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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs590
1 files changed, 513 insertions, 77 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 65d526f..cfd4a51 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -63,6 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
63 63
64 struct ScriptControllers 64 struct ScriptControllers
65 { 65 {
66 public UUID objectID;
66 public UUID itemID; 67 public UUID itemID;
67 public ScriptControlled ignoreControls; 68 public ScriptControlled ignoreControls;
68 public ScriptControlled eventControls; 69 public ScriptControlled eventControls;
@@ -98,7 +99,7 @@ namespace OpenSim.Region.Framework.Scenes
98 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 99 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
99 /// issue #1716 100 /// issue #1716
100 /// </summary> 101 /// </summary>
101 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 102 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
102 103
103 /// <summary> 104 /// <summary>
104 /// Movement updates for agents in neighboring regions are sent directly to clients. 105 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -170,6 +171,7 @@ namespace OpenSim.Region.Framework.Scenes
170// private int m_lastColCount = -1; //KF: Look for Collision chnages 171// private int m_lastColCount = -1; //KF: Look for Collision chnages
171// private int m_updateCount = 0; //KF: Update Anims for a while 172// private int m_updateCount = 0; //KF: Update Anims for a while
172// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 173// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
174 private List<uint> m_lastColliders = new List<uint>();
173 175
174 private TeleportFlags m_teleportFlags; 176 private TeleportFlags m_teleportFlags;
175 public TeleportFlags TeleportFlags 177 public TeleportFlags TeleportFlags
@@ -231,6 +233,13 @@ namespace OpenSim.Region.Framework.Scenes
231 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
232 //***************************************************** 234 //*****************************************************
233 235
236 private bool m_collisionEventFlag = false;
237 private object m_collisionEventLock = new Object();
238
239 private int m_movementAnimationUpdateCounter = 0;
240
241 private Vector3 m_prevSitOffset;
242
234 protected AvatarAppearance m_appearance; 243 protected AvatarAppearance m_appearance;
235 244
236 public AvatarAppearance Appearance 245 public AvatarAppearance Appearance
@@ -425,7 +434,7 @@ namespace OpenSim.Region.Framework.Scenes
425 get { return (IClientCore)ControllingClient; } 434 get { return (IClientCore)ControllingClient; }
426 } 435 }
427 436
428 public Vector3 ParentPosition { get; set; } 437// public Vector3 ParentPosition { get; set; }
429 438
430 /// <summary> 439 /// <summary>
431 /// Position of this avatar relative to the region the avatar is in 440 /// Position of this avatar relative to the region the avatar is in
@@ -483,7 +492,7 @@ namespace OpenSim.Region.Framework.Scenes
483 if (ParentID == 0) 492 if (ParentID == 0)
484 { 493 {
485 m_pos = value; 494 m_pos = value;
486 ParentPosition = Vector3.Zero; 495// ParentPosition = Vector3.Zero;
487 } 496 }
488 497
489 //m_log.DebugFormat( 498 //m_log.DebugFormat(
@@ -572,6 +581,13 @@ namespace OpenSim.Region.Framework.Scenes
572 /// </summary> 581 /// </summary>
573 public uint ParentID { get; set; } 582 public uint ParentID { get; set; }
574 583
584 public UUID ParentUUID
585 {
586 get { return m_parentUUID; }
587 set { m_parentUUID = value; }
588 }
589 private UUID m_parentUUID = UUID.Zero;
590
575 /// <summary> 591 /// <summary>
576 /// Are we sitting on an object? 592 /// Are we sitting on an object?
577 /// </summary> 593 /// </summary>
@@ -738,6 +754,33 @@ namespace OpenSim.Region.Framework.Scenes
738 Appearance = appearance; 754 Appearance = appearance;
739 } 755 }
740 756
757 private void RegionHeartbeatEnd(Scene scene)
758 {
759 if (IsChildAgent)
760 return;
761
762 m_movementAnimationUpdateCounter ++;
763 if (m_movementAnimationUpdateCounter >= 2)
764 {
765 m_movementAnimationUpdateCounter = 0;
766 if (Animator != null)
767 {
768 // If the parentID == 0 we are not sitting
769 // if !SitGournd then we are not sitting on the ground
770 // Fairly straightforward, now here comes the twist
771 // if ParentUUID is NOT UUID.Zero, we are looking to
772 // be sat on an object that isn't there yet. Should
773 // be treated as if sat.
