From dfdc3e3adfc787c10a5235cf37be47ec8a3b7c7e Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Fri, 25 Aug 2017 20:53:07 +0100 Subject: change camera view constraint. we need to do it a lot more :( --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 90 +++++++++++------------- 1 file changed, 40 insertions(+), 50 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index f9c7031..9cceb06 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -290,8 +290,6 @@ namespace OpenSim.Region.Framework.Scenes private Vector3 m_lastSize = new Vector3(0.45f,0.6f,1.9f); private bool SentInitialData = false; - private bool m_followCamAuto = false; - private int m_userFlags; public int UserFlags { @@ -344,6 +342,11 @@ namespace OpenSim.Region.Framework.Scenes private Vector3 m_lastChildAgentUpdatePosition; // private Vector3 m_lastChildAgentUpdateCamPosition; + private Vector3 m_lastCameraRayCastCam; + private Vector3 m_lastCameraRayCastPos; + + private float m_FOV = 1.04f; + private const int LAND_VELOCITYMAG_MAX = 12; private const float FLY_ROLL_MAX_RADIANS = 1.1f; @@ -374,9 +377,6 @@ namespace OpenSim.Region.Framework.Scenes /// public bool LandAtTarget { get; private set; } - private int m_movementUpdateCount; - private const int NumMovementsBetweenRayCast = 5; - private bool CameraConstraintActive; private object m_collisionEventLock = new Object(); @@ -1159,6 +1159,7 @@ namespace OpenSim.Region.Framework.Scenes ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; ControllingClient.OnAutoPilotGo += MoveToTarget; ControllingClient.OnUpdateThrottles += RaiseUpdateThrottles; +// ControllingClient.OnAgentFOV += HandleAgentFOV; // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); @@ -1178,6 +1179,7 @@ namespace OpenSim.Region.Framework.Scenes ControllingClient.OnForceReleaseControls -= HandleForceReleaseControls; ControllingClient.OnAutoPilotGo -= MoveToTarget; ControllingClient.OnUpdateThrottles -= RaiseUpdateThrottles; +// ControllingClient.OnAgentFOV += HandleAgentFOV; } private void SetDirectionVectors() @@ -2352,34 +2354,41 @@ namespace OpenSim.Region.Framework.Scenes private void checkCameraCollision() { - if(!m_scene.PhysicsScene.SupportsRayCast()) + if(m_doingCamRayCast || !m_scene.PhysicsScene.SupportsRayCast()) return; - ++m_movementUpdateCount; - if (m_movementUpdateCount < 1) - m_movementUpdateCount = 1; + if(m_mouseLook || ParentID != 0) + { + if (CameraConstraintActive) + { + Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right... + UpdateCameraCollisionPlane(plane); + CameraConstraintActive = false; + } + return; + } + + Vector3 posAdjusted = AbsolutePosition; + posAdjusted.Z += 1.0f; // viewer current camera focus point - if (m_doingCamRayCast || m_movementUpdateCount % NumMovementsBetweenRayCast != 0) + if(posAdjusted.ApproxEquals(m_lastCameraRayCastPos, 0.2f) && + CameraPosition.ApproxEquals(m_lastCameraRayCastCam, 0.2f)) return; - if (m_followCamAuto && !m_mouseLook) - { - Vector3 posAdjusted = AbsolutePosition; -// posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f; - // not good for tiny or huge avatars - posAdjusted.Z += 1.0f; // viewer current camera focus point - Vector3 tocam = CameraPosition - posAdjusted; + m_lastCameraRayCastCam = CameraPosition; + m_lastCameraRayCastPos = posAdjusted; - float distTocamlen = tocam.LengthSquared(); - if (distTocamlen > 0.01f && distTocamlen < 400) - { - distTocamlen = (float)Math.Sqrt(distTocamlen); - tocam *= (1.0f / distTocamlen); + Vector3 tocam = CameraPosition - posAdjusted; - m_doingCamRayCast = true; - m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback); - return; - } + float distTocamlen = tocam.LengthSquared(); + if (distTocamlen > 0.01f && distTocamlen < 400) + { + distTocamlen = (float)Math.Sqrt(distTocamlen); + tocam *= (1.0f / distTocamlen); + + m_doingCamRayCast = true; + m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback); + return; } if (CameraConstraintActive) @@ -2401,9 +2410,6 @@ namespace OpenSim.Region.Framework.Scenes public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal) { -// const float POSITION_TOLERANCE = 0.02f; -// const float ROTATION_TOLERANCE = 0.02f; - if (hitYN && localid != LocalId) { if (localid != 0) @@ -2441,8 +2447,6 @@ namespace OpenSim.Region.Framework.Scenes UpdateCameraCollisionPlane(plane); } } -// else if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || -// !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) else if(CameraConstraintActive) { Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -9000f); // not right... @@ -2538,7 +2542,7 @@ namespace OpenSim.Region.Framework.Scenes // Raycast from the avatar's head to the camera to see if there's anything blocking the view // this exclude checks may not be complete - if(agentData.NeedsCameraCollision && ParentID == 0) // condition parentID may be wrong + if(agentData.NeedsCameraCollision) // condition parentID may be wrong checkCameraCollision(); uint flagsForScripts = (uint)flags; @@ -2807,6 +2811,10 @@ namespace OpenSim.Region.Framework.Scenes // m_scene.EventManager.TriggerOnClientMovement(this); } + private void HandleAgentFOV(IClientAPI remoteClient, float _fov) + { + m_FOV = _fov; + } /// /// This is the event handler for client cameras. If a client is moving, or moving the camera, this event is triggering. @@ -2843,24 +2851,6 @@ namespace OpenSim.Region.Framework.Scenes Quaternion camRot = Util.Axes2Rot(CameraAtAxis, CameraLeftAxis, CameraUpAxis); CameraRotation = camRot; - // Check if Client has camera in 'follow cam' or 'build' mode. -// Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation); - m_followCamAuto = false; - if(!m_mouseLook) - { - if((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.99f)) - { - Vector3 camdif = new Vector3(1f, 0f, 0f) * Rotation; - float ftmp = camdif.X - CameraAtAxis.X; - if(Math.Abs(ftmp) < 0.1f) - { - ftmp = camdif.Y - CameraAtAxis.Y; - if(Math.Abs(ftmp) < 0.1f) - m_followCamAuto = true; - } - } - } - if(agentData.NeedsCameraCollision) checkCameraCollision(); -- cgit v1.1