diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 967 |
1 files changed, 781 insertions, 186 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 964f8cb..b637317 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -26,6 +26,7 @@ | |||
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Xml; | ||
29 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
30 | using System.Reflection; | 31 | using System.Reflection; |
31 | using System.Timers; | 32 | using System.Timers; |
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
72 | // { | 73 | // { |
73 | // m_log.Debug("[ScenePresence] Destructor called"); | 74 | // m_log.Debug("[ScenePresence] Destructor called"); |
74 | // } | 75 | // } |
75 | 76 | ||
76 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
77 | 78 | ||
78 | // private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); | 79 | // private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); |
@@ -87,7 +88,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
87 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis | 88 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis |
88 | /// issue #1716 | 89 | /// issue #1716 |
89 | /// </summary> | 90 | /// </summary> |
90 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); | 91 | // private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); |
92 | // Value revised by KF 091121 by comparison with SL. | ||
93 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); | ||
91 | 94 | ||
92 | public UUID currentParcelUUID = UUID.Zero; | 95 | public UUID currentParcelUUID = UUID.Zero; |
93 | 96 | ||
@@ -121,8 +124,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
121 | public Vector3 lastKnownAllowedPosition; | 124 | public Vector3 lastKnownAllowedPosition; |
122 | public bool sentMessageAboutRestrictedParcelFlyingDown; | 125 | public bool sentMessageAboutRestrictedParcelFlyingDown; |
123 | public Vector4 CollisionPlane = Vector4.UnitW; | 126 | public Vector4 CollisionPlane = Vector4.UnitW; |
124 | 127 | ||
128 | private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation | ||
129 | private Vector3 m_avUnscriptedSitPos; // for non-scripted prims | ||
125 | private Vector3 m_lastPosition; | 130 | private Vector3 m_lastPosition; |
131 | private Vector3 m_lastWorldPosition; | ||
126 | private Quaternion m_lastRotation; | 132 | private Quaternion m_lastRotation; |
127 | private Vector3 m_lastVelocity; | 133 | private Vector3 m_lastVelocity; |
128 | //private int m_lastTerseSent; | 134 | //private int m_lastTerseSent; |
@@ -153,7 +159,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
153 | private int m_perfMonMS; | 159 | private int m_perfMonMS; |
154 | 160 | ||
155 | private bool m_setAlwaysRun; | 161 | private bool m_setAlwaysRun; |
156 | |||
157 | private bool m_forceFly; | 162 | private bool m_forceFly; |
158 | private bool m_flyDisabled; | 163 | private bool m_flyDisabled; |
159 | 164 | ||
@@ -174,7 +179,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
174 | protected RegionInfo m_regionInfo; | 179 | protected RegionInfo m_regionInfo; |
175 | protected ulong crossingFromRegion; | 180 | protected ulong crossingFromRegion; |
176 | 181 | ||
177 | private readonly Vector3[] Dir_Vectors = new Vector3[9]; | 182 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; |
183 | private bool m_isNudging = false; | ||
178 | 184 | ||
179 | // Position of agent's camera in world (region cordinates) | 185 | // Position of agent's camera in world (region cordinates) |
180 | protected Vector3 m_CameraCenter; | 186 | protected Vector3 m_CameraCenter; |
@@ -199,17 +205,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
199 | private bool m_autopilotMoving; | 205 | private bool m_autopilotMoving; |
200 | private Vector3 m_autoPilotTarget; | 206 | private Vector3 m_autoPilotTarget; |
201 | private bool m_sitAtAutoTarget; | 207 | private bool m_sitAtAutoTarget; |
208 | private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit | ||
202 | 209 | ||
203 | private string m_nextSitAnimation = String.Empty; | 210 | private string m_nextSitAnimation = String.Empty; |
204 | 211 | ||
205 | //PauPaw:Proper PID Controler for autopilot************ | 212 | //PauPaw:Proper PID Controler for autopilot************ |
206 | private bool m_moveToPositionInProgress; | 213 | private bool m_moveToPositionInProgress; |
207 | private Vector3 m_moveToPositionTarget; | 214 | private Vector3 m_moveToPositionTarget; |
215 | private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
208 | 216 | ||
209 | private bool m_followCamAuto; | 217 | private bool m_followCamAuto; |
210 | 218 | ||
211 | private int m_movementUpdateCount; | 219 | private int m_movementUpdateCount; |
220 | private int m_lastColCount = -1; //KF: Look for Collision chnages | ||
221 | private int m_updateCount = 0; //KF: Update Anims for a while | ||
222 | private static readonly int UPDATE_COUNT = 10; // how many frames to update for | ||
212 | private const int NumMovementsBetweenRayCast = 5; | 223 | private const int NumMovementsBetweenRayCast = 5; |
224 | private List<uint> m_lastColliders = new List<uint>(); | ||
225 | |||
226 | private object m_syncRoot = new Object(); | ||
213 | 227 | ||
214 | private bool CameraConstraintActive; | 228 | private bool CameraConstraintActive; |
215 | //private int m_moveToPositionStateStatus; | 229 | //private int m_moveToPositionStateStatus; |
@@ -236,7 +250,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
236 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 250 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
237 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 251 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, |
238 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, | 252 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, |
239 | DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | 253 | DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, |
254 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, | ||
255 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, | ||
240 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 256 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
241 | } | 257 | } |
242 | 258 | ||
@@ -443,9 +459,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
443 | get | 459 | get |
444 | { | 460 | { |
445 | PhysicsActor actor = m_physicsActor; | 461 | PhysicsActor actor = m_physicsActor; |
446 | if (actor != null) | 462 | // if (actor != null) |
463 | if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting! | ||
447 | m_pos = actor.Position; | 464 | m_pos = actor.Position; |
448 | 465 | ||
466 | // If we're sitting, we need to update our position | ||
467 | if (m_parentID != 0) | ||
468 | { | ||
469 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | ||
470 | if (part != null) | ||
471 | m_parentPosition = part.AbsolutePosition; | ||
472 | } | ||
473 | |||
449 | return m_parentPosition + m_pos; | 474 | return m_parentPosition + m_pos; |
450 | } | 475 | } |
451 | set | 476 | set |
@@ -464,7 +489,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
464 | } | 489 | } |
465 | } | 490 | } |
466 | 491 | ||
467 | m_pos = value; | 492 | if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting! |
493 | m_pos = value; | ||
468 | m_parentPosition = Vector3.Zero; | 494 | m_parentPosition = Vector3.Zero; |
469 | } | 495 | } |
470 | } | 496 | } |
@@ -508,10 +534,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
508 | } | 534 | } |
509 | } | 535 | } |
510 | 536 | ||
537 | public Quaternion OffsetRotation | ||
538 | { | ||
539 | get { return m_offsetRotation; } | ||
540 | set { m_offsetRotation = value; } | ||
541 | } | ||
542 | |||
511 | public Quaternion Rotation | 543 | public Quaternion Rotation |
512 | { | 544 | { |
513 | get { return m_bodyRot; } | 545 | get { |
514 | set { m_bodyRot = value; } | 546 | if (m_parentID != 0) |
547 | { | ||
548 | if (m_offsetRotation != null) | ||
549 | { | ||
550 | return m_offsetRotation; | ||
551 | } | ||
552 | else | ||
553 | { | ||
554 | return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
555 | } | ||
556 | |||
557 | } | ||
558 | else | ||
559 | { | ||
560 | return m_bodyRot; | ||
561 | } | ||
562 | } | ||
563 | set { | ||
564 | m_bodyRot = value; | ||
565 | if (m_parentID != 0) | ||
566 | { | ||
567 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
568 | } | ||
569 | } | ||
515 | } | 570 | } |
