diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 880 |
1 files changed, 709 insertions, 171 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index b3e04be..dee9bc3 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("[SCENE PRESENCE] Destructor called"); | 74 | // m_log.Debug("[SCENE PRESENCE] 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 | public PresenceType PresenceType { get; private set; } | 79 | public PresenceType PresenceType { get; private set; } |
@@ -89,7 +90,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
89 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis | 90 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis |
90 | /// issue #1716 | 91 | /// issue #1716 |
91 | /// </summary> | 92 | /// </summary> |
92 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); | 93 | // private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); |
94 | // Value revised by KF 091121 by comparison with SL. | ||
95 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); | ||
93 | 96 | ||
94 | /// <summary> | 97 | /// <summary> |
95 | /// Movement updates for agents in neighboring regions are sent directly to clients. | 98 | /// Movement updates for agents in neighboring regions are sent directly to clients. |
@@ -118,6 +121,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
118 | /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is | 121 | /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is |
119 | /// necessary. | 122 | /// necessary. |
120 | /// </remarks> | 123 | /// </remarks> |
124 | |||
121 | protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); | 125 | protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); |
122 | 126 | ||
123 | public Object AttachmentsSyncLock { get; private set; } | 127 | public Object AttachmentsSyncLock { get; private set; } |
@@ -131,8 +135,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
131 | public Vector3 lastKnownAllowedPosition; | 135 | public Vector3 lastKnownAllowedPosition; |
132 | public bool sentMessageAboutRestrictedParcelFlyingDown; | 136 | public bool sentMessageAboutRestrictedParcelFlyingDown; |
133 | public Vector4 CollisionPlane = Vector4.UnitW; | 137 | public Vector4 CollisionPlane = Vector4.UnitW; |
134 | 138 | ||
139 | private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation | ||
140 | private Vector3 m_avUnscriptedSitPos; // for non-scripted prims | ||
135 | private Vector3 m_lastPosition; | 141 | private Vector3 m_lastPosition; |
142 | private Vector3 m_lastWorldPosition; | ||
136 | private Quaternion m_lastRotation; | 143 | private Quaternion m_lastRotation; |
137 | private Vector3 m_lastVelocity; | 144 | private Vector3 m_lastVelocity; |
138 | //private int m_lastTerseSent; | 145 | //private int m_lastTerseSent; |
@@ -140,6 +147,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
140 | private bool m_updateflag; | 147 | private bool m_updateflag; |
141 | private byte m_movementflag; | 148 | private byte m_movementflag; |
142 | private Vector3? m_forceToApply; | 149 | private Vector3? m_forceToApply; |
150 | private int m_userFlags; | ||
151 | public int UserFlags | ||
152 | { | ||
153 | get { return m_userFlags; } | ||
154 | } | ||
143 | private TeleportFlags m_teleportFlags; | 155 | private TeleportFlags m_teleportFlags; |
144 | public TeleportFlags TeleportFlags | 156 | public TeleportFlags TeleportFlags |
145 | { | 157 | { |
@@ -170,9 +182,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
170 | private int m_perfMonMS; | 182 | private int m_perfMonMS; |
171 | 183 | ||
172 | private bool m_setAlwaysRun; | 184 | private bool m_setAlwaysRun; |
173 | |||
174 | private bool m_forceFly; | 185 | private bool m_forceFly; |
175 | private bool m_flyDisabled; | 186 | private bool m_flyDisabled; |
187 | private bool m_flyingOld; // add for fly velocity control | ||
188 | public bool m_wasFlying; // add for fly velocity control | ||
176 | 189 | ||
177 | private float m_speedModifier = 1.0f; | 190 | private float m_speedModifier = 1.0f; |
178 | 191 | ||
@@ -188,7 +201,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
188 | 201 | ||
189 | protected ulong crossingFromRegion; | 202 | protected ulong crossingFromRegion; |
190 | 203 | ||
191 | private readonly Vector3[] Dir_Vectors = new Vector3[9]; | 204 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; |
205 | private bool m_isNudging = false; | ||
192 | 206 | ||
193 | // Position of agent's camera in world (region cordinates) | 207 | // Position of agent's camera in world (region cordinates) |
194 | protected Vector3 m_CameraCenter; | 208 | protected Vector3 m_CameraCenter; |
@@ -213,12 +227,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
213 | private bool m_autopilotMoving; | 227 | private bool m_autopilotMoving; |
214 | private Vector3 m_autoPilotTarget; | 228 | private Vector3 m_autoPilotTarget; |
215 | private bool m_sitAtAutoTarget; | 229 | private bool m_sitAtAutoTarget; |
230 | private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit | ||
216 | 231 | ||
217 | private string m_nextSitAnimation = String.Empty; | 232 | private string m_nextSitAnimation = String.Empty; |
218 | 233 | ||
219 | //PauPaw:Proper PID Controler for autopilot************ | 234 | //PauPaw:Proper PID Controler for autopilot************ |
220 | public bool MovingToTarget { get; private set; } | 235 | public bool MovingToTarget { get; private set; } |
221 | public Vector3 MoveToPositionTarget { get; private set; } | 236 | public Vector3 MoveToPositionTarget { get; private set; } |
237 | private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
222 | 238 | ||
223 | /// <summary> | 239 | /// <summary> |
224 | /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying). | 240 | /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying). |
@@ -228,7 +244,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
228 | private bool m_followCamAuto; | 244 | private bool m_followCamAuto; |
229 | 245 | ||
230 | private int m_movementUpdateCount; | 246 | private int m_movementUpdateCount; |
247 | private int m_lastColCount = -1; //KF: Look for Collision chnages | ||
248 | private int m_updateCount = 0; //KF: Update Anims for a while | ||
249 | private static readonly int UPDATE_COUNT = 10; // how many frames to update for | ||
231 | private const int NumMovementsBetweenRayCast = 5; | 250 | private const int NumMovementsBetweenRayCast = 5; |
251 | private List<uint> m_lastColliders = new List<uint>(); | ||
252 | |||
253 | private object m_syncRoot = new Object(); | ||
232 | 254 | ||
233 | private bool CameraConstraintActive; | 255 | private bool CameraConstraintActive; |
234 | //private int m_moveToPositionStateStatus; | 256 | //private int m_moveToPositionStateStatus; |
@@ -265,7 +287,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
265 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 287 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
266 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 288 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, |
267 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, | 289 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, |
268 | DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | 290 | DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, |
291 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, | ||
292 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, | ||
269 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 293 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
270 | } | 294 | } |
271 | 295 | ||
@@ -469,8 +493,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
469 | get | 493 | get |
470 | { | 494 | { |
471 | PhysicsActor actor = m_physicsActor; | 495 | PhysicsActor actor = m_physicsActor; |
472 | if (actor != null) | 496 | // if (actor != null) |
473 | { | 497 | if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting! |