774 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
775 Animator.UpdateMovementAnimations();
776 }
777 else
778 {
779 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
780 }
781 }
782 }
783
741 public void RegisterToEvents() 784 public void RegisterToEvents()
742 { 785 {
743 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 786 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -747,6 +790,7 @@ namespace OpenSim.Region.Framework.Scenes
747 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 790 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
748 ControllingClient.OnStartAnim += HandleStartAnim; 791 ControllingClient.OnStartAnim += HandleStartAnim;
749 ControllingClient.OnStopAnim += HandleStopAnim; 792 ControllingClient.OnStopAnim += HandleStopAnim;
793 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
750 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 794 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
751 ControllingClient.OnAutoPilotGo += MoveToTarget; 795 ControllingClient.OnAutoPilotGo += MoveToTarget;
752 796
@@ -807,10 +851,39 @@ namespace OpenSim.Region.Framework.Scenes
807 "[SCENE]: Upgrading child to root agent for {0} in {1}", 851 "[SCENE]: Upgrading child to root agent for {0} in {1}",
808 Name, m_scene.RegionInfo.RegionName); 852 Name, m_scene.RegionInfo.RegionName);
809 853
810 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
811
812 bool wasChild = IsChildAgent; 854 bool wasChild = IsChildAgent;
813 IsChildAgent = false; 855
856 if (ParentUUID != UUID.Zero)
857 {
858 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
859 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
860 if (part == null)
861 {
862 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
863 }
864 else
865 {
866 part.ParentGroup.AddAvatar(UUID);
867 if (part.SitTargetPosition != Vector3.Zero)
868 part.SitTargetAvatar = UUID;
869// ParentPosition = part.GetWorldPosition();
870 ParentID = part.LocalId;
871 ParentPart = part;
872 m_pos = m_prevSitOffset;
873// pos = ParentPosition;
874 pos = part.GetWorldPosition();
875 }
876 ParentUUID = UUID.Zero;
877
878 IsChildAgent = false;
879
880// Animator.TrySetMovementAnimation("SIT");
881 }
882 else
883 {
884 IsChildAgent = false;
885 }
886
814 887
815 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 888 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
816 if (gm != null) 889 if (gm != null)
@@ -820,62 +893,72 @@ namespace OpenSim.Region.Framework.Scenes
820 893
821 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 894 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
822 895
823 // Moved this from SendInitialData to ensure that Appearance is initialized 896 if (ParentID == 0)
824 // before the inventory is processed in MakeRootAgent. This fixes a race condition
825 // related to the handling of attachments
826 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
827 if (m_scene.TestBorderCross(pos, Cardinals.E))
828 { 897 {
829 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 898 // Moved this from SendInitialData to ensure that Appearance is initialized
830 pos.X = crossedBorder.BorderLine.Z - 1; 899 // before the inventory is processed in MakeRootAgent. This fixes a race condition
831 } 900 // related to the handling of attachments
901 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
902 if (m_scene.TestBorderCross(pos, Cardinals.E))
903 {
904 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
905 pos.X = crossedBorder.BorderLine.Z - 1;
906 }
832 907
833 if (m_scene.TestBorderCross(pos, Cardinals.N)) 908 if (m_scene.TestBorderCross(pos, Cardinals.N))
834 { 909 {
835 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 910 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
836 pos.Y = crossedBorder.BorderLine.Z - 1; 911 pos.Y = crossedBorder.BorderLine.Z - 1;
837 } 912 }
838 913
839 CheckAndAdjustLandingPoint(ref pos); 914 CheckAndAdjustLandingPoint(ref pos);
840 915
841 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 916 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
842 { 917 {
843 m_log.WarnFormat( 918 m_log.WarnFormat(
844 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 919 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
845 pos, Name, UUID); 920 pos, Name, UUID);
846 921
847 if (pos.X < 0f) pos.X = 0f; 922 if (pos.X < 0f) pos.X = 0f;
848 if (pos.Y < 0f) pos.Y = 0f; 923 if (pos.Y < 0f) pos.Y = 0f;
849 if (pos.Z < 0f) pos.Z = 0f; 924 if (pos.Z < 0f) pos.Z = 0f;
850 } 925 }
851 926
852 float localAVHeight = 1.56f; 927 float localAVHeight = 1.56f;
853 if (Appearance.AvatarHeight > 0) 928 if (Appearance.AvatarHeight > 0)
854 localAVHeight = Appearance.AvatarHeight; 929 localAVHeight = Appearance.AvatarHeight;
855 930
856 float posZLimit = 0; 931 float posZLimit = 0;
857 932
858 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 933 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