516 | 571 | ||
517 | public Quaternion PreviousRotation | 572 | public Quaternion PreviousRotation |
@@ -536,11 +591,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
536 | 591 | ||
537 | private uint m_parentID; | 592 | private uint m_parentID; |
538 | 593 | ||
594 | |||
595 | private UUID m_linkedPrim; | ||
596 | |||
539 | public uint ParentID | 597 | public uint ParentID |
540 | { | 598 | { |
541 | get { return m_parentID; } | 599 | get { return m_parentID; } |
542 | set { m_parentID = value; } | 600 | set { m_parentID = value; } |
543 | } | 601 | } |
602 | |||
603 | public UUID LinkedPrim | ||
604 | { | ||
605 | get { return m_linkedPrim; } | ||
606 | set { m_linkedPrim = value; } | ||
607 | } | ||
608 | |||
544 | public float Health | 609 | public float Health |
545 | { | 610 | { |
546 | get { return m_health; } | 611 | get { return m_health; } |
@@ -662,7 +727,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
662 | CreateSceneViewer(); | 727 | CreateSceneViewer(); |
663 | m_animator = new ScenePresenceAnimator(this); | 728 | m_animator = new ScenePresenceAnimator(this); |
664 | } | 729 | } |
665 | 730 | ||
666 | private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() | 731 | private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() |
667 | { | 732 | { |
668 | m_rootRegionHandle = reginfo.RegionHandle; | 733 | m_rootRegionHandle = reginfo.RegionHandle; |
@@ -694,10 +759,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
694 | m_reprioritization_timer.AutoReset = false; | 759 | m_reprioritization_timer.AutoReset = false; |
695 | 760 | ||
696 | AdjustKnownSeeds(); | 761 | AdjustKnownSeeds(); |
697 | |||
698 | // TODO: I think, this won't send anything, as we are still a child here... | ||
699 | Animator.TrySetMovementAnimation("STAND"); | 762 | Animator.TrySetMovementAnimation("STAND"); |
700 | |||
701 | // we created a new ScenePresence (a new child agent) in a fresh region. | 763 | // we created a new ScenePresence (a new child agent) in a fresh region. |
702 | // Request info about all the (root) agents in this region | 764 | // Request info about all the (root) agents in this region |
703 | // Note: This won't send data *to* other clients in that region (children don't send) | 765 | // Note: This won't send data *to* other clients in that region (children don't send) |
@@ -746,25 +808,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
746 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 808 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
747 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 809 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
748 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 810 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
749 | Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 811 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
750 | Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD | 812 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE |
751 | Dir_Vectors[7] = -Vector3.UnitX; //BACK | 813 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE |
814 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | ||
815 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
752 | } | 816 | } |
753 | 817 | ||
754 | private Vector3[] GetWalkDirectionVectors() | 818 | private Vector3[] GetWalkDirectionVectors() |
755 | { | 819 | { |
756 | Vector3[] vector = new Vector3[9]; | 820 | Vector3[] vector = new Vector3[11]; |
757 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD | 821 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
758 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK | 822 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
759 | vector[2] = Vector3.UnitY; //LEFT | 823 | vector[2] = Vector3.UnitY; //LEFT |
760 | vector[3] = -Vector3.UnitY; //RIGHT | 824 | vector[3] = -Vector3.UnitY; //RIGHT |
761 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 825 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
762 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN | 826 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
763 | vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | 827 | vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE |
764 | vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge | 828 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE |
765 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge | 829 | vector[8] = Vector3.UnitY; //LEFT_NUDGE |
830 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | ||
831 | vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE | ||
766 | return vector; | 832 | return vector; |
767 | } | 833 | } |
834 | |||
835 | private bool[] GetDirectionIsNudge() | ||
836 | { | ||
837 | bool[] isNudge = new bool[11]; | ||
838 | isNudge[0] = false; //FORWARD | ||
839 | isNudge[1] = false; //BACK | ||
840 | isNudge[2] = false; //LEFT | ||
841 | isNudge[3] = false; //RIGHT | ||
842 | isNudge[4] = false; //UP | ||
843 | isNudge[5] = false; //DOWN | ||
844 | isNudge[6] = true; //FORWARD_NUDGE | ||
845 | isNudge[7] = true; //BACK_NUDGE | ||
846 | isNudge[8] = true; //LEFT_NUDGE | ||
847 | isNudge[9] = true; //RIGHT_NUDGE | ||
848 | isNudge[10] = true; //DOWN_Nudge | ||
849 | return isNudge; | ||
850 | } | ||
851 | |||
768 | 852 | ||
769 | #endregion | 853 | #endregion |
770 | 854 | ||
@@ -826,6 +910,52 @@ namespace OpenSim.Region.Framework.Scenes | |||
826 | pos.Y = crossedBorder.BorderLine.Z - 1; | 910 | pos.Y = crossedBorder.BorderLine.Z - 1; |
827 | } | 911 | } |
828 | 912 | ||
913 | //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet. | ||
914 | //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent, | ||
915 | //they'll bypass the landing point. But I can't think of any decent way of fixing this. | ||
916 | if (KnownChildRegionHandles.Count == 0) | ||
917 | { | ||
918 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
919 | if (land != null) | ||
920 | { | ||
921 | //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni. | ||
922 | if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid) | ||
923 | { | ||
924 | pos = land.LandData.UserLocation; | ||
925 | } | ||
926 | } | ||
927 | } | ||
928 | |||
929 | if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) | ||
930 | { | ||
931 | Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); | ||
932 | |||
933 | if (pos.X < 0) | ||
934 | { | ||
935 | emergencyPos.X = (int)Constants.RegionSize + pos.X; | ||
936 | if (!(pos.Y < 0)) | ||
937 | emergencyPos.Y = pos.Y; | ||
938 | if (!(pos.Z < 0)) | ||
939 | emergencyPos.Z = pos.Z; | ||
940 | } | ||
941 | if (pos.Y < 0) | ||
942 | { | ||
943 | emergencyPos.Y = (int)Constants.RegionSize + pos.Y; | ||
944 | if (!(pos.X < 0)) | ||
945 | emergencyPos.X = pos.X; | ||
946 | if (!(pos.Z < 0)) | ||
947 | emergencyPos.Z = pos.Z; | ||
948 | } | ||
949 | if (pos.Z < 0) | ||
950 | { | ||
951 | emergencyPos.Z = 128; | ||
952 | if (!(pos.Y < 0)) | ||
953 | emergencyPos.Y = pos.Y; | ||
954 | if (!(pos.X < 0)) | ||
955 | emergencyPos.X = pos.X; | ||
956 | } | ||
957 | } | ||
958 | |||
829 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) | 959 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) |
830 | { | 960 | { |
831 | m_log.WarnFormat( | 961 | m_log.WarnFormat( |
@@ -954,12 +1084,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
954 | { | 1084 | { |
955 | if (PhysicsActor != null) | 1085 | if (PhysicsActor != null) |
956 | { | 1086 | { |
957 | m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; | 1087 | try |
958 | m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; | 1088 | { |
959 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); | 1089 | m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; |
960 | m_physicsActor.UnSubscribeEvents(); | 1090 | m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; |
961 | m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; | 1091 | m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; |
962 | PhysicsActor = null; | 1092 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); |
1093 | m_physicsActor.UnSubscribeEvents(); | ||
1094 | PhysicsActor = null; | ||
1095 | } | ||
1096 | catch | ||
1097 | { } | ||
963 | } | 1098 | } |
964 | } | 1099 | } |
965 | 1100 | ||
@@ -970,9 +1105,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
970 | public void Teleport(Vector3 pos) | 1105 | public void Teleport(Vector3 pos) |
971 | { | 1106 | { |
