diff options
author | Robert Adams | 2013-12-01 15:51:42 -0800 |
---|---|---|
committer | Robert Adams | 2013-12-01 15:51:42 -0800 |
commit | 31bacfbb63a3871af1ff1fbaec2acd5f5021c926 (patch) | |
tree | fe9b9d826c1fdef55840d346ff5c9c481a4bfc82 /OpenSim/Region/Framework/Scenes/ScenePresence.cs | |
parent | varregion: Add MaxRegionSize constant and enforce in RegionInfo. (diff) | |
parent | Actually use the SP.AgentControlStopSlowWhilstMoving parameter intoroduced fo... (diff) | |
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Merge branch 'master' into varregion
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 278 |
1 files changed, 188 insertions, 90 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index e827229..7ae9be5 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -351,15 +351,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
351 | /// <summary> | 351 | /// <summary> |
352 | /// Record user movement inputs. | 352 | /// Record user movement inputs. |
353 | /// </summary> | 353 | /// </summary> |
354 | public byte MovementFlag { get; private set; } | 354 | public uint MovementFlag { get; private set; } |
355 | 355 | ||
356 | private bool m_updateflag; | 356 | /// <summary> |
357 | 357 | /// Is the agent stop control flag currently active? | |
358 | public bool Updated | 358 | /// </summary> |
359 | { | 359 | public bool AgentControlStopActive { get; private set; } |
360 | set { m_updateflag = value; } | ||
361 | get { return m_updateflag; } | ||
362 | } | ||
363 | 360 | ||
364 | private bool m_invulnerable = true; | 361 | private bool m_invulnerable = true; |
365 | 362 | ||
@@ -480,8 +477,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
480 | get { return (IClientCore)ControllingClient; } | 477 | get { return (IClientCore)ControllingClient; } |
481 | } | 478 | } |
482 | 479 | ||
483 | public Vector3 ParentPosition { get; set; } | ||
484 | |||
485 | /// <summary> | 480 | /// <summary> |
486 | /// Position of this avatar relative to the region the avatar is in | 481 | /// Position of this avatar relative to the region the avatar is in |
487 | /// </summary> | 482 | /// </summary> |
@@ -499,6 +494,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
499 | } | 494 | } |
500 | else | 495 | else |
501 | { | 496 | { |
497 | // m_log.DebugFormat("[SCENE PRESENCE]: Fetching abs pos where PhysicsActor == null and parent part {0} for {1}", Name, Scene.Name); | ||
502 | // Obtain the correct position of a seated avatar. | 498 | // Obtain the correct position of a seated avatar. |
503 | // In addition to providing the correct position while | 499 | // In addition to providing the correct position while |
504 | // the avatar is seated, this value will also | 500 | // the avatar is seated, this value will also |
@@ -522,7 +518,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
522 | } | 518 | } |
523 | set | 519 | set |
524 | { | 520 | { |
525 | // m_log.DebugFormat("[SCENE PRESENCE]: Setting position of {0} in {1} to {2}", Name, Scene.Name, value); | 521 | // m_log.DebugFormat("[SCENE PRESENCE]: Setting position of {0} to {1} in {2}", Name, value, Scene.Name); |
526 | // Util.PrintCallStack(); | 522 | // Util.PrintCallStack(); |
527 | 523 | ||
528 | if (PhysicsActor != null) | 524 | if (PhysicsActor != null) |
@@ -539,10 +535,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
539 | 535 | ||
540 | // Don't update while sitting. The PhysicsActor above is null whilst sitting. | 536 | // Don't update while sitting. The PhysicsActor above is null whilst sitting. |
541 | if (ParentID == 0) | 537 | if (ParentID == 0) |
542 | { | ||
543 | m_pos = value; | 538 | m_pos = value; |
544 | ParentPosition = Vector3.Zero; | ||
545 | } | ||
546 | 539 | ||
547 | //m_log.DebugFormat( | 540 | //m_log.DebugFormat( |
548 | // "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", | 541 | // "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", |
@@ -769,6 +762,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
769 | set { m_speedModifier = value; } | 762 | set { m_speedModifier = value; } |
770 | } | 763 | } |
771 | 764 | ||
765 | /// <summary> | ||