859 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 934 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
860 935
861 float newPosZ = posZLimit + localAVHeight / 2; 936 float newPosZ = posZLimit + localAVHeight / 2;
862 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 937 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
863 { 938 {
864 pos.Z = newPosZ; 939 pos.Z = newPosZ;
865 } 940 }
866 AbsolutePosition = pos; 941 AbsolutePosition = pos;
867 942
868 AddToPhysicalScene(isFlying); 943 if (m_teleportFlags == TeleportFlags.Default)
944 {
945 Vector3 vel = Velocity;
946 AddToPhysicalScene(isFlying);
947 if (PhysicsActor != null)
948 PhysicsActor.SetMomentum(vel);
949 }
950 else
951 AddToPhysicalScene(isFlying);
869 952
870 if (ForceFly) 953 if (ForceFly)
871 { 954 {
872 Flying = true; 955 Flying = true;
873 } 956 }
874 else if (FlyDisabled) 957 else if (FlyDisabled)
875 { 958 {
876 Flying = false; 959 Flying = false;
960 }
877 } 961 }
878
879 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 962 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
880 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 963 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
881 // elsewhere anyway 964 // elsewhere anyway
@@ -893,14 +976,19 @@ namespace OpenSim.Region.Framework.Scenes
893 { 976 {
894 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 977 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
895 // Resume scripts 978 // Resume scripts
896 foreach (SceneObjectGroup sog in m_attachments) 979 Util.FireAndForget(delegate(object x) {
897 { 980 foreach (SceneObjectGroup sog in m_attachments)
898 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 981 {
899 sog.ResumeScripts(); 982 sog.ScheduleGroupForFullUpdate();
900 } 983 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
984 sog.ResumeScripts();
985 }
986 });
901 } 987 }
902 } 988 }
903 989
990 SendAvatarDataToAllAgents();
991
904 // send the animations of the other presences to me 992 // send the animations of the other presences to me
905 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 993 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
906 { 994 {
@@ -911,9 +999,12 @@ namespace OpenSim.Region.Framework.Scenes
911 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 999 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
912 // stall on the border crossing since the existing child agent will still have the last movement 1000 // stall on the border crossing since the existing child agent will still have the last movement
913 // recorded, which stops the input from being processed. 1001 // recorded, which stops the input from being processed.
1002
914 MovementFlag = 0; 1003 MovementFlag = 0;
915 1004
916 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1005 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1006
1007 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
917 } 1008 }
918 1009
919 public int GetStateSource() 1010 public int GetStateSource()
@@ -941,12 +1032,16 @@ namespace OpenSim.Region.Framework.Scenes
941 /// </remarks> 1032 /// </remarks>
942 public void MakeChildAgent() 1033 public void MakeChildAgent()
943 { 1034 {
1035 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1036
944 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1037 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
945 1038
946 // Reset these so that teleporting in and walking out isn't seen 1039 // Reset these so that teleporting in and walking out isn't seen
947 // as teleporting back 1040 // as teleporting back
948 TeleportFlags = TeleportFlags.Default; 1041 TeleportFlags = TeleportFlags.Default;
949 1042
1043 MovementFlag = 0;
1044
950 // It looks like Animator is set to null somewhere, and MakeChild 1045 // It looks like Animator is set to null somewhere, and MakeChild
951 // is called after that. Probably in aborted teleports. 1046 // is called after that. Probably in aborted teleports.
952 if (Animator == null) 1047 if (Animator == null)
@@ -954,6 +1049,7 @@ namespace OpenSim.Region.Framework.Scenes
954 else 1049 else
955 Animator.ResetAnimations(); 1050 Animator.ResetAnimations();
956 1051
1052
957// m_log.DebugFormat( 1053// m_log.DebugFormat(
958// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1054// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
959// Name, UUID, m_scene.RegionInfo.RegionName); 1055// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -965,6 +1061,7 @@ namespace OpenSim.Region.Framework.Scenes
965 IsChildAgent = true; 1061 IsChildAgent = true;
966 m_scene.SwapRootAgentCount(true); 1062 m_scene.SwapRootAgentCount(true);
967 RemoveFromPhysicalScene(); 1063 RemoveFromPhysicalScene();
1064 ParentID = 0; // Child agents can't be sitting
968 1065
969 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1066 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
970 1067
@@ -980,9 +1077,9 @@ namespace OpenSim.Region.Framework.Scenes
980 { 1077 {
981// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1078// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
982 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1079 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
983 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
984 PhysicsActor.UnSubscribeEvents();
985 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1080 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1081 PhysicsActor.UnSubscribeEvents();
1082 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
986 PhysicsActor = null; 1083 PhysicsActor = null;
987 } 1084 }
988// else 1085// else
@@ -999,7 +1096,7 @@ namespace OpenSim.Region.Framework.Scenes
999 /// <param name="pos"></param> 1096 /// <param name="pos"></param>
1000 public void Teleport(Vector3 pos) 1097 public void Teleport(Vector3 pos)
1001 { 1098 {
1002 TeleportWithMomentum(pos, null); 1099 TeleportWithMomentum(pos, Vector3.Zero);
1003 } 1100 }
1004 1101
1005 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1102 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1023,6 +1120,41 @@ namespace OpenSim.Region.Framework.Scenes
1023 SendTerseUpdateToAllClients(); 1120 SendTerseUpdateToAllClients();
1024 } 1121 }
1025 1122
1123 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1124 {
1125 CheckLandingPoint(ref newpos);
1126 AbsolutePosition = newpos;
1127
1128 if (newvel.HasValue)
1129 {
1130 if ((Vector3)newvel == Vector3.Zero)
1131 {
1132 if (PhysicsActor != null)
1133 PhysicsActor.SetMomentum(Vector3.Zero);
1134 m_velocity = Vector3.Zero;
1135 }
1136 else
1137 {
1138 if (PhysicsActor != null)
1139 PhysicsActor.SetMomentum((Vector3)newvel);
1140 m_velocity = (Vector3)newvel;
1141
1142 if (rotateToVelXY)
1143 {
1144 Vector3 lookAt = (Vector3)newvel;
1145 lookAt.Z = 0;
1146 lookAt.Normalize();
1147 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1148 return;
1149 }
1150 }
1151 }
1152
1153 SendTerseUpdateToAllClients();
1154 }
1155
1156
1157
1026 public void StopFlying() 1158 public void StopFlying()
1027 { 1159 {
1028 ControllingClient.StopFlying(this); 1160 ControllingClient.StopFlying(this);
@@ -1338,8 +1470,18 @@ namespace OpenSim.Region.Framework.Scenes
1338 { 1470 {
1339 if (m_followCamAuto) 1471 if (m_followCamAuto)
1340 { 1472 {
1341 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1473 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1342 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1474 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1475
1476 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
1477 Vector3 distTocam = CameraPosition - posAdjusted;
1478 float distTocamlen = distTocam.Length();
1479 if (distTocamlen > 0)
1480 {
1481 distTocam *= 1.0f / distTocamlen;
1482 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1483 }
1484
1343 } 1485 }
1344 } 1486 }
1345 1487
@@ -1778,12 +1920,17 @@ namespace OpenSim.Region.Framework.Scenes
1778// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1920// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1779 1921
1780 SitGround = false; 1922 SitGround = false;
1923
1924/* move this down so avatar gets physical in the new position and not where it is siting
1781 if (PhysicsActor == null) 1925 if (PhysicsActor == null)
1782 AddToPhysicalScene(false); 1926 AddToPhysicalScene(false);
1927 */
1783 1928
1784 if (ParentID != 0) 1929 if (ParentID != 0)
1785 { 1930 {
1786 SceneObjectPart part = ParentPart; 1931 SceneObjectPart part = ParentPart;
1932 UnRegisterSeatControls(part.ParentGroup.UUID);
1933
1787 TaskInventoryDictionary taskIDict = part.TaskInventory; 1934 TaskInventoryDictionary taskIDict = part.TaskInventory;
1788 if (taskIDict != null) 1935 if (taskIDict != null)
1789 { 1936 {
@@ -1799,14 +1946,22 @@ namespace OpenSim.Region.Framework.Scenes
1799 } 1946 }
1800 } 1947 }
1801 1948
1802 ParentPosition = part.GetWorldPosition(); 1949 part.ParentGroup.DeleteAvatar(UUID);
1950// ParentPosition = part.GetWorldPosition();
1803 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1951 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1804 1952
1805 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); 1953// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1806 ParentPosition = Vector3.Zero; 1954// ParentPosition = Vector3.Zero;
1955 m_pos = part.AbsolutePosition + (m_pos * part.GetWorldRotation()) + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1956 if (part.SitTargetAvatar == UUID)
1957 m_bodyRot = part.GetWorldRotation() * part.SitTargetOrientation;
1807 1958
1808 ParentID = 0; 1959 ParentID = 0;
1809 ParentPart = null; 1960 ParentPart = null;
1961
1962 if (PhysicsActor == null)
1963 AddToPhysicalScene(false);
1964
1810 SendAvatarDataToAllAgents(); 1965 SendAvatarDataToAllAgents();
1811 m_requestedSitTargetID = 0; 1966 m_requestedSitTargetID = 0;
1812 1967
@@ -1816,6 +1971,9 @@ namespace OpenSim.Region.Framework.Scenes
