diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 514 |
1 files changed, 379 insertions, 135 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 289ba47..a3ad7ca 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
73 | // { | 73 | // { |
74 | // m_log.Debug("[ScenePresence] Destructor called"); | 74 | // m_log.Debug("[ScenePresence] Destructor called"); |
75 | // } | 75 | // } |
76 | 76 | ||
77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
78 | 78 | ||
79 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; | 79 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; |
@@ -89,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
89 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis | 89 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis |
90 | /// issue #1716 | 90 | /// issue #1716 |
91 | /// </summary> | 91 | /// </summary> |
92 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); | 92 | // private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); |
93 | // Value revised by KF 091121 by comparison with SL. | ||
94 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); | ||
93 | 95 | ||
94 | public UUID currentParcelUUID = UUID.Zero; | 96 | public UUID currentParcelUUID = UUID.Zero; |
95 | 97 | ||
@@ -113,8 +115,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
113 | public Vector3 lastKnownAllowedPosition; | 115 | public Vector3 lastKnownAllowedPosition; |
114 | public bool sentMessageAboutRestrictedParcelFlyingDown; | 116 | public bool sentMessageAboutRestrictedParcelFlyingDown; |
115 | public Vector4 CollisionPlane = Vector4.UnitW; | 117 | public Vector4 CollisionPlane = Vector4.UnitW; |
116 | 118 | ||
117 | private Vector3 m_lastPosition; | 119 | private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation |
120 | private Vector3 m_avUnscriptedSitPos; // for non-scripted prims | ||
121 | private Vector3 m_lastPosition; | ||
122 | private Vector3 m_lastWorldPosition; | ||
118 | private Quaternion m_lastRotation; | 123 | private Quaternion m_lastRotation; |
119 | private Vector3 m_lastVelocity; | 124 | private Vector3 m_lastVelocity; |
120 | //private int m_lastTerseSent; | 125 | //private int m_lastTerseSent; |
@@ -145,7 +150,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
145 | private int m_perfMonMS; | 150 | private int m_perfMonMS; |
146 | 151 | ||
147 | private bool m_setAlwaysRun; | 152 | private bool m_setAlwaysRun; |
148 | |||
149 | private bool m_forceFly; | 153 | private bool m_forceFly; |
150 | private bool m_flyDisabled; | 154 | private bool m_flyDisabled; |
151 | 155 | ||
@@ -169,7 +173,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
169 | protected RegionInfo m_regionInfo; | 173 | protected RegionInfo m_regionInfo; |
170 | protected ulong crossingFromRegion; | 174 | protected ulong crossingFromRegion; |
171 | 175 | ||
172 | private readonly Vector3[] Dir_Vectors = new Vector3[6]; | 176 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; |
177 | private bool m_isNudging = false; | ||
173 | 178 | ||
174 | // Position of agent's camera in world (region cordinates) | 179 | // Position of agent's camera in world (region cordinates) |
175 | protected Vector3 m_CameraCenter; | 180 | protected Vector3 m_CameraCenter; |
@@ -194,6 +199,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
194 | private bool m_autopilotMoving; | 199 | private bool m_autopilotMoving; |
195 | private Vector3 m_autoPilotTarget; | 200 | private Vector3 m_autoPilotTarget; |
196 | private bool m_sitAtAutoTarget; | 201 | private bool m_sitAtAutoTarget; |
202 | private Vector3 m_initialSitTarget; //KF: First estimate of where to sit | ||
197 | 203 | ||
198 | private string m_nextSitAnimation = String.Empty; | 204 | private string m_nextSitAnimation = String.Empty; |
199 | 205 | ||
@@ -204,6 +210,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
204 | private bool m_followCamAuto; | 210 | private bool m_followCamAuto; |
205 | 211 | ||
206 | private int m_movementUpdateCount; | 212 | private int m_movementUpdateCount; |
213 | private int m_lastColCount = -1; //KF: Look for Collision chnages | ||
214 | private int m_updateCount = 0; //KF: Update Anims for a while | ||
215 | private static readonly int UPDATE_COUNT = 10; // how many frames to update for | ||
207 | 216 | ||
208 | private const int NumMovementsBetweenRayCast = 5; | 217 | private const int NumMovementsBetweenRayCast = 5; |
209 | 218 | ||
@@ -233,6 +242,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
233 | DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, | 242 | DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, |
234 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 243 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
235 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 244 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, |
245 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, | ||
246 | DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | ||
247 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, | ||
248 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, | ||
236 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 249 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
