diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | 4 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 10 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 39 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 32 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 179 |
5 files changed, 199 insertions, 65 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index 2e4c260..30a95ce 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | |||
@@ -156,8 +156,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
156 | Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); | 156 | Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); |
157 | 157 | ||
158 | // Check control flags | 158 | // Check control flags |
159 | bool heldForward = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; | 159 | bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS); |
160 | bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; | 160 | bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); |
161 | bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; | 161 | bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; |
162 | bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; | 162 | bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; |
163 | //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; | 163 | //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index f444e51..4ffa1a2 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -1164,16 +1164,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
1164 | // Check if any objects have reached their targets | 1164 | // Check if any objects have reached their targets |
1165 | CheckAtTargets(); | 1165 | CheckAtTargets(); |
1166 | 1166 | ||
1167 | // Update SceneObjectGroups that have scheduled themselves for updates | ||
1168 | // Objects queue their updates onto all scene presences | ||
1169 | if (m_frame % m_update_objects == 0) | ||
1170 | m_sceneGraph.UpdateObjectGroups(); | ||
1171 | |||
1172 | // Run through all ScenePresences looking for updates | 1167 | // Run through all ScenePresences looking for updates |
1173 | // Presence updates and queued object updates for each presence are sent to clients | 1168 | // Presence updates and queued object updates for each presence are sent to clients |
1174 | if (m_frame % m_update_presences == 0) | 1169 | if (m_frame % m_update_presences == 0) |
1175 | m_sceneGraph.UpdatePresences(); | 1170 | m_sceneGraph.UpdatePresences(); |
1176 | 1171 | ||
1172 | // Update SceneObjectGroups that have scheduled themselves for updates | ||
1173 | // Objects queue their updates onto all scene presences | ||
1174 | if (m_frame % m_update_objects == 0) | ||
1175 | m_sceneGraph.UpdateObjectGroups(); | ||
1176 | |||
1177 | int TempPhysicsMS2 = Environment.TickCount; | 1177 | int TempPhysicsMS2 = Environment.TickCount; |
1178 | if ((m_frame % m_update_physics == 0) && m_physics_enabled) | 1178 | if ((m_frame % m_update_physics == 0) && m_physics_enabled) |
1179 | m_sceneGraph.UpdatePreparePhysics(); | 1179 | m_sceneGraph.UpdatePreparePhysics(); |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index bcc9b37..ea4f2c7 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -1734,6 +1734,45 @@ namespace OpenSim.Region.Framework.Scenes | |||
1734 | } | 1734 | } |
1735 | } | 1735 | } |
1736 | 1736 | ||
1737 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
1738 | { | ||
1739 | SceneObjectPart rootpart = m_rootPart; | ||
1740 | if (rootpart != null) | ||
1741 | { | ||
1742 | if (IsAttachment) | ||
1743 | { | ||
1744 | /* | ||
1745 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
1746 | if (avatar != null) | ||
1747 | { | ||
1748 | Rotate the Av? | ||
1749 | } */ | ||
1750 | } | ||
1751 | else | ||
1752 | { | ||
1753 | if (rootpart.PhysActor != null) | ||
1754 | { | ||
1755 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
1756 | rootpart.PhysActor.APIDStrength = strength; | ||
1757 | rootpart.PhysActor.APIDDamping = damping; | ||
1758 | rootpart.PhysActor.APIDActive = true; | ||
1759 | } | ||
1760 | } | ||
1761 | } | ||
1762 | } | ||
1763 | public void stopLookAt() | ||
1764 | { | ||
1765 | SceneObjectPart rootpart = m_rootPart; | ||
1766 | if (rootpart != null) | ||
1767 | { | ||
1768 | if (rootpart.PhysActor != null) | ||
1769 | { | ||
1770 | rootpart.PhysActor.APIDActive = false; | ||
1771 | } | ||
1772 | } | ||
1773 | |||
1774 | } | ||
1775 | |||
1737 | /// <summary> | 1776 | /// <summary> |