972 | bool isFlying = false; | 1107 | bool isFlying = false; |
1108 | |||
973 | if (m_physicsActor != null) | 1109 | if (m_physicsActor != null) |
974 | isFlying = m_physicsActor.Flying; | 1110 | isFlying = m_physicsActor.Flying; |
975 | 1111 | ||
976 | RemoveFromPhysicalScene(); | 1112 | RemoveFromPhysicalScene(); |
977 | Velocity = Vector3.Zero; | 1113 | Velocity = Vector3.Zero; |
978 | AbsolutePosition = pos; | 1114 | AbsolutePosition = pos; |
@@ -984,6 +1120,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
984 | } | 1120 | } |
985 | 1121 | ||
986 | SendTerseUpdateToAllClients(); | 1122 | SendTerseUpdateToAllClients(); |
1123 | |||
987 | } | 1124 | } |
988 | 1125 | ||
989 | public void TeleportWithMomentum(Vector3 pos) | 1126 | public void TeleportWithMomentum(Vector3 pos) |
@@ -1202,6 +1339,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1202 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); | 1339 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); |
1203 | 1340 | ||
1204 | m_pos = m_LastFinitePos; | 1341 | m_pos = m_LastFinitePos; |
1342 | |||
1205 | if (!m_pos.IsFinite()) | 1343 | if (!m_pos.IsFinite()) |
1206 | { | 1344 | { |
1207 | m_pos.X = 127f; | 1345 | m_pos.X = 127f; |
@@ -1268,7 +1406,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1268 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); | 1406 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); |
1269 | } | 1407 | } |
1270 | } | 1408 | } |
1271 | |||
1272 | lock (scriptedcontrols) | 1409 | lock (scriptedcontrols) |
1273 | { | 1410 | { |
1274 | if (scriptedcontrols.Count > 0) | 1411 | if (scriptedcontrols.Count > 0) |
@@ -1283,6 +1420,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1283 | 1420 | ||
1284 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) | 1421 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) |
1285 | { | 1422 | { |
1423 | m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. | ||
1424 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | ||
1425 | |||
1286 | // TODO: This doesn't prevent the user from walking yet. | 1426 | // TODO: This doesn't prevent the user from walking yet. |
1287 | // Setting parent ID would fix this, if we knew what value | 1427 | // Setting parent ID would fix this, if we knew what value |
1288 | // to use. Or we could add a m_isSitting variable. | 1428 | // to use. Or we could add a m_isSitting variable. |
@@ -1331,12 +1471,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1331 | if (actor.Flying != oldflying) | 1471 | if (actor.Flying != oldflying) |
1332 | update_movementflag = true; | 1472 | update_movementflag = true; |
1333 | 1473 | ||
1474 | if (m_animator.m_jumping) // add for jumping | ||
1475 | update_movementflag = true; | ||
1476 | |||
1334 | if (q != m_bodyRot) | 1477 | if (q != m_bodyRot) |
1335 | { | 1478 | { |
1336 | m_bodyRot = q; | 1479 | m_bodyRot = q; |
1337 | update_rotation = true; | 1480 | update_rotation = true; |
1338 | } | 1481 | } |
1339 | 1482 | ||
1483 | //guilty until proven innocent.. | ||
1484 | bool Nudging = true; | ||
1485 | //Basically, if there is at least one non-nudge control then we don't need | ||
1486 | //to worry about stopping the avatar | ||
1487 | |||
1340 | if (m_parentID == 0) | 1488 | if (m_parentID == 0) |
1341 | { | 1489 | { |
1342 | bool bAllowUpdateMoveToPosition = false; | 1490 | bool bAllowUpdateMoveToPosition = false; |
@@ -1351,9 +1499,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1351 | else | 1499 | else |
1352 | dirVectors = Dir_Vectors; | 1500 | dirVectors = Dir_Vectors; |
1353 | 1501 | ||
1354 | // The fact that m_movementflag is a byte needs to be fixed | 1502 | bool[] isNudge = GetDirectionIsNudge(); |
1355 | // it really should be a uint | 1503 | |
1356 | uint nudgehack = 250; | 1504 | |
1505 | |||
1506 | |||
1507 | |||
1357 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 1508 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
1358 | { | 1509 | { |
1359 | if (((uint)flags & (uint)DCF) != 0) | 1510 | if (((uint)flags & (uint)DCF) != 0) |
@@ -1363,40 +1514,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
1363 | try | 1514 | try |
1364 | { | 1515 | { |
1365 | agent_control_v3 += dirVectors[i]; | 1516 | agent_control_v3 += dirVectors[i]; |
1366 | //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); | 1517 | if (isNudge[i] == false) |
1518 | { | ||
1519 | Nudging = false; | ||
1520 | } | ||
1367 | } | 1521 | } |
1368 | catch (IndexOutOfRangeException) | 1522 | catch (IndexOutOfRangeException) |
1369 | { | 1523 | { |
1370 | // Why did I get this? | 1524 | // Why did I get this? |
1371 | } | 1525 | } |
1372 | 1526 | ||
1373 | if ((m_movementflag & (byte)(uint)DCF) == 0) | 1527 | if ((m_movementflag & (uint)DCF) == 0) |
1374 | { | 1528 | { |
1375 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1376 | { | ||
1377 | m_movementflag |= (byte)nudgehack; | ||
1378 | } | ||
1379 | m_movementflag += (byte)(uint)DCF; | 1529 | m_movementflag += (byte)(uint)DCF; |
1380 | update_movementflag = true; | 1530 | update_movementflag = true; |
1381 | } | 1531 | } |
1382 | } | 1532 | } |
1383 | else | 1533 | else |
1384 | { | 1534 | { |
1385 | if ((m_movementflag & (byte)(uint)DCF) != 0 || | 1535 | if ((m_movementflag & (uint)DCF) != 0) |
1386 | ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1387 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1388 | ) // This or is for Nudge forward | ||
1389 | { | 1536 | { |
1390 | m_movementflag -= ((byte)(uint)DCF); | 1537 | m_movementflag -= (byte)(uint)DCF; |
1391 | |||
1392 | update_movementflag = true; | 1538 | update_movementflag = true; |
1393 | /* | ||
1394 | if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1395 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1396 | { | ||
1397 | m_log.Debug("Removed Hack flag"); | ||
1398 | } | ||
1399 | */ | ||
1400 | } | 1539 | } |
1401 | else | 1540 | else |
1402 | { | 1541 | { |
@@ -1405,7 +1544,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1405 | } | 1544 | } |
1406 | i++; | 1545 | i++; |
1407 | } | 1546 | } |
1408 | |||
1409 | //Paupaw:Do Proper PID for Autopilot here | 1547 | //Paupaw:Do Proper PID for Autopilot here |
1410 | if (bResetMoveToPosition) | 1548 | if (bResetMoveToPosition) |
1411 | { | 1549 | { |
@@ -1440,6 +1578,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1440 | // Ignore z component of vector | 1578 | // Ignore z component of vector |
1441 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1579 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1442 | LocalVectorToTarget2D.Normalize(); | 1580 | LocalVectorToTarget2D.Normalize(); |
1581 | |||
1582 | //We're not nudging | ||
1583 | Nudging = false; | ||
1443 | agent_control_v3 += LocalVectorToTarget2D; | 1584 | agent_control_v3 += LocalVectorToTarget2D; |
1444 | 1585 | ||
1445 | // update avatar movement flags. the avatar coordinate system is as follows: | 1586 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1530,13 +1671,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1530 | // m_log.DebugFormat( | 1671 | // m_log.DebugFormat( |
1531 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); | 1672 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); |
1532 | 1673 | ||
1533 | AddNewMovement(agent_control_v3, q); | 1674 | AddNewMovement(agent_control_v3, q, Nudging); |
1534 | 1675 | ||
1535 | 1676 | ||
1536 | } | 1677 | } |
1537 | } | 1678 | } |
1538 | 1679 | ||
1539 | if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) | 1680 | if (update_movementflag && !SitGround) |
1540 | Animator.UpdateMovementAnimations(); | 1681 | Animator.UpdateMovementAnimations(); |
1541 | 1682 | ||
1542 | m_scene.EventManager.TriggerOnClientMovement(this); | 1683 | m_scene.EventManager.TriggerOnClientMovement(this); |
@@ -1551,7 +1692,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1551 | m_sitAtAutoTarget = false; | 1692 | m_sitAtAutoTarget = false; |
1552 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; | 1693 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; |
1553 | //proxy.PCode = (byte)PCode.ParticleSystem; | 1694 | //proxy.PCode = (byte)PCode.ParticleSystem; |
1554 | |||
1555 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); | 1695 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); |
1556 | proxyObjectGroup.AttachToScene(m_scene); | 1696 | proxyObjectGroup.AttachToScene(m_scene); |
1557 | 1697 | ||