237 | } | 250 | } |
238 | 251 | ||
@@ -658,10 +671,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
658 | 671 | ||
659 | 672 | ||
660 | AdjustKnownSeeds(); | 673 | AdjustKnownSeeds(); |
661 | |||
662 | // TODO: I think, this won't send anything, as we are still a child here... | ||
663 | Animator.TrySetMovementAnimation("STAND"); | 674 | Animator.TrySetMovementAnimation("STAND"); |
664 | |||
665 | // we created a new ScenePresence (a new child agent) in a fresh region. | 675 | // we created a new ScenePresence (a new child agent) in a fresh region. |
666 | // Request info about all the (root) agents in this region | 676 | // Request info about all the (root) agents in this region |
667 | // Note: This won't send data *to* other clients in that region (children don't send) | 677 | // Note: This won't send data *to* other clients in that region (children don't send) |
@@ -717,21 +727,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
717 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 727 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
718 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 728 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
719 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 729 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
720 | Dir_Vectors[5] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 730 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
731 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE | ||
732 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE | ||
733 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | ||
734 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
721 | } | 735 | } |
722 | 736 | ||
723 | private Vector3[] GetWalkDirectionVectors() | 737 | private Vector3[] GetWalkDirectionVectors() |
724 | { | 738 | { |
725 | Vector3[] vector = new Vector3[6]; | 739 | Vector3[] vector = new Vector3[11]; |
726 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD | 740 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
727 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK | 741 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
728 | vector[2] = Vector3.UnitY; //LEFT | 742 | vector[2] = Vector3.UnitY; //LEFT |
729 | vector[3] = -Vector3.UnitY; //RIGHT | 743 | vector[3] = -Vector3.UnitY; //RIGHT |
730 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 744 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
731 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN | 745 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
732 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | 746 | vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE |
747 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE | ||
748 | vector[8] = Vector3.UnitY; //LEFT_NUDGE | ||
749 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | ||
750 | vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE | ||
733 | return vector; | 751 | return vector; |
734 | } | 752 | } |
753 | |||
754 | private bool[] GetDirectionIsNudge() | ||
755 | { | ||
756 | bool[] isNudge = new bool[11]; | ||
757 | isNudge[0] = false; //FORWARD | ||
758 | isNudge[1] = false; //BACK | ||
759 | isNudge[2] = false; //LEFT | ||
760 | isNudge[3] = false; //RIGHT | ||
761 | isNudge[4] = false; //UP | ||
762 | isNudge[5] = false; //DOWN | ||
763 | isNudge[6] = true; //FORWARD_NUDGE | ||
764 | isNudge[7] = true; //BACK_NUDGE | ||
765 | isNudge[8] = true; //LEFT_NUDGE | ||
766 | isNudge[9] = true; //RIGHT_NUDGE | ||
767 | isNudge[10] = true; //DOWN_Nudge | ||
768 | return isNudge; | ||
769 | } | ||
770 | |||
735 | 771 | ||
736 | #endregion | 772 | #endregion |
737 | 773 | ||
@@ -995,7 +1031,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
995 | { | 1031 | { |
996 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); | 1032 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); |
997 | } | 1033 | } |
998 | 1034 | ||
1035 | m_updateCount = UPDATE_COUNT; //KF: Trigger Anim updates to catch falling anim. | ||
1036 | |||
999 | ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, | 1037 | ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, |
1000 | AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); | 1038 | AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); |
1001 | } | 1039 | } |
@@ -1230,7 +1268,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1230 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); | 1268 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); |
1231 | } | 1269 | } |
1232 | } | 1270 | } |
1233 | |||
1234 | lock (scriptedcontrols) | 1271 | lock (scriptedcontrols) |
1235 | { | 1272 | { |
1236 | if (scriptedcontrols.Count > 0) | 1273 | if (scriptedcontrols.Count > 0) |
@@ -1245,9 +1282,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1245 | 1282 | ||
1246 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) | 1283 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) |
1247 | { | 1284 | { |
1248 | // TODO: This doesn't prevent the user from walking yet. | 1285 | m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. |
1249 | // Setting parent ID would fix this, if we knew what value | ||
1250 | // to use. Or we could add a m_isSitting variable. | ||