1738 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. | 1777 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. |
1739 | /// </summary> | 1778 | /// </summary> |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 6f1b458..cdec135 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -1064,14 +1064,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1064 | } | 1064 | } |
1065 | } | 1065 | } |
1066 | 1066 | ||
1067 | /// <summary> | ||
1068 | /// Clear all pending updates of parts to clients | ||
1069 | /// </summary> | ||
1070 | private void ClearUpdateSchedule() | ||
1071 | { | ||
1072 | m_updateFlag = 0; | ||
1073 | } | ||
1074 | |||
1075 | private void SendObjectPropertiesToClient(UUID AgentID) | 1067 | private void SendObjectPropertiesToClient(UUID AgentID) |
1076 | { | 1068 | { |
1077 | ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); | 1069 | ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); |
@@ -2185,6 +2177,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2185 | ParentGroup.HasGroupChanged = true; | 2177 | ParentGroup.HasGroupChanged = true; |
2186 | ScheduleFullUpdate(); | 2178 | ScheduleFullUpdate(); |
2187 | } | 2179 | } |
2180 | |||
2181 | public void RotLookAt(Quaternion target, float strength, float damping) | ||
2182 | { | ||
2183 | m_parentGroup.rotLookAt(target, strength, damping); | ||
2184 | } | ||
2188 | 2185 | ||
2189 | /// <summary> | 2186 | /// <summary> |
2190 | /// Schedules this prim for a full update | 2187 | /// Schedules this prim for a full update |
@@ -2389,8 +2386,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2389 | { | 2386 | { |
2390 | const float ROTATION_TOLERANCE = 0.01f; | 2387 | const float ROTATION_TOLERANCE = 0.01f; |
2391 | const float VELOCITY_TOLERANCE = 0.001f; | 2388 | const float VELOCITY_TOLERANCE = 0.001f; |
2392 | const float POSITION_TOLERANCE = 0.05f; | 2389 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
2393 | const int TIME_MS_TOLERANCE = 3000; | 2390 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
2394 | 2391 | ||
2395 | if (m_updateFlag == 1) | 2392 | if (m_updateFlag == 1) |
2396 | { | 2393 | { |
@@ -2404,7 +2401,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2404 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) | 2401 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) |
2405 | { | 2402 | { |
2406 | AddTerseUpdateToAllAvatars(); | 2403 | AddTerseUpdateToAllAvatars(); |
2407 | ClearUpdateSchedule(); | 2404 | |
2408 | 2405 | ||
2409 | // This causes the Scene to 'poll' physical objects every couple of frames | 2406 | // This causes the Scene to 'poll' physical objects every couple of frames |
2410 | // bad, so it's been replaced by an event driven method. | 2407 | // bad, so it's been replaced by an event driven method. |
@@ -2422,16 +2419,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2422 | m_lastAngularVelocity = AngularVelocity; | 2419 | m_lastAngularVelocity = AngularVelocity; |
2423 | m_lastTerseSent = Environment.TickCount; | 2420 | m_lastTerseSent = Environment.TickCount; |
2424 | } | 2421 | } |
2422 | //Moved this outside of the if clause so updates don't get blocked.. *sigh* | ||
2423 | m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams* | ||
2425 | } | 2424 | } |
2426 | else | 2425 | else |
2427 | { | 2426 | { |
2428 | if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes | 2427 | if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes |
2429 | { | 2428 | { |
2430 | AddFullUpdateToAllAvatars(); | 2429 | AddFullUpdateToAllAvatars(); |
2431 | ClearUpdateSchedule(); | 2430 | m_updateFlag = 0; //Same here |
2432 | } | 2431 | } |
2433 | } | 2432 | } |
2434 | ClearUpdateSchedule(); | 2433 | m_updateFlag = 0; |
2435 | } | 2434 | } |
2436 | 2435 | ||
2437 | /// <summary> | 2436 | /// <summary> |
@@ -2684,6 +2683,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2684 | SetText(text); | 2683 | SetText(text); |
2685 | } | 2684 | } |
2686 | 2685 | ||
2686 | public void StopLookAt() | ||
2687 | { | ||
2688 | m_parentGroup.stopLookAt(); | ||
2689 | |||
2690 | m_parentGroup.ScheduleGroupForTerseUpdate(); | ||
2691 | } | ||
2692 | |||
2687 | public void StopMoveToTarget() | 2693 | public void StopMoveToTarget() |
2688 | { | 2694 | { |
2689 | m_parentGroup.stopMoveToTarget(); | 2695 | m_parentGroup.stopMoveToTarget(); |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 5604e3d..4e5fee1 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
73 | // { | 73 | // { |
