diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 925 |
1 files changed, 440 insertions, 485 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 87fac0c..6c0d9f2 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -76,8 +76,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
76 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 76 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
77 | 77 | ||
78 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; | 78 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; |
79 | 79 | private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); | |
80 | public static byte[] DefaultTexture; | 80 | private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags)); |
81 | private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f); | ||
82 | /// <summary> | ||
83 | /// Experimentally determined "fudge factor" to make sit-target positions | ||
84 | /// the same as in SecondLife. Fudge factor was tested for 36 different | ||
85 | /// test cases including prims of type box, sphere, cylinder, and torus, | ||
86 | /// with varying parameters for sit target location, prim size, prim | ||
87 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis | ||
88 | /// issue #1716 | ||
89 | /// </summary> | ||
90 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); | ||
81 | 91 | ||
82 | public UUID currentParcelUUID = UUID.Zero; | 92 | public UUID currentParcelUUID = UUID.Zero; |
83 | 93 | ||
@@ -92,16 +102,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
92 | //private SceneObjectPart proxyObjectPart = null; | 102 | //private SceneObjectPart proxyObjectPart = null; |
93 | public Vector3 lastKnownAllowedPosition; | 103 | public Vector3 lastKnownAllowedPosition; |
94 | public bool sentMessageAboutRestrictedParcelFlyingDown; | 104 | public bool sentMessageAboutRestrictedParcelFlyingDown; |
105 | public Vector4 CollisionPlane = Vector4.UnitW; | ||
95 | 106 | ||
96 | private Vector3 m_lastPosition; | 107 | private Vector3 m_lastPosition; |
97 | private Quaternion m_lastRotation; | 108 | private Quaternion m_lastRotation; |
98 | private Vector3 m_lastVelocity; | 109 | private Vector3 m_lastVelocity; |
110 | //private int m_lastTerseSent; | ||
99 | 111 | ||
100 | private bool m_updateflag; | 112 | private bool m_updateflag; |
101 | private byte m_movementflag; | 113 | private byte m_movementflag; |
102 | private readonly List<NewForce> m_forcesList = new List<NewForce>(); | 114 | private Vector3? m_forceToApply; |
103 | private uint m_requestedSitTargetID; | 115 | private uint m_requestedSitTargetID; |
104 | private UUID m_requestedSitTargetUUID = UUID.Zero; | 116 | private UUID m_requestedSitTargetUUID; |
105 | private SendCourseLocationsMethod m_sendCourseLocationsMethod; | 117 | private SendCourseLocationsMethod m_sendCourseLocationsMethod; |
106 | 118 | ||
107 | private bool m_startAnimationSet; | 119 | private bool m_startAnimationSet; |
@@ -112,30 +124,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
112 | 124 | ||
113 | private float m_sitAvatarHeight = 2.0f; | 125 | private float m_sitAvatarHeight = 2.0f; |
114 | 126 | ||
115 | // experimentally determined "fudge factor" to make sit-target positions | ||
116 | // the same as in SecondLife. Fudge factor was tested for 36 different | ||
117 | // test cases including prims of type box, sphere, cylinder, and torus, | ||
118 | // with varying parameters for sit target location, prim size, prim | ||
119 | // rotation, prim cut, prim twist, prim taper, and prim shear. See mantis | ||
120 | // issue #1716 | ||
121 | private static readonly Vector3 m_sitTargetCorrectionOffset = new Vector3(0.1f, 0.0f, 0.3f); | ||
122 | private float m_godlevel; | 127 | private float m_godlevel; |
123 | 128 | ||
124 | private bool m_invulnerable = true; | 129 | private bool m_invulnerable = true; |
125 | 130 | ||
126 | private Vector3 m_LastChildAgentUpdatePosition; | 131 | private Vector3 m_lastChildAgentUpdatePosition; |
132 | private Vector3 m_lastChildAgentUpdateCamPosition; | ||
127 | 133 | ||
128 | private int m_perfMonMS; | 134 | private int m_perfMonMS; |
129 | 135 | ||
130 | private bool m_setAlwaysRun; | 136 | private bool m_setAlwaysRun; |
131 | 137 | ||
132 | private string m_movementAnimation = "DEFAULT"; | 138 | private string m_movementAnimation = "DEFAULT"; |
133 | private long m_animPersistUntil = 0; | 139 | private int m_animTickFall; |
134 | private bool m_allowFalling = false; | 140 | private int m_animTickJump; |
135 | private bool m_useFlySlow = false; | 141 | private bool m_useFlySlow; |
136 | private bool m_usePreJump = false; | 142 | private bool m_usePreJump; |
137 | private bool m_forceFly = false; | 143 | private bool m_forceFly; |
138 | private bool m_flyDisabled = false; | 144 | private bool m_flyDisabled; |
139 | 145 | ||
140 | private float m_speedModifier = 1.0f; | 146 | private float m_speedModifier = 1.0f; |
141 | 147 | ||
@@ -143,7 +149,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
143 | 149 | ||
144 | public bool IsRestrictedToRegion; | 150 | public bool IsRestrictedToRegion; |
145 | 151 | ||
146 | public string JID = string.Empty; | 152 | public string JID = String.Empty; |
147 | 153 | ||
148 | // Agent moves with a PID controller causing a force to be exerted. | 154 | // Agent moves with a PID controller causing a force to be exerted. |
149 | private bool m_newCoarseLocations = true; | 155 | private bool m_newCoarseLocations = true; |
@@ -158,43 +164,43 @@ namespace OpenSim.Region.Framework.Scenes | |||
158 | private readonly Vector3[] Dir_Vectors = new Vector3[6]; | 164 | private readonly Vector3[] Dir_Vectors = new Vector3[6]; |