1251 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | 1286 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); |
1252 | } | 1287 | } |
1253 | 1288 | ||
@@ -1292,6 +1327,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1292 | update_rotation = true; | 1327 | update_rotation = true; |
1293 | } | 1328 | } |
1294 | 1329 | ||
1330 | //guilty until proven innocent.. | ||
1331 | bool Nudging = true; | ||
1332 | //Basically, if there is at least one non-nudge control then we don't need | ||
1333 | //to worry about stopping the avatar | ||
1334 | |||
1295 | if (m_parentID == 0) | 1335 | if (m_parentID == 0) |
1296 | { | 1336 | { |
1297 | bool bAllowUpdateMoveToPosition = false; | 1337 | bool bAllowUpdateMoveToPosition = false; |
@@ -1306,6 +1346,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1306 | else | 1346 | else |
1307 | dirVectors = Dir_Vectors; | 1347 | dirVectors = Dir_Vectors; |
1308 | 1348 | ||
1349 | bool[] isNudge = GetDirectionIsNudge(); | ||
1350 | |||
1351 | |||
1352 | |||
1353 | |||
1354 | |||
1309 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 1355 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
1310 | { | 1356 | { |
1311 | if (((uint)flags & (uint)DCF) != 0) | 1357 | if (((uint)flags & (uint)DCF) != 0) |
@@ -1315,6 +1361,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1315 | try | 1361 | try |
1316 | { | 1362 | { |
1317 | agent_control_v3 += dirVectors[i]; | 1363 | agent_control_v3 += dirVectors[i]; |
1364 | if (isNudge[i] == false) | ||
1365 | { | ||
1366 | Nudging = false; | ||
1367 | } | ||
1318 | } | 1368 | } |
1319 | catch (IndexOutOfRangeException) | 1369 | catch (IndexOutOfRangeException) |
1320 | { | 1370 | { |
@@ -1376,6 +1426,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1376 | // Ignore z component of vector | 1426 | // Ignore z component of vector |
1377 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1427 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1378 | LocalVectorToTarget2D.Normalize(); | 1428 | LocalVectorToTarget2D.Normalize(); |
1429 | |||
1430 | //We're not nudging | ||
1431 | Nudging = false; | ||
1379 | agent_control_v3 += LocalVectorToTarget2D; | 1432 | agent_control_v3 += LocalVectorToTarget2D; |
1380 | 1433 | ||
1381 | // update avatar movement flags. the avatar coordinate system is as follows: | 1434 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1464,7 +1517,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1464 | // m_log.DebugFormat( | 1517 | // m_log.DebugFormat( |
1465 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); | 1518 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); |
1466 | 1519 | ||
1467 | AddNewMovement(agent_control_v3, q); | 1520 | AddNewMovement(agent_control_v3, q, Nudging); |
1468 | 1521 | ||
1469 | 1522 | ||
1470 | } | 1523 | } |
@@ -1485,7 +1538,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1485 | m_sitAtAutoTarget = false; | 1538 | m_sitAtAutoTarget = false; |
1486 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; | 1539 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; |
1487 | //proxy.PCode = (byte)PCode.ParticleSystem; | 1540 | //proxy.PCode = (byte)PCode.ParticleSystem; |
1488 | |||
1489 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); | 1541 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); |
1490 | proxyObjectGroup.AttachToScene(m_scene); | 1542 | proxyObjectGroup.AttachToScene(m_scene); |
1491 | 1543 | ||
@@ -1527,7 +1579,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1527 | } | 1579 | } |
1528 | m_moveToPositionInProgress = true; | 1580 | m_moveToPositionInProgress = true; |
1529 | m_moveToPositionTarget = new Vector3(locx, locy, locz); | 1581 | m_moveToPositionTarget = new Vector3(locx, locy, locz); |
1530 | } | 1582 | } |
1531 | catch (Exception ex) | 1583 | catch (Exception ex) |
1532 | { | 1584 | { |
1533 | //Why did I get this error? | 1585 | //Why did I get this error? |
@@ -1549,7 +1601,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1549 | Velocity = Vector3.Zero; | 1601 | Velocity = Vector3.Zero; |
1550 | SendFullUpdateToAllClients(); | 1602 | SendFullUpdateToAllClients(); |
1551 | 1603 | ||
1552 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1604 | HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? |
1553 | } | 1605 | } |
1554 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); | 1606 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); |
1555 | m_requestedSitTargetUUID = UUID.Zero; | 1607 | m_requestedSitTargetUUID = UUID.Zero; |
@@ -1587,46 +1639,79 @@ namespace OpenSim.Region.Framework.Scenes | |||
1587 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | 1639 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); |
1588 | if (part != null) | 1640 | if (part != null) |
1589 | { | 1641 | { |
1642 | part.TaskInventory.LockItemsForRead(true); | ||
1590 | TaskInventoryDictionary taskIDict = part.TaskInventory; | 1643 | TaskInventoryDictionary taskIDict = part.TaskInventory; |
1591 | if (taskIDict != null) | 1644 | if (taskIDict != null) |
1592 | { | 1645 | { |
1593 | lock (taskIDict) | 1646 | foreach (UUID taskID in taskIDict.Keys) |
1594 | { | 1647 | { |