766 | /// Modifier for agent movement if we get an AGENT_CONTROL_STOP whilst walking or running | ||
767 | /// </summary> | ||
768 | /// <remarks> | ||
769 | /// AGENT_CONTRL_STOP comes about if user holds down space key on viewers. | ||
770 | /// </remarks> | ||
771 | private float AgentControlStopSlowWhilstMoving = 0.5f; | ||
772 | |||
772 | private bool m_forceFly; | 773 | private bool m_forceFly; |
773 | 774 | ||
774 | public bool ForceFly | 775 | public bool ForceFly |
@@ -1635,7 +1636,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1635 | if ((oldState & (uint)AgentState.Editing) != 0 && State == (uint)AgentState.None) | 1636 | if ((oldState & (uint)AgentState.Editing) != 0 && State == (uint)AgentState.None) |
1636 | ControllingClient.SendAgentTerseUpdate(this); | 1637 | ControllingClient.SendAgentTerseUpdate(this); |
1637 | 1638 | ||
1638 | |||
1639 | PhysicsActor actor = PhysicsActor; | 1639 | PhysicsActor actor = PhysicsActor; |
1640 | if (actor == null) | 1640 | if (actor == null) |
1641 | { | 1641 | { |
@@ -1696,10 +1696,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1696 | else | 1696 | else |
1697 | dirVectors = Dir_Vectors; | 1697 | dirVectors = Dir_Vectors; |
1698 | 1698 | ||
1699 | // The fact that MovementFlag is a byte needs to be fixed | ||
1700 | // it really should be a uint | ||
1701 | // A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction. | 1699 | // A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction. |
1702 | uint nudgehack = 250; | ||
1703 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 1700 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
1704 | { | 1701 | { |
1705 | if (((uint)flags & (uint)DCF) != 0) | 1702 | if (((uint)flags & (uint)DCF) != 0) |
@@ -1716,29 +1713,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
1716 | // Why did I get this? | 1713 | // Why did I get this? |
1717 | } | 1714 | } |
1718 | 1715 | ||
1719 | if ((MovementFlag & (byte)(uint)DCF) == 0) | 1716 | if (((MovementFlag & (uint)DCF) == 0) & !AgentControlStopActive) |
1720 | { | 1717 | { |
1721 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE || | ||
1722 | DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT_NUDGE) | ||
1723 | { | ||
1724 | MovementFlag |= (byte)nudgehack; | ||
1725 | } | ||
1726 | |||
1727 | //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF); | 1718 | //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF); |
1728 | MovementFlag += (byte)(uint)DCF; | 1719 | MovementFlag += (uint)DCF; |
1729 | update_movementflag = true; | 1720 | update_movementflag = true; |
1730 | } | 1721 | } |
1731 | } | 1722 | } |
1732 | else | 1723 | else |
1733 | { | 1724 | { |
1734 | if ((MovementFlag & (byte)(uint)DCF) != 0 || | 1725 | if ((MovementFlag & (uint)DCF) != 0) |
1735 | ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE || | ||
1736 | DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT_NUDGE) | ||
1737 | && ((MovementFlag & (byte)nudgehack) == nudgehack)) | ||
1738 | ) // This or is for Nudge forward | ||
1739 | { | 1726 | { |
1740 | //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF); | 1727 | //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF); |
1741 | MovementFlag -= ((byte)(uint)DCF); | 1728 | MovementFlag -= (uint)DCF; |
1742 | update_movementflag = true; | 1729 | update_movementflag = true; |
1743 | 1730 | ||
1744 | /* | 1731 | /* |
@@ -1758,6 +1745,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1758 | i++; | 1745 | i++; |
1759 | } | 1746 | } |
1760 | 1747 | ||
1748 | // Detect AGENT_CONTROL_STOP state changes | ||
1749 | if (AgentControlStopActive != ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STOP) != 0)) | ||
1750 | { | ||
1751 | AgentControlStopActive = !AgentControlStopActive; | ||
1752 | update_movementflag = true; | ||
1753 | } | ||
1754 | |||
1761 | if (MovingToTarget) | 1755 | if (MovingToTarget) |
1762 | { | 1756 | { |
1763 | // If the user has pressed a key then we want to cancel any move to target. | 1757 | // If the user has pressed a key then we want to cancel any move to target. |
@@ -1783,53 +1777,79 @@ namespace OpenSim.Region.Framework.Scenes | |||
1783 | // Only do this if we're flying | 1777 | // Only do this if we're flying |