159 | 165 | ||
160 | // Position of agent's camera in world (region cordinates) | 166 | // Position of agent's camera in world (region cordinates) |
161 | protected Vector3 m_CameraCenter = Vector3.Zero; | 167 | protected Vector3 m_CameraCenter; |
162 | protected Vector3 m_lastCameraCenter = Vector3.Zero; | 168 | protected Vector3 m_lastCameraCenter; |
163 | 169 | ||
164 | protected Timer m_reprioritization_timer; | 170 | protected Timer m_reprioritization_timer; |
165 | protected bool m_reprioritizing = false; | 171 | protected bool m_reprioritizing; |
166 | protected bool m_reprioritization_called = false; | 172 | protected bool m_reprioritization_called; |
167 | 173 | ||
168 | // Use these three vectors to figure out what the agent is looking at | 174 | // Use these three vectors to figure out what the agent is looking at |
169 | // Convert it to a Matrix and/or Quaternion | 175 | // Convert it to a Matrix and/or Quaternion |
170 | protected Vector3 m_CameraAtAxis = Vector3.Zero; | 176 | protected Vector3 m_CameraAtAxis; |
171 | protected Vector3 m_CameraLeftAxis = Vector3.Zero; | 177 | protected Vector3 m_CameraLeftAxis; |
172 | protected Vector3 m_CameraUpAxis = Vector3.Zero; | 178 | protected Vector3 m_CameraUpAxis; |
173 | private uint m_AgentControlFlags; | 179 | private AgentManager.ControlFlags m_AgentControlFlags; |
174 | private Quaternion m_headrotation = Quaternion.Identity; | 180 | private Quaternion m_headrotation = Quaternion.Identity; |
175 | private byte m_state; | 181 | private byte m_state; |
176 | 182 | ||
177 | //Reuse the Vector3 instead of creating a new one on the UpdateMovement method | 183 | //Reuse the Vector3 instead of creating a new one on the UpdateMovement method |
178 | private Vector3 movementvector = Vector3.Zero; | 184 | private Vector3 movementvector; |
179 | 185 | ||
180 | private bool m_autopilotMoving; | 186 | private bool m_autopilotMoving; |
181 | private Vector3 m_autoPilotTarget = Vector3.Zero; | 187 | private Vector3 m_autoPilotTarget; |
182 | private bool m_sitAtAutoTarget; | 188 | private bool m_sitAtAutoTarget; |
183 | 189 | ||
184 | private string m_nextSitAnimation = String.Empty; | 190 | private string m_nextSitAnimation = String.Empty; |
185 | 191 | ||
186 | //PauPaw:Proper PID Controler for autopilot************ | 192 | //PauPaw:Proper PID Controler for autopilot************ |
187 | private bool m_moveToPositionInProgress; | 193 | private bool m_moveToPositionInProgress; |
188 | private Vector3 m_moveToPositionTarget = Vector3.Zero; | 194 | private Vector3 m_moveToPositionTarget; |
189 | 195 | ||
190 | private bool m_followCamAuto = false; | 196 | private bool m_followCamAuto; |
191 | 197 | ||
192 | private int m_movementUpdateCount = 0; | 198 | private int m_movementUpdateCount; |
193 | 199 | ||
194 | private const int NumMovementsBetweenRayCast = 5; | 200 | private const int NumMovementsBetweenRayCast = 5; |
195 | 201 | ||
196 | private bool CameraConstraintActive = false; | 202 | private bool CameraConstraintActive; |
197 | //private int m_moveToPositionStateStatus = 0; | 203 | //private int m_moveToPositionStateStatus; |
198 | //***************************************************** | 204 | //***************************************************** |
199 | 205 | ||
200 | // Agent's Draw distance. | 206 | // Agent's Draw distance. |
@@ -268,11 +274,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
268 | get { return m_godlevel; } | 274 | get { return m_godlevel; } |
269 | } | 275 | } |
270 | 276 | ||
271 | private readonly ulong m_regionHandle; | ||
272 | |||
273 | public ulong RegionHandle | 277 | public ulong RegionHandle |
274 | { | 278 | { |
275 | get { return m_regionHandle; } | 279 | get { return m_rootRegionHandle; } |
276 | } | 280 | } |
277 | 281 | ||
278 | public Vector3 CameraPosition | 282 | public Vector3 CameraPosition |
@@ -379,8 +383,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
379 | 383 | ||
380 | public uint AgentControlFlags | 384 | public uint AgentControlFlags |
381 | { | 385 | { |
382 | get { return m_AgentControlFlags; } | 386 | get { return (uint)m_AgentControlFlags; } |
383 | set { m_AgentControlFlags = value; } | 387 | set { m_AgentControlFlags = (AgentManager.ControlFlags)value; } |
384 | } | 388 | } |
385 | 389 | ||
386 | /// <summary> | 390 | /// <summary> |
@@ -411,31 +415,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
411 | } | 415 | } |
412 | 416 | ||
413 | /// <summary> | 417 | /// <summary> |
414 | /// Absolute position of this avatar in 'region cordinates' | 418 | /// Position of this avatar relative to the region the avatar is in |
415 | /// </summary> | 419 | /// </summary> |
416 | public override Vector3 AbsolutePosition | 420 | public override Vector3 AbsolutePosition |
417 | { | 421 | { |
418 | get | 422 | get |
419 | { | 423 | { |
420 | if (m_physicsActor != null) | 424 | PhysicsActor actor = m_physicsActor; |
421 | { | 425 | if (actor != null) |
422 | m_pos.X = m_physicsActor.Position.X; | 426 | m_pos = actor.Position; |
423 | m_pos.Y = m_physicsActor.Position.Y; | ||
424 | m_pos.Z = m_physicsActor.Position.Z; | ||
425 | } | ||
426 | 427 | ||
427 | return m_parentPosition + m_pos; | 428 | return m_parentPosition + m_pos; |
428 | } | 429 | } |
429 | set | 430 | set |
430 | { | 431 | { |
431 | if (m_physicsActor != null) | 432 | PhysicsActor actor = m_physicsActor; |
433 | if (actor != null) | ||
432 | { | 434 | { |
433 | try | 435 | try |
434 | { | 436 | { |
435 | lock (m_scene.SyncRoot) | 437 | lock (m_scene.SyncRoot) |