1816 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1971 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1817 } 1972 }
1818 1973
1974 else if (PhysicsActor == null)
1975 AddToPhysicalScene(false);
1976
1819 Animator.TrySetMovementAnimation("STAND"); 1977 Animator.TrySetMovementAnimation("STAND");
1820 } 1978 }
1821 1979
@@ -1867,7 +2025,7 @@ namespace OpenSim.Region.Framework.Scenes
1867 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 2025 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1868 2026
1869 if (PhysicsActor != null) 2027 if (PhysicsActor != null)
1870 m_sitAvatarHeight = PhysicsActor.Size.Z; 2028 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
1871 2029
1872 bool canSit = false; 2030 bool canSit = false;
1873 Vector3 pos = part.AbsolutePosition + offset; 2031 Vector3 pos = part.AbsolutePosition + offset;
@@ -1916,7 +2074,7 @@ namespace OpenSim.Region.Framework.Scenes
1916 forceMouselook = part.GetForceMouselook(); 2074 forceMouselook = part.GetForceMouselook();
1917 2075
1918 ControllingClient.SendSitResponse( 2076 ControllingClient.SendSitResponse(
1919 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2077 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1920 2078
1921 m_requestedSitTargetUUID = targetID; 2079 m_requestedSitTargetUUID = targetID;
1922 2080
@@ -1930,6 +2088,9 @@ namespace OpenSim.Region.Framework.Scenes
1930 2088
1931 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2089 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
1932 { 2090 {
2091 if (IsChildAgent)
2092 return;
2093
1933 if (ParentID != 0) 2094 if (ParentID != 0)
1934 { 2095 {
1935 StandUp(); 2096 StandUp();
@@ -2207,14 +2368,39 @@ namespace OpenSim.Region.Framework.Scenes
2207 2368
2208 //Quaternion result = (sitTargetOrient * vq) * nq; 2369 //Quaternion result = (sitTargetOrient * vq) * nq;
2209 2370
2210 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2371 double x, y, z, m;
2372
2373 Quaternion r = sitTargetOrient;
2374 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2375
2376 if (Math.Abs(1.0 - m) > 0.000001)
2377 {
2378 m = 1.0 / Math.Sqrt(m);
2379 r.X *= (float)m;
2380 r.Y *= (float)m;
2381 r.Z *= (float)m;
2382 r.W *= (float)m;
2383 }
2384
2385 x = 2 * (r.X * r.Z + r.Y * r.W);
2386 y = 2 * (-r.X * r.W + r.Y * r.Z);
2387 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2388
2389 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2390 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2391
2392 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2393
2394// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
2211 Rotation = sitTargetOrient; 2395 Rotation = sitTargetOrient;
2212 ParentPosition = part.AbsolutePosition; 2396// ParentPosition = part.AbsolutePosition;
2397 part.ParentGroup.AddAvatar(UUID);
2213 } 2398 }
2214 else 2399 else
2215 { 2400 {
2216 m_pos -= part.AbsolutePosition; 2401 m_pos -= part.AbsolutePosition;
2217 ParentPosition = part.AbsolutePosition; 2402// ParentPosition = part.AbsolutePosition;
2403 part.ParentGroup.AddAvatar(UUID);
2218 2404
2219// m_log.DebugFormat( 2405// m_log.DebugFormat(
2220// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2406// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2259,6 +2445,13 @@ namespace OpenSim.Region.Framework.Scenes
2259 Animator.RemoveAnimation(animID); 2445 Animator.RemoveAnimation(animID);
2260 } 2446 }
2261 2447
2448 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2449 {
2450 Animator.avnChangeAnim(animID, addRemove, sendPack);
2451 }
2452
2453
2454
2262 /// <summary> 2455 /// <summary>
2263 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2456 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2264 /// </summary> 2457 /// </summary>
@@ -2312,14 +2505,15 @@ namespace OpenSim.Region.Framework.Scenes
2312 direc.Z *= 2.6f; 2505 direc.Z *= 2.6f;
2313 2506
2314 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2507 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2315 Animator.TrySetMovementAnimation("PREJUMP"); 2508// Animator.TrySetMovementAnimation("PREJUMP");
2316 Animator.TrySetMovementAnimation("JUMP"); 2509// Animator.TrySetMovementAnimation("JUMP");
2317 } 2510 }
2318 } 2511 }
2319 } 2512 }
2320 2513
2321 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2514 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2322 m_forceToApply = direc; 2515 m_forceToApply = direc;
2516 Animator.UpdateMovementAnimations();
2323 } 2517 }
2324 2518
2325 #endregion 2519 #endregion
@@ -2711,8 +2905,9 @@ namespace OpenSim.Region.Framework.Scenes
2711 2905
2712 // If we don't have a PhysActor, we can't cross anyway 2906 // If we don't have a PhysActor, we can't cross anyway
2713 // Also don't do this while sat, sitting avatars cross with the 2907 // Also don't do this while sat, sitting avatars cross with the
2714 // object they sit on. 2908 // object they sit on. ParentUUID denoted a pending sit, don't
2715 if (ParentID != 0 || PhysicsActor == null) 2909 // interfere with it.