1784 | if (Flying && !ForceFly) | 1778 | if (Flying && !ForceFly) |
1785 | { | 1779 | { |
1786 | // Landing detection code | 1780 | // Need to stop in mid air if user holds down AGENT_CONTROL_STOP |
1787 | 1781 | if (AgentControlStopActive) | |
1788 | // Are the landing controls requirements filled? | ||
1789 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || | ||
1790 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | ||
1791 | |||
1792 | //m_log.Debug("[CONTROL]: " +flags); | ||
1793 | // Applies a satisfying roll effect to the avatar when flying. | ||
1794 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0 && (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) | ||
1795 | { | ||
1796 | ApplyFlyingRoll( | ||
1797 | FLY_ROLL_RADIANS_PER_UPDATE, | ||
1798 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, | ||
1799 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); | ||
1800 | } | ||
1801 | else if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0 && | ||
1802 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) | ||
1803 | { | 1782 | { |
1804 | ApplyFlyingRoll( | 1783 | agent_control_v3 = Vector3.Zero; |
1805 | -FLY_ROLL_RADIANS_PER_UPDATE, | ||
1806 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, | ||
1807 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); | ||
1808 | } | 1784 | } |
1809 | else | 1785 | else |
1810 | { | 1786 | { |
1811 | if (m_AngularVelocity.Z != 0) | 1787 | // Landing detection code |
1812 | m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); | ||
1813 | } | ||
1814 | 1788 | ||
1815 | if (Flying && IsColliding && controlland) | 1789 | // Are the landing controls requirements filled? |
1816 | { | 1790 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || |
1817 | // nesting this check because LengthSquared() is expensive and we don't | 1791 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
1818 | // want to do it every step when flying. | 1792 | |
1819 | if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX)) | 1793 | //m_log.Debug("[CONTROL]: " +flags); |
1820 | StopFlying(); | 1794 | // Applies a satisfying roll effect to the avatar when flying. |
1795 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0 && (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) | ||
1796 | { | ||
1797 | ApplyFlyingRoll( | ||
1798 | FLY_ROLL_RADIANS_PER_UPDATE, | ||
1799 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, | ||
1800 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); | ||
1801 | } | ||
1802 | else if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0 && | ||
1803 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) | ||
1804 | { | ||
1805 | ApplyFlyingRoll( | ||
1806 | -FLY_ROLL_RADIANS_PER_UPDATE, | ||
1807 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, | ||
1808 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); | ||
1809 | } | ||
1810 | else | ||
1811 | { | ||
1812 | if (m_AngularVelocity.Z != 0) | ||
1813 | m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); | ||
1814 | } | ||
1815 | |||
1816 | if (Flying && IsColliding && controlland) | ||
1817 | { | ||
1818 | // nesting this check because LengthSquared() is expensive and we don't | ||
1819 | // want to do it every step when flying. | ||
1820 | if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX)) | ||
1821 | StopFlying(); | ||
1822 | } | ||
1821 | } | 1823 | } |
1822 | } | 1824 | } |
1823 | 1825 | ||
1826 | // m_log.DebugFormat("[SCENE PRESENCE]: MovementFlag {0} for {1}", MovementFlag, Name); | ||
1827 | |||
1824 | // If the agent update does move the avatar, then calculate the force ready for the velocity update, | 1828 | // If the agent update does move the avatar, then calculate the force ready for the velocity update, |
1825 | // which occurs later in the main scene loop | 1829 | // which occurs later in the main scene loop |
1826 | if (update_movementflag || (update_rotation && DCFlagKeyPressed)) | 1830 | // We also need to update if the user rotates their avatar whilst it is slow walking/running (if they |
1831 | // held down AGENT_CONTROL_STOP whilst normal walking/running). However, we do not want to update | ||