@@ -1593,7 +1733,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1593 | } | 1733 | } |
1594 | m_moveToPositionInProgress = true; | 1734 | m_moveToPositionInProgress = true; |
1595 | m_moveToPositionTarget = new Vector3(locx, locy, locz); | 1735 | m_moveToPositionTarget = new Vector3(locx, locy, locz); |
1596 | } | 1736 | } |
1597 | catch (Exception ex) | 1737 | catch (Exception ex) |
1598 | { | 1738 | { |
1599 | //Why did I get this error? | 1739 | //Why did I get this error? |
@@ -1615,7 +1755,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1615 | Velocity = Vector3.Zero; | 1755 | Velocity = Vector3.Zero; |
1616 | SendFullUpdateToAllClients(); | 1756 | SendFullUpdateToAllClients(); |
1617 | 1757 | ||
1618 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1758 | HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? |
1619 | } | 1759 | } |
1620 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); | 1760 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); |
1621 | m_requestedSitTargetUUID = UUID.Zero; | 1761 | m_requestedSitTargetUUID = UUID.Zero; |
@@ -1652,42 +1792,77 @@ namespace OpenSim.Region.Framework.Scenes | |||
1652 | 1792 | ||
1653 | if (m_parentID != 0) | 1793 | if (m_parentID != 0) |
1654 | { | 1794 | { |
1655 | m_log.Debug("StandupCode Executed"); | 1795 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); |
1656 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | ||
1657 | if (part != null) | 1796 | if (part != null) |
1658 | { | 1797 | { |
1798 | part.TaskInventory.LockItemsForRead(true); | ||
1659 | TaskInventoryDictionary taskIDict = part.TaskInventory; | 1799 | TaskInventoryDictionary taskIDict = part.TaskInventory; |
1660 | if (taskIDict != null) | 1800 | if (taskIDict != null) |
1661 | { | 1801 | { |
1662 | lock (taskIDict) | 1802 | foreach (UUID taskID in taskIDict.Keys) |
1663 | { | 1803 | { |
1664 | foreach (UUID taskID in taskIDict.Keys) | 1804 | UnRegisterControlEventsToScript(LocalId, taskID); |
1665 | { | 1805 | taskIDict[taskID].PermsMask &= ~( |
1666 | UnRegisterControlEventsToScript(LocalId, taskID); | 1806 | 2048 | //PERMISSION_CONTROL_CAMERA |
1667 | taskIDict[taskID].PermsMask &= ~( | 1807 | 4); // PERMISSION_TAKE_CONTROLS |
1668 | 2048 | //PERMISSION_CONTROL_CAMERA | ||
1669 | 4); // PERMISSION_TAKE_CONTROLS | ||
1670 | } | ||
1671 | } | 1808 | } |
1672 | |||
1673 | } | 1809 | } |
1810 | part.TaskInventory.LockItemsForRead(false); | ||
1674 | // Reset sit target. | 1811 | // Reset sit target. |
1675 | if (part.GetAvatarOnSitTarget() == UUID) | 1812 | if (part.GetAvatarOnSitTarget() == UUID) |
1676 | part.SetAvatarOnSitTarget(UUID.Zero); | 1813 | part.SetAvatarOnSitTarget(UUID.Zero); |
1677 | |||
1678 | m_parentPosition = part.GetWorldPosition(); | 1814 | m_parentPosition = part.GetWorldPosition(); |
1679 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); | 1815 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); |
1680 | } | 1816 | } |
1817 | // part.GetWorldRotation() is the rotation of the object being sat on | ||
1818 | // Rotation is the sittiing Av's rotation | ||
1819 | |||
1820 | Quaternion partRot; | ||
1821 | // if (part.LinkNum == 1) | ||
1822 | // { // Root prim of linkset | ||
1823 | // partRot = part.ParentGroup.RootPart.RotationOffset; | ||
1824 | // } | ||
1825 | // else | ||
1826 | // { // single or child prim | ||
1827 | |||
1828 | // } | ||
1829 | if (part == null) //CW: Part may be gone. llDie() for example. | ||
1830 | { | ||
1831 | partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1832 | } | ||
1833 | else | ||
1834 | { | ||
1835 | partRot = part.GetWorldRotation(); | ||
1836 | } | ||
1681 | 1837 | ||
1838 | Quaternion partIRot = Quaternion.Inverse(partRot); | ||
1839 | |||
1840 | Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av | ||
1841 | Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av | ||
1842 | |||
1843 | |||
1682 | if (m_physicsActor == null) | 1844 | if (m_physicsActor == null) |
1683 | { | 1845 | { |
1684 | AddToPhysicalScene(false); | 1846 | AddToPhysicalScene(false); |
1685 | } | 1847 | } |
1686 | 1848 | //CW: If the part isn't null then we can set the current position | |
1687 | m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); | 1849 | if (part != null) |
1688 | m_parentPosition = Vector3.Zero; | 1850 | { |
1689 | 1851 | Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset! | |
1690 | m_parentID = 0; | 1852 | AbsolutePosition = avWorldStandUp; //KF: Fix stand up. |
1853 | part.IsOccupied = false; | ||
1854 | part.ParentGroup.DeleteAvatar(ControllingClient.AgentId); | ||
1855 | } | ||
1856 | else | ||
1857 | { | ||
1858 | //CW: Since the part doesn't exist, a coarse standup position isn't an issue | ||
1859 | AbsolutePosition = m_lastWorldPosition; | ||
1860 | } | ||
1861 | |||
1862 | m_parentPosition = Vector3.Zero; | ||
1863 | m_parentID = 0; | ||
1864 | m_linkedPrim = UUID.Zero; | ||
1865 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1691 | SendFullUpdateToAllClients(); | 1866 | SendFullUpdateToAllClients(); |
1692 | m_requestedSitTargetID = 0; | 1867 | m_requestedSitTargetID = 0; |
1693 | if (m_physicsActor != null && m_appearance != null) | 1868 | if (m_physicsActor != null && m_appearance != null) |
@@ -1696,7 +1871,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1696 | SetHeight(m_appearance.AvatarHeight); | 1871 | SetHeight(m_appearance.AvatarHeight); |
1697 | } | 1872 | } |
1698 | } | 1873 | } |
1699 | |||
1700 | Animator.TrySetMovementAnimation("STAND"); | 1874 | Animator.TrySetMovementAnimation("STAND"); |
1701 | } | 1875 | } |
1702 | 1876 | ||
@@ -1727,13 +1901,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1727 | Vector3 avSitOffSet = part.SitTargetPosition; | 1901 | Vector3 avSitOffSet = part.SitTargetPosition; |
1728 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1902 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1729 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1903 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); |
1730 | 1904 | bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero); | |
1731 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1905 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1732 | bool SitTargetisSet = | 1906 | if (SitTargetisSet && !SitTargetOccupied) |
1733 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && | ||
1734 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); | ||
1735 | |||
1736 | if (SitTargetisSet && SitTargetUnOccupied) | ||
1737 | { | 1907 | { |
1738 | //switch the target to this prim | 1908 | //switch the target to this prim |
1739 | return part; | 1909 | return part; |
@@ -1747,84 +1917,164 @@ namespace OpenSim.Region.Framework.Scenes | |||
1747 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) | 1917 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) |
1748 | { | 1918 | { |
1749 | bool autopilot = true; | 1919 | bool autopilot = true; |
1920 | Vector3 autopilotTarget = new Vector3(); | ||
1921 | Quaternion sitOrientation = Quaternion.Identity; | ||
1750 | Vector3 pos = new Vector3(); | 1922 | Vector3 pos = new Vector3(); |
1751 | Quaternion sitOrientation = pSitOrientation; | ||
1752 | Vector3 cameraEyeOffset = Vector3.Zero; | 1923 | Vector3 cameraEyeOffset = Vector3.Zero; |
1753 | Vector3 cameraAtOffset = Vector3.Zero; | 1924 | Vector3 cameraAtOffset = Vector3.Zero; |
1754 | bool forceMouselook = false; | 1925 | bool forceMouselook = false; |
1755 | 1926 | ||
1756 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); | 1927 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); |
1757 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); | 1928 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); |
1758 | if (part != null) | 1929 | if (part == null) return; |
1759 | { | 1930 | |
1760 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | 1931 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client |
1761 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | 1932 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it |
1762 | 1933 | ||
1763 | // Is a sit target available? | 1934 | // part is the prim to sit on |
1764 | Vector3 avSitOffSet = part.SitTargetPosition; | 1935 | // offset is the world-ref vector distance from that prim center to the click-spot |
1765 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1936 | // UUID is the UUID of the Avatar doing the clicking |
1766 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1937 | |