2910 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
2716 return; 2911 return;
2717 2912
2718 if (!IsInTransit) 2913 if (!IsInTransit)
@@ -3053,6 +3248,9 @@ namespace OpenSim.Region.Framework.Scenes
3053 cAgent.AlwaysRun = SetAlwaysRun; 3248 cAgent.AlwaysRun = SetAlwaysRun;
3054 3249
3055 cAgent.Appearance = new AvatarAppearance(Appearance); 3250 cAgent.Appearance = new AvatarAppearance(Appearance);
3251
3252 cAgent.ParentPart = ParentUUID;
3253 cAgent.SitOffset = m_pos;
3056 3254
3057 lock (scriptedcontrols) 3255 lock (scriptedcontrols)
3058 { 3256 {
@@ -3061,7 +3259,7 @@ namespace OpenSim.Region.Framework.Scenes
3061 3259
3062 foreach (ScriptControllers c in scriptedcontrols.Values) 3260 foreach (ScriptControllers c in scriptedcontrols.Values)
3063 { 3261 {
3064 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3262 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3065 } 3263 }
3066 cAgent.Controllers = controls; 3264 cAgent.Controllers = controls;
3067 } 3265 }
@@ -3072,6 +3270,7 @@ namespace OpenSim.Region.Framework.Scenes
3072 cAgent.Anims = Animator.Animations.ToArray(); 3270 cAgent.Anims = Animator.Animations.ToArray();
3073 } 3271 }
3074 catch { } 3272 catch { }
3273 cAgent.DefaultAnim = Animator.Animations.DefaultAnimation;
3075 3274
3076 if (Scene.AttachmentsModule != null) 3275 if (Scene.AttachmentsModule != null)
3077 Scene.AttachmentsModule.CopyAttachments(this, cAgent); 3276 Scene.AttachmentsModule.CopyAttachments(this, cAgent);
@@ -3092,6 +3291,8 @@ namespace OpenSim.Region.Framework.Scenes
3092 CameraAtAxis = cAgent.AtAxis; 3291 CameraAtAxis = cAgent.AtAxis;
3093 CameraLeftAxis = cAgent.LeftAxis; 3292 CameraLeftAxis = cAgent.LeftAxis;
3094 CameraUpAxis = cAgent.UpAxis; 3293 CameraUpAxis = cAgent.UpAxis;
3294 ParentUUID = cAgent.ParentPart;
3295 m_prevSitOffset = cAgent.SitOffset;
3095 3296
3096 // When we get to the point of re-computing neighbors everytime this 3297 // When we get to the point of re-computing neighbors everytime this
3097 // changes, then start using the agent's drawdistance rather than the 3298 // changes, then start using the agent's drawdistance rather than the
@@ -3129,6 +3330,7 @@ namespace OpenSim.Region.Framework.Scenes
3129 foreach (ControllerData c in cAgent.Controllers) 3330 foreach (ControllerData c in cAgent.Controllers)
3130 { 3331 {
3131 ScriptControllers sc = new ScriptControllers(); 3332 ScriptControllers sc = new ScriptControllers();
3333 sc.objectID = c.ObjectID;
3132 sc.itemID = c.ItemID; 3334 sc.itemID = c.ItemID;
3133 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3335 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3134 sc.eventControls = (ScriptControlled)c.EventControls; 3336 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3143,6 +3345,8 @@ namespace OpenSim.Region.Framework.Scenes
3143 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? 3345 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
3144 if (cAgent.Anims != null) 3346 if (cAgent.Anims != null)
3145 Animator.Animations.FromArray(cAgent.Anims); 3347 Animator.Animations.FromArray(cAgent.Anims);
3348 if (cAgent.DefaultAnim != null)
3349 Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
3146 3350
3147 if (Scene.AttachmentsModule != null) 3351 if (Scene.AttachmentsModule != null)
3148 Scene.AttachmentsModule.CopyAttachments(cAgent, this); 3352 Scene.AttachmentsModule.CopyAttachments(cAgent, this);
@@ -3205,7 +3409,7 @@ namespace OpenSim.Region.Framework.Scenes
3205 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3409 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3206 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3410 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3207 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3411 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3208 PhysicsActor.SubscribeEvents(500); 3412 PhysicsActor.SubscribeEvents(100);
3209 PhysicsActor.LocalID = LocalId; 3413 PhysicsActor.LocalID = LocalId;
3210 } 3414 }
3211 3415
@@ -3287,6 +3491,8 @@ namespace OpenSim.Region.Framework.Scenes
3287 } 3491 }
3288 } 3492 }
3289 3493
3494 RaiseCollisionScriptEvents(coldata);
3495
3290 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3496 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3291 if (Invulnerable || GodLevel > 0) 3497 if (Invulnerable || GodLevel > 0)
3292 return; 3498 return;
@@ -3384,6 +3590,13 @@ namespace OpenSim.Region.Framework.Scenes
3384 // m_reprioritizationTimer.Dispose(); 3590 // m_reprioritizationTimer.Dispose();
