | ||
2581 | { | ||
2582 | m_offsetRotation = m_offsetRotation / part.RotationOffset; | ||
2583 | } | ||
2222 | Velocity = Vector3.Zero; | 2584 | Velocity = Vector3.Zero; |
2223 | RemoveFromPhysicalScene(); | 2585 | RemoveFromPhysicalScene(); |
2224 | |||
2225 | Animator.TrySetMovementAnimation(sitAnimation); | 2586 | Animator.TrySetMovementAnimation(sitAnimation); |
2226 | SendAvatarDataToAllAgents(); | 2587 | SendAvatarDataToAllAgents(); |
2227 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | ||
2228 | // So we're also sending a terse update (which has avatar rotation) | ||
2229 | // [Update] We do now. | ||
2230 | //SendTerseUpdateToAllClients(); | 2588 | //SendTerseUpdateToAllClients(); |
2231 | } | 2589 | } |
2590 | |||
2591 | public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal) | ||
2592 | { | ||
2593 | // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer | ||
2594 | // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height. | ||
2595 | if(hitYN) | ||
2596 | { | ||
2597 | // m_pos = Av offset from prim center to make look like on center | ||
2598 | // m_parentPosition = Actual center pos of prim | ||
2599 | // collisionPoint = spot on prim where we want to sit | ||
2600 | // collisionPoint.Z = global sit surface height | ||
2601 | SceneObjectPart part = m_scene.GetSceneObjectPart(localid); | ||
2602 | Quaternion partIRot; | ||
2603 | // if (part.LinkNum == 1) | ||
2604 | /// { // Root prim of linkset | ||
2605 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2606 | // } | ||
2607 | // else | ||
2608 | // { // single or child prim | ||
2609 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2610 | // } | ||
2611 | if (m_initialSitTarget != null) | ||
2612 | { | ||
2613 | float offZ = collisionPoint.Z - m_initialSitTarget.Z; | ||
2614 | Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction | ||
2615 | //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); | ||
2616 | m_pos += offset; | ||
2617 | // ControllingClient.SendClearFollowCamProperties(part.UUID); | ||
2618 | } | ||
2619 | |||
2620 | } | ||
2621 | } // End SitAltitudeCallback KF. | ||
2232 | 2622 | ||
2233 | /// <summary> | 2623 | /// <summary> |
2234 | /// Event handler for the 'Always run' setting on the client | 2624 | /// Event handler for the 'Always run' setting on the client |
@@ -2258,12 +2648,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2258 | /// </summary> | 2648 | /// </summary> |
2259 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 2649 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
2260 | /// <param name="rotation">The direction in which this avatar should now face. | 2650 | /// <param name="rotation">The direction in which this avatar should now face. |
2261 | public void AddNewMovement(Vector3 vec, Quaternion rotation) | 2651 | public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging) |
2262 | { | 2652 | { |
2263 | if (m_isChildAgent) | 2653 | if (m_isChildAgent) |
2264 | { | 2654 | { |
2265 | // WHAT??? | 2655 | // WHAT??? |
2266 | m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!"); | 2656 | m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent"); |
2657 | |||
2267 | return; | 2658 | return; |
2268 | } | 2659 | } |
2269 | 2660 | ||
@@ -2272,15 +2663,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
2272 | Rotation = rotation; | 2663 | Rotation = rotation; |
2273 | Vector3 direc = vec * rotation; | 2664 | Vector3 direc = vec * rotation; |
2274 | direc.Normalize(); | 2665 | direc.Normalize(); |
2666 | PhysicsActor actor = m_physicsActor; | ||
2667 | |||
2668 | if (actor.Flying != m_flyingOld) // add for fly velocity control | ||
2669 | { | ||
2670 | m_flyingOld = actor.Flying; // add for fly velocity control | ||
