diff options
Merge branch 'bigmerge' of ssh://3dhosting.de/var/git/careminster into bigmerge
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 94 |
1 files changed, 71 insertions, 23 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index fa6945c..dee9bc3 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -71,7 +71,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
71 | { | 71 | { |
72 | // ~ScenePresence() | 72 | // ~ScenePresence() |
73 | // { | 73 | // { |
74 | // m_log.Debug("[ScenePresence] Destructor called"); | 74 | // m_log.Debug("[SCENE PRESENCE] Destructor called"); |
75 | // } | 75 | // } |
76 | 76 | ||
77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
@@ -191,8 +191,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
191 | 191 | ||
192 | private Quaternion m_bodyRot = Quaternion.Identity; | 192 | private Quaternion m_bodyRot = Quaternion.Identity; |
193 | 193 | ||
194 | private Quaternion m_bodyRotPrevious = Quaternion.Identity; | ||
195 | |||
196 | private const int LAND_VELOCITYMAG_MAX = 12; | 194 | private const int LAND_VELOCITYMAG_MAX = 12; |
197 | 195 | ||
198 | public bool IsRestrictedToRegion; | 196 | public bool IsRestrictedToRegion; |
@@ -238,6 +236,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
238 | public Vector3 MoveToPositionTarget { get; private set; } | 236 | public Vector3 MoveToPositionTarget { get; private set; } |
239 | private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | 237 | private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); |
240 | 238 | ||
239 | /// <summary> | ||
240 | /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying). | ||
241 | /// </summary> | ||
242 | public bool LandAtTarget { get; private set; } | ||
243 | |||
241 | private bool m_followCamAuto; | 244 | private bool m_followCamAuto; |
242 | 245 | ||
243 | private int m_movementUpdateCount; | 246 | private int m_movementUpdateCount; |
@@ -492,7 +495,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
492 | PhysicsActor actor = m_physicsActor; | 495 | PhysicsActor actor = m_physicsActor; |
493 | // if (actor != null) | 496 | // if (actor != null) |
494 | if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting! | 497 | if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting! |
498 | { | ||
495 | m_pos = actor.Position; | 499 | m_pos = actor.Position; |
500 | |||
501 | // m_log.DebugFormat( | ||
502 | // "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!", | ||
503 | // m_pos, Name, Scene.RegionInfo.RegionName); | ||
504 | } | ||
496 | else | 505 | else |
497 | { | 506 | { |
498 | // Obtain the correct position of a seated avatar. | 507 | // Obtain the correct position of a seated avatar. |
@@ -536,20 +545,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
536 | } | 545 | } |
537 | catch (Exception e) | 546 | catch (Exception e) |
538 | { | 547 | { |
539 | m_log.Error("[SCENEPRESENCE]: ABSOLUTE POSITION " + e.Message); | 548 | m_log.Error("[SCENE PRESENCE]: ABSOLUTE POSITION " + e.Message); |
540 | } | 549 | } |
541 | } | 550 | } |
542 | 551 | ||
543 | if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting! | 552 | // Changed this to update unconditionally to make npose work |
553 | // if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting! | ||
544 | m_pos = value; | 554 | m_pos = value; |
545 | m_parentPosition = Vector3.Zero; | 555 | m_parentPosition = Vector3.Zero; |
556 | |||
557 | // m_log.DebugFormat( | ||
558 | // "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", | ||
559 | // Scene.RegionInfo.RegionName, Name, m_pos); | ||
546 | } | 560 | } |
547 | } | 561 | } |
548 | 562 | ||
563 | /// <summary> | ||
564 | /// If sitting, returns the offset position from the prim the avatar is sitting on. | ||
565 | /// Otherwise, returns absolute position in the scene. | ||
566 | /// </summary> | ||
549 | public Vector3 OffsetPosition | 567 | public Vector3 OffsetPosition |
550 | { | 568 | { |
551 | get { return m_pos; } | 569 | get { return m_pos; } |