436 | { | ||
437 | m_physicsActor.Position = value; | 438 | m_physicsActor.Position = value; |
438 | } | ||
439 | } | 439 | } |
440 | catch (Exception e) | 440 | catch (Exception e) |
441 | { | 441 | { |
@@ -444,7 +444,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
444 | } | 444 | } |
445 | 445 | ||
446 | m_pos = value; | 446 | m_pos = value; |
447 | m_parentPosition = new Vector3(0, 0, 0); | 447 | m_parentPosition = Vector3.Zero; |
448 | } | 448 | } |
449 | } | 449 | } |
450 | 450 | ||
@@ -455,27 +455,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
455 | { | 455 | { |
456 | get | 456 | get |
457 | { | 457 | { |
458 | if (m_physicsActor != null) | 458 | PhysicsActor actor = m_physicsActor; |
459 | { | 459 | if (actor != null) |
460 | m_velocity.X = m_physicsActor.Velocity.X; | 460 | m_velocity = actor.Velocity; |
461 | m_velocity.Y = m_physicsActor.Velocity.Y; | ||
462 | m_velocity.Z = m_physicsActor.Velocity.Z; | ||
463 | } | ||
464 | 461 | ||
465 | return m_velocity; | 462 | return m_velocity; |
466 | } | 463 | } |
467 | set | 464 | set |
468 | { | 465 | { |
469 | //m_log.DebugFormat("In {0} setting velocity of {1} to {2}", m_scene.RegionInfo.RegionName, Name, value); | 466 | PhysicsActor actor = m_physicsActor; |
470 | 467 | if (actor != null) | |
471 | if (m_physicsActor != null) | ||
472 | { | 468 | { |
473 | try | 469 | try |
474 | { | 470 | { |
475 | lock (m_scene.SyncRoot) | 471 | lock (m_scene.SyncRoot) |
476 | { | 472 | actor.Velocity = value; |
477 | m_physicsActor.Velocity = value; | ||
478 | } | ||
479 | } | 473 | } |
480 | catch (Exception e) | 474 | catch (Exception e) |
481 | { | 475 | { |
@@ -627,7 +621,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
627 | { | 621 | { |
628 | m_sendCourseLocationsMethod = SendCoarseLocationsDefault; | 622 | m_sendCourseLocationsMethod = SendCoarseLocationsDefault; |
629 | CreateSceneViewer(); | 623 | CreateSceneViewer(); |
630 | m_regionHandle = reginfo.RegionHandle; | 624 | m_rootRegionHandle = reginfo.RegionHandle; |
631 | m_controllingClient = client; | 625 | m_controllingClient = client; |
632 | m_firstname = m_controllingClient.FirstName; | 626 | m_firstname = m_controllingClient.FirstName; |
633 | m_lastname = m_controllingClient.LastName; | 627 | m_lastname = m_controllingClient.LastName; |
@@ -710,25 +704,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
710 | 704 | ||
711 | private void SetDirectionVectors() | 705 | private void SetDirectionVectors() |
712 | { | 706 | { |
713 | Dir_Vectors[0] = new Vector3(1, 0, 0); //FORWARD | 707 | Dir_Vectors[0] = Vector3.UnitX; //FORWARD |
714 | Dir_Vectors[1] = new Vector3(-1, 0, 0); //BACK | 708 | Dir_Vectors[1] = -Vector3.UnitX; //BACK |
715 | Dir_Vectors[2] = new Vector3(0, 1, 0); //LEFT | 709 | Dir_Vectors[2] = Vector3.UnitY; //LEFT |
716 | Dir_Vectors[3] = new Vector3(0, -1, 0); //RIGHT | 710 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
717 | Dir_Vectors[4] = new Vector3(0, 0, 1); //UP | 711 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
718 | Dir_Vectors[5] = new Vector3(0, 0, -1); //DOWN | 712 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
719 | Dir_Vectors[5] = new Vector3(0, 0, -0.5f); //DOWN_Nudge | 713 | Dir_Vectors[5] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge |
720 | } | 714 | } |
721 | 715 | ||
722 | private Vector3[] GetWalkDirectionVectors() | 716 | private Vector3[] GetWalkDirectionVectors() |
723 | { | 717 | { |
724 | Vector3[] vector = new Vector3[6]; | 718 | Vector3[] vector = new Vector3[6]; |
725 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0, -m_CameraAtAxis.Z); //FORWARD | 719 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
726 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0, m_CameraAtAxis.Z); //BACK | 720 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
727 | vector[2] = new Vector3(0, 1, 0); //LEFT | 721 | vector[2] = Vector3.UnitY; //LEFT |
728 | vector[3] = new Vector3(0, -1, 0); //RIGHT | 722 | vector[3] = -Vector3.UnitY; //RIGHT |
729 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0, m_CameraUpAxis.Z); //UP | 723 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
730 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0, -m_CameraUpAxis.Z); //DOWN | 724 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
731 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0, -m_CameraUpAxis.Z); //DOWN_Nudge | 725 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge |
732 | return vector; | 726 | return vector; |
733 | } | 727 | } |
734 | 728 | ||
@@ -781,6 +775,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
781 | if (gm != null) | 775 | if (gm != null) |
782 | m_grouptitle = gm.GetGroupTitle(m_uuid); | 776 | m_grouptitle = gm.GetGroupTitle(m_uuid); |
783 | 777 | ||
778 | m_rootRegionHandle = m_scene.RegionInfo.RegionHandle; | ||
779 | |||
784 | m_scene.SetRootAgentScene(m_uuid); | 780 | m_scene.SetRootAgentScene(m_uuid); |
785 | 781 | ||
786 | // Moved this from SendInitialData to ensure that m_appearance is initialized | 782 | // Moved this from SendInitialData to ensure that m_appearance is initialized |
@@ -811,7 +807,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
811 | pos = emergencyPos; | 807 | pos = emergencyPos; |
812 | } | 808 | } |
813 | 809 | ||
814 | |||
815 | float localAVHeight = 1.56f; | 810 | float localAVHeight = 1.56f; |
816 | if (m_avHeight != 127.0f) | 811 | if (m_avHeight != 127.0f) |
817 | { | 812 | { |
@@ -906,6 +901,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
906 | m_isChildAgent = true; | 901 | m_isChildAgent = true; |