498 | { | ||
474 | m_pos = actor.Position; | 499 | m_pos = actor.Position; |
475 | 500 | ||
476 | // m_log.DebugFormat( | 501 | // m_log.DebugFormat( |
@@ -497,7 +522,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
497 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | 522 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); |
498 | if (part != null) | 523 | if (part != null) |
499 | { | 524 | { |
500 | return m_parentPosition + (m_pos * part.GetWorldRotation()); | 525 | return part.AbsolutePosition + (m_pos * part.GetWorldRotation()); |
501 | } | 526 | } |
502 | else | 527 | else |
503 | { | 528 | { |
@@ -524,7 +549,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
524 | } | 549 | } |
525 | } | 550 | } |
526 | 551 | ||
527 | m_pos = value; | 552 | // Changed this to update unconditionally to make npose work |
553 | // if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting! | ||
554 | m_pos = value; | ||
528 | m_parentPosition = Vector3.Zero; | 555 | m_parentPosition = Vector3.Zero; |
529 | 556 | ||
530 | // m_log.DebugFormat( | 557 | // m_log.DebugFormat( |
@@ -585,13 +612,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
585 | } | 612 | } |
586 | } | 613 | } |
587 | 614 | ||
615 | public Quaternion OffsetRotation | ||
616 | { | ||
617 | get { return m_offsetRotation; } | ||
618 | set { m_offsetRotation = value; } | ||
619 | } | ||
620 | |||
588 | public Quaternion Rotation | 621 | public Quaternion Rotation |
589 | { | 622 | { |
590 | get { return m_bodyRot; } | 623 | get { |
591 | set | 624 | if (m_parentID != 0) |
592 | { | 625 | { |
626 | if (m_offsetRotation != null) | ||
627 | { | ||
628 | return m_offsetRotation; | ||
629 | } | ||
630 | else | ||
631 | { | ||
632 | return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
633 | } | ||
634 | |||
635 | } | ||
636 | else | ||
637 | { | ||
638 | return m_bodyRot; | ||
639 | } | ||
640 | } | ||
641 | set { | ||
593 | m_bodyRot = value; | 642 | m_bodyRot = value; |
594 | // m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); | 643 | if (m_parentID != 0) |
644 | { | ||
645 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
646 | } | ||
595 | } | 647 | } |
596 | } | 648 | } |
597 | 649 | ||
@@ -611,11 +663,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
611 | 663 | ||
612 | private uint m_parentID; | 664 | private uint m_parentID; |
613 | 665 | ||
666 | |||
667 | private UUID m_linkedPrim; | ||
668 | |||
614 | public uint ParentID | 669 | public uint ParentID |
615 | { | 670 | { |
616 | get { return m_parentID; } | 671 | get { return m_parentID; } |
617 | set { m_parentID = value; } | 672 | set { m_parentID = value; } |
618 | } | 673 | } |
674 | |||
675 | public UUID LinkedPrim | ||
676 | { | ||
677 | get { return m_linkedPrim; } | ||
678 | set { m_linkedPrim = value; } | ||
679 | } | ||
680 | |||
619 | public float Health | 681 | public float Health |
620 | { | 682 | { |
621 | get { return m_health; } | 683 | get { return m_health; } |
@@ -751,6 +813,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
751 | m_localId = m_scene.AllocateLocalId(); | 813 | m_localId = m_scene.AllocateLocalId(); |
752 | 814 | ||
753 | UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); | 815 | UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); |
816 | m_userFlags = account.UserFlags; | ||
754 | 817 | ||
755 | if (account != null) | 818 | if (account != null) |
756 | m_userLevel = account.UserLevel; | 819 | m_userLevel = account.UserLevel; |
@@ -769,10 +832,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
769 | m_reprioritization_timer.AutoReset = false; | 832 | m_reprioritization_timer.AutoReset = false; |
770 | 833 | ||
771 | AdjustKnownSeeds(); | 834 | AdjustKnownSeeds(); |
772 | |||
773 | // TODO: I think, this won't send anything, as we are still a child here... | ||
774 | Animator.TrySetMovementAnimation("STAND"); | 835 | Animator.TrySetMovementAnimation("STAND"); |
775 | |||
776 | // we created a new ScenePresence (a new child agent) in a fresh region. | 836 | // we created a new ScenePresence (a new child agent) in a fresh region. |
777 | // Request info about all the (root) agents in this region | 837 | // Request info about all the (root) agents in this region |
778 | // Note: This won't send data *to* other clients in that region (children don't send) | 838 | // Note: This won't send data *to* other clients in that region (children don't send) |
@@ -813,25 +873,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
813 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 873 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
814 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 874 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
815 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 875 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
816 | Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 876 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
817 | Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD | 877 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE |
818 | Dir_Vectors[7] = -Vector3.UnitX; //BACK | 878 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE |
879 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | ||
880 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
819 | } | 881 | } |
820 | 882 | ||
821 | private Vector3[] GetWalkDirectionVectors() | 883 | private Vector3[] GetWalkDirectionVectors() |
822 | { | 884 | { |
823 | Vector3[] vector = new Vector3[9]; | 885 | Vector3[] vector = new Vector3[11]; |
824 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD | 886 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
825 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK | 887 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
826 | vector[2] = Vector3.UnitY; //LEFT | 888 | vector[2] = Vector3.UnitY; //LEFT |
827 | vector[3] = -Vector3.UnitY; //RIGHT | 889 | vector[3] = -Vector3.UnitY; //RIGHT |
828 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 890 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
829 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN | 891 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
830 | vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | 892 | vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE |
831 | vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge | 893 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE |
832 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge | 894 | vector[8] = Vector3.UnitY; //LEFT_NUDGE |
895 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | ||
896 | vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE | ||
833 | return vector; | 897 | return vector; |
834 | } | 898 | } |
899 | |||
900 | private bool[] GetDirectionIsNudge() | ||
901 | { | ||
902 | bool[] isNudge = new bool[11]; | ||
903 | isNudge[0] = false; //FORWARD | ||
904 | isNudge[1] = false; //BACK | ||
905 | isNudge[2] = false; //LEFT | ||
906 | isNudge[3] = false; //RIGHT | ||
907 | isNudge[4] = false; //UP | ||
908 | isNudge[5] = false; //DOWN | ||
909 | isNudge[6] = true; //FORWARD_NUDGE | ||
910 | isNudge[7] = true; //BACK_NUDGE | ||
911 | isNudge[8] = true; //LEFT_NUDGE | ||
912 | isNudge[9] = true; //RIGHT_NUDGE | ||
913 | isNudge[10] = true; //DOWN_Nudge | ||
914 | return isNudge; | ||
915 | } | ||
916 | |||
835 | 917 | ||
836 | #endregion | 918 | #endregion |
837 | 919 | ||
@@ -896,6 +978,62 @@ namespace OpenSim.Region.Framework.Scenes | |||
896 | pos.Y = crossedBorder.BorderLine.Z - 1; | 978 | pos.Y = crossedBorder.BorderLine.Z - 1; |
897 | } | 979 | } |
898 | 980 | ||
981 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
982 | if (land != null) | ||
983 | { | ||
984 | // If we come in via login, landmark or map, we want to | ||
985 | // honor landing points. If we come in via Lure, we want | ||