74 | // m_log.Debug("[ScenePresence] Destructor called"); | 74 | // m_log.Debug("[ScenePresence] Destructor called"); |
75 | // } | 75 | // } |
76 | 76 | ||
77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
78 | 78 | ||
79 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; | 79 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; |
@@ -89,7 +89,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
89 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis | 89 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis |
90 | /// issue #1716 | 90 | /// issue #1716 |
91 | /// </summary> | 91 | /// </summary> |
92 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); | 92 | // private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); |
93 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); | ||
93 | 94 | ||
94 | public UUID currentParcelUUID = UUID.Zero; | 95 | public UUID currentParcelUUID = UUID.Zero; |
95 | 96 | ||
@@ -113,7 +114,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
113 | public Vector3 lastKnownAllowedPosition; | 114 | public Vector3 lastKnownAllowedPosition; |
114 | public bool sentMessageAboutRestrictedParcelFlyingDown; | 115 | public bool sentMessageAboutRestrictedParcelFlyingDown; |
115 | public Vector4 CollisionPlane = Vector4.UnitW; | 116 | public Vector4 CollisionPlane = Vector4.UnitW; |
116 | 117 | ||
118 | private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation | ||
117 | private Vector3 m_lastPosition; | 119 | private Vector3 m_lastPosition; |
118 | private Quaternion m_lastRotation; | 120 | private Quaternion m_lastRotation; |
119 | private Vector3 m_lastVelocity; | 121 | private Vector3 m_lastVelocity; |
@@ -144,7 +146,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
144 | private int m_perfMonMS; | 146 | private int m_perfMonMS; |
145 | 147 | ||
146 | private bool m_setAlwaysRun; | 148 | private bool m_setAlwaysRun; |
147 | |||
148 | private bool m_forceFly; | 149 | private bool m_forceFly; |
149 | private bool m_flyDisabled; | 150 | private bool m_flyDisabled; |
150 | 151 | ||
@@ -168,7 +169,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
168 | protected RegionInfo m_regionInfo; | 169 | protected RegionInfo m_regionInfo; |
169 | protected ulong crossingFromRegion; | 170 | protected ulong crossingFromRegion; |
170 | 171 | ||
171 | private readonly Vector3[] Dir_Vectors = new Vector3[6]; | 172 | private readonly Vector3[] Dir_Vectors = new Vector3[9]; |
173 | private bool m_isNudging = false; | ||
172 | 174 | ||
173 | // Position of agent's camera in world (region cordinates) | 175 | // Position of agent's camera in world (region cordinates) |
174 | protected Vector3 m_CameraCenter; | 176 | protected Vector3 m_CameraCenter; |
@@ -232,6 +234,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
232 | DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, | 234 | DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, |
233 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 235 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
234 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 236 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, |
237 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, | ||
238 | DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | ||
235 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 239 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
236 | } | 240 | } |
237 | 241 | ||
@@ -716,21 +720,41 @@ namespace OpenSim.Region.Framework.Scenes | |||
716 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 720 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
717 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 721 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
718 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 722 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
719 | Dir_Vectors[5] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 723 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
724 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE | ||
725 | Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
720 | } | 726 | } |
721 | 727 | ||
722 | private Vector3[] GetWalkDirectionVectors() | 728 | private Vector3[] GetWalkDirectionVectors() |
723 | { | 729 | { |
724 | Vector3[] vector = new Vector3[6]; | 730 | Vector3[] vector = new Vector3[9]; |
725 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD | 731 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