2671 | if (!actor.Flying) m_wasFlying = true; // add for fly velocity control | ||
2672 | } | ||
2673 | |||
2674 | if (m_physicsActor.IsColliding == true) m_wasFlying = false; // add for fly velocity control | ||
2675 | |||
2676 | if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up. | ||
2275 | 2677 | ||
2276 | direc *= 0.03f * 128f * m_speedModifier; | 2678 | direc *= 0.03f * 128f * m_speedModifier; |
2277 | 2679 | ||
2278 | PhysicsActor actor = m_physicsActor; | ||
2279 | if (actor != null) | 2680 | if (actor != null) |
2280 | { | 2681 | { |
2281 | if (actor.Flying) | 2682 | if (actor.Flying) |
2282 | { | 2683 | { |
2283 | direc *= 4.0f; | 2684 | // rm speed mod direc *= 4.0f; |
2685 | direc *= 5.2f; // for speed mod | ||
2284 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 2686 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
2285 | //bool colliding = (m_physicsActor.IsColliding==true); | 2687 | //bool colliding = (m_physicsActor.IsColliding==true); |
2286 | //if (controlland) | 2688 | //if (controlland) |
@@ -2293,22 +2695,34 @@ namespace OpenSim.Region.Framework.Scenes | |||
2293 | // m_log.Info("[AGENT]: Stop FLying"); | 2695 | // m_log.Info("[AGENT]: Stop FLying"); |
2294 | //} | 2696 | //} |
2295 | } | 2697 | } |
2698 | if (Animator.m_falling && m_wasFlying) // if falling from flying, disable motion add | ||
2699 | { | ||
2700 | direc *= 0.0f; | ||
2701 | } | ||
2702 | /* This jumping section removed to SPA | ||
2296 | else if (!actor.Flying && actor.IsColliding) | 2703 | else if (!actor.Flying && actor.IsColliding) |
2297 | { | 2704 | { |
2298 | if (direc.Z > 2.0f) | 2705 | if (direc.Z > 2.0f) |
2299 | { | 2706 | { |
2300 | direc.Z *= 3.0f; | 2707 | if(m_animator.m_animTickJump == -1) |
2301 | 2708 | { | |
2302 | // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. | 2709 | direc.Z *= 3.0f; // jump |
2303 | Animator.TrySetMovementAnimation("PREJUMP"); | 2710 | } |
2304 | Animator.TrySetMovementAnimation("JUMP"); | 2711 | else |
2712 | { | ||
2713 | direc.Z *= 0.1f; // prejump | ||
2714 | } | ||
2715 | / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs | ||
2716 | Animator.TrySetMovementAnimation("PREJUMP"); | ||
2717 | Animator.TrySetMovementAnimation("JUMP"); | ||
2718 | * / | ||
2305 | } | 2719 | } |
2306 | } | 2720 | } */ |
2307 | } | 2721 | } |
2308 | 2722 | ||
2309 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | 2723 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
2310 | m_forceToApply = direc; | 2724 | m_forceToApply = direc; |
2311 | 2725 | m_isNudging = Nudging; | |
2312 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); | 2726 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); |
2313 | } | 2727 | } |
2314 | 2728 | ||
@@ -2357,6 +2771,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2357 | 2771 | ||
2358 | CheckForSignificantMovement(); // sends update to the modules. | 2772 | CheckForSignificantMovement(); // sends update to the modules. |
2359 | } | 2773 | } |
2774 | |||
2775 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2776 | SendPrimUpdates(); | ||
2360 | } | 2777 | } |
2361 | 2778 | ||
2362 | #endregion | 2779 | #endregion |
@@ -3149,6 +3566,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3149 | m_callbackURI = cAgent.CallbackURI; | 3566 | m_callbackURI = cAgent.CallbackURI; |
3150 | 3567 | ||
3151 | m_pos = cAgent.Position; | 3568 | m_pos = cAgent.Position; |
3569 | |||
3152 | m_velocity = cAgent.Velocity; | 3570 | m_velocity = cAgent.Velocity; |
3153 | m_CameraCenter = cAgent.Center; | 3571 | m_CameraCenter = cAgent.Center; |
3154 | m_CameraAtAxis = cAgent.AtAxis; | 3572 | m_CameraAtAxis = cAgent.AtAxis; |
@@ -3237,17 +3655,45 @@ namespace OpenSim.Region.Framework.Scenes | |||