1767 | 1938 | m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation | |
1768 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1939 | |
1769 | bool SitTargetisSet = | 1940 | // Is a sit target available? |
1770 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && | 1941 | Vector3 avSitOffSet = part.SitTargetPosition; |
1771 | ( | 1942 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1772 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion | 1943 | |
1773 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point | 1944 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1774 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion | 1945 | // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); |
1775 | ) | 1946 | Quaternion partRot; |
1776 | )); | 1947 | // if (part.LinkNum == 1) |
1777 | 1948 | // { // Root prim of linkset | |
1778 | if (SitTargetisSet && SitTargetUnOccupied) | 1949 | // partRot = part.ParentGroup.RootPart.RotationOffset; |
1779 | { | 1950 | // } |
1780 | part.SetAvatarOnSitTarget(UUID); | 1951 | // else |
1781 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); | 1952 | // { // single or child prim |
1782 | sitOrientation = avSitOrientation; | 1953 | partRot = part.GetWorldRotation(); |
1783 | autopilot = false; | 1954 | // } |
1784 | } | 1955 | Quaternion partIRot = Quaternion.Inverse(partRot); |
1785 | 1956 | //Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet); | |
1786 | pos = part.AbsolutePosition + offset; | 1957 | // Sit analysis rewritten by KF 091125 |
1787 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) | 1958 | if (SitTargetisSet) // scipted sit |
1788 | //{ | 1959 | { |
1789 | // offset = pos; | 1960 | if (!part.IsOccupied) |
1790 | //autopilot = false; | 1961 | { |
1791 | //} | 1962 | //Console.WriteLine("Scripted, unoccupied"); |
1792 | if (m_physicsActor != null) | 1963 | part.SetAvatarOnSitTarget(UUID); // set that Av will be on it |
1793 | { | 1964 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one |
1794 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | 1965 | |
1795 | // We can remove the physicsActor until they stand up. | 1966 | Quaternion nrot = avSitOrientation; |
1796 | m_sitAvatarHeight = m_physicsActor.Size.Z; | 1967 | if (!part.IsRoot) |
1797 | |||
1798 | if (autopilot) | ||
1799 | { | 1968 | { |
1800 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) | 1969 | nrot = part.RotationOffset * avSitOrientation; |
1801 | { | ||
1802 | autopilot = false; | ||
1803 | |||
1804 | RemoveFromPhysicalScene(); | ||
1805 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); | ||
1806 | } | ||
1807 | } | 1970 | } |
1808 | else | 1971 | sitOrientation = nrot; // Change rotatione to the scripted one |
1972 | OffsetRotation = nrot; | ||
1973 | autopilot = false; // Jump direct to scripted llSitPos() | ||
1974 | } | ||
1975 | else | ||
1976 | { | ||
1977 | //Console.WriteLine("Scripted, occupied"); | ||
1978 | return; | ||
1979 | } | ||
1980 | } | ||
1981 | else // Not Scripted | ||
1982 | { | ||
1983 | if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) | ||
1984 | { | ||
1985 | // large prim & offset, ignore if other Avs sitting | ||
1986 | // offset.Z -= 0.05f; | ||
1987 | m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked | ||
1988 | autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point | ||
1989 | |||
1990 | //Console.WriteLine(" offset ={0}", offset); | ||
1991 | //Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos); | ||
1992 | //Console.WriteLine(" autopilotTarget={0}", autopilotTarget); | ||
1993 | |||
1994 | } | ||
1995 | else // small offset | ||
1996 | { | ||
1997 | //Console.WriteLine("Small offset"); | ||
1998 | if (!part.IsOccupied) | ||
1999 | { | ||
2000 | m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center | ||
2001 | autopilotTarget = part.AbsolutePosition; | ||
2002 | //Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget); | ||
2003 | } | ||
2004 | else return; // occupied small | ||
2005 | } // end large/small | ||
2006 | } // end Scripted/not | ||
2007 | cameraAtOffset = part.GetCameraAtOffset(); | ||
2008 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
2009 | forceMouselook = part.GetForceMouselook(); | ||
2010 | if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); // | ||
2011 | if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); // | ||
2012 | |||
2013 | if (m_physicsActor != null) | ||
2014 | { | ||
2015 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | ||
2016 | // We can remove the physicsActor until they stand up. | ||
2017 | m_sitAvatarHeight = m_physicsActor.Size.Z; | ||
2018 | if (autopilot) | ||
2019 | { // its not a scripted sit | ||
2020 | // if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) | ||
2021 | if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) ) | ||
1809 | { | 2022 | { |
2023 | autopilot = false; // close enough | ||
2024 | m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2025 | Not using the part's position because returning the AV to the last known standing | ||
2026 | position is likely to be more friendly, isn't it? */ | ||
1810 | RemoveFromPhysicalScene(); | 2027 | RemoveFromPhysicalScene(); |
1811 | } | 2028 | Velocity = Vector3.Zero; |
2029 | AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target | ||
2030 | } // else the autopilot will get us close | ||
2031 | } | ||
2032 | else | ||
2033 | { // its a scripted sit | ||
2034 | m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2035 | I *am* using the part's position this time because we have no real idea how far away | ||
2036 | the avatar is from the sit target. */ | ||
2037 | RemoveFromPhysicalScene(); | ||
2038 | Velocity = Vector3.Zero; | ||
1812 | } | 2039 | } |
1813 | |||
1814 | cameraAtOffset = part.GetCameraAtOffset(); | ||
1815 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
1816 | forceMouselook = part.GetForceMouselook(); | ||
1817 | } | 2040 | } |
2041 | else return; // physactor is null! | ||
1818 | 2042 | ||
1819 | ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | 2043 | Vector3 offsetr; // = offset * partIRot; |
1820 | m_requestedSitTargetUUID = targetID; | 2044 | // KF: In a linkset, offsetr needs to be relative to the group root! 091208 |
2045 | // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot); | ||
2046 | // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error. | ||
2047 | // { // Single, or Root prim of linkset, target is ClickOffset * RootRot | ||
2048 | //offsetr = offset * partIRot; | ||
2049 | // | ||
2050 | // else | ||
2051 | // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) | ||
2052 | // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + | ||
2053 | // (offset * partRot); | ||
2054 | // } | ||
2055 | |||
2056 | //Console.WriteLine(" "); | ||
2057 | //Console.WriteLine("link number ={0}", part.LinkNum); | ||
2058 | //Console.WriteLine("Prim offset ={0}", part.OffsetPosition ); | ||
2059 | //Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset); | ||
2060 | //Console.WriteLine("Click offst ={0}", offset); | ||
2061 | //Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation()); | ||
2062 | //Console.WriteLine("offsetr ={0}", offsetr); | ||
2063 | //Console.WriteLine("Camera At ={0}", cameraAtOffset); | ||
2064 | //Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); | ||
2065 | |||
2066 | //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child | ||
2067 | ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | ||
2068 | |||
2069 | m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target | ||
1821 | // This calls HandleAgentSit twice, once from here, and the client calls | 2070 | // This calls HandleAgentSit twice, once from here, and the client calls |
1822 | // HandleAgentSit itself after it gets to the location | 2071 | // HandleAgentSit itself after it gets to the location |
1823 | // It doesn't get to the location until we've moved them there though | 2072 | // It doesn't get to the location until we've moved them there though |
1824 | // which happens in HandleAgentSit :P | 2073 | // which happens in HandleAgentSit :P |
1825 | m_autopilotMoving = autopilot; | 2074 | m_autopilotMoving = autopilot; |
1826 | m_autoPilotTarget = pos; | 2075 | m_autoPilotTarget = autopilotTarget; |
1827 | m_sitAtAutoTarget = autopilot; | 2076 | m_sitAtAutoTarget = autopilot; |
2077 | m_initialSitTarget = autopilotTarget; | ||