726 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK | 732 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
727 | vector[2] = Vector3.UnitY; //LEFT | 733 | vector[2] = Vector3.UnitY; //LEFT |
728 | vector[3] = -Vector3.UnitY; //RIGHT | 734 | vector[3] = -Vector3.UnitY; //RIGHT |
729 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 735 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
730 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN | 736 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
731 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | 737 | vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE |
738 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE | ||
739 | vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | ||
732 | return vector; | 740 | return vector; |
733 | } | 741 | } |
742 | |||
743 | private bool[] GetDirectionIsNudge() | ||
744 | { | ||
745 | bool[] isNudge = new bool[9]; | ||
746 | isNudge[0] = false; //FORWARD | ||
747 | isNudge[1] = false; //BACK | ||
748 | isNudge[2] = false; //LEFT | ||
749 | isNudge[3] = false; //RIGHT | ||
750 | isNudge[4] = false; //UP | ||
751 | isNudge[5] = false; //DOWN | ||
752 | isNudge[6] = true; //FORWARD_NUDGE | ||
753 | isNudge[7] = true; //BACK_NUDGE | ||
754 | isNudge[8] = true; //DOWN_Nudge | ||
755 | return isNudge; | ||
756 | } | ||
757 | |||
734 | 758 | ||
735 | #endregion | 759 | #endregion |
736 | 760 | ||
@@ -1147,7 +1171,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1147 | // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); | 1171 | // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); |
1148 | // return; | 1172 | // return; |
1149 | //} | 1173 | //} |
1150 | |||
1151 | m_perfMonMS = Environment.TickCount; | 1174 | m_perfMonMS = Environment.TickCount; |
1152 | 1175 | ||
1153 | ++m_movementUpdateCount; | 1176 | ++m_movementUpdateCount; |
@@ -1229,7 +1252,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1229 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); | 1252 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); |
1230 | } | 1253 | } |
1231 | } | 1254 | } |
1232 | |||
1233 | lock (scriptedcontrols) | 1255 | lock (scriptedcontrols) |
1234 | { | 1256 | { |
1235 | if (scriptedcontrols.Count > 0) | 1257 | if (scriptedcontrols.Count > 0) |
@@ -1261,7 +1283,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1261 | { | 1283 | { |
1262 | return; | 1284 | return; |
1263 | } | 1285 | } |
1264 | |||
1265 | if (m_allowMovement) | 1286 | if (m_allowMovement) |
1266 | { | 1287 | { |
1267 | int i = 0; | 1288 | int i = 0; |
@@ -1289,6 +1310,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1289 | update_rotation = true; | 1310 | update_rotation = true; |
1290 | } | 1311 | } |
1291 | 1312 | ||
1313 | //guilty until proven innocent.. | ||
1314 | bool Nudging = true; | ||
1315 | //Basically, if there is at least one non-nudge control then we don't need | ||
1316 | //to worry about stopping the avatar | ||
1317 | |||
1292 | if (m_parentID == 0) | 1318 | if (m_parentID == 0) |
1293 | { | 1319 | { |
1294 | bool bAllowUpdateMoveToPosition = false; | 1320 | bool bAllowUpdateMoveToPosition = false; |
@@ -1303,6 +1329,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1303 | else | 1329 | else |
1304 | dirVectors = Dir_Vectors; | 1330 | dirVectors = Dir_Vectors; |
1305 | 1331 | ||
1332 | bool[] isNudge = GetDirectionIsNudge(); | ||
1333 | |||
1334 | |||
1335 | |||
1336 | |||
1337 | |||
1306 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 1338 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
1307 | { | 1339 | { |
1308 | if (((uint)flags & (uint)DCF) != 0) | 1340 | if (((uint)flags & (uint)DCF) != 0) |
@@ -1312,6 +1344,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1312 | try | 1344 | try |
1313 | { | 1345 | { |
1314 | agent_control_v3 += dirVectors[i]; | 1346 | agent_control_v3 += dirVectors[i]; |
1347 | if (isNudge[i] == false) | ||
1348 | { | ||
1349 | Nudging = false; | ||
1350 | } | ||
1315 | } | 1351 | } |
1316 | catch (IndexOutOfRangeException) | 1352 | catch (IndexOutOfRangeException) |
1317 | { | 1353 | { |
@@ -1373,6 +1409,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1373 | // Ignore z component of vector | 1409 | // Ignore z component of vector |
1374 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1410 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1375 | LocalVectorToTarget2D.Normalize(); | 1411 | LocalVectorToTarget2D.Normalize(); |
1412 | |||
1413 | //We're not nudging | ||
1414 | Nudging = false; | ||