1595 | foreach (UUID taskID in taskIDict.Keys) | 1648 | UnRegisterControlEventsToScript(LocalId, taskID); |
1596 | { | 1649 | taskIDict[taskID].PermsMask &= ~( |
1597 | UnRegisterControlEventsToScript(LocalId, taskID); | 1650 | 2048 | //PERMISSION_CONTROL_CAMERA |
1598 | taskIDict[taskID].PermsMask &= ~( | 1651 | 4); // PERMISSION_TAKE_CONTROLS |
1599 | 2048 | //PERMISSION_CONTROL_CAMERA | ||
1600 | 4); // PERMISSION_TAKE_CONTROLS | ||
1601 | } | ||
1602 | } | 1652 | } |
1603 | |||
1604 | } | 1653 | } |
1654 | part.TaskInventory.LockItemsForRead(false); | ||
1605 | // Reset sit target. | 1655 | // Reset sit target. |
1606 | if (part.GetAvatarOnSitTarget() == UUID) | 1656 | if (part.GetAvatarOnSitTarget() == UUID) |
1607 | part.SetAvatarOnSitTarget(UUID.Zero); | 1657 | part.SetAvatarOnSitTarget(UUID.Zero); |
1608 | |||
1609 | m_parentPosition = part.GetWorldPosition(); | 1658 | m_parentPosition = part.GetWorldPosition(); |
1610 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); | 1659 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); |
1611 | } | 1660 | } |
1612 | 1661 | // part.GetWorldRotation() is the rotation of the object being sat on | |
1613 | if (m_physicsActor == null) | 1662 | // Rotation is the sittiing Av's rotation |
1614 | { | 1663 | |
1615 | AddToPhysicalScene(false); | 1664 | Quaternion partRot; |
1665 | // if (part.LinkNum == 1) | ||
1666 | // { // Root prim of linkset | ||
1667 | // partRot = part.ParentGroup.RootPart.RotationOffset; | ||
1668 | // } | ||
1669 | // else | ||
1670 | // { // single or child prim | ||
1671 | |||
1672 | // } | ||
1673 | if (part == null) //CW: Part may be gone. llDie() for example. | ||
1674 | { | ||
1675 | partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1676 | } | ||
1677 | else | ||
1678 | { | ||
1679 | partRot = part.GetWorldRotation(); | ||
1680 | } | ||
1681 | |||
1682 | Quaternion partIRot = Quaternion.Inverse(partRot); | ||
1683 | |||
1684 | Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av | ||
1685 | Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av | ||
1686 | |||
1687 | |||
1688 | if (m_physicsActor == null) | ||
1689 | { | ||
1690 | AddToPhysicalScene(false); | ||
1691 | } | ||
1692 | //CW: If the part isn't null then we can set the current position | ||
1693 | if (part != null) | ||
1694 | { | ||
1695 | Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset! | ||
1696 | AbsolutePosition = avWorldStandUp; //KF: Fix stand up. | ||
1697 | part.IsOccupied = false; | ||
1698 | } | ||
1699 | else | ||
1700 | { | ||
1701 | //CW: Since the part doesn't exist, a coarse standup position isn't an issue | ||
1702 | AbsolutePosition = m_lastWorldPosition; | ||
1616 | } | 1703 | } |
1617 | 1704 | ||
1618 | m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); | 1705 | m_parentPosition = Vector3.Zero; |
1619 | m_parentPosition = Vector3.Zero; | 1706 | m_parentID = 0; |
1620 | |||
1621 | m_parentID = 0; | ||
1622 | SendFullUpdateToAllClients(); | 1707 | SendFullUpdateToAllClients(); |
1623 | m_requestedSitTargetID = 0; | 1708 | m_requestedSitTargetID = 0; |
1709 | |||
1624 | if ((m_physicsActor != null) && (m_avHeight > 0)) | 1710 | if ((m_physicsActor != null) && (m_avHeight > 0)) |
1625 | { | 1711 | { |
1626 | SetHeight(m_avHeight); | 1712 | SetHeight(m_avHeight); |
1627 | } | 1713 | } |
1628 | } | 1714 | } |
1629 | |||
1630 | Animator.TrySetMovementAnimation("STAND"); | 1715 | Animator.TrySetMovementAnimation("STAND"); |
1631 | } | 1716 | } |
1632 | 1717 | ||
@@ -1657,13 +1742,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1657 | Vector3 avSitOffSet = part.SitTargetPosition; | 1742 | Vector3 avSitOffSet = part.SitTargetPosition; |
1658 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1743 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1659 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1744 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); |
1660 | 1745 | bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero); | |
1661 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1746 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1662 | bool SitTargetisSet = | 1747 | if (SitTargetisSet && !SitTargetOccupied) |
1663 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && | ||
1664 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); | ||
1665 | |||
1666 | if (SitTargetisSet && SitTargetUnOccupied) | ||
1667 | { | 1748 | { |
1668 | //switch the target to this prim | 1749 | //switch the target to this prim |
1669 | return part; | 1750 | return part; |
@@ -1677,84 +1758,152 @@ namespace OpenSim.Region.Framework.Scenes | |||
1677 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) | 1758 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) |
1678 | { | 1759 | { |
1679 | bool autopilot = true; | 1760 | bool autopilot = true; |
1761 | Vector3 autopilotTarget = new Vector3(); | ||
1762 | Quaternion sitOrientation = Quaternion.Identity; | ||
1680 | Vector3 pos = new Vector3(); | 1763 | Vector3 pos = new Vector3(); |
1681 | Quaternion sitOrientation = pSitOrientation; | ||
1682 | Vector3 cameraEyeOffset = Vector3.Zero; | 1764 | Vector3 cameraEyeOffset = Vector3.Zero; |
1683 | Vector3 cameraAtOffset = Vector3.Zero; | 1765 | Vector3 cameraAtOffset = Vector3.Zero; |