986 | // to ignore them. | ||
987 | if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) || | ||
988 | (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 || | ||
989 | (m_teleportFlags & TeleportFlags.ViaLocation) != 0) | ||
990 | { | ||
991 | // Don't restrict gods, estate managers, or land owners to | ||
992 | // the TP point. This behaviour mimics agni. | ||
993 | if (land.LandData.LandingType == (byte)LandingType.LandingPoint && | ||
994 | land.LandData.UserLocation != Vector3.Zero && | ||
995 | GodLevel < 200 && | ||
996 | ((land.LandData.OwnerID != m_uuid && | ||
997 | (!m_scene.Permissions.IsGod(m_uuid)) && | ||
998 | (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0)) | ||
999 | { | ||
1000 | pos = land.LandData.UserLocation; | ||
1001 | } | ||
1002 | } | ||
1003 | |||
1004 | land.SendLandUpdateToClient(ControllingClient); | ||
1005 | } | ||
1006 | |||
1007 | if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) | ||
1008 | { | ||
1009 | Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); | ||
1010 | |||
1011 | if (pos.X < 0) | ||
1012 | { | ||
1013 | emergencyPos.X = (int)Constants.RegionSize + pos.X; | ||
1014 | if (!(pos.Y < 0)) | ||
1015 | emergencyPos.Y = pos.Y; | ||
1016 | if (!(pos.Z < 0)) | ||
1017 | emergencyPos.Z = pos.Z; | ||
1018 | } | ||
1019 | if (pos.Y < 0) | ||
1020 | { | ||
1021 | emergencyPos.Y = (int)Constants.RegionSize + pos.Y; | ||
1022 | if (!(pos.X < 0)) | ||
1023 | emergencyPos.X = pos.X; | ||
1024 | if (!(pos.Z < 0)) | ||
1025 | emergencyPos.Z = pos.Z; | ||
1026 | } | ||
1027 | if (pos.Z < 0) | ||
1028 | { | ||
1029 | emergencyPos.Z = 128; | ||
1030 | if (!(pos.Y < 0)) | ||
1031 | emergencyPos.Y = pos.Y; | ||
1032 | if (!(pos.X < 0)) | ||
1033 | emergencyPos.X = pos.X; | ||
1034 | } | ||
1035 | } | ||
1036 | |||
899 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) | 1037 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) |
900 | { | 1038 | { |
901 | m_log.WarnFormat( | 1039 | m_log.WarnFormat( |
@@ -1028,16 +1166,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
1028 | /// <summary> | 1166 | /// <summary> |
1029 | /// Removes physics plugin scene representation of this agent if it exists. | 1167 | /// Removes physics plugin scene representation of this agent if it exists. |
1030 | /// </summary> | 1168 | /// </summary> |
1031 | private void RemoveFromPhysicalScene() | 1169 | public void RemoveFromPhysicalScene() |
1032 | { | 1170 | { |
1033 | if (PhysicsActor != null) | 1171 | if (PhysicsActor != null) |
1034 | { | 1172 | { |
1035 | m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; | 1173 | try |
1036 | m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; | 1174 | { |
1037 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); | 1175 | m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; |
1038 | m_physicsActor.UnSubscribeEvents(); | 1176 | m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; |
1039 | m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; | 1177 | m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; |
1040 | PhysicsActor = null; | 1178 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); |
1179 | m_physicsActor.UnSubscribeEvents(); | ||
1180 | PhysicsActor = null; | ||
1181 | } | ||
1182 | catch | ||
1183 | { } | ||
1041 | } | 1184 | } |
1042 | } | 1185 | } |
1043 | 1186 | ||
@@ -1048,15 +1191,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
1048 | public void Teleport(Vector3 pos) | 1191 | public void Teleport(Vector3 pos) |
1049 | { | 1192 | { |
1050 | bool isFlying = false; | 1193 | bool isFlying = false; |
1194 | |||
1051 | if (m_physicsActor != null) | 1195 | if (m_physicsActor != null) |
1052 | isFlying = m_physicsActor.Flying; | 1196 | isFlying = m_physicsActor.Flying; |
1053 | 1197 | ||
1054 | RemoveFromPhysicalScene(); | 1198 | RemoveFromPhysicalScene(); |
1055 | Velocity = Vector3.Zero; | 1199 | Velocity = Vector3.Zero; |
1200 | CheckLandingPoint(ref pos); | ||
1056 | AbsolutePosition = pos; | 1201 | AbsolutePosition = pos; |
1057 | AddToPhysicalScene(isFlying); | 1202 | AddToPhysicalScene(isFlying); |
1058 | 1203 | ||
1059 | SendTerseUpdateToAllClients(); | 1204 | SendTerseUpdateToAllClients(); |
1205 | |||
1060 | } | 1206 | } |
1061 | 1207 | ||
1062 | public void TeleportWithMomentum(Vector3 pos) | 1208 | public void TeleportWithMomentum(Vector3 pos) |
@@ -1066,6 +1212,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1066 | isFlying = m_physicsActor.Flying; | 1212 | isFlying = m_physicsActor.Flying; |
1067 | 1213 | ||
1068 | RemoveFromPhysicalScene(); | 1214 | RemoveFromPhysicalScene(); |
1215 | CheckLandingPoint(ref pos); | ||
1069 | AbsolutePosition = pos; | 1216 | AbsolutePosition = pos; |
1070 | AddToPhysicalScene(isFlying); | 1217 | AddToPhysicalScene(isFlying); |
1071 | 1218 | ||
@@ -1241,11 +1388,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1241 | /// <summary> | 1388 | /// <summary> |
1242 | /// This is the event handler for client movement. If a client is moving, this event is triggering. | 1389 | /// This is the event handler for client movement. If a client is moving, this event is triggering. |
1243 | /// </summary> | 1390 | /// </summary> |
1391 | /// <summary> | ||
1392 | /// This is the event handler for client movement. If a client is moving, this event is triggering. | ||
1393 | /// </summary> | ||
1244 | public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) | 1394 | public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) |
1245 | { | 1395 | { |
1246 | // m_log.DebugFormat( | 1396 | // m_log.DebugFormat("[SCENE PRESENCE]: Received agent update from {0}", remoteClient.Name); |
1247 | // "[SCENE PRESENCE]: In {0} received agent update from {1}", | ||
1248 | // Scene.RegionInfo.RegionName, remoteClient.Name); | ||
1249 | 1397 | ||
1250 | //if (m_isChildAgent) | 1398 | //if (m_isChildAgent) |
1251 | //{ | 1399 | //{ |
@@ -1441,12 +1589,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1441 | 1589 | ||
1442 | if ((m_movementflag & (byte)(uint)DCF) == 0) | 1590 | if ((m_movementflag & (byte)(uint)DCF) == 0) |
1443 | { | 1591 | { |
1444 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | 1592 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACK_NUDGE) |
1445 | { | 1593 | { |
1446 | m_movementflag |= (byte)nudgehack; | 1594 | m_movementflag |= (byte)nudgehack; |
1447 | } | 1595 | } |
1448 | 1596 | ||
1449 | // m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with {1}", Name, DCF); | 1597 | // m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with {1}", Name, DCF); |
1450 | m_movementflag += (byte)(uint)DCF; | 1598 | m_movementflag += (byte)(uint)DCF; |
1451 | update_movementflag = true; | 1599 | update_movementflag = true; |
1452 | } | 1600 | } |
@@ -1454,11 +1602,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1454 | else | 1602 | else |
1455 | { | 1603 | { |
1456 | if ((m_movementflag & (byte)(uint)DCF) != 0 || | 1604 | if ((m_movementflag & (byte)(uint)DCF) != 0 || |
1457 | ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | 1605 | ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACK_NUDGE) |
1458 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | 1606 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) |
1459 | ) // This or is for Nudge forward | 1607 | ) // This or is for Nudge forward |
1460 | { | 1608 | { |
1461 | // m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with lack of {1}", Name, DCF); | 1609 | // m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with lack of {1}", Name, DCF); |
1462 | m_movementflag -= ((byte)(uint)DCF); | 1610 | m_movementflag -= ((byte)(uint)DCF); |
1463 | update_movementflag = true; | 1611 | update_movementflag = true; |
1464 | 1612 | ||
@@ -1523,21 +1671,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
1523 | // which occurs later in the main scene loop | 1671 | // which occurs later in the main scene loop |
