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authorMelanie Thielker2014-10-03 18:27:27 +0200
committerMelanie Thielker2014-10-03 18:27:27 +0200
commit93fa3777d2de7d5d17039ee18014c9d73e13cbc5 (patch)
treea54caa4ae0003025024918088c1c88094c219663
parentAlso store names of assets in the AnimationSet (diff)
parentclean up coments, use a even faster XY move request detection (diff)
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Merge branch 'ubitworkmaster'
-rw-r--r--OpenSim/Framework/AnimationSet.cs48
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs5
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs11
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs5
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs42
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs281
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs170
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs211
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs167
11 files changed, 637 insertions, 309 deletions
diff --git a/OpenSim/Framework/AnimationSet.cs b/OpenSim/Framework/AnimationSet.cs
index fa71405..6c5b15c 100644
--- a/OpenSim/Framework/AnimationSet.cs
+++ b/OpenSim/Framework/AnimationSet.cs
@@ -37,6 +37,54 @@ namespace OpenSim.Framework
37 { 37 {
38 private bool m_parseError = false; 38 private bool m_parseError = false;
39 39
40 public const uint createBasePermitions = (uint)(PermissionMask.All); // no export ?
41 public const uint createNextPermitions = (uint)(PermissionMask.Copy | PermissionMask.Modify);
42
43 public const uint allowedBasePermitions = (uint)(PermissionMask.Copy | PermissionMask.Modify);
44 public const uint allowedNextPermitions = 0;
45
46 public static void setCreateItemPermitions(InventoryItemBase it)
47 {
48 if (it == null)
49 return;
50
51 it.BasePermissions = createBasePermitions;
52 it.CurrentPermissions = createBasePermitions;
53 // it.GroupPermissions &= allowedPermitions;
54 it.NextPermissions = createNextPermitions;
55 // it.EveryOnePermissions &= allowedPermitions;
56 it.GroupPermissions = 0;
57 it.EveryOnePermissions = 0;
58 }
59
60 public static void enforceItemPermitions(InventoryItemBase it, bool IsCreator)
61 {
62 if (it == null)
63 return;
64
65 uint bp;
66 uint np;
67
68 if (IsCreator)
69 {
70 bp = createBasePermitions;
71 np = createNextPermitions;
72 }
73 else
74 {
75 bp = allowedBasePermitions;
76 np = allowedNextPermitions;
77 }
78
79 it.BasePermissions &= bp;
80 it.CurrentPermissions &= bp;
81 // it.GroupPermissions &= allowedPermitions;
82 it.NextPermissions &= np;
83 // it.EveryOnePermissions &= allowedPermitions;
84 it.GroupPermissions = 0;
85 it.EveryOnePermissions = 0;
86 }
87
40 public int AnimationCount { get; private set; } 88 public int AnimationCount { get; private set; }
41 private Dictionary<string, KeyValuePair<string, UUID>> m_animations = new Dictionary<string, KeyValuePair<string, UUID>>(); 89 private Dictionary<string, KeyValuePair<string, UUID>> m_animations = new Dictionary<string, KeyValuePair<string, UUID>>();
42 90
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
index 0e38d05..75634e0 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
@@ -1125,10 +1125,7 @@ namespace OpenSim.Region.ClientStack.Linden
1125 1125
1126 if (inType == (sbyte)CustomInventoryType.AnimationSet) 1126 if (inType == (sbyte)CustomInventoryType.AnimationSet)
1127 { 1127 {
1128 item.BasePermissions = (uint)(PermissionMask.Copy | PermissionMask.Modify); 1128 AnimationSet.setCreateItemPermitions(item);
1129 item.CurrentPermissions = (uint)(PermissionMask.Copy| PermissionMask.Modify);
1130 item.EveryOnePermissions = 0;
1131 item.NextPermissions = 0;
1132 } 1129 }
1133 1130
1134 else if (restrictPerms) 1131 else if (restrictPerms)
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 12ee3b2..6385aed 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -607,7 +607,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
607 607
608 // Disable UDP handling for this client 608 // Disable UDP handling for this client
609 m_udpClient.Shutdown(); 609 m_udpClient.Shutdown();
610 610
611 611
612 //m_log.InfoFormat("[CLIENTVIEW] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 612 //m_log.InfoFormat("[CLIENTVIEW] Memory pre GC {0}", System.GC.GetTotalMemory(false));
613 //GC.Collect(); 613 //GC.Collect();
@@ -4912,6 +4912,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4912 IEventQueue eq = Scene.RequestModuleInterface<IEventQueue>(); 4912 IEventQueue eq = Scene.RequestModuleInterface<IEventQueue>();
4913 if (eq != null) 4913 if (eq != null)
4914 { 4914 {
4915
4915 OSD message_body = updateMessage.Serialize(); 4916 OSD message_body = updateMessage.Serialize();
4916 // Add new fields here until OMV has them 4917 // Add new fields here until OMV has them
4917 OSDMap bodyMap = (OSDMap)message_body; 4918 OSDMap bodyMap = (OSDMap)message_body;
@@ -4923,8 +4924,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4923 OSDMap message = new OSDMap(); 4924 OSDMap message = new OSDMap();
4924 message.Add("message", OSD.FromString("ParcelProperties")); 4925 message.Add("message", OSD.FromString("ParcelProperties"));
4925 message.Add("body", message_body); 4926 message.Add("body", message_body);
4927
4926 eq.Enqueue (message, this.AgentId); 4928 eq.Enqueue (message, this.AgentId);
4927 //eq.ParcelProperties(updateMessage, this.AgentId); 4929
4930// eq.ParcelProperties(updateMessage, this.AgentId);
4928 } 4931 }
4929 else 4932 else
4930 { 4933 {
@@ -12420,8 +12423,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
12420 uint regionY = 0; 12423 uint regionY = 0;
12421 12424
12422 Utils.LongToUInts(m_scene.RegionInfo.RegionHandle, out regionX, out regionY); 12425 Utils.LongToUInts(m_scene.RegionInfo.RegionHandle, out regionX, out regionY);
12423 locx = Convert.ToSingle(args[0]) - (float)regionX; 12426 locx = (float)(Convert.ToDouble(args[0]) - (double)regionX);
12424 locy = Convert.ToSingle(args[1]) - (float)regionY; 12427 locy = (float)(Convert.ToDouble(args[1]) - (double)regionY);
12425 locz = Convert.ToSingle(args[2]); 12428 locz = Convert.ToSingle(args[2]);
12426 12429
12427 Action<Vector3, bool, bool> handlerAutoPilotGo = OnAutoPilotGo; 12430 Action<Vector3, bool, bool> handlerAutoPilotGo = OnAutoPilotGo;
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 94782f9..64a9610 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -178,7 +178,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
178 sbyte assetType, 178 sbyte assetType,
179 byte wearableType, uint nextOwnerMask, int creationDate) 179 byte wearableType, uint nextOwnerMask, int creationDate)
180 { 180 {
181 m_log.DebugFormat("[INVENTORY ACCESS MODULE]: Received request to create inventory item {0} in folder {1}", name, folderID); 181 m_log.DebugFormat("[INVENTORY ACCESS MODULE]: Received request to create inventory item {0} in folder {1}, transactionID {2}", name,
182 folderID, transactionID);
182 183
183 if (!m_Scene.Permissions.CanCreateUserInventory(invType, remoteClient.AgentId)) 184 if (!m_Scene.Permissions.CanCreateUserInventory(invType, remoteClient.AgentId))
184 return; 185 return;
@@ -219,7 +220,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
219 m_Scene.AssetService.Store(asset); 220 m_Scene.AssetService.Store(asset);
220 m_Scene.CreateNewInventoryItem( 221 m_Scene.CreateNewInventoryItem(
221 remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID, 222 remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID,
222 name, description, 0, callbackID, asset, invType, nextOwnerMask, creationDate,transactionID); 223 name, description, 0, callbackID, asset, invType, nextOwnerMask, creationDate,transactionID);
223 } 224 }
224 else 225 else
225 { 226 {
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index c8555ab..bbb280b 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -1200,32 +1200,30 @@ namespace OpenSim.Region.CoreModules.World.Land
1200 { 1200 {
1201 //the proprieties to who changed them 1201 //the proprieties to who changed them
1202 1202
1203 land.SendLandProperties(0, true, LandChannel.LAND_RESULT_SINGLE, remote_client); 1203 land.SendLandProperties(0, false, LandChannel.LAND_RESULT_SINGLE, remote_client);
1204 1204
1205 if (needOverlay) 1205 UUID parcelID = land.LandData.GlobalID;
1206 { 1206 m_scene.ForEachScenePresence(delegate(ScenePresence avatar)
1207 UUID parcelID = land.LandData.GlobalID; 1207 {
1208 m_scene.ForEachScenePresence(delegate(ScenePresence avatar) 1208 if (avatar.IsDeleted || avatar.isNPC)
1209 { 1209 return;
1210 if (avatar.IsDeleted || avatar.isNPC)
1211 return;
1212 1210
1213 IClientAPI client = avatar.ControllingClient; 1211 IClientAPI client = avatar.ControllingClient;
1212 if (needOverlay)
1214 SendParcelOverlay(client); 1213 SendParcelOverlay(client);
1215 1214
1216 if (avatar.IsChildAgent) 1215 if (avatar.IsChildAgent)
1217 return; 1216 return;
1218 1217
1219 ILandObject aland = GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 1218 ILandObject aland = GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
1220 if (aland != null) 1219 if (aland != null)
1221 { 1220 {
1222 if (client != remote_client || land != aland) 1221 if (client != remote_client || land != aland)
1223 aland.SendLandProperties(0, false, LandChannel.LAND_RESULT_SINGLE, client); 1222 aland.SendLandProperties(0, false, LandChannel.LAND_RESULT_SINGLE, client);
1224 } 1223 }
1225 if (avatar.currentParcelUUID == parcelID) 1224 if (avatar.currentParcelUUID == parcelID)
1226 avatar.currentParcelUUID = parcelID; // force parcel flags review 1225 avatar.currentParcelUUID = parcelID; // force parcel flags review
1227 }); 1226 });
1228 }
1229 } 1227 }
1230 } 1228 }
1231 1229
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index e002feb..a3cd4a5 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -1244,6 +1244,7 @@ namespace OpenSim.Region.CoreModules.World.Land
1244 public void SetMediaUrl(string url) 1244 public void SetMediaUrl(string url)
1245 { 1245 {
1246 LandData.MediaURL = url; 1246 LandData.MediaURL = url;
1247 m_scene.LandChannel.UpdateLandObject(LandData.LocalID, LandData);