1828 | if (!autopilot) | 2078 | if (!autopilot) |
1829 | HandleAgentSit(remoteClient, UUID); | 2079 | HandleAgentSit(remoteClient, UUID); |
1830 | } | 2080 | } |
@@ -2119,47 +2369,130 @@ namespace OpenSim.Region.Framework.Scenes | |||
2119 | { | 2369 | { |
2120 | if (part != null) | 2370 | if (part != null) |
2121 | { | 2371 | { |
2372 | //Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation()); | ||
2122 | if (part.GetAvatarOnSitTarget() == UUID) | 2373 | if (part.GetAvatarOnSitTarget() == UUID) |
2123 | { | 2374 | { |
2375 | //Console.WriteLine("Scripted Sit"); | ||
2376 | // Scripted sit | ||
2124 | Vector3 sitTargetPos = part.SitTargetPosition; | 2377 | Vector3 sitTargetPos = part.SitTargetPosition; |
2125 | Quaternion sitTargetOrient = part.SitTargetOrientation; | 2378 | Quaternion sitTargetOrient = part.SitTargetOrientation; |
2126 | |||
2127 | //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); | ||
2128 | //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); | ||
2129 | |||
2130 | //Quaternion result = (sitTargetOrient * vq) * nq; | ||
2131 | |||
2132 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 2379 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
2133 | m_pos += SIT_TARGET_ADJUSTMENT; | 2380 | m_pos += SIT_TARGET_ADJUSTMENT; |
2381 | if (!part.IsRoot) | ||
2382 | { | ||
2383 | m_pos *= part.RotationOffset; | ||
2384 | } | ||
2134 | m_bodyRot = sitTargetOrient; | 2385 | m_bodyRot = sitTargetOrient; |
2135 | //Rotation = sitTargetOrient; | ||
2136 | m_parentPosition = part.AbsolutePosition; | 2386 | m_parentPosition = part.AbsolutePosition; |
2137 | 2387 | part.IsOccupied = true; | |
2138 | //SendTerseUpdateToAllClients(); | 2388 | part.ParentGroup.AddAvatar(agentID); |
2139 | } | 2389 | } |
2140 | else | 2390 | else |
2141 | { | 2391 | { |
2142 | m_pos -= part.AbsolutePosition; | 2392 | // if m_avUnscriptedSitPos is zero then Av sits above center |
2393 | // Else Av sits at m_avUnscriptedSitPos | ||
2394 | |||
2395 | // Non-scripted sit by Kitto Flora 21Nov09 | ||
2396 | // Calculate angle of line from prim to Av | ||
2397 | Quaternion partIRot; | ||
2398 | // if (part.LinkNum == 1) | ||
2399 | // { // Root prim of linkset | ||
2400 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2401 | // } | ||
2402 | // else | ||
2403 | // { // single or child prim | ||
2404 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2405 | // } | ||
2406 | Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; | ||
2407 | float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); | ||
2408 | float x_diff = ( m_avInitialPos.X - sitTargetPos.X); | ||
2409 | if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 | ||
2410 | if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 | ||
2411 | float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); | ||
2412 | // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. | ||
2413 | // Av sits at world euler <0,0, z>, translated by part rotation | ||
2414 | m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click | ||
2415 | |||
2143 | m_parentPosition = part.AbsolutePosition; | 2416 | m_parentPosition = part.AbsolutePosition; |
2144 | } | 2417 | part.IsOccupied = true; |
2418 | part.ParentGroup.AddAvatar(agentID); | ||
2419 | m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation | ||
2420 | (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center | ||
2421 | (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) + | ||
2422 | m_avUnscriptedSitPos; // adds click offset, if any | ||
2423 | //Set up raytrace to find top surface of prim | ||
2424 | Vector3 size = part.Scale; | ||
2425 | float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); | ||
2426 | Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); | ||
2427 | Vector3 down = new Vector3(0f, 0f, -1f); | ||
2428 | //Console.WriteLine("st={0} do={1} ma={2}", start, down, mag); | ||
2429 | m_scene.PhysicsScene.RaycastWorld( | ||
2430 | start, // Vector3 position, | ||
2431 | down, // Vector3 direction, | ||
2432 | mag, // float length, | ||
2433 | SitAltitudeCallback); // retMethod | ||
2434 | } // end scripted/not | ||
2145 | } | 2435 | } |
2146 | else | 2436 | else // no Av |
2147 | { | 2437 | { |
2148 | return; | 2438 | return; |
2149 | } | 2439 | } |
2150 | } | 2440 | } |
2151 | m_parentID = m_requestedSitTargetID; | ||
2152 | 2441 | ||
2442 | //We want our offsets to reference the root prim, not the child we may have sat on | ||
2443 | if (!part.IsRoot) | ||
2444 | { | ||
2445 | m_parentID = part.ParentGroup.RootPart.LocalId; | ||
2446 | m_pos += part.OffsetPosition; | ||
2447 | } | ||
2448 | else | ||
2449 | { | ||
2450 | m_parentID = m_requestedSitTargetID; | ||
2451 | } | ||
2452 | |||
2453 | m_linkedPrim = part.UUID; | ||
2454 | if (part.GetAvatarOnSitTarget() != UUID) | ||
2455 | { | ||
2456 | m_offsetRotation = m_offsetRotation / part.RotationOffset; | ||
2457 | } | ||
2153 | Velocity = Vector3.Zero; | 2458 | Velocity = Vector3.Zero; |
2154 | RemoveFromPhysicalScene(); | 2459 | RemoveFromPhysicalScene(); |
2155 | |||
2156 | Animator.TrySetMovementAnimation(sitAnimation); | 2460 | Animator.TrySetMovementAnimation(sitAnimation); |
2157 | SendFullUpdateToAllClients(); | 2461 | SendFullUpdateToAllClients(); |
2158 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | 2462 | SendTerseUpdateToAllClients(); |
2159 | // So we're also sending a terse update (which has avatar rotation) | ||
2160 | // [Update] We do now. | ||
2161 | //SendTerseUpdateToAllClients(); | ||
2162 | } | 2463 | } |
2464 | |||
2465 | public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal) | ||
2466 | { | ||
2467 | // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer | ||
2468 | // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height. | ||
2469 | if(hitYN) | ||
2470 | { | ||
2471 | // m_pos = Av offset from prim center to make look like on center | ||
2472 | // m_parentPosition = Actual center pos of prim | ||
2473 | // collisionPoint = spot on prim where we want to sit | ||
2474 | // collisionPoint.Z = global sit surface height | ||
2475 | SceneObjectPart part = m_scene.GetSceneObjectPart(localid); | ||
2476 | Quaternion partIRot; | ||
2477 | // if (part.LinkNum == 1) | ||
2478 | /// { // Root prim of linkset | ||
2479 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2480 | // } | ||
2481 | // else | ||
2482 | // { // single or child prim | ||
2483 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2484 | // } | ||
2485 | if (m_initialSitTarget != null) | ||
2486 | { | ||
2487 | float offZ = collisionPoint.Z - m_initialSitTarget.Z; | ||
2488 | Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction | ||
2489 | //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); | ||
2490 | m_pos += offset; | ||
2491 | // ControllingClient.SendClearFollowCamProperties(part.UUID); | ||
2492 | } | ||
2493 | |||
2494 | } | ||
2495 | } // End SitAltitudeCallback KF. | ||
2163 | 2496 | ||
2164 | /// <summary> | 2497 | /// <summary> |
2165 | /// Event handler for the 'Always run' setting on the client | 2498 | /// Event handler for the 'Always run' setting on the client |
@@ -2189,7 +2522,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2189 | /// </summary> | 2522 | /// </summary> |
2190 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 2523 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
2191 | /// <param name="rotation">The direction in which this avatar should now face. | 2524 | /// <param name="rotation">The direction in which this avatar should now face. |
2192 | public void AddNewMovement(Vector3 vec, Quaternion rotation) | 2525 | public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging) |
2193 | { | 2526 | { |
2194 | if (m_isChildAgent) | 2527 | if (m_isChildAgent) |
2195 | { | 2528 | { |
@@ -2230,15 +2563,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2230 | Rotation = rotation; | 2563 | Rotation = rotation; |
2231 | Vector3 direc = vec * rotation; | 2564 | Vector3 direc = vec * rotation; |
2232 | direc.Normalize(); | 2565 | direc.Normalize(); |
2566 | PhysicsActor actor = m_physicsActor; | ||
2567 | if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up. | ||
2233 | 2568 | ||
2234 | direc *= 0.03f * 128f * m_speedModifier; | 2569 | direc *= 0.03f * 128f * m_speedModifier; |
2235 | 2570 | ||
2236 | PhysicsActor actor = m_physicsActor; | ||
2237 | if (actor != null) | 2571 | if (actor != null) |
