From b6df9e9fe4a4b48901f2e65b85abed379616ca0b Mon Sep 17 00:00:00 2001 From: Melanie Date: Sat, 5 Nov 2011 21:24:36 +0000 Subject: Chnaging the sit target adjustment to a more precise approximation of SL. Some small fixes ported from Avination. Some white space fixes. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 59 ++++++++++++++---------- 1 file changed, 35 insertions(+), 24 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index e961bdd..1809b84 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -89,7 +89,7 @@ namespace OpenSim.Region.Framework.Scenes /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis /// issue #1716 /// - public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); + public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); /// /// Movement updates for agents in neighboring regions are sent directly to clients. @@ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes protected ulong crossingFromRegion; - private readonly Vector3[] Dir_Vectors = new Vector3[9]; + private readonly Vector3[] Dir_Vectors = new Vector3[11]; protected Timer m_reprioritization_timer; @@ -241,6 +241,8 @@ namespace OpenSim.Region.Framework.Scenes DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, + DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, + DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG } @@ -479,7 +481,7 @@ namespace OpenSim.Region.Framework.Scenes { get { - if (PhysicsActor != null) + if (PhysicsActor != null && m_parentID == 0) { m_pos = PhysicsActor.Position; @@ -507,7 +509,7 @@ namespace OpenSim.Region.Framework.Scenes SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID); if (part != null) { - return ParentPosition + (m_pos * part.GetWorldRotation()); + return part.AbsolutePosition + (m_pos * part.GetWorldRotation()); } else { @@ -816,23 +818,27 @@ namespace OpenSim.Region.Framework.Scenes Dir_Vectors[3] = -Vector3.UnitY; //RIGHT Dir_Vectors[4] = Vector3.UnitZ; //UP Dir_Vectors[5] = -Vector3.UnitZ; //DOWN - Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge - Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD - Dir_Vectors[7] = -Vector3.UnitX; //BACK + Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE + Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE + Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE + Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE + Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge } private Vector3[] GetWalkDirectionVectors() { - Vector3[] vector = new Vector3[9]; - vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD - vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK + Vector3[] vector = new Vector3[11]; + vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD + vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK vector[2] = Vector3.UnitY; //LEFT vector[3] = -Vector3.UnitY; //RIGHT - vector[4] = new Vector3(CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP - vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN - vector[8] = new Vector3(-CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge - vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -CameraAtAxis.Z) * 2); //FORWARD Nudge - vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK Nudge + vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP + vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN + vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE + vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE + vector[8] = Vector3.UnitY; //LEFT_NUDGE + vector[9] = -Vector3.UnitY; //RIGHT_NUDGE + vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE return vector; } @@ -1031,12 +1037,17 @@ namespace OpenSim.Region.Framework.Scenes { if (PhysicsActor != null) { - PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; - PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; - m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); - PhysicsActor.UnSubscribeEvents(); - PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; - PhysicsActor = null; + try + { + PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; + PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; + m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); + PhysicsActor.UnSubscribeEvents(); + PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; + PhysicsActor = null; + } + catch + { } } } @@ -2049,9 +2060,9 @@ namespace OpenSim.Region.Framework.Scenes m_requestedSitTargetID = part.LocalId; //m_requestedSitOffset = offset; m_requestedSitTargetUUID = targetID; - + m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset); - + if (m_scene.PhysicsScene.SupportsRayCast()) { //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback()); @@ -2270,7 +2281,7 @@ namespace OpenSim.Region.Framework.Scenes HandleAgentSit(remoteClient, agentID, "SIT"); } } - + public void HandleAgentSit(IClientAPI remoteClient, UUID agentID, string sitAnimation) { SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); -- cgit v1.1