1247 SendLandUpdateToAvatarsOverMe(); 1248 SendLandUpdateToAvatarsOverMe();
1248 } 1249 }
1249 1250
@@ -1254,6 +1255,7 @@ namespace OpenSim.Region.CoreModules.World.Land
1254 public void SetMusicUrl(string url) 1255 public void SetMusicUrl(string url)
1255 { 1256 {
1256 LandData.MusicURL = url; 1257 LandData.MusicURL = url;
1258 m_scene.LandChannel.UpdateLandObject(LandData.LocalID, LandData);
1257 SendLandUpdateToAvatarsOverMe(); 1259 SendLandUpdateToAvatarsOverMe();
1258 } 1260 }
1259 1261
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index db3b834..2d1b0df 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -48,7 +48,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
48 48
49 public AnimationSet Animations 49 public AnimationSet Animations
50 { 50 {
51 get { return m_animations; } 51 get { return m_animations; }
52 } 52 }
53 protected AnimationSet m_animations = new AnimationSet(); 53 protected AnimationSet m_animations = new AnimationSet();
54 54
@@ -56,25 +56,27 @@ namespace OpenSim.Region.Framework.Scenes.Animation
56 /// The current movement animation 56 /// The current movement animation
57 /// </value> 57 /// </value>
58 public string CurrentMovementAnimation { get; private set; } 58 public string CurrentMovementAnimation { get; private set; }
59 59
60 private int m_animTickFall; 60 private int m_animTickFall;
61 public int m_animTickJump; // ScenePresence has to see this to control +Z force 61 private int m_animTickLand;
62 public bool m_jumping = false; 62 private int m_animTickJump;
63 public float m_jumpVelocity = 0f; 63
64// private int m_landing = 0; 64 public bool m_jumping = false;
65
66 // private int m_landing = 0;
65 67
66 /// <summary> 68 /// <summary>
67 /// Is the avatar falling? 69 /// Is the avatar falling?
68 /// </summary> 70 /// </summary>
69 public bool Falling { get; private set; } 71 public bool Falling { get; private set; }
70 72
71 private float m_fallHeight; 73 private float m_lastFallVelocity;
72 74
73 /// <value> 75 /// <value>
74 /// The scene presence that this animator applies to 76 /// The scene presence that this animator applies to
75 /// </value> 77 /// </value>
76 protected ScenePresence m_scenePresence; 78 protected ScenePresence m_scenePresence;
77 79
78 public ScenePresenceAnimator(ScenePresence sp) 80 public ScenePresenceAnimator(ScenePresence sp)
79 { 81 {
80 m_scenePresence = sp; 82 m_scenePresence = sp;
@@ -89,7 +91,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
89 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name); 91 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
90 if (m_scenePresence.Scene.DebugAnimations) 92 if (m_scenePresence.Scene.DebugAnimations)
91 m_log.DebugFormat( 93 m_log.DebugFormat(
92 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", 94 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}",
93 GetAnimName(animID), animID, m_scenePresence.Name); 95 GetAnimName(animID), animID, m_scenePresence.Name);
94 96
95 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) 97 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
@@ -111,7 +113,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
111 if (animID == UUID.Zero) 113 if (animID == UUID.Zero)
112 return; 114 return;
113 115
114// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", animID, name, m_scenePresence.Name); 116 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", animID, name, m_scenePresence.Name);
115 117
116 AddAnimation(animID, objectID); 118 AddAnimation(animID, objectID);
117 } 119 }
@@ -131,7 +133,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
131 133
132 if (m_scenePresence.Scene.DebugAnimations) 134 if (m_scenePresence.Scene.DebugAnimations)
133 m_log.DebugFormat( 135 m_log.DebugFormat(
134 "[SCENE PRESENCE ANIMATOR]: Removing animation {0} {1} for {2}", 136 "[SCENE PRESENCE ANIMATOR]: Removing animation {0} {1} for {2}",
135 GetAnimName(animID), animID, m_scenePresence.Name); 137 GetAnimName(animID), animID, m_scenePresence.Name);
136 138
137 if (m_animations.Remove(animID, allowNoDefault)) 139 if (m_animations.Remove(animID, allowNoDefault))
@@ -153,7 +155,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
153 else 155 else
154 m_animations.Remove(animID, false); 156 m_animations.Remove(animID, false);
155 } 157 }
156 if(sendPack) 158 if (sendPack)
157 SendAnimPack(); 159 SendAnimPack();
158 } 160 }
159 161
@@ -205,7 +207,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
205 207
206 if (aoSitGndAnim != UUID.Zero) 208 if (aoSitGndAnim != UUID.Zero)
207 { 209 {
208 avnChangeAnim(aoSitGndAnim, false, false); 210 avnChangeAnim(aoSitGndAnim, false, true);
209 aoSitGndAnim = UUID.Zero; 211 aoSitGndAnim = UUID.Zero;
210 } 212 }
211 213
@@ -238,9 +240,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
238 if (m_animations.TrySetDefaultAnimation( 240 if (m_animations.TrySetDefaultAnimation(
239 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID)) 241 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
240 { 242 {
241 // m_log.DebugFormat( 243// m_log.DebugFormat(
242 // "[SCENE PRESENCE ANIMATOR]: Updating movement animation to {0} for {1}", 244// "[SCENE PRESENCE ANIMATOR]: Updating movement animation to {0} for {1}",
243 // anim, m_scenePresence.Name); 245// anim, m_scenePresence.Name);
244 246
245 // 16384 is CHANGED_ANIMATION 247 // 16384 is CHANGED_ANIMATION
246 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION }); 248 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION });
@@ -258,83 +260,119 @@ namespace OpenSim.Region.Framework.Scenes.Animation
258 return ret; 260 return ret;
259 } 261 }
260 262
263 public enum motionControlStates : byte
264 {
265 sitted = 0,
266 flying,
267 falling,
268 jumping,
269 landing,
270 onsurface
271 }
272
273 public motionControlStates currentControlState = motionControlStates.onsurface;
274
261 /// <summary> 275 /// <summary>
262 /// This method determines the proper movement related animation 276 /// This method determines the proper movement related animation
263 /// </summary> 277 /// </summary>
264 private string DetermineMovementAnimation() 278 private string DetermineMovementAnimation()
265 { 279 {
266 const float FALL_DELAY = 800f; 280 const int FALL_DELAY = 800;
267 const float PREJUMP_DELAY = 200f; 281 const int PREJUMP_DELAY = 200;
268 const float JUMP_PERIOD = 800f; 282 const int JUMP_PERIOD = 800;
269 #region Inputs 283 #region Inputs
270 284
285 if (m_scenePresence.IsInTransit)
286 return CurrentMovementAnimation;
287
271 if (m_scenePresence.SitGround) 288 if (m_scenePresence.SitGround)
289 {
290 currentControlState = motionControlStates.sitted;
272 return "SITGROUND"; 291 return "SITGROUND";
292 }
273 if (m_scenePresence.ParentID != 0 || m_scenePresence.ParentUUID != UUID.Zero) 293 if (m_scenePresence.ParentID != 0 || m_scenePresence.ParentUUID != UUID.Zero)
294 {
295 currentControlState = motionControlStates.sitted;
274 return "SIT"; 296 return "SIT";
297 }
275 298
276 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 299 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
277 PhysicsActor actor = m_scenePresence.PhysicsActor; 300 PhysicsActor actor = m_scenePresence.PhysicsActor;
278 301
279 // Create forward and left vectors from the current avatar rotation 302 const AgentManager.ControlFlags ANYXYMASK = (
280 Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_scenePresence.Rotation); 303 AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS |
281 Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix); 304 AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG |
282 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 305 AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS |
306 AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG
307 );
283 308
284 // Check control flags 309 // Check control flags
285 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); 310/* not in use
286 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); 311 bool heldForward = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)) != 0);
287 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); 312 bool heldBack = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG)) != 0);
288 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG); 313 bool heldLeft = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS)) != 0);
314 bool heldRight = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG)) != 0);
315*/
289 bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 316 bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
290 bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 317 bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
291 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 318// bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS)) != 0);
292 bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; 319 // excluded nudge up so it doesn't trigger jump state
320 bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS)) != 0);
321 bool heldDown = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG)) != 0);
293 //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; 322 //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
294 //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; 323 //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK;
295 if (heldForward || heldBack || heldLeft || heldRight || heldUp || heldDown) 324
325 bool heldOnXY = ((controlFlags & ANYXYMASK) != 0);
326 if (heldOnXY || heldUp || heldDown)
296 { 327 {
297 heldTurnLeft = false; 328 heldTurnLeft = false;
298 heldTurnRight = false; 329 heldTurnRight = false;
299 } 330 }
300 331
301 // Direction in which the avatar is trying to move
302 Vector3 move = Vector3.Zero;
303 if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
304 if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; }
305 if (heldLeft) { move.X += left.X; move.Y += left.Y; }
306 if (heldRight) { move.X -= left.X; move.Y -= left.Y; }
307 if (heldUp) { move.Z += 1; }
308 if (heldDown) { move.Z -= 1; }
309
310 // Is the avatar trying to move?