1376 | agent_control_v3 += LocalVectorToTarget2D; | 1415 | agent_control_v3 += LocalVectorToTarget2D; |
1377 | 1416 | ||
1378 | // update avatar movement flags. the avatar coordinate system is as follows: | 1417 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1455,7 +1494,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1455 | // m_log.DebugFormat( | 1494 | // m_log.DebugFormat( |
1456 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); | 1495 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); |
1457 | 1496 | ||
1458 | AddNewMovement(agent_control_v3, q); | 1497 | AddNewMovement(agent_control_v3, q, Nudging); |
1459 | 1498 | ||
1460 | if (update_movementflag) | 1499 | if (update_movementflag) |
1461 | Animator.UpdateMovementAnimations(); | 1500 | Animator.UpdateMovementAnimations(); |
@@ -1538,7 +1577,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1538 | Velocity = Vector3.Zero; | 1577 | Velocity = Vector3.Zero; |
1539 | SendFullUpdateToAllClients(); | 1578 | SendFullUpdateToAllClients(); |
1540 | 1579 | ||
1541 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1580 | HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? |
1542 | } | 1581 | } |
1543 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); | 1582 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); |
1544 | m_requestedSitTargetUUID = UUID.Zero; | 1583 | m_requestedSitTargetUUID = UUID.Zero; |
@@ -1651,7 +1690,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1651 | bool SitTargetisSet = | 1690 | bool SitTargetisSet = |
1652 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && | 1691 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && |
1653 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); | 1692 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); |
1654 | 1693 | // this test is probably failing | |
1655 | if (SitTargetisSet && SitTargetUnOccupied) | 1694 | if (SitTargetisSet && SitTargetUnOccupied) |
1656 | { | 1695 | { |
1657 | //switch the target to this prim | 1696 | //switch the target to this prim |
@@ -1678,26 +1717,37 @@ namespace OpenSim.Region.Framework.Scenes | |||
1678 | { | 1717 | { |
1679 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | 1718 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client |
1680 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | 1719 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it |
1681 | 1720 | ||
1721 | // part is the prim to sit on | ||
1722 | // offset is the vector distance from that prim center to the click-spot | ||
1723 | // UUID is the UUID of the Avatar doing the clicking | ||
1724 | |||
1725 | m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation | ||
1726 | |||
1682 | // Is a sit target available? | 1727 | // Is a sit target available? |
1683 | Vector3 avSitOffSet = part.SitTargetPosition; | 1728 | Vector3 avSitOffSet = part.SitTargetPosition; |
1684 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1729 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1685 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1730 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); |
1686 | 1731 | ||
1687 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1732 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); |
1688 | bool SitTargetisSet = | 1733 | // bool SitTargetisSet = |
1689 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 0f && | 1734 | // (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 0f && |
1690 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f)); | 1735 | // avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f)); |
1691 | 1736 | ||
1737 | bool SitTargetisSet = ((Vector3.Zero != avSitOffSet) || (Quaternion.Identity != avSitOrientation)); | ||
1738 | |||
1739 | //Console.WriteLine("SendSitResponse offset=" + offset + " UnOccup=" + SitTargetUnOccupied + | ||
1740 | // " TargSet=" + SitTargetisSet); | ||
1741 | |||
1692 | if (SitTargetisSet && SitTargetUnOccupied) | 1742 | if (SitTargetisSet && SitTargetUnOccupied) |
1693 | { | 1743 | { |
1694 | part.SetAvatarOnSitTarget(UUID); | 1744 | part.SetAvatarOnSitTarget(UUID); |
1695 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); | 1745 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); |
1696 | sitOrientation = avSitOrientation; | 1746 | sitOrientation = avSitOrientation; |
1697 | autopilot = false; | 1747 | autopilot = false; // Jump direct to scripted llSitPos() |
1698 | } | 1748 | } |
1699 | 1749 | ||
