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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs108
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs41
2 files changed, 88 insertions, 61 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 4504e18..5d0baf3 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -227,8 +227,6 @@ namespace OpenSim.Region.Framework.Scenes
227 /// </summary> 227 /// </summary>
228 public bool LandAtTarget { get; private set; } 228 public bool LandAtTarget { get; private set; }
229 229
230 private bool m_followCamAuto;
231
232 private int m_movementUpdateCount; 230 private int m_movementUpdateCount;
233 private const int NumMovementsBetweenRayCast = 5; 231 private const int NumMovementsBetweenRayCast = 5;
234 232
@@ -357,6 +355,9 @@ namespace OpenSim.Region.Framework.Scenes
357 /// </summary> 355 /// </summary>
358 protected Vector3 m_lastCameraPosition; 356 protected Vector3 m_lastCameraPosition;
359 357
358 private Vector4 m_lastCameraCollisionPlane = new Vector4(0f, 0f, 0f, 1);
359 private bool m_doingCamRayCast = false;
360
360 public Vector3 CameraPosition { get; set; } 361 public Vector3 CameraPosition { get; set; }
361 362
362 public Quaternion CameraRotation 363 public Quaternion CameraRotation
@@ -1407,36 +1408,40 @@ namespace OpenSim.Region.Framework.Scenes
1407 /// <param name="collisionPoint"></param> 1408 /// <param name="collisionPoint"></param>
1408 /// <param name="localid"></param> 1409 /// <param name="localid"></param>
1409 /// <param name="distance"></param> 1410 /// <param name="distance"></param>
1410 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal) 1411 ///
1412
1413 private void UpdateCameraCollisionPlane(Vector4 plane)
1411 { 1414 {
1412 const float POSITION_TOLERANCE = 0.02f; 1415 if (m_lastCameraCollisionPlane != plane)
1413 const float VELOCITY_TOLERANCE = 0.02f; 1416 {
1414 const float ROTATION_TOLERANCE = 0.02f; 1417 m_lastCameraCollisionPlane = plane;
1418 ControllingClient.SendCameraConstraint(plane);
1419 }
1420 }
1415 1421
1416 if (m_followCamAuto) 1422 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal)
1423 {
1424 m_doingCamRayCast = false;
1425 if (hitYN && localid != LocalId)
1417 { 1426 {
1418 if (hitYN && localid != LocalId) 1427 CameraConstraintActive = true;
1419 { 1428 pNormal.X = (float)Math.Round(pNormal.X, 2);
1429 pNormal.Y = (float)Math.Round(pNormal.Y, 2);
1430 pNormal.Z = (float)Math.Round(pNormal.Z, 2);
1431 pNormal.Normalize();
1432 collisionPoint.X = (float)Math.Round(collisionPoint.X, 1);
1433 collisionPoint.Y = (float)Math.Round(collisionPoint.Y, 1);
1434 collisionPoint.Z = (float)Math.Round(collisionPoint.Z, 1);
1435
1436 Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z, Vector3.Dot(collisionPoint, pNormal));
1437 UpdateCameraCollisionPlane(plane);
1438 }
1439 else
1440 {
1441 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -9000f); // not right...
1442 UpdateCameraCollisionPlane(plane);
1420 1443
1421 CameraConstraintActive = true; 1444 CameraConstraintActive = false;
1422 //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance);
1423
1424 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint);
1425 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint)));
1426 }
1427 else
1428 {
1429 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
1430 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
1431 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
1432 {
1433 if (CameraConstraintActive)
1434 {
1435 ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f));
1436 CameraConstraintActive = false;
1437 }
1438 }
1439 }
1440 } 1445 }
1441 } 1446 }
1442 1447
@@ -1511,12 +1516,6 @@ namespace OpenSim.Region.Framework.Scenes
1511 // DrawDistance = agentData.Far; 1516 // DrawDistance = agentData.Far;
1512 DrawDistance = Scene.DefaultDrawDistance; 1517 DrawDistance = Scene.DefaultDrawDistance;
1513 1518
1514 // Check if Client has camera in 'follow cam' or 'build' mode.
1515 Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
1516
1517 m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
1518 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
1519
1520 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; 1519 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
1521 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; 1520 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
1522 1521
@@ -1536,26 +1535,37 @@ namespace OpenSim.Region.Framework.Scenes
1536 StandUp(); 1535 StandUp();
1537 } 1536 }
1538 1537
1539 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
1540 // Raycast from the avatar's head to the camera to see if there's anything blocking the view 1538 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1541 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) 1539 // this exclude checks may not be complete
1540
1541 if (!m_doingCamRayCast && !m_mouseLook && m_scene.PhysicsScene.SupportsRayCast() && ParentID == 0)
1542 { 1542 {
1543 if (m_followCamAuto) 1543 Vector3 posAdjusted = AbsolutePosition;
1544 posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f;
1545
1546 Vector3 tocam = CameraPosition - posAdjusted;
1547 tocam.X = (float)Math.Round(tocam.X, 1);
1548 tocam.Y = (float)Math.Round(tocam.Y, 1);
1549 tocam.Z = (float)Math.Round(tocam.Z, 1);
1550
1551 float distTocamlen = tocam.Length();
1552 if (distTocamlen > 0.3f)
1544 { 1553 {
1545 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1554 tocam *= (1.0f / distTocamlen);
1546 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1555 posAdjusted.X = (float)Math.Round(posAdjusted.X, 1);
1547 1556 posAdjusted.Y = (float)Math.Round(posAdjusted.Y, 1);
1548 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT; 1557 posAdjusted.Z = (float)Math.Round(posAdjusted.Z, 1);
1549 Vector3 distTocam = CameraPosition - posAdjusted; 1558
1550 float distTocamlen = distTocam.Length(); 1559 m_doingCamRayCast = true;
1551 if (distTocamlen > 0) 1560 m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback);
1552 {
1553 distTocam *= 1.0f / distTocamlen;
1554 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1555 }
1556
1557 } 1561 }
1558 } 1562 }
1563 else if (CameraConstraintActive && (m_mouseLook || ParentID != 0) )
1564 {
1565 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right...