311// bool moving = (move != Vector3.Zero);
312 #endregion Inputs 332 #endregion Inputs
313 333
334 // no physics actor case
335 if (actor == null)
336 {
337 // well what to do?
338
339 currentControlState = motionControlStates.onsurface;
340 if (heldOnXY)
341 return "WALK";
342
343 return "STAND";
344 }
345
314 #region Flying 346 #region Flying
315 347
316 if (actor != null && actor.Flying) 348 bool isColliding = actor.IsColliding;
349
350 if (actor.Flying)
317 { 351 {
318 m_animTickFall = 0; 352 m_animTickFall = 0;
319 m_animTickJump = 0; 353 m_animTickJump = 0;
320 m_jumping = false; 354 m_jumping = false;
321 Falling = false; 355 Falling = false;
322 m_jumpVelocity = 0f;
323 actor.Selected = false;
324 m_fallHeight = actor.Position.Z; // save latest flying height
325 356
326 if (move.X != 0f || move.Y != 0f) 357 currentControlState = motionControlStates.flying;
358
359 if (heldOnXY)
327 { 360 {
328 return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY"); 361 return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY");
329 } 362 }
330 else if (move.Z > 0f) 363 else if (heldUp)
331 { 364 {
332 return "HOVER_UP"; 365 return "HOVER_UP";
333 } 366 }
334 else if (move.Z < 0f) 367 else if (heldDown)
335 { 368 {
336 if (actor != null && actor.IsColliding) 369 if (isColliding)
370 {
371 actor.Flying = false;
372 currentControlState = motionControlStates.landing;
373 m_animTickLand = Environment.TickCount;
337 return "LAND"; 374 return "LAND";
375 }
338 else 376 else
339 return "HOVER_DOWN"; 377 return "HOVER_DOWN";
340 } 378 }
@@ -343,81 +381,88 @@ namespace OpenSim.Region.Framework.Scenes.Animation
343 return "HOVER"; 381 return "HOVER";
344 } 382 }
345 } 383 }
384 else
385 {
386 if (isColliding && currentControlState == motionControlStates.flying)
387 {
388 currentControlState = motionControlStates.landing;
389 m_animTickLand = Environment.TickCount;
390 return "LAND";
391 }
392 }
346 393
347 #endregion Flying 394 #endregion Flying
348 395
349 #region Falling/Floating/Landing 396 #region Falling/Floating/Landing
350 397
351 if ((actor == null || !actor.IsColliding) && !m_jumping) 398 if (!isColliding && currentControlState != motionControlStates.jumping)
352 { 399 {
353 float fallElapsed = (float)(Environment.TickCount - m_animTickFall); 400 float fallVelocity = actor.Velocity.Z;
354 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
355 401
356 if (!m_jumping && (fallVelocity < -3.0f)) 402 if (fallVelocity < -2.5f)
357 Falling = true; 403 Falling = true;
358 404
359 if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) 405 if (m_animTickFall == 0 || (fallVelocity >= -0.5f))
360 { 406 {
361 // not falling yet, or going up
362 // reset start of fall time
363 m_animTickFall = Environment.TickCount; 407 m_animTickFall = Environment.TickCount;
364 } 408 }
365 else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.WasFlying)) 409 else
366 { 410 {
367 // Falling long enough to trigger the animation 411 int fallElapsed = (Environment.TickCount - m_animTickFall);
368 return "FALLDOWN"; 412 if ((fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f))
413 {
414 currentControlState = motionControlStates.falling;
415 m_lastFallVelocity = fallVelocity;
416 // Falling long enough to trigger the animation
417 return "FALLDOWN";
418 }
369 } 419 }
370 420
371 // Check if the user has stopped walking just now 421 // Check if the user has stopped walking just now
372 if (CurrentMovementAnimation == "WALK" && (move == Vector3.Zero)) 422 if (CurrentMovementAnimation == "WALK" && !heldOnXY && !heldDown && !heldUp)
373 return "STAND"; 423 return "STAND";
374 424
375 return CurrentMovementAnimation; 425 return CurrentMovementAnimation;
376 } 426 }
377 427
378 #endregion Falling/Floating/Landing 428 m_animTickFall = 0;
379 429
430 #endregion Falling/Floating/Landing
380 431
381 #region Jumping // section added for jumping... 432 #region Jumping // section added for jumping...
382 433
383 int jumptime; 434 if (isColliding && heldUp && currentControlState != motionControlStates.jumping)
384 jumptime = Environment.TickCount - m_animTickJump; 435 {
385
386 if ((move.Z > 0f) && (!m_jumping))
387 {
388 // Start jumping, prejump 436 // Start jumping, prejump
389 m_animTickFall = 0; 437 currentControlState = motionControlStates.jumping;
390 m_jumping = true; 438 m_jumping = true;
391 Falling = false; 439 Falling = false;
392 actor.Selected = true; // borrowed for jumping flag
393 m_animTickJump = Environment.TickCount; 440 m_animTickJump = Environment.TickCount;
394 m_jumpVelocity = 0.35f;
395 return "PREJUMP"; 441 return "PREJUMP";
396 } 442 }
397 443
398 if (m_jumping) 444 if (currentControlState == motionControlStates.jumping)
399 { 445 {
446 int jumptime = Environment.TickCount - m_animTickJump;
400 if ((jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding) 447 if ((jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
401 { 448 {
402 // end jumping 449 // end jumping
403 m_jumping = false; 450 m_jumping = false;
404 Falling = false; 451 Falling = false;
405 actor.Selected = false; // borrowed for jumping flag 452 actor.Selected = false; // borrowed for jumping flag
406 m_jumpVelocity = 0f; 453 m_animTickLand = Environment.TickCount;
407 m_animTickFall = Environment.TickCount; 454 currentControlState = motionControlStates.landing;
408 return "LAND"; 455 return "LAND";
409 } 456 }
410 else if (jumptime > JUMP_PERIOD) 457 else if (jumptime > JUMP_PERIOD)
411 { 458 {
412 // jump down 459 // jump down
413 m_jumpVelocity = 0f;
414 return "JUMP"; 460 return "JUMP";
415 } 461 }
416 else if (jumptime > PREJUMP_DELAY) 462 else if (jumptime > PREJUMP_DELAY)
417 { 463 {
418 // jump up 464 // jump up
419 m_jumping = true; 465 m_jumping = true;
420 m_jumpVelocity = 10f;
421 return "JUMP"; 466 return "JUMP";
422 } 467 }
423 } 468 }
@@ -426,45 +471,52 @@ namespace OpenSim.Region.Framework.Scenes.Animation
426 471
427 #region Ground Movement 472 #region Ground Movement
428 473
429 if (CurrentMovementAnimation == "FALLDOWN") 474 if (currentControlState == motionControlStates.falling)
430 { 475 {
431 Falling = false; 476 Falling = false;
432 m_animTickFall = Environment.TickCount; 477 currentControlState = motionControlStates.landing;
478 m_animTickLand = Environment.TickCount;
433 // TODO: SOFT_LAND support 479 // TODO: SOFT_LAND support
434 float fallHeight = m_fallHeight - actor.Position.Z; 480 float fallVsq = m_lastFallVelocity * m_lastFallVelocity;
435 if (fallHeight > 15.0f) 481 if (fallVsq > 300f) // aprox 20*h
436 return "STANDUP"; 482 return "STANDUP";
437 else if (fallHeight > 8.0f) 483 else if (fallVsq > 160f)
438 return "SOFT_LAND"; 484 return "SOFT_LAND";
439 else 485 else
440 return "LAND"; 486 return "LAND";
441 } 487 }
442 else if ((CurrentMovementAnimation == "LAND") || (CurrentMovementAnimation == "SOFT_LAND") || (CurrentMovementAnimation == "STANDUP")) 488
489
490 if (currentControlState == motionControlStates.landing)
443 { 491 {
444 int landElapsed = Environment.TickCount - m_animTickFall; 492 Falling = false;
493 int landElapsed = Environment.TickCount - m_animTickLand;
445 int limit = 1000; 494 int limit = 1000;
446 if (CurrentMovementAnimation == "LAND") 495 if (CurrentMovementAnimation == "LAND")
447 limit = 350; 496 limit = 350;
448 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client 497 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
449 498
450 if ((m_animTickFall != 0) && (landElapsed <= limit)) 499 if ((m_animTickLand != 0) && (landElapsed <= limit))
451 { 500 {
452 return CurrentMovementAnimation; 501 return CurrentMovementAnimation;
453 } 502 }
454 else 503 else
455 { 504 {
456 m_fallHeight = actor.Position.Z; // save latest flying height 505 currentControlState = motionControlStates.onsurface;
506 m_animTickLand = 0;
457 return "STAND"; 507 return "STAND";
458 } 508 }
459 } 509 }
460 510
511
461 // next section moved outside paren. and realigned for jumping 512 // next section moved outside paren. and realigned for jumping
462 if (move.X != 0f || move.Y != 0f) 513
514 if (heldOnXY)
463 { 515 {
464 m_fallHeight = actor.Position.Z; // save latest flying height 516 currentControlState = motionControlStates.onsurface;
465 Falling = false; 517 Falling = false;
466 // Walking / crouchwalking / running 518 // Walking / crouchwalking / running
467 if (move.Z < 0f) 519 if (heldDown)
468 { 520 {
469 return "CROUCHWALK"; 521 return "CROUCHWALK";
470 } 522 }
@@ -480,9 +532,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
480 } 532 }
481 else if (!m_jumping) 533 else if (!m_jumping)
482 { 534 {
535 currentControlState = motionControlStates.onsurface;
483 Falling = false; 536 Falling = false;