1684 | bool forceMouselook = false; | 1766 | bool forceMouselook = false; |
1685 | 1767 | ||
1686 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); | 1768 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); |
1687 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); | 1769 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); |
1688 | if (part != null) | 1770 | if (part == null) return; |
1689 | { | 1771 | |
1690 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | 1772 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client |
1691 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | 1773 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it |
1692 | 1774 | ||
1693 | // Is a sit target available? | 1775 | // part is the prim to sit on |
1694 | Vector3 avSitOffSet = part.SitTargetPosition; | 1776 | // offset is the world-ref vector distance from that prim center to the click-spot |
1695 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1777 | // UUID is the UUID of the Avatar doing the clicking |
1696 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1778 | |
1697 | 1779 | m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation | |
1698 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1780 | |
1699 | bool SitTargetisSet = | 1781 | // Is a sit target available? |
1700 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && | 1782 | Vector3 avSitOffSet = part.SitTargetPosition; |
1701 | ( | 1783 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1702 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion | 1784 | |
1703 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point | 1785 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1704 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion | 1786 | // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); |
1705 | ) | 1787 | Quaternion partRot; |
1706 | )); | 1788 | // if (part.LinkNum == 1) |
1707 | 1789 | // { // Root prim of linkset | |
1708 | if (SitTargetisSet && SitTargetUnOccupied) | 1790 | // partRot = part.ParentGroup.RootPart.RotationOffset; |
1709 | { | 1791 | // } |
1710 | part.SetAvatarOnSitTarget(UUID); | 1792 | // else |
1711 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); | 1793 | // { // single or child prim |
1712 | sitOrientation = avSitOrientation; | 1794 | partRot = part.GetWorldRotation(); |
1713 | autopilot = false; | 1795 | // } |
1714 | } | 1796 | Quaternion partIRot = Quaternion.Inverse(partRot); |
1715 | 1797 | //Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet); | |
1716 | pos = part.AbsolutePosition + offset; | 1798 | // Sit analysis rewritten by KF 091125 |
1717 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) | 1799 | if (SitTargetisSet) // scipted sit |
1718 | //{ | 1800 | { |
1719 | // offset = pos; | 1801 | if (!part.IsOccupied) |
1720 | //autopilot = false; | 1802 | { |
1721 | //} | 1803 | //Console.WriteLine("Scripted, unoccupied"); |
1722 | if (m_physicsActor != null) | 1804 | part.SetAvatarOnSitTarget(UUID); // set that Av will be on it |
1723 | { | 1805 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one |
1724 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | 1806 | sitOrientation = avSitOrientation; // Change rotatione to the scripted one |
1725 | // We can remove the physicsActor until they stand up. | 1807 | autopilot = false; // Jump direct to scripted llSitPos() |
1726 | m_sitAvatarHeight = m_physicsActor.Size.Z; | 1808 | } |
1727 | 1809 | else | |
1728 | if (autopilot) | 1810 | { |
1729 | { | 1811 | //Console.WriteLine("Scripted, occupied"); |
1730 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) | 1812 | return; |
1731 | { | 1813 | } |
1732 | autopilot = false; | 1814 | } |
1815 | else // Not Scripted | ||
1816 | { | ||
1817 | if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) | ||
1818 | { | ||
1819 | // large prim & offset, ignore if other Avs sitting | ||
1820 | // offset.Z -= 0.05f; | ||
1821 | m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked | ||
1822 | autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point | ||
1823 | |||
1824 | //Console.WriteLine(" offset ={0}", offset); | ||
1825 | //Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos); | ||
1826 | //Console.WriteLine(" autopilotTarget={0}", autopilotTarget); | ||
1827 | |||
1828 | } | ||
1829 | else // small offset | ||
1830 | { | ||
1831 | //Console.WriteLine("Small offset"); | ||
1832 | if (!part.IsOccupied) | ||
1833 | { | ||
1834 | m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center | ||
1835 | autopilotTarget = part.AbsolutePosition; | ||
1836 | } | ||
1837 | else return; // occupied small | ||
1838 | } // end large/small | ||
1839 | } // end Scripted/not | ||
1840 | cameraAtOffset = part.GetCameraAtOffset(); | ||
1841 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
1842 | forceMouselook = part.GetForceMouselook(); | ||
1843 | if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); // | ||
1844 | if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); // | ||
1733 | 1845 | ||
1734 | RemoveFromPhysicalScene(); | 1846 | if (m_physicsActor != null) |
1735 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); | 1847 | { |