3237 | /// </summary> | 3655 | /// </summary> |
3238 | public override void UpdateMovement() | 3656 | public override void UpdateMovement() |
3239 | { | 3657 | { |
3240 | if (m_forceToApply.HasValue) | 3658 | if (Animator!=null) // add for jumping |
3241 | { | 3659 | { // add for jumping |
3242 | Vector3 force = m_forceToApply.Value; | 3660 | // if (!m_animator.m_jumping) // add for jumping |
3243 | 3661 | // { // add for jumping | |
3244 | m_updateflag = true; | ||
3245 | 3662 | ||
3246 | Velocity = force; | 3663 | if (m_forceToApply.HasValue) // this section realigned |
3664 | { | ||
3247 | 3665 | ||
3248 | m_forceToApply = null; | 3666 | Vector3 force = m_forceToApply.Value; |
3249 | } | 3667 | m_updateflag = true; |
3250 | } | 3668 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping |
3669 | Velocity = force; | ||
3670 | //Console.WriteLine("UM1 {0}", Velocity); | ||
3671 | m_forceToApply = null; | ||
3672 | } | ||
3673 | else | ||
3674 | { | ||
3675 | if (m_isNudging) | ||
3676 | { | ||
3677 | Vector3 force = Vector3.Zero; | ||
3678 | |||
3679 | m_updateflag = true; | ||
3680 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping | ||
3681 | Velocity = force; | ||
3682 | //Console.WriteLine("UM2 {0}", Velocity); | ||
3683 | m_isNudging = false; | ||
3684 | m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND" | ||
3685 | } | ||
3686 | else // add for jumping | ||
3687 | { // add for jumping | ||
3688 | Vector3 force = Vector3.Zero; // add for jumping | ||
3689 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping | ||
3690 | //Console.WriteLine("UM3 {0}", Velocity); | ||
3691 | Velocity = force; // add for jumping | ||
3692 | } | ||
3693 | } | ||
3694 | // } // end realign | ||
3695 | } // add for jumping | ||
3696 | } // add for jumping | ||
3251 | 3697 | ||
3252 | /// <summary> | 3698 | /// <summary> |
3253 | /// Adds a physical representation of the avatar to the Physics plugin | 3699 | /// Adds a physical representation of the avatar to the Physics plugin |
@@ -3261,10 +3707,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3261 | 3707 | ||
3262 | Vector3 pVec = AbsolutePosition; | 3708 | Vector3 pVec = AbsolutePosition; |
3263 | 3709 | ||
3264 | // Old bug where the height was in centimeters instead of meters | ||
3265 | m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, | 3710 | m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, |
3266 | new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); | 3711 | new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); |
3267 | |||
3268 | scene.AddPhysicsActorTaint(m_physicsActor); | 3712 | scene.AddPhysicsActorTaint(m_physicsActor); |
3269 | //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; | 3713 | //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; |
3270 | m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; | 3714 | m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; |
@@ -3288,18 +3732,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3288 | { | 3732 | { |
3289 | if (e == null) | 3733 | if (e == null) |
3290 | return; | 3734 | return; |
3291 | 3735 | ||
3292 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) | 3736 | // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents( |
3293 | // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( | ||
3294 | // as of this comment the interval is set in AddToPhysicalScene | 3737 | // as of this comment the interval is set in AddToPhysicalScene |
3295 | if (Animator!=null) | 3738 | if (Animator!=null) |
3296 | Animator.UpdateMovementAnimations(); | 3739 | { |
3740 | if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper, | ||
3741 | { // else its will lock out other animation changes, like ground sit. | ||