907 | m_scene.SwapRootAgentCount(true); | 902 | m_scene.SwapRootAgentCount(true); |
908 | RemoveFromPhysicalScene(); | 903 | RemoveFromPhysicalScene(); |
904 | |||
905 | // FIXME: Set m_rootRegionHandle to the region handle of the scene this agent is moving into | ||
909 | 906 | ||
910 | m_scene.EventManager.TriggerOnMakeChildAgent(this); | 907 | m_scene.EventManager.TriggerOnMakeChildAgent(this); |
911 | } | 908 | } |
@@ -937,7 +934,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
937 | isFlying = m_physicsActor.Flying; | 934 | isFlying = m_physicsActor.Flying; |
938 | 935 | ||
939 | RemoveFromPhysicalScene(); | 936 | RemoveFromPhysicalScene(); |
940 | Velocity = new Vector3(0, 0, 0); | 937 | Velocity = Vector3.Zero; |
941 | AbsolutePosition = pos; | 938 | AbsolutePosition = pos; |
942 | AddToPhysicalScene(isFlying); | 939 | AddToPhysicalScene(isFlying); |
943 | if (m_appearance != null) | 940 | if (m_appearance != null) |
@@ -985,12 +982,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
985 | 982 | ||
986 | if (m_avHeight != 127.0f) | 983 | if (m_avHeight != 127.0f) |
987 | { | 984 | { |
988 | AbsolutePosition = AbsolutePosition + new Vector3(0, 0, (m_avHeight / 6f)); | 985 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (m_avHeight / 6f)); |
989 | } | 986 | } |
990 | else | 987 | else |
991 | { | 988 | { |
992 | AbsolutePosition = AbsolutePosition + new Vector3(0, 0, (1.56f / 6f)); | 989 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); |
993 | } | 990 | } |
991 | |||
994 | TrySetMovementAnimation("LAND"); | 992 | TrySetMovementAnimation("LAND"); |
995 | SendFullUpdateToAllClients(); | 993 | SendFullUpdateToAllClients(); |
996 | } | 994 | } |
@@ -1076,7 +1074,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1076 | } | 1074 | } |
1077 | 1075 | ||
1078 | m_isChildAgent = false; | 1076 | m_isChildAgent = false; |
1079 | bool m_flying = ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); | 1077 | bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); |
1080 | MakeRootAgent(AbsolutePosition, m_flying); | 1078 | MakeRootAgent(AbsolutePosition, m_flying); |
1081 | 1079 | ||
1082 | if ((m_callbackURI != null) && !m_callbackURI.Equals("")) | 1080 | if ((m_callbackURI != null) && !m_callbackURI.Equals("")) |
@@ -1103,9 +1101,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1103 | /// <param name="distance"></param> | 1101 | /// <param name="distance"></param> |
1104 | public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance) | 1102 | public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance) |
1105 | { | 1103 | { |
1104 | const float POSITION_TOLERANCE = 0.02f; | ||
1105 | const float VELOCITY_TOLERANCE = 0.02f; | ||
1106 | const float ROTATION_TOLERANCE = 0.02f; | ||
1107 | |||
1106 | if (m_followCamAuto) | 1108 | if (m_followCamAuto) |
1107 | { | 1109 | { |
1108 | |||
1109 | if (hitYN) | 1110 | if (hitYN) |
1110 | { | 1111 | { |
1111 | CameraConstraintActive = true; | 1112 | CameraConstraintActive = true; |
@@ -1114,11 +1115,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1114 | Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint); | 1115 | Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint); |
1115 | ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint))); | 1116 | ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint))); |
1116 | } | 1117 | } |
1117 | else | 1118 | else |
1118 | { | 1119 | { |
1119 | if ((m_pos - m_lastPosition).Length() > 0.02f || | 1120 | if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || |
1120 | (m_velocity - m_lastVelocity).Length() > 0.02f || | 1121 | !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || |
1121 | m_bodyRot != m_lastRotation) | 1122 | !m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) |
1122 | { | 1123 | { |
1123 | if (CameraConstraintActive) | 1124 | if (CameraConstraintActive) |
1124 | { | 1125 | { |
@@ -1127,13 +1128,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1127 | } | 1128 | } |
1128 | } | 1129 | } |
1129 | } | 1130 | } |
1130 | } | 1131 | } |
1131 | } | 1132 | } |
1132 | 1133 | ||
1133 | Array m_dirControlFlags = Enum.GetValues(typeof(Dir_ControlFlags)); | ||
1134 | |||
1135 | /// <summary> | 1134 | /// <summary> |
1136 | /// This is the event handler for client movement. If a client is moving, this event is triggering. | 1135 | /// This is the event handler for client movement. If a client is moving, this event is triggering. |
1137 | /// </summary> | 1136 | /// </summary> |
1138 | public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) | 1137 | public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) |
1139 | { | 1138 | { |
@@ -1149,15 +1148,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1149 | if (m_movementUpdateCount < 1) | 1148 | if (m_movementUpdateCount < 1) |
1150 | m_movementUpdateCount = 1; | 1149 | m_movementUpdateCount = 1; |
1151 | 1150 | ||
1152 | // Must check for standing up even when PhysicsActor is null, | 1151 | #region Sanity Checking |
1153 | // since sitting currently removes avatar from physical scene | ||
1154 | //m_log.Debug("agentPos:" + AbsolutePosition.ToString()); | ||
1155 | 1152 | ||
1156 | // This is irritating. Really. | 1153 | // This is irritating. Really. |
1157 | if (!AbsolutePosition.IsFinite()) | 1154 | if (!AbsolutePosition.IsFinite()) |
1158 | { | 1155 | { |
1159 | RemoveFromPhysicalScene(); | 1156 | RemoveFromPhysicalScene(); |
1160 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error# 9999902"); | 1157 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); |
1161 | 1158 | ||
1162 | m_pos = m_LastFinitePos; | 1159 | m_pos = m_LastFinitePos; |