1736 | } | 1848 | // If we're not using the client autopilot, we're immediately warping the avatar to the location |
1737 | } | 1849 | // We can remove the physicsActor until they stand up. |
1738 | else | 1850 | m_sitAvatarHeight = m_physicsActor.Size.Z; |
1851 | if (autopilot) | ||
1852 | { // its not a scripted sit | ||
1853 | // if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) | ||
1854 | if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) ) | ||
1739 | { | 1855 | { |
1856 | autopilot = false; // close enough | ||
1857 | m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
1858 | Not using the part's position because returning the AV to the last known standing | ||
1859 | position is likely to be more friendly, isn't it? */ | ||
1740 | RemoveFromPhysicalScene(); | 1860 | RemoveFromPhysicalScene(); |
1741 | } | 1861 | AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target |
1862 | } // else the autopilot will get us close | ||
1863 | } | ||
1864 | else | ||
1865 | { // its a scripted sit | ||
1866 | m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
1867 | I *am* using the part's position this time because we have no real idea how far away | ||
1868 | the avatar is from the sit target. */ | ||
1869 | RemoveFromPhysicalScene(); | ||
1742 | } | 1870 | } |
1743 | |||
1744 | cameraAtOffset = part.GetCameraAtOffset(); | ||
1745 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
1746 | forceMouselook = part.GetForceMouselook(); | ||
1747 | } | 1871 | } |
1748 | 1872 | else return; // physactor is null! | |
1749 | ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | 1873 | |
1750 | m_requestedSitTargetUUID = targetID; | 1874 | Vector3 offsetr; // = offset * partIRot; |
1875 | // KF: In a linkset, offsetr needs to be relative to the group root! 091208 | ||
1876 | // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot); | ||
1877 | // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error. | ||
1878 | // { // Single, or Root prim of linkset, target is ClickOffset * RootRot | ||
1879 | offsetr = offset * partIRot; | ||
1880 | // | ||
1881 | // else | ||
1882 | // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) | ||
1883 | // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + | ||
1884 | // (offset * partRot); | ||
1885 | // } | ||
1886 | |||
1887 | //Console.WriteLine(" "); | ||
1888 | //Console.WriteLine("link number ={0}", part.LinkNum); | ||
1889 | //Console.WriteLine("Prim offset ={0}", part.OffsetPosition ); | ||
1890 | //Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset); | ||
1891 | //Console.WriteLine("Click offst ={0}", offset); | ||
1892 | //Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation()); | ||
1893 | //Console.WriteLine("offsetr ={0}", offsetr); | ||
1894 | //Console.WriteLine("Camera At ={0}", cameraAtOffset); | ||
1895 | //Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); | ||
1896 | |||
1897 | ControllingClient.SendSitResponse(part.UUID, offsetr, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | ||
1898 | m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target | ||
1751 | // This calls HandleAgentSit twice, once from here, and the client calls | 1899 | // This calls HandleAgentSit twice, once from here, and the client calls |
1752 | // HandleAgentSit itself after it gets to the location | 1900 | // HandleAgentSit itself after it gets to the location |
1753 | // It doesn't get to the location until we've moved them there though | 1901 | // It doesn't get to the location until we've moved them there though |
1754 | // which happens in HandleAgentSit :P | 1902 | // which happens in HandleAgentSit :P |
1755 | m_autopilotMoving = autopilot; | 1903 | m_autopilotMoving = autopilot; |
1756 | m_autoPilotTarget = pos; | 1904 | m_autoPilotTarget = autopilotTarget; |
1757 | m_sitAtAutoTarget = autopilot; | 1905 | m_sitAtAutoTarget = autopilot; |
1906 | m_initialSitTarget = autopilotTarget; | ||
1758 | if (!autopilot) | 1907 | if (!autopilot) |
1759 | HandleAgentSit(remoteClient, UUID); | 1908 | HandleAgentSit(remoteClient, UUID); |
1760 | } | 1909 | } |
@@ -2049,31 +2198,65 @@ namespace OpenSim.Region.Framework.Scenes | |||
2049 | { | 2198 | { |
2050 | if (part != null) | 2199 | if (part != null) |
2051 | { | 2200 | { |
2201 | //Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation()); | ||
2052 | if (part.GetAvatarOnSitTarget() == UUID) | 2202 | if (part.GetAvatarOnSitTarget() == UUID) |
2053 | { | 2203 | { |
2204 | //Console.WriteLine("Scripted Sit"); | ||
2205 | // Scripted sit | ||
2054 | Vector3 sitTargetPos = part.SitTargetPosition; | 2206 | Vector3 sitTargetPos = part.SitTargetPosition; |
2055 | Quaternion sitTargetOrient = part.SitTargetOrientation; | 2207 | Quaternion sitTargetOrient = part.SitTargetOrientation; |
2056 | |||
2057 | //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); | ||
2058 | //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); | ||
2059 | |||
2060 | //Quaternion result = (sitTargetOrient * vq) * nq; | ||
2061 | |||
2062 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 2208 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
2063 | m_pos += SIT_TARGET_ADJUSTMENT; | 2209 | m_pos += SIT_TARGET_ADJUSTMENT; |