3742 | Animator.UpdateMovementAnimations(); | ||
3743 | m_updateCount--; | ||
3744 | } | ||
3745 | } | ||
3297 | 3746 | ||
3298 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3747 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; |
3299 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | 3748 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; |
3300 | 3749 | ||
3301 | CollisionPlane = Vector4.UnitW; | 3750 | CollisionPlane = Vector4.UnitW; |
3302 | 3751 | ||
3752 | if (m_lastColCount != coldata.Count) | ||
3753 | { | ||
3754 | m_updateCount = UPDATE_COUNT; | ||
3755 | m_lastColCount = coldata.Count; | ||
3756 | } | ||
3757 | |||
3303 | if (coldata.Count != 0 && Animator != null) | 3758 | if (coldata.Count != 0 && Animator != null) |
3304 | { | 3759 | { |
3305 | switch (Animator.CurrentMovementAnimation) | 3760 | switch (Animator.CurrentMovementAnimation) |
@@ -3329,6 +3784,148 @@ namespace OpenSim.Region.Framework.Scenes | |||
3329 | } | 3784 | } |
3330 | } | 3785 | } |
3331 | 3786 | ||
3787 | List<uint> thisHitColliders = new List<uint>(); | ||
3788 | List<uint> endedColliders = new List<uint>(); | ||
3789 | List<uint> startedColliders = new List<uint>(); | ||
3790 | |||
3791 | foreach (uint localid in coldata.Keys) | ||
3792 | { | ||
3793 | thisHitColliders.Add(localid); | ||
3794 | if (!m_lastColliders.Contains(localid)) | ||
3795 | { | ||
3796 | startedColliders.Add(localid); | ||
3797 | } | ||
3798 | //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString()); | ||
3799 | } | ||
3800 | |||
3801 | // calculate things that ended colliding | ||
3802 | foreach (uint localID in m_lastColliders) | ||
3803 | { | ||
3804 | if (!thisHitColliders.Contains(localID)) | ||
3805 | { | ||
3806 | endedColliders.Add(localID); | ||
3807 | } | ||
3808 | } | ||
3809 | //add the items that started colliding this time to the last colliders list. | ||
3810 | foreach (uint localID in startedColliders) | ||
3811 | { | ||
3812 | m_lastColliders.Add(localID); | ||
3813 | } | ||
3814 | // remove things that ended colliding from the last colliders list | ||
3815 | foreach (uint localID in endedColliders) | ||
3816 | { | ||
3817 | m_lastColliders.Remove(localID); | ||
3818 | } | ||
3819 | |||
3820 | // do event notification | ||
3821 | if (startedColliders.Count > 0) | ||
3822 | { | ||
3823 | ColliderArgs StartCollidingMessage = new ColliderArgs(); | ||
3824 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3825 | foreach (uint localId in startedColliders) | ||
3826 | { | ||
3827 | if (localId == 0) | ||
3828 | continue; | ||
3829 | |||
3830 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3831 | string data = ""; | ||
3832 | if (obj != null) | ||
3833 | { | ||
3834 | DetectedObject detobj = new DetectedObject(); | ||
3835 | detobj.keyUUID = obj.UUID; | ||
3836 | detobj.nameStr = obj.Name; | ||
3837 | detobj.ownerUUID = obj.OwnerID; | ||
3838 | detobj.posVector = obj.AbsolutePosition; | ||
3839 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3840 | detobj.velVector = obj.Velocity; | ||
3841 | detobj.colliderType = 0; | ||
3842 | detobj.groupUUID = obj.GroupID; | ||
3843 | colliding.Add(detobj); | ||
3844 | } | ||
3845 | } | ||
3846 | |||
3847 | if (colliding.Count > 0) | ||
3848 | { | ||
3849 | StartCollidingMessage.Colliders = colliding; | ||
3850 | |||
3851 | foreach (SceneObjectGroup att in Attachments) | ||
3852 | Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage); | ||
3853 | } | ||
3854 | } | ||
3855 | |||
3856 | if (endedColliders.Count > 0) | ||
3857 | { | ||
3858 | ColliderArgs EndCollidingMessage = new ColliderArgs(); | ||
3859 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3860 | foreach (uint localId in endedColliders) | ||