1700 | pos = part.AbsolutePosition + offset; | 1750 | pos = part.AbsolutePosition + offset; // Region position where clicked |
1701 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) | 1751 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) |
1702 | //{ | 1752 | //{ |
1703 | // offset = pos; | 1753 | // offset = pos; |
@@ -1710,17 +1760,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1710 | m_sitAvatarHeight = m_physicsActor.Size.Z; | 1760 | m_sitAvatarHeight = m_physicsActor.Size.Z; |
1711 | 1761 | ||
1712 | if (autopilot) | 1762 | if (autopilot) |
1713 | { | 1763 | { // its not a scripted sit |
1714 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) | 1764 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) |
1715 | { | 1765 | { |
1716 | autopilot = false; | 1766 | autopilot = false; // close enough |
1717 | 1767 | ||
1718 | RemoveFromPhysicalScene(); | 1768 | RemoveFromPhysicalScene(); |
1719 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); | 1769 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to Prim |
1720 | } | 1770 | } // else the autopilot will get us close |
1721 | } | 1771 | } |
1722 | else | 1772 | else |
1723 | { | 1773 | { // its a scripted sit |
1724 | RemoveFromPhysicalScene(); | 1774 | RemoveFromPhysicalScene(); |
1725 | } | 1775 | } |
1726 | } | 1776 | } |
@@ -1823,26 +1873,41 @@ namespace OpenSim.Region.Framework.Scenes | |||
1823 | { | 1873 | { |
1824 | if (part.GetAvatarOnSitTarget() == UUID) | 1874 | if (part.GetAvatarOnSitTarget() == UUID) |
1825 | { | 1875 | { |
1876 | // Scripted sit | ||
1826 | Vector3 sitTargetPos = part.SitTargetPosition; | 1877 | Vector3 sitTargetPos = part.SitTargetPosition; |
1827 | Quaternion sitTargetOrient = part.SitTargetOrientation; | 1878 | Quaternion sitTargetOrient = part.SitTargetOrientation; |
1828 | |||
1829 | //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); | ||
1830 | //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); | ||
1831 | |||
1832 | //Quaternion result = (sitTargetOrient * vq) * nq; | ||
1833 | |||
1834 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 1879 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
1835 | m_pos += SIT_TARGET_ADJUSTMENT; | 1880 | m_pos += SIT_TARGET_ADJUSTMENT; |
1836 | m_bodyRot = sitTargetOrient; | 1881 | m_bodyRot = sitTargetOrient; |
1837 | //Rotation = sitTargetOrient; | ||
1838 | m_parentPosition = part.AbsolutePosition; | 1882 | m_parentPosition = part.AbsolutePosition; |
1839 | |||
1840 | //SendTerseUpdateToAllClients(); | ||
1841 | } | 1883 | } |
1842 | else | 1884 | else |
1843 | { | 1885 | { |
1844 | m_pos -= part.AbsolutePosition; | 1886 | // Non-scripted sit by Kitto Flora 21Nov09 |
1887 | // Calculate angle of line from prim to Av | ||
1888 | float y_diff = (m_avInitialPos.Y - part.AbsolutePosition.Y); | ||
1889 | float x_diff = ( m_avInitialPos.X - part.AbsolutePosition.X); | ||
1890 | if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 | ||
1891 | if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 | ||
1892 | float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); | ||
1893 | Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
1894 | // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. | ||
1895 | // Av sits at world euler <0,0, z>, translated by part rotation | ||
1896 | m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click | ||
1897 | m_pos = new Vector3(0f, 0f, 0.05f) + | ||
1898 | (new Vector3(0.0f, 0f, 0.625f) * partIRot) + | ||
1899 | (new Vector3(0.25f, 0f, 0.0f) * m_bodyRot); // sit at center of prim | ||
1845 | m_parentPosition = part.AbsolutePosition; | 1900 | m_parentPosition = part.AbsolutePosition; |
1901 | //Set up raytrace to find top surface of prim | ||
1902 | Vector3 size = part.Scale; | ||
1903 | float mag = 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); | ||
1904 | Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); | ||
1905 | Vector3 down = new Vector3(0f, 0f, -1f); | ||
1906 | m_scene.PhysicsScene.RaycastWorld( | ||
1907 | start, // Vector3 position, | ||
1908 | down, // Vector3 direction, | ||
1909 | mag, // float length, | ||
1910 | SitAltitudeCallback); // retMethod | ||
1846 | } | 1911 | } |
1847 | } | 1912 | } |
1848 | else | 1913 | else |
@@ -1857,11 +1922,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
1857 | 1922 | ||
1858 | Animator.TrySetMovementAnimation(sitAnimation); | 1923 | Animator.TrySetMovementAnimation(sitAnimation); |
1859 | SendFullUpdateToAllClients(); | 1924 | SendFullUpdateToAllClients(); |