1524 | if (update_movementflag || (update_rotation && DCFlagKeyPressed)) | 1672 | if (update_movementflag || (update_rotation && DCFlagKeyPressed)) |
1525 | { | 1673 | { |
1526 | // m_log.DebugFormat( | 1674 | // m_log.DebugFormat( |
1527 | // "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}", | 1675 | // "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}", |
1528 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation); | 1676 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation); |
1529 | 1677 | ||
1530 | AddNewMovement(agent_control_v3); | 1678 | AddNewMovement(agent_control_v3); |
1531 | } | 1679 | } |
1532 | // else | 1680 | // else |
1533 | // { | 1681 | // { |
1534 | // if (!update_movementflag) | 1682 | // if (!update_movementflag) |
1535 | // { | 1683 | // { |
1536 | // m_log.DebugFormat( | 1684 | // m_log.DebugFormat( |
1537 | // "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false", | 1685 | // "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false", |
1538 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name); | 1686 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name); |
1539 | // } | 1687 | // } |
1540 | // } | 1688 | // } |
1541 | 1689 | ||
1542 | if (update_movementflag && m_parentID == 0) | 1690 | if (update_movementflag && m_parentID == 0) |
1543 | Animator.UpdateMovementAnimations(); | 1691 | Animator.UpdateMovementAnimations(); |
@@ -1558,20 +1706,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1558 | /// <returns>True if movement has been updated in some way. False otherwise.</returns> | 1706 | /// <returns>True if movement has been updated in some way. False otherwise.</returns> |
1559 | public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3) | 1707 | public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3) |
1560 | { | 1708 | { |
1561 | // m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); | 1709 | // m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); |
1562 | 1710 | ||
1563 | bool updated = false; | 1711 | bool updated = false; |
1564 | 1712 | ||
1565 | // m_log.DebugFormat( | 1713 | // m_log.DebugFormat( |
1566 | // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", | 1714 | // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", |
1567 | // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); | 1715 | // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); |
1568 | 1716 | ||
1569 | if (!m_autopilotMoving) | 1717 | if (!m_autopilotMoving) |
1570 | { | 1718 | { |
1571 | double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget); | 1719 | double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget); |
1572 | // m_log.DebugFormat( | 1720 | // m_log.DebugFormat( |
1573 | // "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", | 1721 | // "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", |
1574 | // Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget); | 1722 | // Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget); |
1575 | 1723 | ||
1576 | // Check the error term of the current position in relation to the target position | 1724 | // Check the error term of the current position in relation to the target position |
1577 | if (distanceToTarget <= 1) | 1725 | if (distanceToTarget <= 1) |
@@ -1594,7 +1742,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1594 | (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords | 1742 | (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords |
1595 | * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords | 1743 | * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords |
1596 | // Ignore z component of vector | 1744 | // Ignore z component of vector |
1597 | // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1745 | // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1598 | LocalVectorToTarget3D.Normalize(); | 1746 | LocalVectorToTarget3D.Normalize(); |
1599 | 1747 | ||
1600 | // update avatar movement flags. the avatar coordinate system is as follows: | 1748 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1660,9 +1808,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1660 | updated = true; | 1808 | updated = true; |
1661 | } | 1809 | } |
1662 | 1810 | ||
1663 | // m_log.DebugFormat( | 1811 | // m_log.DebugFormat( |
1664 | // "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}", | 1812 | // "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}", |
1665 | // LocalVectorToTarget3D, agent_control_v3, Name); | 1813 | // LocalVectorToTarget3D, agent_control_v3, Name); |
1666 | 1814 | ||
1667 | agent_control_v3 += LocalVectorToTarget3D; | 1815 | agent_control_v3 += LocalVectorToTarget3D; |
1668 | } | 1816 | } |
@@ -1783,7 +1931,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1783 | Velocity = Vector3.Zero; | 1931 | Velocity = Vector3.Zero; |
1784 | SendAvatarDataToAllAgents(); | 1932 | SendAvatarDataToAllAgents(); |
1785 | 1933 | ||
1786 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1934 | HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? |
1787 | } | 1935 | } |
1788 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); | 1936 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); |
1789 | m_requestedSitTargetUUID = UUID.Zero; | 1937 | m_requestedSitTargetUUID = UUID.Zero; |
@@ -1820,25 +1968,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
1820 | 1968 | ||
1821 | if (m_parentID != 0) | 1969 | if (m_parentID != 0) |
1822 | { | 1970 | { |
1823 | m_log.Debug("StandupCode Executed"); | 1971 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); |
1824 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | ||
1825 | if (part != null) | 1972 | if (part != null) |
1826 | { | 1973 | { |
1974 | part.TaskInventory.LockItemsForRead(true); | ||
1827 | TaskInventoryDictionary taskIDict = part.TaskInventory; | 1975 | TaskInventoryDictionary taskIDict = part.TaskInventory; |
1828 | if (taskIDict != null) | 1976 | if (taskIDict != null) |
1829 | { | 1977 | { |
1830 | lock (taskIDict) | 1978 | foreach (UUID taskID in taskIDict.Keys) |
1831 | { | 1979 | { |
1832 | foreach (UUID taskID in taskIDict.Keys) | 1980 | UnRegisterControlEventsToScript(LocalId, taskID); |
1833 | { | 1981 | taskIDict[taskID].PermsMask &= ~( |
1834 | UnRegisterControlEventsToScript(LocalId, taskID); | 1982 | 2048 | //PERMISSION_CONTROL_CAMERA |
1835 | taskIDict[taskID].PermsMask &= ~( | 1983 | 4); // PERMISSION_TAKE_CONTROLS |
1836 | 2048 | //PERMISSION_CONTROL_CAMERA | ||
1837 | 4); // PERMISSION_TAKE_CONTROLS | ||
1838 | } | ||
1839 | } | 1984 | } |
1840 | |||
1841 | } | 1985 | } |
1986 | part.TaskInventory.LockItemsForRead(false); | ||
1842 | // Reset sit target. | 1987 | // Reset sit target. |
1843 | if (part.GetAvatarOnSitTarget() == UUID) | 1988 | if (part.GetAvatarOnSitTarget() == UUID) |
1844 | part.SitTargetAvatar = UUID.Zero; | 1989 | part.SitTargetAvatar = UUID.Zero; |
@@ -1847,20 +1992,58 @@ namespace OpenSim.Region.Framework.Scenes | |||
1847 | m_parentPosition = part.GetWorldPosition(); | 1992 | m_parentPosition = part.GetWorldPosition(); |
1848 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); | 1993 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); |
1849 | } | 1994 | } |
1995 | // part.GetWorldRotation() is the rotation of the object being sat on | ||
1996 | // Rotation is the sittiing Av's rotation | ||
1997 | |||
1998 | Quaternion partRot; | ||
1999 | // if (part.LinkNum == 1) | ||
2000 | // { // Root prim of linkset | ||
2001 | // partRot = part.ParentGroup.RootPart.RotationOffset; | ||
2002 | // } | ||
2003 | // else | ||
2004 | // { // single or child prim | ||
2005 | |||
2006 | // } | ||
2007 | if (part == null) //CW: Part may be gone. llDie() for example. | ||
2008 | { | ||
2009 | partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
2010 | } | ||
2011 | else | ||
2012 | { | ||