484 // Not walking 537 // Not walking
485 if (move.Z < 0) 538 if(heldDown)
486 return "CROUCH"; 539 return "CROUCH";
487 else if (heldTurnLeft) 540 else if (heldTurnLeft)
488 return "TURNLEFT"; 541 return "TURNLEFT";
@@ -493,8 +546,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
493 } 546 }
494 #endregion Ground Movement 547 #endregion Ground Movement
495 548
496 Falling = false;
497
498 return CurrentMovementAnimation; 549 return CurrentMovementAnimation;
499 } 550 }
500 551
@@ -504,7 +555,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
504 /// <returns>'true' if the animation was changed</returns> 555 /// <returns>'true' if the animation was changed</returns>
505 public bool UpdateMovementAnimations() 556 public bool UpdateMovementAnimations()
506 { 557 {
507// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Updating movement animations for {0}", m_scenePresence.Name); 558 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Updating movement animations for {0}", m_scenePresence.Name);
508 559
509 bool ret = false; 560 bool ret = false;
510 lock (m_animations) 561 lock (m_animations)
@@ -552,19 +603,19 @@ namespace OpenSim.Region.Framework.Scenes.Animation
552 m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); 603 m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
553 return animIDs; 604 return animIDs;
554 } 605 }
555 606
556 public BinBVHAnimation GenerateRandomAnimation() 607 public BinBVHAnimation GenerateRandomAnimation()
557 { 608 {
558 int rnditerations = 3; 609 int rnditerations = 3;
559 BinBVHAnimation anim = new BinBVHAnimation(); 610 BinBVHAnimation anim = new BinBVHAnimation();
560 List<string> parts = new List<string>(); 611 List<string> parts = new List<string>();
561 parts.Add("mPelvis");parts.Add("mHead");parts.Add("mTorso"); 612 parts.Add("mPelvis"); parts.Add("mHead"); parts.Add("mTorso");
562 parts.Add("mHipLeft");parts.Add("mHipRight");parts.Add("mHipLeft");parts.Add("mKneeLeft"); 613 parts.Add("mHipLeft"); parts.Add("mHipRight"); parts.Add("mHipLeft"); parts.Add("mKneeLeft");
563 parts.Add("mKneeRight");parts.Add("mCollarLeft");parts.Add("mCollarRight");parts.Add("mNeck"); 614 parts.Add("mKneeRight"); parts.Add("mCollarLeft"); parts.Add("mCollarRight"); parts.Add("mNeck");
564 parts.Add("mElbowLeft");parts.Add("mElbowRight");parts.Add("mWristLeft");parts.Add("mWristRight"); 615 parts.Add("mElbowLeft"); parts.Add("mElbowRight"); parts.Add("mWristLeft"); parts.Add("mWristRight");
565 parts.Add("mShoulderLeft");parts.Add("mShoulderRight");parts.Add("mAnkleLeft");parts.Add("mAnkleRight"); 616 parts.Add("mShoulderLeft"); parts.Add("mShoulderRight"); parts.Add("mAnkleLeft"); parts.Add("mAnkleRight");
566 parts.Add("mEyeRight");parts.Add("mChest");parts.Add("mToeLeft");parts.Add("mToeRight"); 617 parts.Add("mEyeRight"); parts.Add("mChest"); parts.Add("mToeLeft"); parts.Add("mToeRight");
567 parts.Add("mFootLeft");parts.Add("mFootRight");parts.Add("mEyeLeft"); 618 parts.Add("mFootLeft"); parts.Add("mFootRight"); parts.Add("mEyeLeft");
568 anim.HandPose = 1; 619 anim.HandPose = 1;
569 anim.InPoint = 0; 620 anim.InPoint = 0;
570 anim.OutPoint = (rnditerations * .10f); 621 anim.OutPoint = (rnditerations * .10f);
@@ -588,12 +639,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
588 for (int i = 0; i < rnditerations; i++) 639 for (int i = 0; i < rnditerations; i++)
589 { 640 {
590 anim.Joints[j].rotationkeys[i] = new binBVHJointKey(); 641 anim.Joints[j].rotationkeys[i] = new binBVHJointKey();
591 anim.Joints[j].rotationkeys[i].time = (i*.10f); 642 anim.Joints[j].rotationkeys[i].time = (i * .10f);
592 anim.Joints[j].rotationkeys[i].key_element.X = ((float) rnd.NextDouble()*2 - 1); 643 anim.Joints[j].rotationkeys[i].key_element.X = ((float)rnd.NextDouble() * 2 - 1);
593 anim.Joints[j].rotationkeys[i].key_element.Y = ((float) rnd.NextDouble()*2 - 1); 644 anim.Joints[j].rotationkeys[i].key_element.Y = ((float)rnd.NextDouble() * 2 - 1);
594 anim.Joints[j].rotationkeys[i].key_element.Z = ((float) rnd.NextDouble()*2 - 1); 645 anim.Joints[j].rotationkeys[i].key_element.Z = ((float)rnd.NextDouble() * 2 - 1);
595 anim.Joints[j].positionkeys[i] = new binBVHJointKey(); 646 anim.Joints[j].positionkeys[i] = new binBVHJointKey();
596 anim.Joints[j].positionkeys[i].time = (i*.10f); 647 anim.Joints[j].positionkeys[i].time = (i * .10f);
597 anim.Joints[j].positionkeys[i].key_element.X = 0; 648 anim.Joints[j].positionkeys[i].key_element.X = 0;
598 anim.Joints[j].positionkeys[i].key_element.Y = 0; 649 anim.Joints[j].positionkeys[i].key_element.Y = 0;
599 anim.Joints[j].positionkeys[i].key_element.Z = 0; 650 anim.Joints[j].positionkeys[i].key_element.Z = 0;
@@ -620,22 +671,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
620 /// <param name="objectIDs"></param> 671 /// <param name="objectIDs"></param>
621 public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs) 672 public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs)
622 { 673 {
623/*
624 if (m_scenePresence.IsChildAgent)
625 return;
626
627// m_log.DebugFormat(
628// "[SCENE PRESENCE ANIMATOR]: Sending anim pack with animations '{0}', sequence '{1}', uuids '{2}'",
629// string.Join(",", Array.ConvertAll<UUID, string>(animations, a => a.ToString())),
630// string.Join(",", Array.ConvertAll<int, string>(seqs, s => s.ToString())),
631// string.Join(",", Array.ConvertAll<UUID, string>(objectIDs, o => o.ToString())));
632
633 m_scenePresence.Scene.ForEachClient(
634 delegate(IClientAPI client)
635 {
636 client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs);
637 });
638 */
639 m_scenePresence.SendAnimPack(animations, seqs, objectIDs); 674 m_scenePresence.SendAnimPack(animations, seqs, objectIDs);
640 } 675 }
641 676
@@ -645,7 +680,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
645 sequenceNums = null; 680 sequenceNums = null;
646 objectIDs = null; 681 objectIDs = null;
647 682
648 if(m_animations != null) 683 if (m_animations != null)
649 m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); 684 m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
650 } 685 }
651 686
@@ -668,7 +703,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
668 public void SendAnimPack() 703 public void SendAnimPack()
669 { 704 {
670 //m_log.Debug("Sending animation pack to all"); 705 //m_log.Debug("Sending animation pack to all");
671 706
672 if (m_scenePresence.IsChildAgent) 707 if (m_scenePresence.IsChildAgent)
673 return; 708 return;
674 709
@@ -678,7 +713,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
678 713
679 m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); 714 m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
680 715
681// SendAnimPack(animIDs, sequenceNums, objectIDs); 716 // SendAnimPack(animIDs, sequenceNums, objectIDs);
682 m_scenePresence.SendAnimPack(animIDs, sequenceNums, objectIDs); 717 m_scenePresence.SendAnimPack(animIDs, sequenceNums, objectIDs);
683 } 718 }
684 719
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index e003a59..5197f58 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -1063,6 +1063,10 @@ namespace OpenSim.Region.Framework.Scenes
1063 if (!Permissions.CanCreateUserInventory(invType, remoteClient.AgentId)) 1063 if (!Permissions.CanCreateUserInventory(invType, remoteClient.AgentId))
1064 return; 1064 return;
1065 1065
1066 if (type != (sbyte)AssetType.Link || type != (sbyte)AssetType.LinkFolder)
1067 return;
1068
1069
1066 ScenePresence presence; 1070 ScenePresence presence;
1067 if (TryGetScenePresence(remoteClient.AgentId, out presence)) 1071 if (TryGetScenePresence(remoteClient.AgentId, out presence))
1068 { 1072 {
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 5946979..42d3684 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -287,14 +287,7 @@ namespace OpenSim.Region.Framework.Scenes
287 set { PhysicsActor.Flying = value; } 287 set { PhysicsActor.Flying = value; }
288 } 288 }
289 289
290 // add for fly velocity control 290 public bool IsColliding
291 private bool FlyingOld {get; set;}
292 public bool WasFlying
293 {
294 get; private set;
295 }
296
297 public bool IsColliding
298 { 291 {
299 get { return PhysicsActor != null && PhysicsActor.IsColliding; } 292 get { return PhysicsActor != null && PhysicsActor.IsColliding; }
300 // We would expect setting IsColliding to be private but it's used by a hack in Scene 293 // We would expect setting IsColliding to be private but it's used by a hack in Scene
@@ -936,7 +929,7 @@ namespace OpenSim.Region.Framework.Scenes
936 /// <remarks> 929 /// <remarks>
937 /// AGENT_CONTRL_STOP comes about if user holds down space key on viewers. 930 /// AGENT_CONTRL_STOP comes about if user holds down space key on viewers.