1860 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | ||
1861 | // So we're also sending a terse update (which has avatar rotation) | ||
1862 | // [Update] We do now. | ||
1863 | //SendTerseUpdateToAllClients(); | ||
1864 | } | 1925 | } |
1926 | |||
1927 | public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance) | ||
1928 | { | ||
1929 | // Console.WriteLine("[RAYCASTRESULT]: Hit={0}, Point={1}, ID={2}, Dist={3}", hitYN, collisionPoint, localid, distance); | ||
1930 | if(hitYN) | ||
1931 | { | ||
1932 | // m_pos = Av offset from prim center to make look like on center | ||
1933 | // m_parentPosition = Actual center pos of prim | ||
1934 | // collisionPoint = spot on prim where we want to sit | ||
1935 | SceneObjectPart part = m_scene.GetSceneObjectPart(localid); | ||
1936 | Vector3 offset = (collisionPoint - m_parentPosition) * Quaternion.Inverse(part.RotationOffset); | ||
1937 | m_pos += offset; | ||
1938 | // Console.WriteLine("m_pos={0}, offset={1} newsit={2}", m_pos, offset, newsit); | ||
1939 | } | ||
1940 | } | ||
1865 | 1941 | ||
1866 | /// <summary> | 1942 | /// <summary> |
1867 | /// Event handler for the 'Always run' setting on the client | 1943 | /// Event handler for the 'Always run' setting on the client |
@@ -1891,7 +1967,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1891 | /// </summary> | 1967 | /// </summary> |
1892 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 1968 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
1893 | /// <param name="rotation">The direction in which this avatar should now face. | 1969 | /// <param name="rotation">The direction in which this avatar should now face. |
1894 | public void AddNewMovement(Vector3 vec, Quaternion rotation) | 1970 | public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging) |
1895 | { | 1971 | { |
1896 | if (m_isChildAgent) | 1972 | if (m_isChildAgent) |
1897 | { | 1973 | { |
@@ -1965,7 +2041,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1965 | 2041 | ||
1966 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | 2042 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
1967 | m_forceToApply = direc; | 2043 | m_forceToApply = direc; |
1968 | 2044 | m_isNudging = Nudging; | |
1969 | m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); | 2045 | m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); |
1970 | } | 2046 | } |
1971 | 2047 | ||
@@ -1980,7 +2056,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1980 | const float POSITION_TOLERANCE = 0.05f; | 2056 | const float POSITION_TOLERANCE = 0.05f; |
1981 | //const int TIME_MS_TOLERANCE = 3000; | 2057 | //const int TIME_MS_TOLERANCE = 3000; |
1982 | 2058 | ||
1983 | SendPrimUpdates(); | 2059 | |
1984 | 2060 | ||
1985 | if (m_newCoarseLocations) | 2061 | if (m_newCoarseLocations) |
1986 | { | 2062 | { |
@@ -2016,6 +2092,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2016 | CheckForBorderCrossing(); | 2092 | CheckForBorderCrossing(); |
2017 | CheckForSignificantMovement(); // sends update to the modules. | 2093 | CheckForSignificantMovement(); // sends update to the modules. |
2018 | } | 2094 | } |
2095 | |||
2096 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2097 | SendPrimUpdates(); | ||
2019 | } | 2098 | } |
2020 | 2099 | ||
2021 | #endregion | 2100 | #endregion |
@@ -2869,14 +2948,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
2869 | { | 2948 | { |
2870 | if (m_forceToApply.HasValue) | 2949 | if (m_forceToApply.HasValue) |
2871 | { | 2950 | { |
2872 | Vector3 force = m_forceToApply.Value; | ||
2873 | 2951 | ||
2952 | Vector3 force = m_forceToApply.Value; | ||
2874 | m_updateflag = true; | 2953 | m_updateflag = true; |
2875 | // movementvector = force; | ||
2876 | Velocity = force; | 2954 | Velocity = force; |
2877 | 2955 | ||
2878 | m_forceToApply = null; | 2956 | m_forceToApply = null; |
2879 | } | 2957 | } |
2958 | else | ||
2959 | { | ||
2960 | if (m_isNudging) | ||
2961 | { | ||
2962 | Vector3 force = Vector3.Zero; | ||
2963 | |||
2964 | m_updateflag = true; | ||
2965 | Velocity = force; | ||
2966 | m_isNudging = false; | ||
2967 | } | ||
2968 | } | ||
2880 | } | 2969 | } |
2881 | 2970 | ||
2882 | public override void SetText(string text, Vector3 color, double alpha) | 2971 | public override void SetText(string text, Vector3 color, double alpha) |
@@ -3585,4 +3674,4 @@ namespace OpenSim.Region.Framework.Scenes | |||
3585 | } | 3674 | } |
3586 | } | 3675 | } |
3587 | } | 3676 | } |
3588 | } \ No newline at end of file | 3677 | } |