1163 | if (!m_pos.IsFinite()) | 1160 | if (!m_pos.IsFinite()) |
@@ -1165,7 +1162,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1165 | m_pos.X = 127f; | 1162 | m_pos.X = 127f; |
1166 | m_pos.Y = 127f; | 1163 | m_pos.Y = 127f; |
1167 | m_pos.Z = 127f; | 1164 | m_pos.Z = 127f; |
1168 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error# 9999903"); | 1165 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999903"); |
1169 | } | 1166 | } |
1170 | 1167 | ||
1171 | AddToPhysicalScene(false); | 1168 | AddToPhysicalScene(false); |
@@ -1175,18 +1172,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1175 | m_LastFinitePos = m_pos; | 1172 | m_LastFinitePos = m_pos; |
1176 | } | 1173 | } |
1177 | 1174 | ||
1178 | //m_physicsActor.AddForce(new PhysicsVector(999999999, 99999999, 999999999999999), true); | 1175 | #endregion Sanity Checking |
1179 | 1176 | ||
1180 | //ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y); | 1177 | #region Inputs |
1181 | //if (land != null) | ||
1182 | //{ | ||
1183 | //if (land.landData.landingType == (byte)1 && land.landData.userLocation != Vector3.Zero) | ||
1184 | //{ | ||
1185 | // agent.startpos = land.landData.userLocation; | ||
1186 | //} | ||
1187 | //} | ||
1188 | 1178 | ||
1189 | uint flags = agentData.ControlFlags; | 1179 | AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags; |
1190 | Quaternion bodyRotation = agentData.BodyRotation; | 1180 | Quaternion bodyRotation = agentData.BodyRotation; |
1191 | 1181 | ||
1192 | // Camera location in world. We'll need to raytrace | 1182 | // Camera location in world. We'll need to raytrace |
@@ -1207,87 +1197,85 @@ namespace OpenSim.Region.Framework.Scenes | |||
1207 | // The Agent's Draw distance setting | 1197 | // The Agent's Draw distance setting |
1208 | m_DrawDistance = agentData.Far; | 1198 | m_DrawDistance = agentData.Far; |
1209 | 1199 | ||
1210 | if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) | ||
1211 | { | ||
1212 | StandUp(); | ||
1213 | } | ||
1214 | |||
1215 | // Check if Client has camera in 'follow cam' or 'build' mode. | 1200 | // Check if Client has camera in 'follow cam' or 'build' mode. |
1216 | Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation); | 1201 | Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation); |
1217 | 1202 | ||
1218 | m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f) | 1203 | m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f) |
1219 | && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; | 1204 | && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; |
1220 | 1205 | ||
1206 | m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; | ||
1207 | m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; | ||
1208 | |||
1209 | #endregion Inputs | ||
1210 | |||
1211 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) | ||
1212 | { | ||
1213 | StandUp(); | ||
1214 | } | ||
1215 | |||
1221 | //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto); | 1216 | //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto); |
1222 | // Raycast from the avatar's head to the camera to see if there's anything blocking the view | 1217 | // Raycast from the avatar's head to the camera to see if there's anything blocking the view |
1223 | if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) | 1218 | if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) |
1224 | { | 1219 | { |
1225 | if (m_followCamAuto) | 1220 | if (m_followCamAuto) |
1226 | { | 1221 | { |
1227 | Vector3 headadjustment = new Vector3(0, 0, 0.3f); | 1222 | Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; |
1228 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - (m_pos + headadjustment)), Vector3.Distance(m_CameraCenter, (m_pos + headadjustment)) + 0.3f, RayCastCameraCallback); | 1223 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); |
1229 | } | 1224 | } |
1230 | } | 1225 | } |
1231 | 1226 | ||
1232 | m_mouseLook = (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; | ||
1233 | m_leftButtonDown = (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; | ||
1234 | |||
1235 | lock (scriptedcontrols) | 1227 | lock (scriptedcontrols) |
1236 | { | 1228 | { |
1237 | if (scriptedcontrols.Count > 0) | 1229 | if (scriptedcontrols.Count > 0) |
1238 | { | 1230 | { |
1239 | SendControlToScripts(flags); | 1231 | SendControlToScripts((uint)flags); |
1240 | flags = RemoveIgnoredControls(flags, IgnoredControls); | 1232 | flags = RemoveIgnoredControls(flags, IgnoredControls); |
1241 | } | 1233 | } |
1242 | } | 1234 | } |
1243 | 1235 | ||
1244 | if (PhysicsActor == null) | ||
1245 | { | ||
1246 | return; | ||
1247 | } | ||
1248 | |||
1249 | if (m_autopilotMoving) | 1236 | if (m_autopilotMoving) |
1250 | CheckAtSitTarget(); | 1237 | CheckAtSitTarget(); |
1251 | 1238 | ||
1252 | if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) | 1239 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) |
1253 | { | 1240 | { |
1254 | // TODO: This doesn't prevent the user from walking yet. | 1241 | // TODO: This doesn't prevent the user from walking yet. |
1255 | // Setting parent ID would fix this, if we knew what value | 1242 | // Setting parent ID would fix this, if we knew what value |
1256 | // to use. Or we could add a m_isSitting variable. | 1243 | // to use. Or we could add a m_isSitting variable. |
1257 | |||
1258 | TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | 1244 | TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); |
1259 | } | 1245 | } |
1246 | |||
1260 | // In the future, these values might need to go global. | 1247 | // In the future, these values might need to go global. |