938 /// </remarks> 931 /// </remarks>
939 private float AgentControlStopSlowWhilstMoving = 0.5f; 932 private float AgentControlStopSlowWhilstMoving = 0.2f;
940 933
941 private bool m_forceFly; 934 private bool m_forceFly;
942 935
@@ -2174,7 +2167,7 @@ namespace OpenSim.Region.Framework.Scenes
2174 bool DCFlagKeyPressed = false; 2167 bool DCFlagKeyPressed = false;
2175 Vector3 agent_control_v3 = Vector3.Zero; 2168 Vector3 agent_control_v3 = Vector3.Zero;
2176 2169
2177 bool newFlying = actor.Flying; 2170 bool newFlying = false;
2178 2171
2179 if (ForceFly) 2172 if (ForceFly)
2180 newFlying = true; 2173 newFlying = true;
@@ -2286,11 +2279,11 @@ namespace OpenSim.Region.Framework.Scenes
2286 if (Flying && !ForceFly) 2279 if (Flying && !ForceFly)
2287 { 2280 {
2288 // Need to stop in mid air if user holds down AGENT_CONTROL_STOP 2281 // Need to stop in mid air if user holds down AGENT_CONTROL_STOP
2289 if (AgentControlStopActive) 2282 // if (AgentControlStopActive)
2290 { 2283 // {
2291 agent_control_v3 = Vector3.Zero; 2284 // agent_control_v3 = Vector3.Zero;
2292 } 2285 // }
2293 else 2286 // else
2294 { 2287 {
2295 // Landing detection code 2288 // Landing detection code
2296 2289
@@ -2298,38 +2291,44 @@ namespace OpenSim.Region.Framework.Scenes
2298 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || 2291 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
2299 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2292 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2300 2293
2301 //m_log.Debug("[CONTROL]: " +flags); 2294 //m_log.Debug("[CONTROL]: " +flags);
2302 // Applies a satisfying roll effect to the avatar when flying. 2295 // Applies a satisfying roll effect to the avatar when flying.
2303 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0 && (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) 2296 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0 && (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)
2304 { 2297 {
2305 ApplyFlyingRoll( 2298 ApplyFlyingRoll(
2306 FLY_ROLL_RADIANS_PER_UPDATE, 2299 FLY_ROLL_RADIANS_PER_UPDATE,
2307 (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, 2300 (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0,
2308 (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); 2301 (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0);
2309 } 2302 }
2310 else if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0 && 2303 else if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0 &&
2311 (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) 2304 (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
2312 { 2305 {
2313 ApplyFlyingRoll( 2306 ApplyFlyingRoll(
2314 -FLY_ROLL_RADIANS_PER_UPDATE, 2307 -FLY_ROLL_RADIANS_PER_UPDATE,
2315 (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, 2308 (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0,
2316 (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); 2309 (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0);
2317 } 2310 }
2318 else 2311 else
2319 { 2312 {
2320 if (m_AngularVelocity.Z != 0) 2313 if (m_AngularVelocity.Z != 0)
2321 m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); 2314 m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE);
2322 }
2323
2324 if (Flying && IsColliding && controlland)
2325 {
2326 // nesting this check because LengthSquared() is expensive and we don't
2327 // want to do it every step when flying.
2328 if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX))
2329 StopFlying();
2330 } 2315 }
2316
2317 /*
2318 if (Flying && IsColliding && controlland)
2319 {
2320 // nesting this check because LengthSquared() is expensive and we don't
2321 // want to do it every step when flying.
2322 if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX))
2323 StopFlying();
2324 }
2325 */
2331 } 2326 }
2332 } 2327 }
2328 else if (IsColliding && agent_control_v3.Z < 0f)
2329 agent_control_v3.Z = 0;
2330// else if(AgentControlStopActive %% Velocity.Z <0.01f)
2331
2333 2332
2334// m_log.DebugFormat("[SCENE PRESENCE]: MovementFlag {0} for {1}", MovementFlag, Name); 2333// m_log.DebugFormat("[SCENE PRESENCE]: MovementFlag {0} for {1}", MovementFlag, Name);
2335 2334
@@ -2342,32 +2341,22 @@ namespace OpenSim.Region.Framework.Scenes
2342 if (update_movementflag 2341 if (update_movementflag
2343 || (update_rotation && DCFlagKeyPressed && (!AgentControlStopActive || MovementFlag != 0))) 2342 || (update_rotation && DCFlagKeyPressed && (!AgentControlStopActive || MovementFlag != 0)))
2344 { 2343 {
2345// if (update_movementflag || !AgentControlStopActive || MovementFlag != 0)
2346// {
2347// m_log.DebugFormat(
2348// "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, mf = {4}, ur = {5}",
2349// m_scene.RegionInfo.RegionName, agent_control_v3, Name,
2350// update_movementflag, MovementFlag, update_rotation);
2351
2352 float speedModifier;
2353 2344
2354 if (AgentControlStopActive) 2345 if (AgentControlStopActive)
2355 speedModifier = AgentControlStopSlowWhilstMoving; 2346 {
2347// if (MovementFlag == 0 && Animator.Falling)
2348 if (MovementFlag == 0 && Animator.currentControlState == ScenePresenceAnimator.motionControlStates.falling)
2349 {
2350 AddNewMovement(agent_control_v3, AgentControlStopSlowWhilstMoving, true);
2351 }
2356 else 2352 else
2357 speedModifier = 1; 2353 AddNewMovement(agent_control_v3, AgentControlStopSlowWhilstMoving);
2354 }
2355
2356 else
2357 AddNewMovement(agent_control_v3);
2358 2358
2359 AddNewMovement(agent_control_v3, speedModifier);
2360// }
2361 } 2359 }
2362// else
2363// {
2364// if (!update_movementflag)
2365// {
2366// m_log.DebugFormat(
2367// "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false",
2368// m_scene.RegionInfo.RegionName, agent_control_v3, Name);
2369// }
2370// }
2371 2360
2372 if (update_movementflag && ParentID == 0) 2361 if (update_movementflag && ParentID == 0)
2373 { 2362 {
@@ -3246,68 +3235,55 @@ namespace OpenSim.Region.Framework.Scenes
3246 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 3235 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
3247 /// <param name="thisAddSpeedModifier"> 3236 /// <param name="thisAddSpeedModifier">
3248 /// Optional additional speed modifier for this particular add. Default is 1</param> 3237 /// Optional additional speed modifier for this particular add. Default is 1</param>
3249 public void AddNewMovement(Vector3 vec, float thisAddSpeedModifier = 1) 3238 public void AddNewMovement(Vector3 vec, float thisAddSpeedModifier = 1, bool breaking = false)
3250 { 3239 {
3251// m_log.DebugFormat( 3240 // m_log.DebugFormat(
3252// "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}", 3241 // "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}",
3253// vec, Rotation, thisAddSpeedModifier, Name); 3242 // vec, Rotation, thisAddSpeedModifier, Name);
3254 3243
3244 // rotate from avatar coord space to world
3245 // for now all controls assume this is only a rotation around Z
3246 // if not all checks below need to be done before this rotation
3255 Vector3 direc = vec * Rotation; 3247 Vector3 direc = vec * Rotation;
3256 direc.Normalize(); 3248 direc.Normalize();
3257 3249
3258 if (Flying != FlyingOld) // add for fly velocity control 3250 // mouse look situation ?