552 | set { m_pos = value; } | ||
553 | } | 570 | } |
554 | 571 | ||
555 | /// <summary> | 572 | /// <summary> |
@@ -561,8 +578,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
561 | { | 578 | { |
562 | PhysicsActor actor = m_physicsActor; | 579 | PhysicsActor actor = m_physicsActor; |
563 | if (actor != null) | 580 | if (actor != null) |
581 | { | ||
564 | m_velocity = actor.Velocity; | 582 | m_velocity = actor.Velocity; |
565 | 583 | ||
584 | // m_log.DebugFormat( | ||
585 | // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!", | ||
586 | // m_velocity, Name, Scene.RegionInfo.RegionName); | ||
587 | } | ||
588 | |||
566 | return m_velocity; | 589 | return m_velocity; |
567 | } | 590 | } |
568 | set | 591 | set |
@@ -577,11 +600,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
577 | } | 600 | } |
578 | catch (Exception e) | 601 | catch (Exception e) |
579 | { | 602 | { |
580 | m_log.Error("[SCENEPRESENCE]: VELOCITY " + e.Message); | 603 | m_log.Error("[SCENE PRESENCE]: VELOCITY " + e.Message); |
581 | } | 604 | } |
582 | } | 605 | } |
583 | 606 | ||
584 | m_velocity = value; | 607 | m_velocity = value; |
608 | |||
609 | // m_log.DebugFormat( | ||
610 | // "[SCENE PRESENCE]: In {0} set velocity of {1} to {2}", | ||
611 | // Scene.RegionInfo.RegionName, Name, m_velocity); | ||
585 | } | 612 | } |
586 | } | 613 | } |
587 | 614 | ||
@@ -620,12 +647,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
620 | } | 647 | } |
621 | } | 648 | } |
622 | 649 | ||
623 | public Quaternion PreviousRotation | ||
624 | { | ||
625 | get { return m_bodyRotPrevious; } | ||
626 | set { m_bodyRotPrevious = value; } | ||
627 | } | ||
628 | |||
629 | /// <summary> | 650 | /// <summary> |
630 | /// If this is true, agent doesn't have a representation in this scene. | 651 | /// If this is true, agent doesn't have a representation in this scene. |
631 | /// this is an agent 'looking into' this scene from a nearby scene(region) | 652 | /// this is an agent 'looking into' this scene from a nearby scene(region) |
@@ -1126,7 +1147,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1126 | Animator.ResetAnimations(); | 1147 | Animator.ResetAnimations(); |
1127 | 1148 | ||
1128 | // m_log.DebugFormat( | 1149 | // m_log.DebugFormat( |
1129 | // "[SCENEPRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", | 1150 | // "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", |
1130 | // Name, UUID, m_scene.RegionInfo.RegionName); | 1151 | // Name, UUID, m_scene.RegionInfo.RegionName); |
1131 | 1152 | ||
1132 | // Don't zero out the velocity since this can cause problems when an avatar is making a region crossing, | 1153 | // Don't zero out the velocity since this can cause problems when an avatar is making a region crossing, |
@@ -1302,7 +1323,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1302 | m_callbackURI = null; | 1323 | m_callbackURI = null; |
1303 | } | 1324 | } |
1304 | 1325 | ||
1305 | //m_log.DebugFormat("Completed movement"); | 1326 | //m_log.DebugFormat("[SCENE PRESENCE] Completed movement"); |
1306 | 1327 | ||
1307 | m_controllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); | 1328 | m_controllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); |
1308 | SendInitialData(); | 1329 | SendInitialData(); |
@@ -1813,7 +1834,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1813 | /// This is to allow movement to targets that are known to be on an elevated platform with a continuous path | 1834 | /// This is to allow movement to targets that are known to be on an elevated platform with a continuous path |
1814 | /// from start to finish. | 1835 | /// from start to finish. |
1815 | /// </param> | 1836 | /// </param> |
1816 | public void MoveToTarget(Vector3 pos, bool noFly) | 1837 | /// <param name="landAtTarget"> |
1838 | /// If true and the avatar starts flying during the move then land at the target. | ||
1839 | /// </param> | ||
1840 | public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget) | ||
1817 | { | 1841 | { |