2064 | m_bodyRot = sitTargetOrient; | 2210 | m_bodyRot = sitTargetOrient; |
2065 | //Rotation = sitTargetOrient; | ||
2066 | m_parentPosition = part.AbsolutePosition; | 2211 | m_parentPosition = part.AbsolutePosition; |
2067 | 2212 | part.IsOccupied = true; | |
2068 | //SendTerseUpdateToAllClients(); | ||
2069 | } | 2213 | } |
2070 | else | 2214 | else |
2071 | { | 2215 | { |
2072 | m_pos -= part.AbsolutePosition; | 2216 | // if m_avUnscriptedSitPos is zero then Av sits above center |
2217 | // Else Av sits at m_avUnscriptedSitPos | ||
2218 | |||
2219 | // Non-scripted sit by Kitto Flora 21Nov09 | ||
2220 | // Calculate angle of line from prim to Av | ||
2221 | Quaternion partIRot; | ||
2222 | // if (part.LinkNum == 1) | ||
2223 | // { // Root prim of linkset | ||
2224 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2225 | // } | ||
2226 | // else | ||
2227 | // { // single or child prim | ||
2228 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2229 | // } | ||
2230 | Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; | ||
2231 | float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); | ||
2232 | float x_diff = ( m_avInitialPos.X - sitTargetPos.X); | ||
2233 | if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 | ||
2234 | if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 | ||
2235 | float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); | ||
2236 | // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. | ||
2237 | // Av sits at world euler <0,0, z>, translated by part rotation | ||
2238 | m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click | ||
2239 | |||
2073 | m_parentPosition = part.AbsolutePosition; | 2240 | m_parentPosition = part.AbsolutePosition; |
2074 | } | 2241 | part.IsOccupied = true; |
2075 | } | 2242 | m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation |
2076 | else | 2243 | (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center |
2244 | (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) + | ||
2245 | m_avUnscriptedSitPos; // adds click offset, if any | ||
2246 | //Set up raytrace to find top surface of prim | ||
2247 | Vector3 size = part.Scale; | ||
2248 | float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); | ||
2249 | Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); | ||
2250 | Vector3 down = new Vector3(0f, 0f, -1f); | ||
2251 | //Console.WriteLine("st={0} do={1} ma={2}", start, down, mag); | ||
2252 | m_scene.PhysicsScene.RaycastWorld( | ||
2253 | start, // Vector3 position, | ||
2254 | down, // Vector3 direction, | ||
2255 | mag, // float length, | ||
2256 | SitAltitudeCallback); // retMethod | ||
2257 | } // end scripted/not | ||
2258 | } | ||
2259 | else // no Av | ||
2077 | { | 2260 | { |
2078 | return; | 2261 | return; |
2079 | } | 2262 | } |
@@ -2085,11 +2268,36 @@ namespace OpenSim.Region.Framework.Scenes | |||
2085 | 2268 | ||
2086 | Animator.TrySetMovementAnimation(sitAnimation); | 2269 | Animator.TrySetMovementAnimation(sitAnimation); |
2087 | SendFullUpdateToAllClients(); | 2270 | SendFullUpdateToAllClients(); |
2088 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | ||
2089 | // So we're also sending a terse update (which has avatar rotation) | ||
2090 | // [Update] We do now. | ||
2091 | //SendTerseUpdateToAllClients(); | ||
2092 | } | 2271 | } |
2272 | |||
2273 | public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal) | ||
2274 | { | ||
2275 | // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer | ||
2276 | // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height. | ||
2277 | if(hitYN) | ||
2278 | { | ||
2279 | // m_pos = Av offset from prim center to make look like on center | ||
2280 | // m_parentPosition = Actual center pos of prim | ||
2281 | // collisionPoint = spot on prim where we want to sit | ||
2282 | // collisionPoint.Z = global sit surface height | ||
2283 | SceneObjectPart part = m_scene.GetSceneObjectPart(localid); | ||
2284 | Quaternion partIRot; | ||
2285 | // if (part.LinkNum == 1) | ||
2286 | /// { // Root prim of linkset | ||
2287 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2288 | // } | ||
2289 | // else | ||
2290 | // { // single or child prim | ||
2291 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2292 | // } | ||
2293 | float offZ = collisionPoint.Z - m_initialSitTarget.Z; | ||
2294 | Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction | ||
2295 | //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); | ||
2296 | m_pos += offset; | ||
2297 | // ControllingClient.SendClearFollowCamProperties(part.UUID); | ||
2298 | |||
2299 | } | ||
2300 | } // End SitAltitudeCallback KF. | ||
2093 | 2301 | ||
2094 | /// <summary> | 2302 | /// <summary> |
2095 | /// Event handler for the 'Always run' setting on the client | 2303 | /// Event handler for the 'Always run' setting on the client |
@@ -2119,7 +2327,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2119 | /// </summary> | 2327 | /// </summary> |
2120 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 2328 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
2121 | /// <param name="rotation">The direction in which this avatar should now face. | 2329 | /// <param name="rotation">The direction in which this avatar should now face. |