3259 {
3260 FlyingOld = Flying; // add for fly velocity control
3261 if (!Flying)
3262 WasFlying = true; // add for fly velocity control
3263 }
3264
3265 if (IsColliding)
3266 WasFlying = false; // add for fly velocity control
3267
3268 if ((vec.Z == 0f) && !Flying) 3251 if ((vec.Z == 0f) && !Flying)
3269 direc.Z = 0f; // Prevent camera WASD up. 3252 direc.Z = 0f; // Prevent camera WASD up.
3270 3253
3254 // odd rescalings
3271 direc *= 0.03f * 128f * SpeedModifier * thisAddSpeedModifier; 3255 direc *= 0.03f * 128f * SpeedModifier * thisAddSpeedModifier;
3272 3256
3273// m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name); 3257 // m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name);
3274 3258
3275 if (PhysicsActor != null) 3259 if (Animator.currentControlState == ScenePresenceAnimator.motionControlStates.falling)
3276 { 3260 {
3277 if (Flying) 3261 if (breaking)
3278 { 3262 direc.Z = -9999f; //hack to tell physics to stop on Z
3263 else
3264 direc = Vector3.Zero;
3265 }
3266 else if (Flying)
3267 {
3268 if (IsColliding && direc.Z < 0)
3269 // landing situation, prevent avatar moving or it may fail to land
3270 // animator will handle this condition and do the land
3271 direc = Vector3.Zero;
3272 else
3279 direc *= 4.0f; 3273 direc *= 4.0f;
3280 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 3274 }
3281 //if (controlland) 3275 else if (IsColliding)
3282 // m_log.Info("[AGENT]: landCommand"); 3276 {
3283 //if (IsColliding) 3277 if (direc.Z > 2.0f) // reinforce jumps
3284 // m_log.Info("[AGENT]: colliding");
3285 //if (Flying && IsColliding && controlland)
3286 //{
3287 // StopFlying();
3288 // m_log.Info("[AGENT]: Stop Flying");
3289 //}
3290 }
3291 if (Animator.Falling && WasFlying) // if falling from flying, disable motion add
3292 {
3293 direc *= 0.0f;
3294 }
3295 else if (!Flying && IsColliding)
3296 { 3278 {
3297 if (direc.Z > 2.0f) 3279 direc.Z *= 2.6f;
3298 {
3299 direc.Z *= 2.6f;
3300
3301 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
3302// Animator.TrySetMovementAnimation("PREJUMP");
3303// Animator.TrySetMovementAnimation("JUMP");
3304 }
3305 } 3280 }
3281 else if (direc.Z < 0) // on a surface moving down (pg down) only changes animation
3282 direc.Z = 0;
3306 } 3283 }
3307 3284
3308// m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name); 3285 // m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name);
3309 3286
3310 // TODO: Add the force instead of only setting it to support multiple forces per frame?
3311 m_forceToApply = direc; 3287 m_forceToApply = direc;
3312 Animator.UpdateMovementAnimations(); 3288 Animator.UpdateMovementAnimations();
3313 } 3289 }
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
index daf6c7c..992fae7 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -79,6 +79,7 @@ namespace OpenSim.Region.Physics.OdePlugin
79 private Vector3 _acceleration; 79 private Vector3 _acceleration;
80 private Vector3 m_rotationalVelocity; 80 private Vector3 m_rotationalVelocity;
81 private Vector3 m_size; 81 private Vector3 m_size;
82 private Vector3 m_collideNormal;
82 private Quaternion m_orientation; 83 private Quaternion m_orientation;
83 private Quaternion m_orientation2D; 84 private Quaternion m_orientation2D;
84 private float m_mass = 80f; 85 private float m_mass = 80f;
@@ -109,6 +110,7 @@ namespace OpenSim.Region.Physics.OdePlugin
109 110
110 private bool _zeroFlag = false; 111 private bool _zeroFlag = false;
111 112
113
112 private uint m_localID = 0; 114 private uint m_localID = 0;
113 public bool m_returnCollisions = false; 115 public bool m_returnCollisions = false;
114 // taints and their non-tainted counterparts 116 // taints and their non-tainted counterparts
@@ -153,9 +155,7 @@ namespace OpenSim.Region.Physics.OdePlugin
153 public UUID m_uuid; 155 public UUID m_uuid;
154 public bool bad = false; 156 public bool bad = false;
155 157
156 float mu; 158 float mu;
157
158
159 159
160 public OdeCharacter(uint localID, String avName, OdeScene parent_scene, Vector3 pos, Vector3 pSize, float pfeetOffset, float density, float walk_divisor, float rundivisor) 160 public OdeCharacter(uint localID, String avName, OdeScene parent_scene, Vector3 pos, Vector3 pSize, float pfeetOffset, float density, float walk_divisor, float rundivisor)
161 { 161 {
@@ -864,11 +864,12 @@ namespace OpenSim.Region.Physics.OdePlugin
864 x = tx * cos - y * sin; 864 x = tx * cos - y * sin;
865 y = tx * sin + y * cos; 865 y = tx * sin + y * cos;
866 } 866 }
867 867
868 868 public bool Collide(IntPtr me, IntPtr other, bool reverse, ref d.ContactGeom contact,
869 public bool Collide(IntPtr me,IntPtr other, bool reverse, ref d.ContactGeom contact, ref bool feetcollision) 869 ref d.ContactGeom altContact , ref bool useAltcontact, ref bool feetcollision)
870 { 870 {
871 feetcollision = false; 871 feetcollision = false;
872 useAltcontact = false;
872 873
873 if (me == capsule) 874 if (me == capsule)
874 { 875 {
@@ -899,31 +900,78 @@ namespace OpenSim.Region.Physics.OdePlugin
899 { 900 {
900 feetcollision = true; 901 feetcollision = true;
901 if (h < boneOff) 902 if (h < boneOff)
903 {
904 m_collideNormal.X = contact.normal.X;
905 m_collideNormal.Y = contact.normal.Y;
906 m_collideNormal.Z = contact.normal.Z;
902 IsColliding = true; 907 IsColliding = true;
908 }
903 } 909 }
904 return true; 910 return true;
905 } 911 }
912/*
913 d.AABB aabb;
914 d.GeomGetAABB(other,out aabb);
915 float othertop = aabb.MaxZ - _position.Z;
916*/
917// if (offset.Z > 0 || othertop > -feetOff || contact.normal.Z > 0.35f)
918 if (offset.Z > 0 || contact.normal.Z > 0.35f)
919 {
920 if (offset.Z <= 0)
921 {
922 feetcollision = true;
923 if (h < boneOff)
924 {
925 m_collideNormal.X = contact.normal.X;
926 m_collideNormal.Y = contact.normal.Y;
927 m_collideNormal.Z = contact.normal.Z;
928 IsColliding = true;
929 }
930 }
906 931
907 if (offset.Z > 0) 932 if (contact.normal.Z < 0.2f)
933 {
934 contact.normal.Z = 0;
935 float t = contact.normal.X * contact.normal.X + contact.normal.Y * contact.normal.Y;
936 if (t > 0)
937 {
938 t = 1.0f / t;
939 contact.normal.X *= t;
940 contact.normal.Y *= t;
941 }
942 }
908 return true; 943 return true;
944 }
945
946 altContact = contact;
947 useAltcontact = true;
909 948
910 offset.Normalize(); 949 offset.Normalize();
911 950
951 if (contact.depth > 0.1f)
952 contact.depth = 0.1f;
953
912 if (reverse) 954 if (reverse)
913 { 955 {
914 contact.normal.X = offset.X; 956 altContact.normal.X = offset.X;
915 contact.normal.Y = offset.Y; 957 altContact.normal.Y = offset.Y;
916 contact.normal.Z = offset.Z; 958 altContact.normal.Z = offset.Z;
917 } 959 }
918 else 960 else
919 { 961 {
920 contact.normal.X = -offset.X; 962 altContact.normal.X = -offset.X;
921 contact.normal.Y = -offset.Y; 963 altContact.normal.Y = -offset.Y;
922 contact.normal.Z = -offset.Z; 964 altContact.normal.Z = -offset.Z;
923 } 965 }
966
924 feetcollision = true; 967 feetcollision = true;
925 if (h < boneOff) 968 if (h < boneOff)
969 {
970 m_collideNormal.X = contact.normal.X;
971 m_collideNormal.Y = contact.normal.Y;
972 m_collideNormal.Z = contact.normal.Z;
926 IsColliding = true; 973 IsColliding = true;
974 }
927 return true; 975 return true;
928 } 976 }
929 return false; 977 return false;
@@ -1003,6 +1051,9 @@ namespace OpenSim.Region.Physics.OdePlugin
1003 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); 1051 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
1004 float velLengthSquared = vel.LengthSquared(); 1052 float velLengthSquared = vel.LengthSquared();
1005 1053
1054
1055 Vector3 ctz = _target_velocity;
1056
1006 float movementdivisor = 1f; 1057 float movementdivisor = 1f;
1007 //Ubit change divisions into multiplications below 1058 //Ubit change divisions into multiplications below
1008 if (!m_alwaysRun) 1059 if (!m_alwaysRun)