1832 | // if the user rotated whilst holding down AGENT_CONTROL_STOP when already still (which locks the | ||
1833 | // avatar location in place). | ||
1834 | if (update_movementflag | ||
1835 | || (update_rotation && DCFlagKeyPressed && (!AgentControlStopActive || MovementFlag != 0))) | ||
1827 | { | 1836 | { |
1828 | // m_log.DebugFormat( | 1837 | // if (update_movementflag || !AgentControlStopActive || MovementFlag != 0) |
1829 | // "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}", | 1838 | // { |
1830 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation); | 1839 | // m_log.DebugFormat( |
1840 | // "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, mf = {4}, ur = {5}", | ||
1841 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name, | ||
1842 | // update_movementflag, MovementFlag, update_rotation); | ||
1843 | |||
1844 | float speedModifier; | ||
1831 | 1845 | ||
1832 | AddNewMovement(agent_control_v3); | 1846 | if (AgentControlStopActive) |
1847 | speedModifier = AgentControlStopSlowWhilstMoving; | ||
1848 | else | ||
1849 | speedModifier = 1; | ||
1850 | |||
1851 | AddNewMovement(agent_control_v3, speedModifier); | ||
1852 | // } | ||
1833 | } | 1853 | } |
1834 | // else | 1854 | // else |
1835 | // { | 1855 | // { |
@@ -1842,7 +1862,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1842 | // } | 1862 | // } |
1843 | 1863 | ||
1844 | if (update_movementflag && ParentID == 0) | 1864 | if (update_movementflag && ParentID == 0) |
1865 | { | ||
1866 | // m_log.DebugFormat("[SCENE PRESENCE]: Updating movement animations for {0}", Name); | ||
1845 | Animator.UpdateMovementAnimations(); | 1867 | Animator.UpdateMovementAnimations(); |
1868 | } | ||
1846 | 1869 | ||
1847 | SendControlsToScripts(flagsForScripts); | 1870 | SendControlsToScripts(flagsForScripts); |
1848 | } | 1871 | } |
@@ -2170,13 +2193,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2170 | { | 2193 | { |
2171 | // m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); | 2194 | // m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); |
2172 | 2195 | ||
2196 | bool satOnObject = IsSatOnObject; | ||
2197 | SceneObjectPart part = ParentPart; | ||
2173 | SitGround = false; | 2198 | SitGround = false; |
2174 | if (PhysicsActor == null) | ||
2175 | AddToPhysicalScene(false); | ||
2176 | 2199 | ||
2177 | if (ParentID != 0) | 2200 | if (satOnObject) |
2178 | { | 2201 | { |
2179 | SceneObjectPart part = ParentPart; | ||
2180 | TaskInventoryDictionary taskIDict = part.TaskInventory; | 2202 | TaskInventoryDictionary taskIDict = part.TaskInventory; |
2181 | if (taskIDict != null) | 2203 | if (taskIDict != null) |
2182 | { | 2204 | { |
@@ -2192,21 +2214,64 @@ namespace OpenSim.Region.Framework.Scenes | |||
2192 | } | 2214 | } |
2193 | } | 2215 | } |
2194 | 2216 | ||
2195 | ParentPosition = part.GetWorldPosition(); | 2217 | Vector3 sitPartWorldPosition = part.GetWorldPosition(); |
2196 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); | 2218 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); |
2197 | 2219 | ||
2198 | m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); | ||
2199 | ParentPosition = Vector3.Zero; | ||
2200 | |||
2201 | ParentID = 0; | 2220 | ParentID = 0; |
2202 | ParentPart = null; | 2221 | ParentPart = null; |
2222 | |||
2223 | Quaternion standRotation; | ||
2224 | |||
2225 | if (part.SitTargetAvatar == UUID) | ||
2226 | { | ||
2227 | standRotation = part.GetWorldRotation(); | ||
2228 | |||
2229 | if (!part.IsRoot) | ||
2230 | standRotation = standRotation * part.SitTargetOrientation; | ||
2231 | // standRotation = part.RotationOffset * part.SitTargetOrientation; | ||
2232 | // else | ||
2233 | // standRotation = part.SitTargetOrientation; | ||
2234 | |||
2235 | } | ||
2236 | else | ||
2237 | { | ||
2238 | standRotation = Rotation; | ||
2239 | } | ||
2240 | |||
2241 | //Vector3 standPos = ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); | ||
2242 | //Vector3 standPos = ParentPosition; | ||
2243 | |||
2244 | // Vector3 standPositionAdjustment | ||
2245 | // = part.SitTargetPosition + new Vector3(0.5f, 0f, m_sitAvatarHeight / 2f); | ||