1261 | // Here's where you get them. | 1248 | // Here's where you get them. |
1262 | |||
1263 | m_AgentControlFlags = flags; | 1249 | m_AgentControlFlags = flags; |
1264 | m_headrotation = agentData.HeadRotation; | 1250 | m_headrotation = agentData.HeadRotation; |
1265 | m_state = agentData.State; | 1251 | m_state = agentData.State; |
1266 | 1252 | ||
1253 | PhysicsActor actor = PhysicsActor; | ||
1254 | if (actor == null) | ||
1255 | { | ||
1256 | return; | ||
1257 | } | ||
1258 | |||
1267 | if (m_allowMovement) | 1259 | if (m_allowMovement) |
1268 | { | 1260 | { |
1269 | int i = 0; | 1261 | int i = 0; |
1270 | bool update_movementflag = false; | 1262 | bool update_movementflag = false; |
1271 | bool update_rotation = false; | 1263 | bool update_rotation = false; |
1272 | bool DCFlagKeyPressed = false; | 1264 | bool DCFlagKeyPressed = false; |
1273 | Vector3 agent_control_v3 = new Vector3(0, 0, 0); | 1265 | Vector3 agent_control_v3 = Vector3.Zero; |
1274 | Quaternion q = bodyRotation; | 1266 | Quaternion q = bodyRotation; |
1275 | if (PhysicsActor != null) | ||
1276 | { | ||
1277 | bool oldflying = PhysicsActor.Flying; | ||
1278 | 1267 | ||
1279 | if (m_forceFly) | 1268 | bool oldflying = PhysicsActor.Flying; |
1280 | PhysicsActor.Flying = true; | ||
1281 | else if (m_flyDisabled) | ||
1282 | PhysicsActor.Flying = false; | ||
1283 | else | ||
1284 | PhysicsActor.Flying = ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); | ||
1285 | 1269 | ||
1286 | if (PhysicsActor.Flying != oldflying) | 1270 | if (m_forceFly) |
1287 | { | 1271 | actor.Flying = true; |
1288 | update_movementflag = true; | 1272 | else if (m_flyDisabled) |
1289 | } | 1273 | actor.Flying = false; |
1290 | } | 1274 | else |
1275 | actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); | ||
1276 | |||
1277 | if (actor.Flying != oldflying) | ||
1278 | update_movementflag = true; | ||
1291 | 1279 | ||
1292 | if (q != m_bodyRot) | 1280 | if (q != m_bodyRot) |
1293 | { | 1281 | { |
@@ -1309,10 +1297,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1309 | else | 1297 | else |
1310 | dirVectors = Dir_Vectors; | 1298 | dirVectors = Dir_Vectors; |
1311 | 1299 | ||
1312 | 1300 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | |
1313 | foreach (Dir_ControlFlags DCF in m_dirControlFlags) | ||
1314 | { | 1301 | { |
1315 | if ((flags & (uint)DCF) != 0) | 1302 | if (((uint)flags & (uint)DCF) != 0) |
1316 | { | 1303 | { |
1317 | bResetMoveToPosition = true; | 1304 | bResetMoveToPosition = true; |
1318 | DCFlagKeyPressed = true; | 1305 | DCFlagKeyPressed = true; |
@@ -1358,7 +1345,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1358 | if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving)) | 1345 | if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving)) |
1359 | { | 1346 | { |
1360 | //Check the error term of the current position in relation to the target position | 1347 | //Check the error term of the current position in relation to the target position |
1361 | if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 1.5) | 1348 | if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 1.5f) |
1362 | { | 1349 | { |
1363 | // we are close enough to the target | 1350 | // we are close enough to the target |
1364 | m_moveToPositionTarget = Vector3.Zero; | 1351 | m_moveToPositionTarget = Vector3.Zero; |
@@ -1439,8 +1426,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1439 | if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly) | 1426 | if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly) |
1440 | { | 1427 | { |
1441 | // Are the landing controls requirements filled? | 1428 | // Are the landing controls requirements filled? |
1442 | bool controlland = (((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || | 1429 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || |
1443 | ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 1430 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
1444 | 1431 | ||
1445 | // Are the collision requirements fulfilled? | 1432 | // Are the collision requirements fulfilled? |
1446 | bool colliding = (m_physicsActor.IsColliding == true); | 1433 | bool colliding = (m_physicsActor.IsColliding == true); |
@@ -1537,7 +1524,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1537 | if (part != null) | 1524 | if (part != null) |
1538 | { | 1525 | { |
1539 | AbsolutePosition = part.AbsolutePosition; | 1526 | AbsolutePosition = part.AbsolutePosition; |
1540 | Velocity = new Vector3(0, 0, 0); | 1527 | Velocity = Vector3.Zero; |
1541 | SendFullUpdateToAllClients(); | 1528 | SendFullUpdateToAllClients(); |
1542 | 1529 | ||
1543 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1530 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); |
@@ -1607,7 +1594,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1607 | } | 1594 | } |
1608 | 1595 | ||
1609 | m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); | 1596 | m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); |
1610 | m_parentPosition = new Vector3(); | 1597 | m_parentPosition = Vector3.Zero; |
1611 | 1598 | ||
1612 | m_parentID = 0; | 1599 | m_parentID = 0; |
1613 | SendFullUpdateToAllClients(); | 1600 | SendFullUpdateToAllClients(); |
@@ -1834,7 +1821,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1834 | //Quaternion result = (sitTargetOrient * vq) * nq; | 1821 | //Quaternion result = (sitTargetOrient * vq) * nq; |
1835 | 1822 | ||
1836 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 1823 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