@@ -1010,13 +1061,16 @@ namespace OpenSim.Region.Physics.OdePlugin
1010 else 1061 else
1011 movementdivisor = 1 / runDivisor; 1062 movementdivisor = 1 / runDivisor;
1012 1063
1064 ctz.X *= movementdivisor;
1065 ctz.Y *= movementdivisor;
1066
1013 //****************************************** 1067 //******************************************
1014 // colide with land 1068 // colide with land
1015 1069
1016 d.AABB aabb; 1070 d.AABB aabb;
1017// d.GeomGetAABB(feetbox, out aabb); 1071// d.GeomGetAABB(feetbox, out aabb);
1018 d.GeomGetAABB(capsule, out aabb); 1072 d.GeomGetAABB(capsule, out aabb);
1019 float chrminZ = aabb.MinZ; ; // move up a bit 1073 float chrminZ = aabb.MinZ; // move up a bit
1020 Vector3 posch = localpos; 1074 Vector3 posch = localpos;
1021 1075
1022 float ftmp; 1076 float ftmp;
@@ -1031,15 +1085,18 @@ namespace OpenSim.Region.Physics.OdePlugin
1031 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y); 1085 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
1032 if (chrminZ < terrainheight) 1086 if (chrminZ < terrainheight)
1033 { 1087 {
1088 if (ctz.Z < 0)
1089 ctz.Z = 0;
1090
1091 Vector3 n = _parent_scene.GetTerrainNormalAtXY(posch.X, posch.Y);
1034 float depth = terrainheight - chrminZ; 1092 float depth = terrainheight - chrminZ;
1093
1094 vec.Z = depth * PID_P * 50;
1095
1035 if (!flying) 1096 if (!flying)
1036 { 1097 vec.Z += -vel.Z * PID_D;
1037 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50;
1038 }
1039 else
1040 vec.Z = depth * PID_P * 50;
1041 1098
1042 if (depth < 0.1f) 1099 if (depth < 0.2f)
1043 { 1100 {
1044 m_colliderGroundfilter++; 1101 m_colliderGroundfilter++;
1045 if (m_colliderGroundfilter > 2) 1102 if (m_colliderGroundfilter > 2)
@@ -1053,50 +1110,83 @@ namespace OpenSim.Region.Physics.OdePlugin
1053 m_freemove = false; 1110 m_freemove = false;
1054 } 1111 }
1055 1112
1113 m_collideNormal.X = n.X;
1114 m_collideNormal.Y = n.Y;
1115 m_collideNormal.Z = n.Z;
1116
1056 m_iscollidingGround = true; 1117 m_iscollidingGround = true;
1057 1118
1119
1058 ContactPoint contact = new ContactPoint(); 1120 ContactPoint contact = new ContactPoint();
1059 contact.PenetrationDepth = depth; 1121 contact.PenetrationDepth = depth;
1060 contact.Position.X = localpos.X; 1122 contact.Position.X = localpos.X;
1061 contact.Position.Y = localpos.Y; 1123 contact.Position.Y = localpos.Y;
1062 contact.Position.Z = terrainheight; 1124 contact.Position.Z = terrainheight;
1063 contact.SurfaceNormal.X = 0.0f; 1125 contact.SurfaceNormal.X = -n.X;
1064 contact.SurfaceNormal.Y = 0.0f; 1126 contact.SurfaceNormal.Y = -n.Y;
1065 contact.SurfaceNormal.Z = -1f; 1127 contact.SurfaceNormal.Z = -n.Z;
1066 contact.RelativeSpeed = -vel.Z; 1128 contact.RelativeSpeed = -vel.Z;
1067 contact.CharacterFeet = true; 1129 contact.CharacterFeet = true;
1068 AddCollisionEvent(0, contact); 1130 AddCollisionEvent(0, contact);
1069 1131
1070 vec.Z *= 0.5f; 1132// vec.Z *= 0.5f;
1071 } 1133 }
1072 } 1134 }
1073 1135
1074 else 1136 else
1075 { 1137 {
1076 m_colliderGroundfilter = 0; 1138 m_colliderGroundfilter -= 5;
1077 m_iscollidingGround = false; 1139 if (m_colliderGroundfilter <= 0)
1140 {
1141 m_colliderGroundfilter = 0;
1142 m_iscollidingGround = false;
1143 }
1078 } 1144 }
1079 } 1145 }
1080 else 1146 else
1081 { 1147 {
1082 m_colliderGroundfilter = 0; 1148 m_colliderGroundfilter -= 5;
1083 m_iscollidingGround = false; 1149 if (m_colliderGroundfilter <= 0)
1150 {
1151 m_colliderGroundfilter = 0;
1152 m_iscollidingGround = false;
1153 }
1084 } 1154 }
1085 1155
1086 1156
1087 //****************************************** 1157 //******************************************
1158 if (!m_iscolliding)
1159 m_collideNormal.Z = 0;
1160
1161 bool tviszero = (ctz.X == 0.0f && ctz.Y == 0.0f && ctz.Z == 0.0f);
1162
1088 1163
1089 bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f);
1090 1164
1091 // if (!tviszero || m_iscolliding || velLengthSquared <0.01)
1092 if (!tviszero) 1165 if (!tviszero)
1166 {
1093 m_freemove = false; 1167 m_freemove = false;
1094 1168
1169 // movement relative to surface if moving on it
1170 // dont disturbe vertical movement, ie jumps
1171 if (m_iscolliding && !flying && ctz.Z == 0 && m_collideNormal.Z > 0.2f && m_collideNormal.Z < 0.94f)
1172 {
1173 float p = ctz.X * m_collideNormal.X + ctz.Y * m_collideNormal.Y;
1174 ctz.X *= (float)Math.Sqrt(1 - m_collideNormal.X * m_collideNormal.X);
1175 ctz.Y *= (float)Math.Sqrt(1 - m_collideNormal.Y * m_collideNormal.Y);
1176 ctz.Z -= p;
1177 if (ctz.Z < 0)
1178 ctz.Z *= 2;
1179
1180 }
1181
1182 }
1183
1184
1095 if (!m_freemove) 1185 if (!m_freemove)
1096 { 1186 {
1097 1187
1098 // if velocity is zero, use position control; otherwise, velocity control 1188 // if velocity is zero, use position control; otherwise, velocity control
1099 if (tviszero && m_iscolliding) 1189 if (tviszero && m_iscolliding && !flying)
1100 { 1190 {
1101 // keep track of where we stopped. No more slippin' & slidin' 1191 // keep track of where we stopped. No more slippin' & slidin'
1102 if (!_zeroFlag) 1192 if (!_zeroFlag)
@@ -1129,22 +1219,48 @@ namespace OpenSim.Region.Physics.OdePlugin
1129 { 1219 {
1130 if (!flying) 1220 if (!flying)
1131 { 1221 {
1132 if (_target_velocity.Z > 0.0f) 1222 // we are on a surface
1223 if (ctz.Z > 0f)
1133 { 1224 {
1134 // We're colliding with something and we're not flying but we're moving 1225 // moving up or JUMPING
1135 // This means we're walking or running. JUMPING 1226 vec.Z += (ctz.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
1136 vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P; 1227 vec.X += (ctz.X - vel.X) * (PID_D);
1228 vec.Y += (ctz.Y - vel.Y) * (PID_D);
1137 } 1229 }
1230 else
1231 {
1232 // we are moving down on a surface
1233 if (ctz.Z == 0)
1234 {
1235 if (vel.Z > 0)
1236 vec.Z -= vel.Z * PID_D * 2.0f;
1237 vec.X += (ctz.X - vel.X) * (PID_D);
1238 vec.Y += (ctz.Y - vel.Y) * (PID_D);
1239 }
1240 // intencionally going down
1241 else
1242 {
1243 if (ctz.Z < vel.Z)
1244 vec.Z += (ctz.Z - vel.Z) * PID_D * 2.0f;
1245 else
1246 {
1247 }
1248
1249 if (Math.Abs(ctz.X) > Math.Abs(vel.X))
1250 vec.X += (ctz.X - vel.X) * (PID_D);
1251 if (Math.Abs(ctz.Y) > Math.Abs(vel.Y))
1252 vec.Y += (ctz.Y - vel.Y) * (PID_D);
1253 }
1254 }
1255
1138 // We're standing on something 1256 // We're standing on something
1139 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
1140 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
1141 } 1257 }
1142 else 1258 else
1143 { 1259 {
1144 // We're flying and colliding with something 1260 // We're flying and colliding with something
1145 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f); 1261 vec.X += (ctz.X - vel.X) * (PID_D * 0.0625f);
1146 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f); 1262 vec.Y += (ctz.Y - vel.Y) * (PID_D * 0.0625f);
1147 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D); 1263 vec.Z += (ctz.Z - vel.Z) * (PID_D);
1148 } 1264 }
1149 } 1265 }
1150 else // ie not colliding 1266 else // ie not colliding
@@ -1152,9 +1268,9 @@ namespace OpenSim.Region.Physics.OdePlugin
1152 if (flying) //(!m_iscolliding && flying) 1268 if (flying) //(!m_iscolliding && flying)
1153 { 1269 {
1154 // we're in mid air suspended 1270 // we're in mid air suspended
1155 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f); 1271 vec.X += (ctz.X - vel.X) * (PID_D * 1.667f);
1156 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f); 1272 vec.Y += (ctz.Y - vel.Y) * (PID_D * 1.667f);
1157 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D); 1273 vec.Z += (ctz.Z - vel.Z) * (PID_D);
1158 } 1274 }
1159 1275
1160 else 1276 else
@@ -1163,8 +1279,11 @@ namespace OpenSim.Region.Physics.OdePlugin
1163 // m_iscolliding includes collisions with the ground. 1279 // m_iscolliding includes collisions with the ground.