2238 | { | 2572 | { |
2239 | if (actor.Flying) | 2573 | // rm falling if (actor.Flying) |
2574 | if ((actor.Flying) || Animator.m_falling) // add for falling lateral speed | ||
2240 | { | 2575 | { |
2241 | direc *= 4.0f; | 2576 | // rm speed mod direc *= 4.0f; |
2577 | direc *= 5.2f; // for speed mod | ||
2242 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 2578 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
2243 | //bool colliding = (m_physicsActor.IsColliding==true); | 2579 | //bool colliding = (m_physicsActor.IsColliding==true); |
2244 | //if (controlland) | 2580 | //if (controlland) |
@@ -2251,22 +2587,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
2251 | // m_log.Info("[AGENT]: Stop FLying"); | 2587 | // m_log.Info("[AGENT]: Stop FLying"); |
2252 | //} | 2588 | //} |
2253 | } | 2589 | } |
2590 | /* This jumping section removed to SPA | ||
2254 | else if (!actor.Flying && actor.IsColliding) | 2591 | else if (!actor.Flying && actor.IsColliding) |
2255 | { | 2592 | { |
2256 | if (direc.Z > 2.0f) | 2593 | if (direc.Z > 2.0f) |
2257 | { | 2594 | { |
2258 | direc.Z *= 3.0f; | 2595 | if(m_animator.m_animTickJump == -1) |
2259 | 2596 | { | |
2260 | // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. | 2597 | direc.Z *= 3.0f; // jump |
2261 | Animator.TrySetMovementAnimation("PREJUMP"); | 2598 | } |
2262 | Animator.TrySetMovementAnimation("JUMP"); | 2599 | else |
2600 | { | ||
2601 | direc.Z *= 0.1f; // prejump | ||
2602 | } | ||
2603 | / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs | ||
2604 | Animator.TrySetMovementAnimation("PREJUMP"); | ||
2605 | Animator.TrySetMovementAnimation("JUMP"); | ||
2606 | * / | ||
2263 | } | 2607 | } |
2264 | } | 2608 | } */ |
2265 | } | 2609 | } |
2266 | 2610 | ||
2267 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | 2611 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
2268 | m_forceToApply = direc; | 2612 | m_forceToApply = direc; |
2269 | 2613 | m_isNudging = Nudging; | |
2270 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); | 2614 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); |
2271 | } | 2615 | } |
2272 | 2616 | ||
@@ -2281,7 +2625,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2281 | const float POSITION_TOLERANCE = 0.05f; | 2625 | const float POSITION_TOLERANCE = 0.05f; |
2282 | //const int TIME_MS_TOLERANCE = 3000; | 2626 | //const int TIME_MS_TOLERANCE = 3000; |
2283 | 2627 | ||
2284 | SendPrimUpdates(); | 2628 | |
2285 | 2629 | ||
2286 | if (m_isChildAgent == false) | 2630 | if (m_isChildAgent == false) |
2287 | { | 2631 | { |
@@ -2311,6 +2655,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2311 | CheckForBorderCrossing(); | 2655 | CheckForBorderCrossing(); |
2312 | CheckForSignificantMovement(); // sends update to the modules. | 2656 | CheckForSignificantMovement(); // sends update to the modules. |
2313 | } | 2657 | } |
2658 | |||
2659 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2660 | SendPrimUpdates(); | ||
2314 | } | 2661 | } |
2315 | 2662 | ||
2316 | #endregion | 2663 | #endregion |
@@ -3058,6 +3405,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3058 | m_callbackURI = cAgent.CallbackURI; | 3405 | m_callbackURI = cAgent.CallbackURI; |
3059 | 3406 | ||
3060 | m_pos = cAgent.Position; | 3407 | m_pos = cAgent.Position; |
3408 | |||
3061 | m_velocity = cAgent.Velocity; | 3409 | m_velocity = cAgent.Velocity; |
3062 | m_CameraCenter = cAgent.Center; | 3410 | m_CameraCenter = cAgent.Center; |
3063 | m_CameraAtAxis = cAgent.AtAxis; | 3411 | m_CameraAtAxis = cAgent.AtAxis; |
@@ -3176,17 +3524,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
3176 | /// </summary> | 3524 | /// </summary> |
3177 | public override void UpdateMovement() | 3525 | public override void UpdateMovement() |
3178 | { | 3526 | { |
3179 | if (m_forceToApply.HasValue) | 3527 | if (Animator!=null) // add for jumping |
3180 | { | 3528 | { // add for jumping |
3181 | Vector3 force = m_forceToApply.Value; | 3529 | // if (!m_animator.m_jumping) // add for jumping |
3530 | // { // add for jumping | ||
3182 | 3531 | ||
3183 | m_updateflag = true; | 3532 | if (m_forceToApply.HasValue) // this section realigned |
3184 | // movementvector = force; | 3533 | { |
3185 | Velocity = force; | ||
3186 | 3534 | ||
3187 | m_forceToApply = null; | 3535 | Vector3 force = m_forceToApply.Value; |
3188 | } | 3536 | m_updateflag = true; |
3189 | } | 3537 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping |
3538 | Velocity = force; | ||
3539 | //Console.WriteLine("UM1 {0}", Velocity); | ||
3540 | m_forceToApply = null; | ||
3541 | } | ||
3542 | else | ||
3543 | { | ||
3544 | if (m_isNudging) | ||
3545 | { | ||
3546 | Vector3 force = Vector3.Zero; | ||
3547 | |||
3548 | m_updateflag = true; | ||
3549 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping | ||
3550 | Velocity = force; | ||
3551 | //Console.WriteLine("UM2 {0}", Velocity); | ||
3552 | m_isNudging = false; | ||
3553 | m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND" | ||
3554 | } | ||
3555 | else // add for jumping | ||
3556 | { // add for jumping | ||
3557 | Vector3 force = Vector3.Zero; // add for jumping | ||
3558 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping | ||
3559 | //Console.WriteLine("UM3 {0}", Velocity); | ||
3560 | Velocity = force; // add for jumping | ||
3561 | } | ||
3562 | |||
3563 | } | ||
3564 | // } // end realign | ||
3565 | } // add for jumping | ||
3566 | } // add for jumping | ||
3190 | 3567 | ||
3191 | /// <summary> | 3568 | /// <summary> |
3192 | /// Adds a physical representation of the avatar to the Physics plugin | 3569 | /// Adds a physical representation of the avatar to the Physics plugin |
@@ -3200,10 +3577,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3200 | 3577 | ||
3201 | Vector3 pVec = AbsolutePosition; | 3578 | Vector3 pVec = AbsolutePosition; |
3202 | 3579 | ||
3203 | // Old bug where the height was in centimeters instead of meters | ||
3204 | m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, | 3580 | m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, |
3205 | new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); | 3581 | new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); |
3206 | |||
3207 | scene.AddPhysicsActorTaint(m_physicsActor); | 3582 | scene.AddPhysicsActorTaint(m_physicsActor); |
3208 | //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; | 3583 | //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; |
3209 | m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; | 3584 | m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; |
@@ -3227,18 +3602,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3227 | { | 3602 | { |
3228 | if (e == null) | 3603 | if (e == null) |
3229 | return; | 3604 | return; |
3230 | 3605 | ||
3231 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) | 3606 | // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents( |
3232 | // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( | ||
3233 | // as of this comment the interval is set in AddToPhysicalScene | 3607 | // as of this comment the interval is set in AddToPhysicalScene |
3234 | if (Animator!=null) | 3608 | if (Animator!=null) |
3235 | Animator.UpdateMovementAnimations(); | 3609 | { |
3610 | if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper, | ||
3611 | { // else its will lock out other animation changes, like ground sit. | ||
3612 | Animator.UpdateMovementAnimations(); | ||
3613 | m_updateCount--; | ||
3614 | } | ||
3615 | } | ||
3236 | 3616 | ||
3237 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3617 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; |
3238 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | 3618 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; |
3239 | 3619 | ||
3240 | CollisionPlane = Vector4.UnitW; | 3620 | CollisionPlane = Vector4.UnitW; |
3241 | 3621 | ||
3622 | if (m_lastColCount != coldata.Count) | ||
3623 | { | ||
3624 | m_updateCount = UPDATE_COUNT; | ||
3625 | m_lastColCount = coldata.Count; | ||
3626 | } | ||
3627 | |||
3242 | if (coldata.Count != 0 && Animator != null) | 3628 | if (coldata.Count != 0 && Animator != null) |
3243 | { | 3629 | { |
3244 | switch (Animator.CurrentMovementAnimation) | 3630 | switch (Animator.CurrentMovementAnimation) |
@@ -3268,6 +3654,148 @@ namespace OpenSim.Region.Framework.Scenes | |||
3268 | } | 3654 | } |
3269 | } | 3655 | } |
3270 | 3656 | ||