1837 | m_pos += m_sitTargetCorrectionOffset; | 1824 | m_pos += SIT_TARGET_ADJUSTMENT; |
1838 | m_bodyRot = sitTargetOrient; | 1825 | m_bodyRot = sitTargetOrient; |
1839 | //Rotation = sitTargetOrient; | 1826 | //Rotation = sitTargetOrient; |
1840 | m_parentPosition = part.AbsolutePosition; | 1827 | m_parentPosition = part.AbsolutePosition; |
@@ -1854,7 +1841,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1854 | } | 1841 | } |
1855 | m_parentID = m_requestedSitTargetID; | 1842 | m_parentID = m_requestedSitTargetID; |
1856 | 1843 | ||
1857 | Velocity = new Vector3(0, 0, 0); | 1844 | Velocity = Vector3.Zero; |
1858 | RemoveFromPhysicalScene(); | 1845 | RemoveFromPhysicalScene(); |
1859 | 1846 | ||
1860 | TrySetMovementAnimation(sitAnimation); | 1847 | TrySetMovementAnimation(sitAnimation); |
@@ -2011,7 +1998,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2011 | protected void TrySetMovementAnimation(string anim) | 1998 | protected void TrySetMovementAnimation(string anim) |
2012 | { | 1999 | { |
2013 | //m_log.DebugFormat("Updating movement animation to {0}", anim); | 2000 | //m_log.DebugFormat("Updating movement animation to {0}", anim); |
2014 | 2001 | ||
2015 | if (!m_isChildAgent) | 2002 | if (!m_isChildAgent) |
2016 | { | 2003 | { |
2017 | if (m_animations.TrySetDefaultAnimation(anim, m_controllingClient.NextAnimationSequenceNumber, UUID.Zero)) | 2004 | if (m_animations.TrySetDefaultAnimation(anim, m_controllingClient.NextAnimationSequenceNumber, UUID.Zero)) |
@@ -2046,200 +2033,169 @@ namespace OpenSim.Region.Framework.Scenes | |||
2046 | /// </summary> | 2033 | /// </summary> |
2047 | public string GetMovementAnimation() | 2034 | public string GetMovementAnimation() |
2048 | { | 2035 | { |
2049 | if ((m_animPersistUntil > 0) && (m_animPersistUntil > DateTime.Now.Ticks)) | 2036 | const float FALL_DELAY = 0.33f; |
2050 | { | 2037 | const float PREJUMP_DELAY = 0.25f; |
2051 | //We don't want our existing state to end yet. | ||
2052 | return m_movementAnimation; | ||
2053 | 2038 | ||
2054 | } | 2039 | #region Inputs |
2055 | else if (m_movementflag != 0) | 2040 | |
2041 | AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_AgentControlFlags; | ||
2042 | PhysicsActor actor = m_physicsActor; | ||
2043 | |||
2044 | // Create forward and left vectors from the current avatar rotation | ||
2045 | Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_bodyRot); | ||
2046 | Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix); | ||
2047 | Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); | ||
2048 | |||
2049 | // Check control flags | ||
2050 | bool heldForward = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; | ||
2051 | bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; | ||
2052 | bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; | ||
2053 | bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; | ||
2054 | //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; | ||
2055 | //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; | ||
2056 | bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; | ||
2057 | bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; | ||
2058 | //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; | ||
2059 | //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; | ||
2060 | |||
2061 | // Direction in which the avatar is trying to move | ||
2062 | Vector3 move = Vector3.Zero; | ||
2063 | if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; } | ||
2064 | if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } | ||
2065 | if (heldLeft) { move.X += left.X; move.Y += left.Y; } | ||
2066 | if (heldRight) { move.X -= left.X; move.Y -= left.Y; } | ||
2067 | if (heldUp) { move.Z += 1; } | ||
2068 | if (heldDown) { move.Z -= 1; } | ||
2069 | |||
2070 | // Is the avatar trying to move? | ||
2071 | bool moving = (move != Vector3.Zero); | ||
2072 | bool jumping = m_animTickJump != 0; | ||
2073 | |||
2074 | #endregion Inputs | ||
2075 | |||
2076 | #region Flying | ||
2077 | |||
2078 | if (actor != null && actor.Flying) | ||
2056 | { | 2079 | { |
2057 | //We're moving | 2080 | m_animTickFall = 0; |
2058 | m_allowFalling = true; | 2081 | m_animTickJump = 0; |
2059 | if (PhysicsActor != null && PhysicsActor.IsColliding) | 2082 | |
2083 | if (move.X != 0f || move.Y != 0f) | ||
2060 | { | 2084 | { |
2061 | //And colliding. Can you guess what it is yet? | 2085 | return (m_useFlySlow ? "FLYSLOW" : "FLY"); |
2062 | if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) | 2086 | } |
2063 | { | 2087 | else if (move.Z > 0f) |
2064 | //Down key is being pressed. | 2088 | { |
2065 | if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) + (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0) | 2089 | return "HOVER_UP"; |
2066 | { | 2090 | } |
2067 | return "CROUCHWALK"; | 2091 | else if (move.Z < 0f) |
2068 | } | 2092 | { |
2069 | else | 2093 | if (actor != null && actor.IsColliding) |
2070 | { | 2094 | return "LAND"; |
2071 | return "CROUCH"; | ||
2072 | } | ||
2073 | } | ||
2074 | else if (m_setAlwaysRun) | ||
2075 | { | ||
2076 | return "RUN"; | ||
2077 | } | ||
2078 | else | 2095 | else |
2079 | { | 2096 | return "HOVER_DOWN"; |
2080 | //If we're prejumping then inhibit this, it's a problem | ||
2081 | //caused by a false positive on IsColliding | ||
2082 | if (m_movementAnimation == "PREJUMP") | ||
2083 | { | ||
2084 | return "PREJUMP"; | ||
2085 | } | ||
2086 | else | ||
2087 | { | ||
2088 | return "WALK"; | ||
2089 | } | ||
2090 | } | ||
2091 | |||
2092 | } | 2097 | } |
2093 | else | 2098 | else |
2094 | { | 2099 | { |