2013 | partRot = part.GetWorldRotation(); | ||
2014 | } | ||
2015 | |||
2016 | Quaternion partIRot = Quaternion.Inverse(partRot); | ||
1850 | 2017 | ||
2018 | Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av | ||
2019 | Vector3 avStandUp = new Vector3(0.3f, 0f, 0f) * avatarRot; // 0.3M infront of av | ||
2020 | |||
2021 | |||
1851 | if (m_physicsActor == null) | 2022 | if (m_physicsActor == null) |
1852 | { | 2023 | { |
1853 | AddToPhysicalScene(false); | 2024 | AddToPhysicalScene(false); |
1854 | } | 2025 | } |
1855 | 2026 | //CW: If the part isn't null then we can set the current position | |
1856 | m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); | 2027 | if (part != null) |
1857 | m_parentPosition = Vector3.Zero; | 2028 | { |
1858 | 2029 | Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset! | |
1859 | m_parentID = 0; | 2030 | AbsolutePosition = avWorldStandUp; //KF: Fix stand up. |
2031 | part.IsOccupied = false; | ||
2032 | part.ParentGroup.DeleteAvatar(ControllingClient.AgentId); | ||
2033 | } | ||
2034 | else | ||
2035 | { | ||
2036 | //CW: Since the part doesn't exist, a coarse standup position isn't an issue | ||
2037 | AbsolutePosition = m_lastWorldPosition; | ||
2038 | } | ||
2039 | |||
2040 | m_parentPosition = Vector3.Zero; | ||
2041 | m_parentID = 0; | ||
2042 | m_linkedPrim = UUID.Zero; | ||
2043 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1860 | SendAvatarDataToAllAgents(); | 2044 | SendAvatarDataToAllAgents(); |
1861 | m_requestedSitTargetID = 0; | 2045 | m_requestedSitTargetID = 0; |
1862 | } | 2046 | } |
1863 | |||
1864 | Animator.TrySetMovementAnimation("STAND"); | 2047 | Animator.TrySetMovementAnimation("STAND"); |
1865 | } | 2048 | } |
1866 | 2049 | ||
@@ -1891,13 +2074,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1891 | Vector3 avSitOffSet = part.SitTargetPosition; | 2074 | Vector3 avSitOffSet = part.SitTargetPosition; |
1892 | Quaternion avSitOrientation = part.SitTargetOrientation; | 2075 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1893 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 2076 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); |
1894 | 2077 | bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero); | |
1895 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 2078 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1896 | bool SitTargetisSet = | 2079 | if (SitTargetisSet && !SitTargetOccupied) |
1897 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && | ||
1898 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); | ||
1899 | |||
1900 | if (SitTargetisSet && SitTargetUnOccupied) | ||
1901 | { | 2080 | { |
1902 | //switch the target to this prim | 2081 | //switch the target to this prim |
1903 | return part; | 2082 | return part; |
@@ -1911,85 +2090,168 @@ namespace OpenSim.Region.Framework.Scenes | |||
1911 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) | 2090 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) |
1912 | { | 2091 | { |
1913 | bool autopilot = true; | 2092 | bool autopilot = true; |
2093 | Vector3 autopilotTarget = new Vector3(); | ||
2094 | Quaternion sitOrientation = Quaternion.Identity; | ||
1914 | Vector3 pos = new Vector3(); | 2095 | Vector3 pos = new Vector3(); |
1915 | Quaternion sitOrientation = pSitOrientation; | ||
1916 | Vector3 cameraEyeOffset = Vector3.Zero; | 2096 | Vector3 cameraEyeOffset = Vector3.Zero; |
1917 | Vector3 cameraAtOffset = Vector3.Zero; | 2097 | Vector3 cameraAtOffset = Vector3.Zero; |
1918 | bool forceMouselook = false; | 2098 | bool forceMouselook = false; |
1919 | 2099 | ||
1920 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); | 2100 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); |
1921 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); | 2101 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); |
1922 | if (part != null) | 2102 | if (part == null) return; |
2103 | |||
2104 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | ||
2105 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | ||
2106 | |||
2107 | // part is the prim to sit on | ||
2108 | // offset is the world-ref vector distance from that prim center to the click-spot | ||
2109 | // UUID is the UUID of the Avatar doing the clicking | ||
2110 | |||
2111 | m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation | ||
2112 | |||
2113 | // Is a sit target available? | ||
2114 | Vector3 avSitOffSet = part.SitTargetPosition; | ||
2115 | Quaternion avSitOrientation = part.SitTargetOrientation; | ||
2116 | |||
2117 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. | ||
2118 | // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2119 | Quaternion partRot; | ||
2120 | // if (part.LinkNum == 1) | ||
2121 | // { // Root prim of linkset | ||
2122 | // partRot = part.ParentGroup.RootPart.RotationOffset; | ||
2123 | // } | ||
2124 | // else | ||
2125 | // { // single or child prim | ||
2126 | partRot = part.GetWorldRotation(); | ||
2127 | // } | ||
2128 | Quaternion partIRot = Quaternion.Inverse(partRot); | ||
2129 | //Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet); | ||
2130 | // Sit analysis rewritten by KF 091125 | ||
2131 | if (SitTargetisSet) // scipted sit | ||
1923 | { | 2132 | { |
1924 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | 2133 | if (!part.IsOccupied) |
1925 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | 2134 | { |
1926 | 2135 | //Console.WriteLine("Scripted, unoccupied"); | |
1927 | // Is a sit target available? | 2136 | part.SitTargetAvatar = UUID; // set that Av will be on it |
1928 | Vector3 avSitOffSet = part.SitTargetPosition; | 2137 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one |
1929 | Quaternion avSitOrientation = part.SitTargetOrientation; | 2138 | |
1930 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 2139 | Quaternion nrot = avSitOrientation; |
1931 | 2140 | if (!part.IsRoot) | |
1932 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | ||
1933 | bool SitTargetisSet = | ||
1934 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && | ||
1935 | ( | ||
1936 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion | ||
1937 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point | ||
1938 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion | ||
1939 | ) | ||
1940 | )); | ||
1941 | |||
1942 | if (SitTargetisSet && SitTargetUnOccupied) | ||
1943 | { | ||
1944 | part.SitTargetAvatar = UUID; | ||
1945 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); | ||
1946 | sitOrientation = avSitOrientation; | ||
1947 | autopilot = false; | ||
1948 | } | ||
1949 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); | ||
1950 | |||
1951 | pos = part.AbsolutePosition + offset; | ||
1952 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) | ||
1953 | //{ | ||
1954 | // offset = pos; | ||
1955 | //autopilot = false; | ||
1956 | //} | ||
1957 | if (m_physicsActor != null) | ||
1958 | { | ||
1959 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | ||
1960 | // We can remove the physicsActor until they stand up. | ||
1961 | m_sitAvatarHeight = m_physicsActor.Size.Z; | ||
1962 | |||
1963 | if (autopilot) | ||
1964 | { | 2141 | { |
1965 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) | 2142 | nrot = part.RotationOffset * avSitOrientation; |
1966 | { | ||
1967 | autopilot = false; | ||
1968 | |||
1969 | RemoveFromPhysicalScene(); | ||
1970 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); | ||
1971 | } | ||
1972 | } | 2143 | } |
1973 | else | 2144 | sitOrientation = nrot; // Change rotatione to the scripted one |
2145 | OffsetRotation = nrot; | ||
2146 | autopilot = false; // Jump direct to scripted llSitPos() | ||
2147 | } | ||
2148 | else | ||
2149 | { | ||
2150 | //Console.WriteLine("Scripted, occupied"); | ||
2151 | return; | ||
2152 | } | ||
2153 | } | ||
2154 | else // Not Scripted | ||
2155 | { | ||