1164 1280
1165 // d.Vector3 pos = d.BodyGetPosition(Body); 1281 // d.Vector3 pos = d.BodyGetPosition(Body);
1166 vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f; 1282 vec.X += (ctz.X - vel.X) * PID_D * 0.833f;
1167 vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f; 1283 vec.Y += (ctz.Y - vel.Y) * PID_D * 0.833f;
1284 // hack for breaking on fall
1285 if (ctz.Z == -9999f)
1286 vec.Z += -vel.Z * PID_D - _parent_scene.gravityz * m_mass;
1168 } 1287 }
1169 } 1288 }
1170 } 1289 }
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
index 9bf2abe..2adbe01 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -935,18 +935,22 @@ namespace OpenSim.Region.Physics.OdePlugin
935 SharedTmpcontact.surface.mu = mu; 935 SharedTmpcontact.surface.mu = mu;
936 SharedTmpcontact.surface.bounce = bounce; 936 SharedTmpcontact.surface.bounce = bounce;
937 937
938 d.ContactGeom altContact = new d.ContactGeom();
939 bool useAltcontact = false;
940 bool noskip = true;
941
938 while (true) 942 while (true)
939 { 943 {
940// if (!(IgnoreNegSides && curContact.side1 < 0)) 944// if (!(IgnoreNegSides && curContact.side1 < 0))
941 { 945 {
942 bool noskip = true; 946 noskip = true;
947 useAltcontact = false;
948
943 if (dop1ava) 949 if (dop1ava)
944 { 950 {
945 if (!(((OdeCharacter)p1).Collide(g1, g2, false, ref curContact, ref FeetCollision))) 951 if ((((OdeCharacter)p1).Collide(g1, g2, false, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision)))
946 noskip = false;
947 else
948 { 952 {
949 if(p2.PhysicsActorType == (int)ActorTypes.Agent) 953 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
950 { 954 {
951 p1.CollidingObj = true; 955 p1.CollidingObj = true;
952 p2.CollidingObj = true; 956 p2.CollidingObj = true;
@@ -954,18 +958,32 @@ namespace OpenSim.Region.Physics.OdePlugin
954 else if (p2.Velocity.LengthSquared() > 0.0f) 958 else if (p2.Velocity.LengthSquared() > 0.0f)
955 p2.CollidingObj = true; 959 p2.CollidingObj = true;
956 } 960 }
961 else
962 noskip = false;
957 } 963 }
958 else if (dop2ava) 964 else if (dop2ava)
959 { 965 {
960 if (!(((OdeCharacter)p2).Collide(g2,g1, true, ref curContact, ref FeetCollision))) 966 if ((((OdeCharacter)p2).Collide(g2, g1, true, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision)))
967 {
968 if (p1.PhysicsActorType == (int)ActorTypes.Agent)
969 {
970 p1.CollidingObj = true;
971 p2.CollidingObj = true;
972 }
973 else if (p2.Velocity.LengthSquared() > 0.0f)
974 p1.CollidingObj = true;
975 }
976 else
961 noskip = false; 977 noskip = false;
962 else if (p1.Velocity.LengthSquared() > 0.0f)
963 p1.CollidingObj = true;
964 } 978 }
965 979
966 if (noskip) 980 if (noskip)
967 { 981 {
968 Joint = CreateContacJoint(ref curContact); 982 if(useAltcontact)
983 Joint = CreateContacJoint(ref altContact);
984 else
985 Joint = CreateContacJoint(ref curContact);
986
969 if (Joint == IntPtr.Zero) 987 if (Joint == IntPtr.Zero)
970 break; 988 break;
971 989
@@ -1924,12 +1942,12 @@ namespace OpenSim.Region.Physics.OdePlugin
1924 dy = 0; 1942 dy = 0;
1925 } 1943 }
1926 } 1944 }
1927
1928 else 1945 else
1929 { 1946 {
1930 // we still have square fixed size regions 1947 // we still have square fixed size regions
1931 // also flip x and y because of how map is done for ODE fliped axis 1948 // also flip x and y because of how map is done for ODE fliped axis
1932 // so ix,iy,dx and dy are inter exchanged 1949 // so ix,iy,dx and dy are inter exchanged
1950
1933 if (x < regsize - 1) 1951 if (x < regsize - 1)
1934 { 1952 {
1935 iy = (int)x; 1953 iy = (int)x;
@@ -1976,7 +1994,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1976 */ 1994 */
1977 h0 = ((float)heights[iy]); // 0,0 vertice 1995 h0 = ((float)heights[iy]); // 0,0 vertice
1978 1996
1979 if ((dy > dx)) 1997 if (dy>dx)
1980 { 1998 {
1981 iy += regsize; 1999 iy += regsize;
1982 h2 = (float)heights[iy]; // 0,1 vertice 2000 h2 = (float)heights[iy]; // 0,1 vertice
@@ -1994,6 +2012,133 @@ namespace OpenSim.Region.Physics.OdePlugin
1994 return h0 + h1 + h2; 2012 return h0 + h1 + h2;
1995 } 2013 }
1996 2014
2015 public Vector3 GetTerrainNormalAtXY(float x, float y)
2016 {
2017 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
2018 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
2019
2020 IntPtr heightFieldGeom = IntPtr.Zero;
2021 Vector3 norm = new Vector3(0, 0, 1);
2022
2023 // get region map
2024 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
2025 return norm;
2026
2027 if (heightFieldGeom == IntPtr.Zero)
2028 return norm;
2029
2030 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
2031 return norm;
2032
2033 // TerrainHeightField for ODE as offset 1m
2034 x += 1f - offsetX;
2035 y += 1f - offsetY;
2036
2037 // make position fit into array
2038 if (x < 0)
2039 x = 0;
2040 if (y < 0)
2041 y = 0;
2042
2043 // integer indexs
2044 int ix;
2045 int iy;
2046 // interpolators offset
2047 float dx;
2048 float dy;
2049
2050
2051 int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
2052 int xstep = 1;
2053 int ystep = regsize;
2054 bool firstTri = false;
2055
2056 if (OdeUbitLib)
2057 {
2058 if (x < regsize - 1)
2059 {
2060 ix = (int)x;
2061 dx = x - (float)ix;
2062 }
2063 else // out world use external height
2064 {
2065 ix = regsize - 2;
2066 dx = 0;
2067 }
2068 if (y < regsize - 1)
2069 {
2070 iy = (int)y;
2071 dy = y - (float)iy;
2072 }
2073 else
2074 {
2075 iy = regsize - 2;
2076 dy = 0;
2077 }
2078 firstTri = dy > dx;
2079 }
2080
2081 else
2082 {
2083 xstep = regsize;
2084 ystep = 1;
2085 // we still have square fixed size regions
2086 // also flip x and y because of how map is done for ODE fliped axis
2087 // so ix,iy,dx and dy are inter exchanged
2088 if (x < regsize - 1)
2089 {
2090 iy = (int)x;
2091 dy = x - (float)iy;
2092 }
2093 else // out world use external height
2094 {
2095 iy = regsize - 2;
2096 dy = 0;
2097 }
2098 if (y < regsize - 1)
2099 {
2100 ix = (int)y;
2101 dx = y - (float)ix;
2102 }
2103 else
2104 {
2105 ix = regsize - 2;
2106 dx = 0;
2107 }
2108 firstTri = dx > dy;
2109 }
2110
2111 float h0;
2112 float h1;
2113 float h2;
2114
2115 iy *= regsize;
2116 iy += ix; // all indexes have iy + ix
2117
2118 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
2119
2120 if (firstTri)
2121 {
2122 h1 = ((float)heights[iy]); // 0,0 vertice
2123 iy += ystep;
2124 h0 = (float)heights[iy]; // 0,1
2125 h2 = (float)heights[iy+xstep]; // 1,1 vertice
2126 norm.X = h0 - h2;
2127 norm.Y = h1 - h0;
2128 }
2129 else
2130 {
2131 h2 = ((float)heights[iy]); // 0,0 vertice
2132 iy += xstep;
2133 h0 = ((float)heights[iy]); // 1,0 vertice
2134 h1 = (float)heights[iy+ystep]; // vertice 1,1
2135 norm.X = h2 - h0;
2136 norm.Y = h0 - h1;
2137 }
2138 norm.Z = 1;
2139 norm.Normalize();
2140 return norm;
2141 }
1997 2142
1998 public override void SetTerrain(float[] heightMap) 2143 public override void SetTerrain(float[] heightMap)
1999 { 2144 {