3385 3591
3386 RemoveFromPhysicalScene(); 3592 RemoveFromPhysicalScene();
3593
3594 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
3595
3596// if (Animator != null)
3597// Animator.Close();
3598 Animator = null;
3599
3387 } 3600 }
3388 3601
3389 public void AddAttachment(SceneObjectGroup gobj) 3602 public void AddAttachment(SceneObjectGroup gobj)
@@ -3614,10 +3827,18 @@ namespace OpenSim.Region.Framework.Scenes
3614 3827
3615 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 3828 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3616 { 3829 {
3830 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
3831 if (p == null)
3832 return;
3833
3834 ControllingClient.SendTakeControls(controls, false, false);
3835 ControllingClient.SendTakeControls(controls, true, false);
3836
3617 ScriptControllers obj = new ScriptControllers(); 3837 ScriptControllers obj = new ScriptControllers();
3618 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3838 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3619 obj.eventControls = ScriptControlled.CONTROL_ZERO; 3839 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3620 3840
3841 obj.objectID = p.ParentGroup.UUID;
3621 obj.itemID = Script_item_UUID; 3842 obj.itemID = Script_item_UUID;
3622 if (pass_on == 0 && accept == 0) 3843 if (pass_on == 0 && accept == 0)
3623 { 3844 {
@@ -3666,6 +3887,21 @@ namespace OpenSim.Region.Framework.Scenes
3666 ControllingClient.SendTakeControls(int.MaxValue, false, false); 3887 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3667 } 3888 }
3668 3889
3890 private void UnRegisterSeatControls(UUID obj)
3891 {
3892 List<UUID> takers = new List<UUID>();
3893
3894 foreach (ScriptControllers c in scriptedcontrols.Values)
3895 {
3896 if (c.objectID == obj)
3897 takers.Add(c.itemID);
3898 }
3899 foreach (UUID t in takers)
3900 {
3901 UnRegisterControlEventsToScript(0, t);
3902 }
3903 }
3904
3669 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 3905 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3670 { 3906 {
3671 ScriptControllers takecontrols; 3907 ScriptControllers takecontrols;
@@ -3984,6 +4220,12 @@ namespace OpenSim.Region.Framework.Scenes
3984 4220
3985 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4221 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3986 { 4222 {
4223 string reason;
4224
4225 // Honor bans
4226 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4227 return;
4228
3987 SceneObjectGroup telehub = null; 4229 SceneObjectGroup telehub = null;
3988 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4230 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3989 { 4231 {
@@ -4023,11 +4265,206 @@ namespace OpenSim.Region.Framework.Scenes
4023 pos = land.LandData.UserLocation; 4265 pos = land.LandData.UserLocation;
4024 } 4266 }
4025 } 4267 }
4026 4268
4027 land.SendLandUpdateToClient(ControllingClient); 4269 land.SendLandUpdateToClient(ControllingClient);
4028 } 4270 }
4029 } 4271 }
4030 4272
4273 private DetectedObject CreateDetObject(SceneObjectPart obj)
4274 {
4275 DetectedObject detobj = new DetectedObject();
4276 detobj.keyUUID = obj.UUID;
4277 detobj.nameStr = obj.Name;
4278 detobj.ownerUUID = obj.OwnerID;
4279 detobj.posVector = obj.AbsolutePosition;
4280 detobj.rotQuat = obj.GetWorldRotation();
4281 detobj.velVector = obj.Velocity;
4282 detobj.colliderType = 0;
4283 detobj.groupUUID = obj.GroupID;
4284
4285 return detobj;
4286 }
4287
4288 private DetectedObject CreateDetObject(ScenePresence av)
4289 {
4290 DetectedObject detobj = new DetectedObject();
4291 detobj.keyUUID = av.UUID;
4292 detobj.nameStr = av.ControllingClient.Name;
4293 detobj.ownerUUID = av.UUID;
4294 detobj.posVector = av.AbsolutePosition;
4295 detobj.rotQuat = av.Rotation;
4296 detobj.velVector = av.Velocity;
4297 detobj.colliderType = 0;
4298 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4299
4300 return detobj;
4301 }
4302
4303 private DetectedObject CreateDetObjectForGround()
4304 {
4305 DetectedObject detobj = new DetectedObject();
4306 detobj.keyUUID = UUID.Zero;
4307 detobj.nameStr = "";
4308 detobj.ownerUUID = UUID.Zero;
4309 detobj.posVector = AbsolutePosition;
4310 detobj.rotQuat = Quaternion.Identity;
4311 detobj.velVector = Vector3.Zero;
4312 detobj.colliderType = 0;
4313 detobj.groupUUID = UUID.Zero;
4314
4315 return detobj;
4316 }
4317
4318 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4319 {
4320 ColliderArgs colliderArgs = new ColliderArgs();