2156 | if ( (Math.Abs(offset.X) > 0.1f) || (Math.Abs(offset.Y) > 0.1f) ) // Changed 0.5M to 0.1M as they want to be able to sit close together | ||
2157 | { | ||
2158 | // large prim & offset, ignore if other Avs sitting | ||
2159 | // offset.Z -= 0.05f; | ||
2160 | m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked | ||
2161 | autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point | ||
2162 | |||
2163 | //Console.WriteLine(" offset ={0}", offset); | ||
2164 | //Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos); | ||
2165 | //Console.WriteLine(" autopilotTarget={0}", autopilotTarget); | ||
2166 | |||
2167 | } | ||
2168 | else // small offset | ||
2169 | { | ||
2170 | //Console.WriteLine("Small offset"); | ||
2171 | if (!part.IsOccupied) | ||
2172 | { | ||
2173 | m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center | ||
2174 | autopilotTarget = part.AbsolutePosition; | ||
2175 | //Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget); | ||
2176 | } | ||
2177 | else return; // occupied small | ||
2178 | } // end large/small | ||
2179 | } // end Scripted/not | ||
2180 | |||
2181 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); | ||
2182 | |||
2183 | cameraAtOffset = part.GetCameraAtOffset(); | ||
2184 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
2185 | forceMouselook = part.GetForceMouselook(); | ||
2186 | if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); // | ||
2187 | if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); // | ||
2188 | |||
2189 | if (m_physicsActor != null) | ||
2190 | { | ||
2191 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | ||
2192 | // We can remove the physicsActor until they stand up. | ||
2193 | m_sitAvatarHeight = m_physicsActor.Size.Z; | ||
2194 | if (autopilot) | ||
2195 | { // its not a scripted sit | ||
2196 | // if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) | ||
2197 | if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) ) | ||
1974 | { | 2198 | { |
2199 | autopilot = false; // close enough | ||
2200 | m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2201 | Not using the part's position because returning the AV to the last known standing | ||
2202 | position is likely to be more friendly, isn't it? */ | ||
1975 | RemoveFromPhysicalScene(); | 2203 | RemoveFromPhysicalScene(); |
1976 | } | 2204 | Velocity = Vector3.Zero; |
2205 | AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target | ||
2206 | } // else the autopilot will get us close | ||
2207 | } | ||
2208 | else | ||
2209 | { // its a scripted sit | ||
2210 | m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2211 | I *am* using the part's position this time because we have no real idea how far away | ||
2212 | the avatar is from the sit target. */ | ||
2213 | RemoveFromPhysicalScene(); | ||
2214 | Velocity = Vector3.Zero; | ||
1977 | } | 2215 | } |
1978 | |||
1979 | cameraAtOffset = part.GetCameraAtOffset(); | ||
1980 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
1981 | forceMouselook = part.GetForceMouselook(); | ||
1982 | } | 2216 | } |
1983 | 2217 | else return; // physactor is null! | |
1984 | ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | 2218 | |
1985 | m_requestedSitTargetUUID = targetID; | 2219 | Vector3 offsetr; // = offset * partIRot; |
2220 | // KF: In a linkset, offsetr needs to be relative to the group root! 091208 | ||
2221 | // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot); | ||
2222 | // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error. | ||
2223 | // { // Single, or Root prim of linkset, target is ClickOffset * RootRot | ||
2224 | //offsetr = offset * partIRot; | ||
2225 | // | ||
2226 | // } | ||
2227 | // else | ||
2228 | // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) | ||
2229 | // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + | ||
2230 | // (offset * partRot); | ||
2231 | // } | ||
2232 | |||
2233 | //Console.WriteLine(" "); | ||
2234 | //Console.WriteLine("link number ={0}", part.LinkNum); | ||
2235 | //Console.WriteLine("Prim offset ={0}", part.OffsetPosition ); | ||
2236 | //Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset); | ||
2237 | //Console.WriteLine("Click offst ={0}", offset); | ||
2238 | //Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation()); | ||
2239 | //Console.WriteLine("offsetr ={0}", offsetr); | ||
2240 | //Console.WriteLine("Camera At ={0}", cameraAtOffset); | ||
2241 | //Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); | ||
2242 | |||
2243 | //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child | ||
2244 | ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | ||
2245 | |||
2246 | m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target | ||
1986 | // This calls HandleAgentSit twice, once from here, and the client calls | 2247 | // This calls HandleAgentSit twice, once from here, and the client calls |
1987 | // HandleAgentSit itself after it gets to the location | 2248 | // HandleAgentSit itself after it gets to the location |
1988 | // It doesn't get to the location until we've moved them there though | 2249 | // It doesn't get to the location until we've moved them there though |
1989 | // which happens in HandleAgentSit :P | 2250 | // which happens in HandleAgentSit :P |
1990 | m_autopilotMoving = autopilot; | 2251 | m_autopilotMoving = autopilot; |
1991 | m_autoPilotTarget = pos; | 2252 | m_autoPilotTarget = autopilotTarget; |
1992 | m_sitAtAutoTarget = autopilot; | 2253 | m_sitAtAutoTarget = autopilot; |
2254 | m_initialSitTarget = autopilotTarget; | ||
1993 | if (!autopilot) | 2255 | if (!autopilot) |
1994 | HandleAgentSit(remoteClient, UUID); | 2256 | HandleAgentSit(remoteClient, UUID); |
1995 | } | 2257 | } |
@@ -2254,47 +2516,130 @@ namespace OpenSim.Region.Framework.Scenes | |||
2254 | { | 2516 | { |
2255 | if (part != null) | 2517 | if (part != null) |
2256 | { | 2518 | { |
2519 | //Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation()); | ||
2257 | if (part.GetAvatarOnSitTarget() == UUID) | 2520 | if (part.GetAvatarOnSitTarget() == UUID) |
2258 | { | 2521 | { |
2522 | //Console.WriteLine("Scripted Sit"); | ||
2523 | // Scripted sit | ||
2259 | Vector3 sitTargetPos = part.SitTargetPosition; | 2524 | Vector3 sitTargetPos = part.SitTargetPosition; |
2260 | Quaternion sitTargetOrient = part.SitTargetOrientation; | 2525 | Quaternion sitTargetOrient = part.SitTargetOrientation; |
2261 | |||
2262 | //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); | ||
2263 | //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); | ||
2264 | |||
2265 | //Quaternion result = (sitTargetOrient * vq) * nq; | ||
2266 | |||
2267 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 2526 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
2268 | m_pos += SIT_TARGET_ADJUSTMENT; | 2527 | m_pos += SIT_TARGET_ADJUSTMENT; |
2528 | if (!part.IsRoot) | ||
2529 | { | ||
2530 | m_pos *= part.RotationOffset; | ||
2531 | } | ||
2269 | m_bodyRot = sitTargetOrient; | 2532 | m_bodyRot = sitTargetOrient; |
2270 | //Rotation = sitTargetOrient; | ||
2271 | m_parentPosition = part.AbsolutePosition; | 2533 | m_parentPosition = part.AbsolutePosition; |
2272 | 2534 | part.IsOccupied = true; | |
2273 | //SendTerseUpdateToAllClients(); | 2535 | part.ParentGroup.AddAvatar(agentID); |
2274 | } | 2536 | } |
2275 | else | 2537 | else |
2276 | { | 2538 | { |
2277 | m_pos -= part.AbsolutePosition; | 2539 | // if m_avUnscriptedSitPos is zero then Av sits above center |
2540 | // Else Av sits at m_avUnscriptedSitPos | ||
2541 | |||
2542 | // Non-scripted sit by Kitto Flora 21Nov09 | ||
2543 | // Calculate angle of line from prim to Av | ||
2544 | Quaternion partIRot; | ||
2545 | // if (part.LinkNum == 1) | ||
2546 | // { // Root prim of linkset | ||
2547 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2548 | // } | ||
2549 | // else | ||
2550 | // { // single or child prim | ||