2246 | Vector3 adjustmentForSitPosition = part.SitTargetPosition * part.GetWorldRotation(); | ||
2247 | |||
2248 | // XXX: This is based on the physics capsule sizes. Need to find a better way to read this rather than | ||
2249 | // hardcoding here. | ||
2250 | Vector3 adjustmentForSitPose = new Vector3(0.74f, 0f, 0f) * standRotation; | ||
2251 | |||
2252 | Vector3 standPos = sitPartWorldPosition + adjustmentForSitPosition + adjustmentForSitPose; | ||
2253 | |||
2254 | // m_log.DebugFormat( | ||
2255 | // "[SCENE PRESENCE]: Setting stand to pos {0}, (adjustmentForSitPosition {1}, adjustmentForSitPose {2}) rotation {3} for {4} in {5}", | ||
2256 | // standPos, adjustmentForSitPosition, adjustmentForSitPose, standRotation, Name, Scene.Name); | ||
2257 | |||
2258 | Rotation = standRotation; | ||
2259 | AbsolutePosition = standPos; | ||
2260 | } | ||
2261 | |||
2262 | // We need to wait until we have calculated proper stand positions before sitting up the physical | ||
2263 | // avatar to avoid race conditions. | ||
2264 | if (PhysicsActor == null) | ||
2265 | AddToPhysicalScene(false); | ||
2266 | |||
2267 | if (satOnObject) | ||
2268 | { | ||
2203 | SendAvatarDataToAllAgents(); | 2269 | SendAvatarDataToAllAgents(); |
2204 | m_requestedSitTargetID = 0; | 2270 | m_requestedSitTargetID = 0; |
2205 | 2271 | ||
2206 | part.RemoveSittingAvatar(UUID); | 2272 | part.RemoveSittingAvatar(UUID); |
2207 | 2273 | ||
2208 | if (part != null) | 2274 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); |
2209 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); | ||
2210 | } | 2275 | } |
2211 | 2276 | ||
2212 | Animator.TrySetMovementAnimation("STAND"); | 2277 | Animator.TrySetMovementAnimation("STAND"); |
@@ -2264,7 +2329,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2264 | m_sitAvatarHeight = PhysicsActor.Size.Z; | 2329 | m_sitAvatarHeight = PhysicsActor.Size.Z; |
2265 | 2330 | ||
2266 | bool canSit = false; | 2331 | bool canSit = false; |
2267 | Vector3 pos = part.AbsolutePosition + offset; | ||
2268 | 2332 | ||
2269 | if (part.IsSitTargetSet && part.SitTargetAvatar == UUID.Zero) | 2333 | if (part.IsSitTargetSet && part.SitTargetAvatar == UUID.Zero) |
2270 | { | 2334 | { |
@@ -2274,10 +2338,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
2274 | 2338 | ||
2275 | offset = part.SitTargetPosition; | 2339 | offset = part.SitTargetPosition; |
2276 | sitOrientation = part.SitTargetOrientation; | 2340 | sitOrientation = part.SitTargetOrientation; |
2341 | |||
2342 | if (!part.IsRoot) | ||
2343 | { | ||
2344 | // m_log.DebugFormat("Old sit orient {0}", sitOrientation); | ||
2345 | sitOrientation = part.RotationOffset * sitOrientation; | ||
2346 | // m_log.DebugFormat("New sit orient {0}", sitOrientation); | ||
2347 | // m_log.DebugFormat("Old sit offset {0}", offset); | ||
2348 | offset = offset * part.RotationOffset; | ||
2349 | // m_log.DebugFormat("New sit offset {0}", offset); | ||
2350 | } | ||
2351 | |||
2277 | canSit = true; | 2352 | canSit = true; |
2278 | } | 2353 | } |
2279 | else | 2354 | else |
2280 | { | 2355 | { |
2356 | Vector3 pos = part.AbsolutePosition + offset; | ||
2357 | |||
2281 | if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10) | 2358 | if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10) |
2282 | { | 2359 | { |
2283 | // m_log.DebugFormat( | 2360 | // m_log.DebugFormat( |
@@ -2309,8 +2386,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2309 | cameraEyeOffset = part.GetCameraEyeOffset(); | 2386 | cameraEyeOffset = part.GetCameraEyeOffset(); |
2310 | forceMouselook = part.GetForceMouselook(); | 2387 | forceMouselook = part.GetForceMouselook(); |
2311 | 2388 | ||
2389 | // An viewer expects to specify sit positions as offsets to the root prim, even if a child prim is | ||
2390 | // being sat upon. | ||
2391 | offset += part.OffsetPosition; | ||
2392 | |||
2312 | ControllingClient.SendSitResponse( | 2393 | ControllingClient.SendSitResponse( |
2313 | part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); | 2394 | part.ParentGroup.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); |
2314 | 2395 | ||
2315 | m_requestedSitTargetUUID = part.UUID; | 2396 | m_requestedSitTargetUUID = part.UUID; |