4321 List<DetectedObject> colliding = new List<DetectedObject>();
4322 foreach (uint localId in colliders)
4323 {
4324 if (localId == 0)
4325 continue;
4326
4327 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4328 if (obj != null)
4329 {
4330 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4331 colliding.Add(CreateDetObject(obj));
4332 }
4333 else
4334 {
4335 ScenePresence av = m_scene.GetScenePresence(localId);
4336 if (av != null && (!av.IsChildAgent))
4337 {
4338 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4339 colliding.Add(CreateDetObject(av));
4340 }
4341 }
4342 }
4343
4344 colliderArgs.Colliders = colliding;
4345
4346 return colliderArgs;
4347 }
4348
4349 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4350
4351 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4352 {
4353 ColliderArgs CollidingMessage;
4354
4355 if (colliders.Count > 0)
4356 {
4357 if ((dest.RootPart.ScriptEvents & ev) != 0)
4358 {
4359 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4360
4361 if (CollidingMessage.Colliders.Count > 0)
4362 notify(dest.RootPart.LocalId, CollidingMessage);
4363 }
4364 }
4365 }
4366
4367 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4368 {
4369 if ((dest.RootPart.ScriptEvents & ev) != 0)
4370 {
4371 ColliderArgs LandCollidingMessage = new ColliderArgs();
4372 List<DetectedObject> colliding = new List<DetectedObject>();
4373
4374 colliding.Add(CreateDetObjectForGround());
4375 LandCollidingMessage.Colliders = colliding;
4376
4377 notify(dest.RootPart.LocalId, LandCollidingMessage);
4378 }
4379 }
4380
4381 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4382 {
4383 try
4384 {
4385 List<uint> thisHitColliders = new List<uint>();
4386 List<uint> endedColliders = new List<uint>();
4387 List<uint> startedColliders = new List<uint>();
4388 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4389 CollisionForSoundInfo soundinfo;
4390 ContactPoint curcontact;
4391
4392 if (coldata.Count == 0)
4393 {
4394 if (m_lastColliders.Count == 0)
4395 return; // nothing to do
4396
4397 foreach (uint localID in m_lastColliders)
4398 {
4399 endedColliders.Add(localID);
4400 }
4401 m_lastColliders.Clear();
4402 }
4403
4404 else
4405 {
4406 foreach (uint id in coldata.Keys)
4407 {
4408 thisHitColliders.Add(id);
4409 if (!m_lastColliders.Contains(id))
4410 {
4411 startedColliders.Add(id);
4412 curcontact = coldata[id];
4413 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
4414 {
4415 soundinfo = new CollisionForSoundInfo();
4416 soundinfo.colliderID = id;
4417 soundinfo.position = curcontact.Position;
4418 soundinfo.relativeVel = curcontact.RelativeSpeed;
4419 soundinfolist.Add(soundinfo);
4420 }
4421 }
4422 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4423 }
4424
4425 // calculate things that ended colliding
4426 foreach (uint localID in m_lastColliders)
4427 {
4428 if (!thisHitColliders.Contains(localID))
4429 {
4430 endedColliders.Add(localID);
4431 }
4432 }
4433 //add the items that started colliding this time to the last colliders list.
4434 foreach (uint localID in startedColliders)
4435 {
4436 m_lastColliders.Add(localID);
4437 }
4438 // remove things that ended colliding from the last colliders list
4439 foreach (uint localID in endedColliders)
4440 {
4441 m_lastColliders.Remove(localID);
4442 }
4443
4444 if (soundinfolist.Count > 0)
4445 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
4446 }
4447
4448 foreach (SceneObjectGroup att in GetAttachments())
4449 {
4450 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
4451 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
4452 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
4453
4454 if (startedColliders.Contains(0))
4455 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
4456 if (m_lastColliders.Contains(0))
4457 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
4458 if (endedColliders.Contains(0))
4459 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
4460 }
4461 }
4462 finally
4463 {
4464 m_collisionEventFlag = false;
4465 }
4466 }
4467
4031 private void TeleportFlagsDebug() { 4468 private void TeleportFlagsDebug() {
4032 4469
4033 // Some temporary debugging help to show all the TeleportFlags we have... 4470 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4052,6 +4489,5 @@ namespace OpenSim.Region.Framework.Scenes
4052 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4489 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4053 4490
4054 } 4491 }
4055
4056 } 4492 }
4057} 4493}