3861 | { | ||
3862 | if (localId == 0) | ||
3863 | continue; | ||
3864 | |||
3865 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3866 | string data = ""; | ||
3867 | if (obj != null) | ||
3868 | { | ||
3869 | DetectedObject detobj = new DetectedObject(); | ||
3870 | detobj.keyUUID = obj.UUID; | ||
3871 | detobj.nameStr = obj.Name; | ||
3872 | detobj.ownerUUID = obj.OwnerID; | ||
3873 | detobj.posVector = obj.AbsolutePosition; | ||
3874 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3875 | detobj.velVector = obj.Velocity; | ||
3876 | detobj.colliderType = 0; | ||
3877 | detobj.groupUUID = obj.GroupID; | ||
3878 | colliding.Add(detobj); | ||
3879 | } | ||
3880 | } | ||
3881 | |||
3882 | if (colliding.Count > 0) | ||
3883 | { | ||
3884 | EndCollidingMessage.Colliders = colliding; | ||
3885 | |||
3886 | foreach (SceneObjectGroup att in Attachments) | ||
3887 | Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage); | ||
3888 | } | ||
3889 | } | ||
3890 | |||
3891 | if (thisHitColliders.Count > 0) | ||
3892 | { | ||
3893 | ColliderArgs CollidingMessage = new ColliderArgs(); | ||
3894 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3895 | foreach (uint localId in thisHitColliders) | ||
3896 | { | ||
3897 | if (localId == 0) | ||
3898 | continue; | ||
3899 | |||
3900 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3901 | string data = ""; | ||
3902 | if (obj != null) | ||
3903 | { | ||
3904 | DetectedObject detobj = new DetectedObject(); | ||
3905 | detobj.keyUUID = obj.UUID; | ||
3906 | detobj.nameStr = obj.Name; | ||
3907 | detobj.ownerUUID = obj.OwnerID; | ||
3908 | detobj.posVector = obj.AbsolutePosition; | ||
3909 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3910 | detobj.velVector = obj.Velocity; | ||
3911 | detobj.colliderType = 0; | ||
3912 | detobj.groupUUID = obj.GroupID; | ||
3913 | colliding.Add(detobj); | ||
3914 | } | ||
3915 | } | ||
3916 | |||
3917 | if (colliding.Count > 0) | ||
3918 | { | ||
3919 | CollidingMessage.Colliders = colliding; | ||
3920 | |||
3921 | lock (m_attachments) | ||
3922 | { | ||
3923 | foreach (SceneObjectGroup att in m_attachments) | ||
3924 | Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage); | ||
3925 | } | ||
3926 | } | ||
3927 | } | ||
3928 | |||
3332 | if (m_invulnerable) | 3929 | if (m_invulnerable) |
3333 | return; | 3930 | return; |
3334 | 3931 | ||
@@ -3413,6 +4010,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3413 | { | 4010 | { |
3414 | lock (m_attachments) | 4011 | lock (m_attachments) |
3415 | { | 4012 | { |
4013 | // This may be true when the attachment comes back | ||
4014 | // from serialization after login. Clear it. | ||
4015 | gobj.IsDeleted = false; | ||
4016 | |||
3416 | m_attachments.Add(gobj); | 4017 | m_attachments.Add(gobj); |
3417 | } | 4018 | } |
3418 | } | 4019 | } |
@@ -3754,6 +4355,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
3754 | return; | 4355 | return; |
3755 | } | 4356 | } |
3756 | 4357 | ||
4358 | XmlDocument doc = new XmlDocument(); | ||
4359 | string stateData = String.Empty; | ||
4360 | |||
4361 | IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>(); | ||
4362 | if (attServ != null) | ||
4363 | { | ||
4364 | m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service"); | ||
4365 | stateData = attServ.Get(ControllingClient.AgentId.ToString()); | ||
4366 | if (stateData != String.Empty) | ||
4367 | { | ||
4368 | try | ||
4369 | { | ||
4370 | doc.LoadXml(stateData); | ||
4371 | } | ||
4372 | catch { } | ||
4373 | } | ||
4374 | } | ||
4375 | |||
4376 | Dictionary<UUID, string> itemData = new Dictionary<UUID, string>(); | ||
4377 | |||
4378 | XmlNodeList nodes = doc.GetElementsByTagName("Attachment"); | ||
4379 | if (nodes.Count > 0) | ||