2122 | public void AddNewMovement(Vector3 vec, Quaternion rotation) | 2330 | public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging) |
2123 | { | 2331 | { |
2124 | if (m_isChildAgent) | 2332 | if (m_isChildAgent) |
2125 | { | 2333 | { |
@@ -2193,7 +2401,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2193 | 2401 | ||
2194 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | 2402 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
2195 | m_forceToApply = direc; | 2403 | m_forceToApply = direc; |
2196 | 2404 | m_isNudging = Nudging; | |
2197 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); | 2405 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); |
2198 | } | 2406 | } |
2199 | 2407 | ||
@@ -2208,7 +2416,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2208 | const float POSITION_TOLERANCE = 0.05f; | 2416 | const float POSITION_TOLERANCE = 0.05f; |
2209 | //const int TIME_MS_TOLERANCE = 3000; | 2417 | //const int TIME_MS_TOLERANCE = 3000; |
2210 | 2418 | ||
2211 | SendPrimUpdates(); | 2419 | |
2212 | 2420 | ||
2213 | if (m_newCoarseLocations) | 2421 | if (m_newCoarseLocations) |
2214 | { | 2422 | { |
@@ -2244,6 +2452,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2244 | CheckForBorderCrossing(); | 2452 | CheckForBorderCrossing(); |
2245 | CheckForSignificantMovement(); // sends update to the modules. | 2453 | CheckForSignificantMovement(); // sends update to the modules. |
2246 | } | 2454 | } |
2455 | |||
2456 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2457 | SendPrimUpdates(); | ||
2247 | } | 2458 | } |
2248 | 2459 | ||
2249 | #endregion | 2460 | #endregion |
@@ -3097,14 +3308,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
3097 | { | 3308 | { |
3098 | if (m_forceToApply.HasValue) | 3309 | if (m_forceToApply.HasValue) |
3099 | { | 3310 | { |
3100 | Vector3 force = m_forceToApply.Value; | ||
3101 | 3311 | ||
3312 | Vector3 force = m_forceToApply.Value; | ||
3102 | m_updateflag = true; | 3313 | m_updateflag = true; |
3103 | // movementvector = force; | ||
3104 | Velocity = force; | 3314 | Velocity = force; |
3105 | 3315 | ||
3106 | m_forceToApply = null; | 3316 | m_forceToApply = null; |
3107 | } | 3317 | } |
3318 | else | ||
3319 | { | ||
3320 | if (m_isNudging) | ||
3321 | { | ||
3322 | Vector3 force = Vector3.Zero; | ||
3323 | |||
3324 | m_updateflag = true; | ||
3325 | Velocity = force; | ||
3326 | m_isNudging = false; | ||
3327 | m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND" | ||
3328 | } | ||
3329 | } | ||
3108 | } | 3330 | } |
3109 | 3331 | ||
3110 | public override void SetText(string text, Vector3 color, double alpha) | 3332 | public override void SetText(string text, Vector3 color, double alpha) |
@@ -3156,18 +3378,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3156 | { | 3378 | { |
3157 | if (e == null) | 3379 | if (e == null) |
3158 | return; | 3380 | return; |
3159 | 3381 | ||
3160 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) | 3382 | // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents( |
3161 | // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( | ||
3162 | // as of this comment the interval is set in AddToPhysicalScene | 3383 | // as of this comment the interval is set in AddToPhysicalScene |
3163 | if (Animator!=null) | 3384 | if (Animator!=null) |
3164 | Animator.UpdateMovementAnimations(); | 3385 | { |
3386 | if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper, | ||
3387 | { // else its will lock out other animation changes, like ground sit. | ||
3388 | Animator.UpdateMovementAnimations(); | ||
3389 | m_updateCount--; | ||
3390 | } | ||
3391 | } | ||
3165 | 3392 | ||
3166 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3393 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; |
3167 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | 3394 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; |
3168 | 3395 | ||
3169 | CollisionPlane = Vector4.UnitW; | 3396 | CollisionPlane = Vector4.UnitW; |
3170 | 3397 | ||
3398 | if (m_lastColCount != coldata.Count) | ||
3399 | { | ||
3400 | m_updateCount = UPDATE_COUNT; | ||
3401 | m_lastColCount = coldata.Count; | ||
3402 | } | ||
3403 | |||
3171 | if (coldata.Count != 0 && Animator != null) | 3404 | if (coldata.Count != 0 && Animator != null) |
3172 | { | 3405 | { |
3173 | switch (Animator.CurrentMovementAnimation) | 3406 | switch (Animator.CurrentMovementAnimation) |
@@ -3815,5 +4048,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3815 | m_reprioritization_called = false; | 4048 | m_reprioritization_called = false; |
3816 | } | 4049 | } |
3817 | } | 4050 | } |
4051 | |||
4052 | private Vector3 Quat2Euler(Quaternion rot){ | ||
4053 | float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) , | ||
4054 | (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z))); | ||
4055 | float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W))); | ||
4056 | float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) , | ||
4057 | (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z))); | ||
4058 | return(new Vector3(x,y,z)); | ||
4059 | } | ||
4060 | |||
4061 | |||
3818 | } | 4062 | } |
3819 | } \ No newline at end of file | 4063 | } |