2551 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2552 | // } | ||
2553 | Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; | ||
2554 | float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); | ||
2555 | float x_diff = ( m_avInitialPos.X - sitTargetPos.X); | ||
2556 | if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 | ||
2557 | if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 | ||
2558 | float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); | ||
2559 | // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. | ||
2560 | // Av sits at world euler <0,0, z>, translated by part rotation | ||
2561 | m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click | ||
2562 | |||
2278 | m_parentPosition = part.AbsolutePosition; | 2563 | m_parentPosition = part.AbsolutePosition; |
2279 | } | 2564 | part.IsOccupied = true; |
2565 | part.ParentGroup.AddAvatar(agentID); | ||
2566 | m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation | ||
2567 | (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center | ||
2568 | (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) + | ||
2569 | m_avUnscriptedSitPos; // adds click offset, if any | ||
2570 | //Set up raytrace to find top surface of prim | ||
2571 | Vector3 size = part.Scale; | ||
2572 | float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); | ||
2573 | Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); | ||
2574 | Vector3 down = new Vector3(0f, 0f, -1f); | ||
2575 | //Console.WriteLine("st={0} do={1} ma={2}", start, down, mag); | ||
2576 | m_scene.PhysicsScene.RaycastWorld( | ||
2577 | start, // Vector3 position, | ||
2578 | down, // Vector3 direction, | ||
2579 | mag, // float length, | ||
2580 | SitAltitudeCallback); // retMethod | ||
2581 | } // end scripted/not | ||
2280 | } | 2582 | } |
2281 | else | 2583 | else // no Av |
2282 | { | 2584 | { |
2283 | return; | 2585 | return; |
2284 | } | 2586 | } |
2285 | } | 2587 | } |
2286 | m_parentID = m_requestedSitTargetID; | ||
2287 | 2588 | ||
2589 | //We want our offsets to reference the root prim, not the child we may have sat on | ||
2590 | if (!part.IsRoot) | ||
2591 | { | ||
2592 | m_parentID = part.ParentGroup.RootPart.LocalId; | ||
2593 | m_pos += part.OffsetPosition; | ||
2594 | } | ||
2595 | else | ||
2596 | { | ||
2597 | m_parentID = m_requestedSitTargetID; | ||
2598 | } | ||
2599 | |||
2600 | m_linkedPrim = part.UUID; | ||
2601 | if (part.GetAvatarOnSitTarget() != UUID) | ||
2602 | { | ||
2603 | m_offsetRotation = m_offsetRotation / part.RotationOffset; | ||
2604 | } | ||
2288 | Velocity = Vector3.Zero; | 2605 | Velocity = Vector3.Zero; |
2289 | RemoveFromPhysicalScene(); | 2606 | RemoveFromPhysicalScene(); |
2290 | |||
2291 | Animator.TrySetMovementAnimation(sitAnimation); | 2607 | Animator.TrySetMovementAnimation(sitAnimation); |
2292 | SendAvatarDataToAllAgents(); | 2608 | SendAvatarDataToAllAgents(); |
2293 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | ||
2294 | // So we're also sending a terse update (which has avatar rotation) | ||
2295 | // [Update] We do now. | ||
2296 | //SendTerseUpdateToAllClients(); | 2609 | //SendTerseUpdateToAllClients(); |
2297 | } | 2610 | } |
2611 | |||
2612 | public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal) | ||
2613 | { | ||
2614 | // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer | ||
2615 | // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height. | ||
2616 | if(hitYN) | ||
2617 | { | ||
2618 | // m_pos = Av offset from prim center to make look like on center | ||
2619 | // m_parentPosition = Actual center pos of prim | ||
2620 | // collisionPoint = spot on prim where we want to sit | ||
2621 | // collisionPoint.Z = global sit surface height | ||
2622 | SceneObjectPart part = m_scene.GetSceneObjectPart(localid); | ||
2623 | Quaternion partIRot; | ||
2624 | // if (part.LinkNum == 1) | ||
2625 | /// { // Root prim of linkset | ||
2626 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2627 | // } | ||
2628 | // else | ||
2629 | // { // single or child prim | ||
2630 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2631 | // } | ||
2632 | if (m_initialSitTarget != null) | ||
2633 | { | ||
2634 | float offZ = collisionPoint.Z - m_initialSitTarget.Z; | ||
2635 | Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction | ||
2636 | //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); | ||
2637 | m_pos += offset; | ||
2638 | // ControllingClient.SendClearFollowCamProperties(part.UUID); | ||
2639 | } | ||
2640 | |||
2641 | } | ||
2642 | } // End SitAltitudeCallback KF. | ||
2298 | 2643 | ||
2299 | /// <summary> | 2644 | /// <summary> |
2300 | /// Event handler for the 'Always run' setting on the client | 2645 | /// Event handler for the 'Always run' setting on the client |
@@ -2414,6 +2759,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2414 | 2759 | ||
2415 | CheckForSignificantMovement(); // sends update to the modules. | 2760 | CheckForSignificantMovement(); // sends update to the modules. |
2416 | } | 2761 | } |
2762 | |||
2763 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2764 | SendPrimUpdates(); | ||
2417 | } | 2765 | } |
2418 | 2766 | ||
2419 | #endregion | 2767 | #endregion |
@@ -3227,6 +3575,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3227 | m_callbackURI = cAgent.CallbackURI; | 3575 | m_callbackURI = cAgent.CallbackURI; |
3228 | 3576 | ||
3229 | m_pos = cAgent.Position; | 3577 | m_pos = cAgent.Position; |
3578 | |||
3230 | m_velocity = cAgent.Velocity; | 3579 | m_velocity = cAgent.Velocity; |
3231 | m_CameraCenter = cAgent.Center; | 3580 | m_CameraCenter = cAgent.Center; |
3232 | m_CameraAtAxis = cAgent.AtAxis; | 3581 | m_CameraAtAxis = cAgent.AtAxis; |
@@ -3343,10 +3692,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3343 | 3692 | ||
3344 | Vector3 pVec = AbsolutePosition; | 3693 | Vector3 pVec = AbsolutePosition; |
3345 | 3694 | ||
3346 | // Old bug where the height was in centimeters instead of meters | 3695 | m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, |
3347 | m_physicsActor = scene.AddAvatar(LocalId, Firstname + "." + Lastname, pVec, | ||
3348 | new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); | 3696 | new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); |
3349 | |||
3350 | scene.AddPhysicsActorTaint(m_physicsActor); | 3697 | scene.AddPhysicsActorTaint(m_physicsActor); |
3351 | //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; | 3698 | //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; |
3352 | m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; | 3699 | m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; |
@@ -3372,18 +3719,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3372 | { | 3719 | { |
3373 | if (e == null) | 3720 | if (e == null) |
3374 | return; | 3721 | return; |
3375 | 3722 | ||
3376 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) | 3723 | // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents( |
3377 | // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( | ||
3378 | // as of this comment the interval is set in AddToPhysicalScene | 3724 | // as of this comment the interval is set in AddToPhysicalScene |
3379 | if (Animator != null) | 3725 | if (Animator!=null) |
3380 | Animator.UpdateMovementAnimations(); | 3726 | { |
3727 | if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper, | ||
3728 | { // else its will lock out other animation changes, like ground sit. | ||
3729 | Animator.UpdateMovementAnimations(); | ||
3730 | m_updateCount--; | ||
3731 | } | ||
3732 | } | ||
3381 | 3733 | ||
3382 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3734 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; |
3383 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | 3735 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; |
3384 | 3736 | ||
3385 | CollisionPlane = Vector4.UnitW; | 3737 | CollisionPlane = Vector4.UnitW; |