1566 UpdateCameraCollisionPlane(plane);
1567 CameraConstraintActive = false;
1568 }
1559 1569
1560 uint flagsForScripts = (uint)flags; 1570 uint flagsForScripts = (uint)flags;
1561 flags = RemoveIgnoredControls(flags, IgnoredControls); 1571 flags = RemoveIgnoredControls(flags, IgnoredControls);
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
index 6e9281b..7fe3109 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
@@ -173,8 +173,13 @@ namespace OpenSim.Region.Physics.OdePlugin
173 d.GeomRaySetClosestHit(ray, closestHit); 173 d.GeomRaySetClosestHit(ray, closestHit);
174 174
175 if (req.callbackMethod is RaycastCallback) 175 if (req.callbackMethod is RaycastCallback)
176 {
176 // if we only want one get only one per Collision pair saving memory 177 // if we only want one get only one per Collision pair saving memory
177 CurrentRayFilter |= RayFilterFlags.ClosestHit; 178 CurrentRayFilter |= RayFilterFlags.ClosestHit;
179 d.GeomRaySetClosestHit(ray, 1);
180 }
181 else
182 d.GeomRaySetClosestHit(ray, closestHit);
178 } 183 }
179 184
180 if ((CurrentRayFilter & RayFilterFlags.ContactsUnImportant) != 0) 185 if ((CurrentRayFilter & RayFilterFlags.ContactsUnImportant) != 0)
@@ -555,10 +560,13 @@ namespace OpenSim.Region.Physics.OdePlugin
555 560
556 ContactResult collisionresult = new ContactResult(); 561 ContactResult collisionresult = new ContactResult();
557 collisionresult.ConsumerID = ID; 562 collisionresult.ConsumerID = ID;
558 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z); 563 collisionresult.Pos.X = curcontact.pos.X;
564 collisionresult.Pos.Y = curcontact.pos.Y;
565 collisionresult.Pos.Z = curcontact.pos.Z;
559 collisionresult.Depth = curcontact.depth; 566 collisionresult.Depth = curcontact.depth;
560 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y, 567 collisionresult.Normal.X = curcontact.normal.X;
561 curcontact.normal.Z); 568 collisionresult.Normal.Y = curcontact.normal.Y;
569 collisionresult.Normal.Z = curcontact.normal.Z;
562 lock (m_contactResults) 570 lock (m_contactResults)
563 { 571 {
564 m_contactResults.Add(collisionresult); 572 m_contactResults.Add(collisionresult);
@@ -581,10 +589,13 @@ namespace OpenSim.Region.Physics.OdePlugin
581 589
582 if (curcontact.depth < collisionresult.Depth) 590 if (curcontact.depth < collisionresult.Depth)
583 { 591 {
584 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z); 592 collisionresult.Pos.X = curcontact.pos.X;
593 collisionresult.Pos.Y = curcontact.pos.Y;
594 collisionresult.Pos.Z = curcontact.pos.Z;
585 collisionresult.Depth = curcontact.depth; 595 collisionresult.Depth = curcontact.depth;
586 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y, 596 collisionresult.Normal.X = curcontact.normal.X;
587 curcontact.normal.Z); 597 collisionresult.Normal.Y = curcontact.normal.Y;
598 collisionresult.Normal.Z = curcontact.normal.Z;
588 } 599 }
589 } 600 }
590 601
@@ -699,10 +710,13 @@ namespace OpenSim.Region.Physics.OdePlugin
699 710
700 ContactResult collisionresult = new ContactResult(); 711 ContactResult collisionresult = new ContactResult();
701 collisionresult.ConsumerID = ID; 712 collisionresult.ConsumerID = ID;
702 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z); 713 collisionresult.Pos.X = curcontact.pos.X;
714 collisionresult.Pos.Y = curcontact.pos.Y;
715 collisionresult.Pos.Z = curcontact.pos.Z;
703 collisionresult.Depth = curcontact.depth; 716 collisionresult.Depth = curcontact.depth;
704 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y, 717 collisionresult.Normal.X = curcontact.normal.X;
705 curcontact.normal.Z); 718 collisionresult.Normal.Y = curcontact.normal.Y;
719 collisionresult.Normal.Z = curcontact.normal.Z;
706 lock (m_contactResults) 720 lock (m_contactResults)
707 { 721 {
708 m_contactResults.Add(collisionresult); 722 m_contactResults.Add(collisionresult);
@@ -725,10 +739,13 @@ namespace OpenSim.Region.Physics.OdePlugin
725 739
726 if (curcontact.depth < collisionresult.Depth) 740 if (curcontact.depth < collisionresult.Depth)
727 { 741 {
728 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z); 742 collisionresult.Pos.X = curcontact.pos.X;
743 collisionresult.Pos.Y = curcontact.pos.Y;
744 collisionresult.Pos.Z = curcontact.pos.Z;
729 collisionresult.Depth = curcontact.depth; 745 collisionresult.Depth = curcontact.depth;
730 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y, 746 collisionresult.Normal.X = curcontact.normal.X;
731 curcontact.normal.Z); 747 collisionresult.Normal.Y = curcontact.normal.Y;
748 collisionresult.Normal.Z = curcontact.normal.Z;
732 } 749 }
733 } 750 }
734 751