1818 | m_log.DebugFormat( | 1842 | m_log.DebugFormat( |
1819 | "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}", | 1843 | "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}", |
@@ -1839,7 +1863,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1839 | 1863 | ||
1840 | // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is | 1864 | // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is |
1841 | // always slightly higher than the actual terrain height. | 1865 | // always slightly higher than the actual terrain height. |
1842 | // FIXME: This constrains NOC movements as well, so should be somewhere else. | 1866 | // FIXME: This constrains NPC movements as well, so should be somewhere else. |
1843 | if (pos.Z - terrainHeight < 0.2) | 1867 | if (pos.Z - terrainHeight < 0.2) |
1844 | pos.Z = terrainHeight; | 1868 | pos.Z = terrainHeight; |
1845 | 1869 | ||
@@ -1852,9 +1876,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
1852 | else if (pos.Z > terrainHeight) | 1876 | else if (pos.Z > terrainHeight) |
1853 | PhysicsActor.Flying = true; | 1877 | PhysicsActor.Flying = true; |
1854 | 1878 | ||
1879 | LandAtTarget = landAtTarget; | ||
1855 | MovingToTarget = true; | 1880 | MovingToTarget = true; |
1856 | MoveToPositionTarget = pos; | 1881 | MoveToPositionTarget = pos; |
1857 | 1882 | ||
1883 | // Rotate presence around the z-axis to point in same direction as movement. | ||
1884 | // Ignore z component of vector | ||
1885 | Vector3 localVectorToTarget3D = pos - AbsolutePosition; | ||
1886 | Vector3 localVectorToTarget2D = new Vector3((float)(localVectorToTarget3D.X), (float)(localVectorToTarget3D.Y), 0f); | ||
1887 | |||
1888 | // m_log.DebugFormat("[SCENE PRESENCE]: Local vector to target is {0}", localVectorToTarget2D); | ||
1889 | |||
1890 | // Calculate the yaw. | ||
1891 | Vector3 angle = new Vector3(0, 0, (float)(Math.Atan2(localVectorToTarget2D.Y, localVectorToTarget2D.X))); | ||
1892 | |||
1893 | // m_log.DebugFormat("[SCENE PRESENCE]: Angle is {0}", angle); | ||
1894 | |||
1895 | Rotation = Quaternion.CreateFromEulers(angle); | ||
1896 | // m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation); | ||
1897 | |||
1858 | Vector3 agent_control_v3 = new Vector3(); | 1898 | Vector3 agent_control_v3 = new Vector3(); |
1859 | HandleMoveToTargetUpdate(ref agent_control_v3); | 1899 | HandleMoveToTargetUpdate(ref agent_control_v3); |
1860 | AddNewMovement(agent_control_v3); | 1900 | AddNewMovement(agent_control_v3); |
@@ -2744,7 +2784,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2744 | Vector3 pos = m_pos; | 2784 | Vector3 pos = m_pos; |
2745 | pos.Z += m_appearance.HipOffset; | 2785 | pos.Z += m_appearance.HipOffset; |
2746 | 2786 | ||
2747 | //m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity); | 2787 | //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity); |
2748 | 2788 | ||
2749 | remoteClient.SendPrimUpdate( | 2789 | remoteClient.SendPrimUpdate( |
2750 | this, | 2790 | this, |
@@ -2831,6 +2871,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2831 | /// </summary> | 2871 | /// </summary> |
2832 | private void SendInitialData() | 2872 | private void SendInitialData() |
2833 | { | 2873 | { |
2874 | //m_log.DebugFormat("[SCENE PRESENCE] SendInitialData: {0} ({1})", Name, UUID); | ||
2834 | // Moved this into CompleteMovement to ensure that m_appearance is initialized before | 2875 | // Moved this into CompleteMovement to ensure that m_appearance is initialized before |
2835 | // the inventory arrives | 2876 | // the inventory arrives |
2836 | // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); | 2877 | // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); |
@@ -2875,10 +2916,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2875 | /// </summary> | 2916 | /// </summary> |
2876 | public void SendAvatarDataToAllAgents() | 2917 | public void SendAvatarDataToAllAgents() |
2877 | { | 2918 | { |
2919 | //m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAllAgents: {0} ({1})", Name, UUID); | ||