4380 | { | ||
4381 | foreach (XmlNode n in nodes) | ||
4382 | { | ||
4383 | XmlElement elem = (XmlElement)n; | ||
4384 | string itemID = elem.GetAttribute("ItemID"); | ||
4385 | string xml = elem.InnerXml; | ||
4386 | |||
4387 | itemData[new UUID(itemID)] = xml; | ||
4388 | } | ||
4389 | } | ||
4390 | |||
3757 | List<AvatarAttachment> attachments = m_appearance.GetAttachments(); | 4391 | List<AvatarAttachment> attachments = m_appearance.GetAttachments(); |
3758 | foreach (AvatarAttachment attach in attachments) | 4392 | foreach (AvatarAttachment attach in attachments) |
3759 | { | 4393 | { |
@@ -3774,7 +4408,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
3774 | 4408 | ||
3775 | try | 4409 | try |
3776 | { | 4410 | { |
3777 | m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); | 4411 | string xmlData; |
4412 | XmlDocument d = new XmlDocument(); | ||
4413 | UUID asset; | ||
4414 | if (itemData.TryGetValue(itemID, out xmlData)) | ||
4415 | { | ||
4416 | d.LoadXml(xmlData); | ||
4417 | m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID); | ||
4418 | |||
4419 | // Rez from inventory | ||
4420 | asset | ||
4421 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d); | ||
4422 | |||
4423 | } | ||
4424 | else | ||
4425 | { | ||
4426 | // Rez from inventory (with a null doc to let | ||
4427 | // CHANGED_OWNER happen) | ||
4428 | asset | ||
4429 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null); | ||
4430 | } | ||
4431 | |||
4432 | m_log.InfoFormat( | ||
4433 | "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2}", | ||
4434 | p, itemID, asset); | ||
3778 | } | 4435 | } |
3779 | catch (Exception e) | 4436 | catch (Exception e) |
3780 | { | 4437 | { |
@@ -3807,6 +4464,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
3807 | m_reprioritization_called = false; | 4464 | m_reprioritization_called = false; |
3808 | } | 4465 | } |
3809 | } | 4466 | } |
4467 | |||
4468 | private Vector3 Quat2Euler(Quaternion rot){ | ||
4469 | float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) , | ||
4470 | (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z))); | ||
4471 | float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W))); | ||
4472 | float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) , | ||
4473 | (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z))); | ||
4474 | return(new Vector3(x,y,z)); | ||
4475 | } | ||
3810 | 4476 | ||
3811 | public void SaveChangedAttachments() | 4477 | public void SaveChangedAttachments() |
3812 | { | 4478 | { |
@@ -3830,5 +4496,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
3830 | } | 4496 | } |
3831 | } | 4497 | } |
3832 | } | 4498 | } |
4499 | |||
4500 | private void CheckLandingPoint(ref Vector3 pos) | ||
4501 | { | ||
4502 | // Never constrain lures | ||
4503 | if ((TeleportFlags & TeleportFlags.ViaLure) != 0) | ||
4504 | return; | ||
4505 | |||
4506 | if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport) | ||
4507 | return; | ||
4508 | |||
4509 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
4510 | |||
4511 | if (land.LandData.LandingType == (byte)LandingType.LandingPoint && | ||
4512 | land.LandData.UserLocation != Vector3.Zero && | ||
4513 | land.LandData.OwnerID != m_uuid && | ||
4514 | (!m_scene.Permissions.IsGod(m_uuid)) && | ||
4515 | (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) | ||
4516 | { | ||
4517 | float curr = Vector3.Distance(AbsolutePosition, pos); | ||
4518 | if (Vector3.Distance(land.LandData.UserLocation, pos) < curr) | ||
4519 | pos = land.LandData.UserLocation; | ||
4520 | else | ||
4521 | ControllingClient.SendAlertMessage("Can't teleport closer to destination"); | ||
4522 | } | ||
4523 | } | ||
3833 | } | 4524 | } |
3834 | } | 4525 | } |