3657 | List<uint> thisHitColliders = new List<uint>(); | ||
3658 | List<uint> endedColliders = new List<uint>(); | ||
3659 | List<uint> startedColliders = new List<uint>(); | ||
3660 | |||
3661 | foreach (uint localid in coldata.Keys) | ||
3662 | { | ||
3663 | thisHitColliders.Add(localid); | ||
3664 | if (!m_lastColliders.Contains(localid)) | ||
3665 | { | ||
3666 | startedColliders.Add(localid); | ||
3667 | } | ||
3668 | //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString()); | ||
3669 | } | ||
3670 | |||
3671 | // calculate things that ended colliding | ||
3672 | foreach (uint localID in m_lastColliders) | ||
3673 | { | ||
3674 | if (!thisHitColliders.Contains(localID)) | ||
3675 | { | ||
3676 | endedColliders.Add(localID); | ||
3677 | } | ||
3678 | } | ||
3679 | //add the items that started colliding this time to the last colliders list. | ||
3680 | foreach (uint localID in startedColliders) | ||
3681 | { | ||
3682 | m_lastColliders.Add(localID); | ||
3683 | } | ||
3684 | // remove things that ended colliding from the last colliders list | ||
3685 | foreach (uint localID in endedColliders) | ||
3686 | { | ||
3687 | m_lastColliders.Remove(localID); | ||
3688 | } | ||
3689 | |||
3690 | // do event notification | ||
3691 | if (startedColliders.Count > 0) | ||
3692 | { | ||
3693 | ColliderArgs StartCollidingMessage = new ColliderArgs(); | ||
3694 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3695 | foreach (uint localId in startedColliders) | ||
3696 | { | ||
3697 | if (localId == 0) | ||
3698 | continue; | ||
3699 | |||
3700 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3701 | string data = ""; | ||
3702 | if (obj != null) | ||
3703 | { | ||
3704 | DetectedObject detobj = new DetectedObject(); | ||
3705 | detobj.keyUUID = obj.UUID; | ||
3706 | detobj.nameStr = obj.Name; | ||
3707 | detobj.ownerUUID = obj.OwnerID; | ||
3708 | detobj.posVector = obj.AbsolutePosition; | ||
3709 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3710 | detobj.velVector = obj.Velocity; | ||
3711 | detobj.colliderType = 0; | ||
3712 | detobj.groupUUID = obj.GroupID; | ||
3713 | colliding.Add(detobj); | ||
3714 | } | ||
3715 | } | ||
3716 | |||
3717 | if (colliding.Count > 0) | ||
3718 | { | ||
3719 | StartCollidingMessage.Colliders = colliding; | ||
3720 | |||
3721 | foreach (SceneObjectGroup att in Attachments) | ||
3722 | Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage); | ||
3723 | } | ||
3724 | } | ||
3725 | |||
3726 | if (endedColliders.Count > 0) | ||
3727 | { | ||
3728 | ColliderArgs EndCollidingMessage = new ColliderArgs(); | ||
3729 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3730 | foreach (uint localId in endedColliders) | ||
3731 | { | ||
3732 | if (localId == 0) | ||
3733 | continue; | ||
3734 | |||
3735 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3736 | string data = ""; | ||
3737 | if (obj != null) | ||
3738 | { | ||
3739 | DetectedObject detobj = new DetectedObject(); | ||
3740 | detobj.keyUUID = obj.UUID; | ||
3741 | detobj.nameStr = obj.Name; | ||
3742 | detobj.ownerUUID = obj.OwnerID; | ||
3743 | detobj.posVector = obj.AbsolutePosition; | ||
3744 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3745 | detobj.velVector = obj.Velocity; | ||
3746 | detobj.colliderType = 0; | ||
3747 | detobj.groupUUID = obj.GroupID; | ||
3748 | colliding.Add(detobj); | ||
3749 | } | ||
3750 | } | ||
3751 | |||
3752 | if (colliding.Count > 0) | ||
3753 | { | ||
3754 | EndCollidingMessage.Colliders = colliding; | ||
3755 | |||
3756 | foreach (SceneObjectGroup att in Attachments) | ||
3757 | Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage); | ||
3758 | } | ||
3759 | } | ||
3760 | |||
3761 | if (thisHitColliders.Count > 0) | ||
3762 | { | ||
3763 | ColliderArgs CollidingMessage = new ColliderArgs(); | ||
3764 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3765 | foreach (uint localId in thisHitColliders) | ||
3766 | { | ||
3767 | if (localId == 0) | ||
3768 | continue; | ||
3769 | |||
3770 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3771 | string data = ""; | ||
3772 | if (obj != null) | ||
3773 | { | ||
3774 | DetectedObject detobj = new DetectedObject(); | ||
3775 | detobj.keyUUID = obj.UUID; | ||
3776 | detobj.nameStr = obj.Name; | ||
3777 | detobj.ownerUUID = obj.OwnerID; | ||
3778 | detobj.posVector = obj.AbsolutePosition; | ||
3779 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3780 | detobj.velVector = obj.Velocity; | ||
3781 | detobj.colliderType = 0; | ||
3782 | detobj.groupUUID = obj.GroupID; | ||
3783 | colliding.Add(detobj); | ||
3784 | } | ||
3785 | } | ||
3786 | |||
3787 | if (colliding.Count > 0) | ||
3788 | { | ||
3789 | CollidingMessage.Colliders = colliding; | ||
3790 | |||
3791 | lock (m_attachments) | ||
3792 | { | ||
3793 | foreach (SceneObjectGroup att in m_attachments) | ||
3794 | Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage); | ||
3795 | } | ||
3796 | } | ||
3797 | } | ||
3798 | |||
3271 | if (m_invulnerable) | 3799 | if (m_invulnerable) |
3272 | return; | 3800 | return; |
3273 | 3801 | ||
@@ -3693,6 +4221,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
3693 | return; | 4221 | return; |
3694 | } | 4222 | } |
3695 | 4223 | ||
4224 | XmlDocument doc = new XmlDocument(); | ||
4225 | string stateData = String.Empty; | ||
4226 | |||
4227 | IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>(); | ||
4228 | if (attServ != null) | ||
4229 | { | ||
4230 | m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service"); | ||
4231 | stateData = attServ.Get(ControllingClient.AgentId.ToString()); | ||
4232 | if (stateData != String.Empty) | ||
4233 | { | ||
4234 | try | ||
4235 | { | ||
4236 | doc.LoadXml(stateData); | ||
4237 | } | ||
4238 | catch { } | ||
4239 | } | ||
4240 | } | ||
4241 | |||
4242 | Dictionary<UUID, string> itemData = new Dictionary<UUID, string>(); | ||
4243 | |||
4244 | XmlNodeList nodes = doc.GetElementsByTagName("Attachment"); | ||
4245 | if (nodes.Count > 0) | ||
4246 | { | ||
4247 | foreach (XmlNode n in nodes) | ||
4248 | { | ||
4249 | XmlElement elem = (XmlElement)n; | ||
4250 | string itemID = elem.GetAttribute("ItemID"); | ||
4251 | string xml = elem.InnerXml; | ||
4252 | |||
4253 | itemData[new UUID(itemID)] = xml; | ||
4254 | } | ||
4255 | } | ||
4256 | |||
3696 | List<AvatarAttachment> attachments = m_appearance.GetAttachments(); | 4257 | List<AvatarAttachment> attachments = m_appearance.GetAttachments(); |
3697 | foreach (AvatarAttachment attach in attachments) | 4258 | foreach (AvatarAttachment attach in attachments) |
3698 | { | 4259 | { |
@@ -3713,7 +4274,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
3713 | 4274 | ||
3714 | try | 4275 | try |
3715 | { | 4276 | { |
3716 | m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); | 4277 | string xmlData; |
4278 | XmlDocument d = new XmlDocument(); | ||
4279 | UUID asset; | ||
4280 | if (itemData.TryGetValue(itemID, out xmlData)) | ||
4281 | { | ||
4282 | d.LoadXml(xmlData); | ||
4283 | m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID); | ||
4284 | |||
4285 | // Rez from inventory | ||
4286 | asset | ||
4287 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d); | ||
4288 | |||
4289 | } | ||
4290 | else | ||
4291 | { | ||
4292 | // Rez from inventory (with a null doc to let | ||
4293 | // CHANGED_OWNER happen) | ||
4294 | asset | ||
4295 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null); | ||
4296 | } | ||
4297 | |||
4298 | m_log.InfoFormat( | ||
4299 | "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2}", | ||
4300 | p, itemID, asset); | ||
3717 | } | 4301 | } |
3718 | catch (Exception e) | 4302 | catch (Exception e) |
3719 | { | 4303 | { |
@@ -3746,5 +4330,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3746 | m_reprioritization_called = false; | 4330 | m_reprioritization_called = false; |
3747 | } | 4331 | } |
3748 | } | 4332 | } |
4333 | |||
4334 | private Vector3 Quat2Euler(Quaternion rot){ | ||
4335 | float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) , | ||
4336 | (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z))); | ||
4337 | float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W))); | ||
4338 | float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) , | ||
4339 | (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z))); | ||
4340 | return(new Vector3(x,y,z)); | ||
4341 | } | ||
4342 | |||
4343 | |||
3749 | } | 4344 | } |
3750 | } | 4345 | } |