2878 | // only send update from root agents to other clients; children are only "listening posts" | 2920 | // only send update from root agents to other clients; children are only "listening posts" |
2879 | if (IsChildAgent) | 2921 | if (IsChildAgent) |
2880 | { | 2922 | { |
2881 | m_log.Warn("[SCENEPRESENCE] attempt to send avatar data from a child agent"); | 2923 | m_log.Warn("[SCENE PRESENCE] attempt to send avatar data from a child agent"); |
2882 | return; | 2924 | return; |
2883 | } | 2925 | } |
2884 | 2926 | ||
@@ -2928,7 +2970,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2928 | /// <param name="avatar"></param> | 2970 | /// <param name="avatar"></param> |
2929 | public void SendAvatarDataToAgent(ScenePresence avatar) | 2971 | public void SendAvatarDataToAgent(ScenePresence avatar) |
2930 | { | 2972 | { |
2931 | // m_log.WarnFormat("[SP] Send avatar data from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId); | 2973 | //m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAgent from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID); |
2932 | 2974 | ||
2933 | avatar.ControllingClient.SendAvatarDataImmediate(this); | 2975 | avatar.ControllingClient.SendAvatarDataImmediate(this); |
2934 | if (Animator != null) | 2976 | if (Animator != null) |
@@ -2941,10 +2983,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2941 | /// </summary> | 2983 | /// </summary> |
2942 | public void SendAppearanceToAllOtherAgents() | 2984 | public void SendAppearanceToAllOtherAgents() |
2943 | { | 2985 | { |
2986 | m_log.DebugFormat("[SCENE PRESENCE] SendAppearanceToAllOtherAgents: {0} ({1})", Name, UUID); | ||
2944 | // only send update from root agents to other clients; children are only "listening posts" | 2987 | // only send update from root agents to other clients; children are only "listening posts" |
2945 | if (IsChildAgent) | 2988 | if (IsChildAgent) |
2946 | { | 2989 | { |
2947 | m_log.Warn("[SCENEPRESENCE] attempt to send avatar data from a child agent"); | 2990 | m_log.Warn("[SCENE PRESENCE] attempt to send avatar data from a child agent"); |
2948 | return; | 2991 | return; |
2949 | } | 2992 | } |
2950 | 2993 | ||
@@ -2970,6 +3013,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2970 | /// </summary> | 3013 | /// </summary> |
2971 | public void SendOtherAgentsAppearanceToMe() | 3014 | public void SendOtherAgentsAppearanceToMe() |
2972 | { | 3015 | { |
3016 | //m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToMe: {0} ({1})", Name, UUID); | ||
2973 | m_perfMonMS = Util.EnvironmentTickCount(); | 3017 | m_perfMonMS = Util.EnvironmentTickCount(); |
2974 | 3018 | ||
2975 | int count = 0; | 3019 | int count = 0; |
@@ -3618,7 +3662,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3618 | /// <summary> | 3662 | /// <summary> |
3619 | /// Handles part of the PID controller function for moving an avatar. | 3663 | /// Handles part of the PID controller function for moving an avatar. |
3620 | /// </summary> | 3664 | /// </summary> |
3621 | public override void UpdateMovement() | 3665 | public void UpdateMovement() |
3622 | { | 3666 | { |
3623 | if (m_forceToApply.HasValue) | 3667 | if (m_forceToApply.HasValue) |
3624 | { | 3668 | { |
@@ -3637,6 +3681,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3637 | /// </summary> | 3681 | /// </summary> |
3638 | public void AddToPhysicalScene(bool isFlying) | 3682 | public void AddToPhysicalScene(bool isFlying) |
3639 | { | 3683 | { |
3684 | // m_log.DebugFormat( | ||
3685 | // "[SCENE PRESENCE]: Adding physics actor for {0}, ifFlying = {1} in {2}", | ||
3686 | // Name, isFlying, Scene.RegionInfo.RegionName); | ||
3687 | |||
3640 | if (m_appearance.AvatarHeight == 0) | 3688 | if (m_appearance.AvatarHeight == 0) |
3641 | m_appearance.SetHeight(); | 3689 | m_appearance.SetHeight(); |
3642 | 3690 | ||
@@ -4340,4 +4388,4 @@ namespace OpenSim.Region.Framework.Scenes | |||
4340 | } | 4388 | } |
4341 | } | 4389 | } |
4342 | } | 4390 | } |
4343 | } \ No newline at end of file | 4391 | } |