2316 | 2397 | ||
@@ -2583,14 +2664,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
2583 | 2664 | ||
2584 | //Quaternion result = (sitTargetOrient * vq) * nq; | 2665 | //Quaternion result = (sitTargetOrient * vq) * nq; |
2585 | 2666 | ||
2586 | m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; | 2667 | Vector3 newPos = sitTargetPos + SIT_TARGET_ADJUSTMENT; |
2587 | Rotation = sitTargetOrient; | 2668 | Quaternion newRot; |
2588 | ParentPosition = part.AbsolutePosition; | 2669 | |
2670 | if (part.IsRoot) | ||
2671 | { | ||
2672 | newRot = sitTargetOrient; | ||
2673 | } | ||
2674 | else | ||
2675 | { | ||
2676 | newPos = newPos * part.RotationOffset; | ||
2677 | newRot = part.RotationOffset * sitTargetOrient; | ||
2678 | } | ||
2679 | |||
2680 | newPos += part.OffsetPosition; | ||
2681 | |||
2682 | m_pos = newPos; | ||
2683 | Rotation = newRot; | ||
2589 | } | 2684 | } |
2590 | else | 2685 | else |
2591 | { | 2686 | { |
2592 | m_pos -= part.AbsolutePosition; | 2687 | // An viewer expects to specify sit positions as offsets to the root prim, even if a child prim is |
2593 | ParentPosition = part.AbsolutePosition; | 2688 | // being sat upon. |
2689 | m_pos -= part.GroupPosition; | ||
2594 | 2690 | ||
2595 | // m_log.DebugFormat( | 2691 | // m_log.DebugFormat( |
2596 | // "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", | 2692 | // "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", |
@@ -2652,10 +2748,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2652 | /// Rotate the avatar to the given rotation and apply a movement in the given relative vector | 2748 | /// Rotate the avatar to the given rotation and apply a movement in the given relative vector |
2653 | /// </summary> | 2749 | /// </summary> |
2654 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 2750 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
2655 | public void AddNewMovement(Vector3 vec) | 2751 | /// <param name="thisAddSpeedModifier"> |
2752 | /// Optional additional speed modifier for this particular add. Default is 1</param> | ||
2753 | public void AddNewMovement(Vector3 vec, float thisAddSpeedModifier = 1) | ||
2656 | { | 2754 | { |
2657 | // m_log.DebugFormat( | 2755 | // m_log.DebugFormat( |
2658 | // "[SCENE PRESENCE]: Adding new movement {0} with rotation {1} for {2}", vec, Rotation, Name); | 2756 | // "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}", |
2757 | // vec, Rotation, thisAddSpeedModifier, Name); | ||
2659 | 2758 | ||
2660 | Vector3 direc = vec * Rotation; | 2759 | Vector3 direc = vec * Rotation; |
2661 | direc.Normalize(); | 2760 | direc.Normalize(); |
@@ -2673,7 +2772,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2673 | if ((vec.Z == 0f) && !Flying) | 2772 | if ((vec.Z == 0f) && !Flying) |
2674 | direc.Z = 0f; // Prevent camera WASD up. | 2773 | direc.Z = 0f; // Prevent camera WASD up. |
2675 | 2774 | ||
2676 | direc *= 0.03f * 128f * SpeedModifier; | 2775 | direc *= 0.03f * 128f * SpeedModifier * thisAddSpeedModifier; |
2677 | 2776 | ||
2678 | // m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name); | 2777 | // m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name); |
2679 | 2778 | ||
@@ -2822,6 +2921,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2822 | lastTerseUpdateToAllClientsTick = currentTick; | 2921 | lastTerseUpdateToAllClientsTick = currentTick; |
2823 | lastPositionSentToAllClients = OffsetPosition; | 2922 | lastPositionSentToAllClients = OffsetPosition; |
2824 | 2923 | ||
2924 | // Console.WriteLine("Scheduled update for {0} in {1}", Name, Scene.Name); | ||
2825 | m_scene.ForEachClient(SendTerseUpdateToClient); | 2925 | m_scene.ForEachClient(SendTerseUpdateToClient); |
2826 | } | 2926 | } |
2827 | TriggerScenePresenceUpdated(); | 2927 | TriggerScenePresenceUpdated(); |
@@ -3616,8 +3716,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3616 | { | 3716 | { |
3617 | Vector3 force = m_forceToApply.Value; | 3717 | Vector3 force = m_forceToApply.Value; |
3618 | 3718 | ||
3619 | Updated = true; | ||
3620 | |||
3621 | Velocity = force; | 3719 | Velocity = force; |
3622 | 3720 | ||
3623 | m_forceToApply = null; | 3721 | m_forceToApply = null; |