3386 | 3738 | ||
3739 | if (m_lastColCount != coldata.Count) | ||
3740 | { | ||
3741 | m_updateCount = UPDATE_COUNT; | ||
3742 | m_lastColCount = coldata.Count; | ||
3743 | } | ||
3744 | |||
3387 | if (coldata.Count != 0 && Animator != null) | 3745 | if (coldata.Count != 0 && Animator != null) |
3388 | { | 3746 | { |
3389 | switch (Animator.CurrentMovementAnimation) | 3747 | switch (Animator.CurrentMovementAnimation) |
@@ -3413,6 +3771,148 @@ namespace OpenSim.Region.Framework.Scenes | |||
3413 | } | 3771 | } |
3414 | } | 3772 | } |
3415 | 3773 | ||
3774 | List<uint> thisHitColliders = new List<uint>(); | ||
3775 | List<uint> endedColliders = new List<uint>(); | ||
3776 | List<uint> startedColliders = new List<uint>(); | ||
3777 | |||
3778 | foreach (uint localid in coldata.Keys) | ||
3779 | { | ||
3780 | thisHitColliders.Add(localid); | ||
3781 | if (!m_lastColliders.Contains(localid)) | ||
3782 | { | ||
3783 | startedColliders.Add(localid); | ||
3784 | } | ||
3785 | //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString()); | ||
3786 | } | ||
3787 | |||
3788 | // calculate things that ended colliding | ||
3789 | foreach (uint localID in m_lastColliders) | ||
3790 | { | ||
3791 | if (!thisHitColliders.Contains(localID)) | ||
3792 | { | ||
3793 | endedColliders.Add(localID); | ||
3794 | } | ||
3795 | } | ||
3796 | //add the items that started colliding this time to the last colliders list. | ||
3797 | foreach (uint localID in startedColliders) | ||
3798 | { | ||
3799 | m_lastColliders.Add(localID); | ||
3800 | } | ||
3801 | // remove things that ended colliding from the last colliders list | ||
3802 | foreach (uint localID in endedColliders) | ||
3803 | { | ||
3804 | m_lastColliders.Remove(localID); | ||
3805 | } | ||
3806 | |||
3807 | // do event notification | ||
3808 | if (startedColliders.Count > 0) | ||
3809 | { | ||
3810 | ColliderArgs StartCollidingMessage = new ColliderArgs(); | ||
3811 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3812 | foreach (uint localId in startedColliders) | ||
3813 | { | ||
3814 | if (localId == 0) | ||
3815 | continue; | ||
3816 | |||
3817 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3818 | string data = ""; | ||
3819 | if (obj != null) | ||
3820 | { | ||
3821 | DetectedObject detobj = new DetectedObject(); | ||
3822 | detobj.keyUUID = obj.UUID; | ||
3823 | detobj.nameStr = obj.Name; | ||
3824 | detobj.ownerUUID = obj.OwnerID; | ||
3825 | detobj.posVector = obj.AbsolutePosition; | ||
3826 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3827 | detobj.velVector = obj.Velocity; | ||
3828 | detobj.colliderType = 0; | ||
3829 | detobj.groupUUID = obj.GroupID; | ||
3830 | colliding.Add(detobj); | ||
3831 | } | ||
3832 | } | ||
3833 | |||
3834 | if (colliding.Count > 0) | ||
3835 | { | ||
3836 | StartCollidingMessage.Colliders = colliding; | ||
3837 | |||
3838 | foreach (SceneObjectGroup att in GetAttachments()) | ||
3839 | Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage); | ||
3840 | } | ||
3841 | } | ||
3842 | |||
3843 | if (endedColliders.Count > 0) | ||
3844 | { | ||
3845 | ColliderArgs EndCollidingMessage = new ColliderArgs(); | ||
3846 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3847 | foreach (uint localId in endedColliders) | ||
3848 | { | ||
3849 | if (localId == 0) | ||
3850 | continue; | ||
3851 | |||
3852 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3853 | string data = ""; | ||
3854 | if (obj != null) | ||
3855 | { | ||
3856 | DetectedObject detobj = new DetectedObject(); | ||
3857 | detobj.keyUUID = obj.UUID; | ||
3858 | detobj.nameStr = obj.Name; | ||
3859 | detobj.ownerUUID = obj.OwnerID; | ||
3860 | detobj.posVector = obj.AbsolutePosition; | ||
3861 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3862 | detobj.velVector = obj.Velocity; | ||
3863 | detobj.colliderType = 0; | ||
3864 | detobj.groupUUID = obj.GroupID; | ||
3865 | colliding.Add(detobj); | ||
3866 | } | ||
3867 | } | ||
3868 | |||
3869 | if (colliding.Count > 0) | ||
3870 | { | ||
3871 | EndCollidingMessage.Colliders = colliding; | ||
3872 | |||
3873 | foreach (SceneObjectGroup att in GetAttachments()) | ||
3874 | Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage); | ||
3875 | } | ||
3876 | } | ||
3877 | |||
3878 | if (thisHitColliders.Count > 0) | ||
3879 | { | ||
3880 | ColliderArgs CollidingMessage = new ColliderArgs(); | ||
3881 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3882 | foreach (uint localId in thisHitColliders) | ||
3883 | { | ||
3884 | if (localId == 0) | ||
3885 | continue; | ||
3886 | |||
3887 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3888 | string data = ""; | ||
3889 | if (obj != null) | ||
3890 | { | ||
3891 | DetectedObject detobj = new DetectedObject(); | ||
3892 | detobj.keyUUID = obj.UUID; | ||
3893 | detobj.nameStr = obj.Name; | ||
3894 | detobj.ownerUUID = obj.OwnerID; | ||
3895 | detobj.posVector = obj.AbsolutePosition; | ||
3896 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3897 | detobj.velVector = obj.Velocity; | ||
3898 | detobj.colliderType = 0; | ||
3899 | detobj.groupUUID = obj.GroupID; | ||
3900 | colliding.Add(detobj); | ||
3901 | } | ||
3902 | } | ||
3903 | |||
3904 | if (colliding.Count > 0) | ||
3905 | { | ||
3906 | CollidingMessage.Colliders = colliding; | ||
3907 | |||
3908 | lock (m_attachments) | ||
3909 | { | ||
3910 | foreach (SceneObjectGroup att in m_attachments) | ||
3911 | Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage); | ||
3912 | } | ||
3913 | } | ||
3914 | } | ||
3915 | |||
3416 | if (m_invulnerable) | 3916 | if (m_invulnerable) |
3417 | return; | 3917 | return; |
3418 | 3918 | ||
@@ -3486,6 +3986,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3486 | { | 3986 | { |
3487 | lock (m_attachments) | 3987 | lock (m_attachments) |
3488 | { | 3988 | { |
3989 | // This may be true when the attachment comes back | ||
3990 | // from serialization after login. Clear it. | ||
3991 | gobj.IsDeleted = false; | ||
3992 | |||
3489 | m_attachments.Add(gobj); | 3993 | m_attachments.Add(gobj); |
3490 | } | 3994 | } |
3491 | } | 3995 | } |
@@ -3849,5 +4353,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
3849 | m_reprioritization_called = false; | 4353 | m_reprioritization_called = false; |
3850 | } | 4354 | } |
3851 | } | 4355 | } |
4356 | |||
4357 | private Vector3 Quat2Euler(Quaternion rot){ | ||
4358 | float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) , | ||
4359 | (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z))); | ||
4360 | float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W))); | ||
4361 | float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) , | ||
4362 | (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z))); | ||
4363 | return(new Vector3(x,y,z)); | ||
4364 | } | ||
4365 | |||
4366 | private void CheckLandingPoint(ref Vector3 pos) | ||
4367 | { | ||
4368 | // Never constrain lures | ||
4369 | if ((TeleportFlags & TeleportFlags.ViaLure) != 0) | ||
4370 | return; | ||
4371 | |||
4372 | if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport) | ||
4373 | return; | ||
4374 | |||
4375 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
4376 | |||
4377 | if (land.LandData.LandingType == (byte)LandingType.LandingPoint && | ||
4378 | land.LandData.UserLocation != Vector3.Zero && | ||
4379 | land.LandData.OwnerID != m_uuid && | ||
4380 | (!m_scene.Permissions.IsGod(m_uuid)) && | ||
4381 | (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) | ||
4382 | { | ||
4383 | float curr = Vector3.Distance(AbsolutePosition, pos); | ||
4384 | if (Vector3.Distance(land.LandData.UserLocation, pos) < curr) | ||
4385 | pos = land.LandData.UserLocation; | ||
4386 | else | ||
4387 | ControllingClient.SendAlertMessage("Can't teleport closer to destination"); | ||
4388 | } | ||
4389 | } | ||
3852 | } | 4390 | } |
3853 | } | 4391 | } |