2095 | //We're not colliding. Colliding isn't cool these days. | 2100 | return "HOVER"; |
2096 | if (PhysicsActor != null && PhysicsActor.Flying) | 2101 | } |
2097 | { | 2102 | } |
2098 | //Are we moving forwards or backwards? | ||
2099 | if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0) | ||
2100 | { | ||
2101 | //Then we really are flying | ||
2102 | if (m_setAlwaysRun) | ||
2103 | { | ||
2104 | return "FLY"; | ||
2105 | } | ||
2106 | else | ||
2107 | { | ||
2108 | if (m_useFlySlow == false) | ||
2109 | { | ||
2110 | return "FLY"; | ||
2111 | } | ||
2112 | else | ||
2113 | { | ||
2114 | return "FLYSLOW"; | ||
2115 | } | ||
2116 | } | ||
2117 | } | ||
2118 | else | ||
2119 | { | ||
2120 | if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) | ||
2121 | { | ||
2122 | return "HOVER_UP"; | ||
2123 | } | ||
2124 | else | ||
2125 | { | ||
2126 | return "HOVER_DOWN"; | ||
2127 | } | ||
2128 | } | ||
2129 | 2103 | ||
2130 | } | 2104 | #endregion Flying |
2131 | else if (m_movementAnimation == "JUMP") | ||
2132 | { | ||
2133 | //If we were already jumping, continue to jump until we collide | ||
2134 | return "JUMP"; | ||
2135 | 2105 | ||
2136 | } | 2106 | #region Falling/Floating/Landing |
2137 | else if (m_movementAnimation == "PREJUMP" && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == 0) | ||
2138 | { | ||
2139 | //If we were in a prejump, and the UP key is no longer being held down | ||
2140 | //then we're not going to fly, so we're jumping | ||
2141 | return "JUMP"; | ||
2142 | 2107 | ||
2143 | } | 2108 | if (actor == null || !actor.IsColliding) |
2144 | else if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) | 2109 | { |
2145 | { | 2110 | float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; |
2146 | //They're pressing up, so we're either going to fly or jump | 2111 | float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; |
2147 | return "PREJUMP"; | 2112 | |
2148 | } | 2113 | if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) |
2149 | else | 2114 | { |
2150 | { | 2115 | // Just started falling |
2151 | //If we're moving and not flying and not jumping and not colliding.. | 2116 | m_animTickFall = Environment.TickCount; |
2152 | |||
2153 | if (m_movementAnimation == "WALK" || m_movementAnimation == "RUN") | ||
2154 | { | ||
2155 | //Let's not enter a FALLDOWN state here, since we're probably | ||
2156 | //not colliding because we're going down hill. | ||
2157 | return m_movementAnimation; | ||
2158 | } | ||
2159 | //Record the time we enter this state so we know whether to "land" or not | ||
2160 | m_animPersistUntil = DateTime.Now.Ticks; | ||
2161 | return "FALLDOWN"; | ||
2162 | |||
2163 | } | ||
2164 | } | 2117 | } |
2118 | else if (!jumping && fallElapsed > FALL_DELAY) | ||
2119 | { | ||
2120 | // Falling long enough to trigger the animation | ||
2121 | return "FALLDOWN"; | ||
2122 | } | ||
2123 | |||
2124 | return m_movementAnimation; | ||
2165 | } | 2125 | } |
2166 | else | 2126 | |
2127 | #endregion Falling/Floating/Landing | ||
2128 | |||
2129 | #region Ground Movement | ||
2130 | |||
2131 | if (m_movementAnimation == "FALLDOWN") | ||
2167 | { | 2132 | { |
2168 | //We're not moving. | 2133 | m_animTickFall = Environment.TickCount; |
2169 | if (PhysicsActor != null && PhysicsActor.IsColliding) | ||
2170 | { | ||
2171 | //But we are colliding. | ||
2172 | if (m_movementAnimation == "FALLDOWN") | ||
2173 | { | ||
2174 | //We're re-using the m_animPersistUntil value here to see how long we've been falling | ||
2175 | if ((DateTime.Now.Ticks - m_animPersistUntil) > TimeSpan.TicksPerSecond) | ||
2176 | { | ||
2177 | //Make sure we don't change state for a bit | ||
2178 | m_animPersistUntil = DateTime.Now.Ticks + TimeSpan.TicksPerSecond; | ||
2179 | return "LAND"; | ||
2180 | } | ||
2181 | else | ||
2182 | { | ||
2183 | //We haven't been falling very long, we were probably just walking down hill | ||
2184 | return "STAND"; | ||
2185 | } | ||
2186 | } | ||
2187 | else if (m_movementAnimation == "JUMP" || m_movementAnimation == "HOVER_DOWN") | ||
2188 | { | ||
2189 | //Make sure we don't change state for a bit | ||
2190 | m_animPersistUntil = DateTime.Now.Ticks + (1 * TimeSpan.TicksPerSecond); | ||
2191 | return "SOFT_LAND"; | ||
2192 | 2134 | ||
2193 | } | 2135 | // TODO: SOFT_LAND support |
2194 | else if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) | 2136 | return "LAND"; |
2195 | { | 2137 | } |
2196 | return "PREJUMP"; | 2138 | else if (m_movementAnimation == "LAND") |
2197 | } | 2139 | { |
2198 | else if (PhysicsActor != null && PhysicsActor.Flying) | 2140 | float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; |
2199 | { | ||
2200 | m_allowFalling = true; | ||
2201 | if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) | ||
2202 | { | ||
2203 | return "HOVER_UP"; | ||
2204 | } | ||
2205 | else if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) | ||
2206 | { | ||
2207 | return "HOVER_DOWN"; | ||
2208 | } | ||
2209 | else | ||
2210 | { | ||
2211 | return "HOVER"; | ||
2212 | } | ||
2213 | } | ||
2214 | else | ||
2215 | { | ||
2216 | return "STAND"; | ||
2217 | } | ||
2218 | 2141 | ||
2142 | if (landElapsed <= FALL_DELAY) | ||
2143 | return "LAND"; | ||
2144 | } | ||
2145 | |||
2146 | m_animTickFall = 0; | ||
2147 | |||
2148 | if (move.Z > 0f) | ||
2149 | { | ||
2150 | // Jumping | ||
2151 | if (!jumping) | ||
2152 | { | ||
2153 | // Begin prejump | ||
2154 | m_animTickJump = Environment.TickCount; | ||
2155 | return "PREJUMP"; | ||
2219 | } | 2156 | } |
2220 | else | 2157 | else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) |
2221 | { | 2158 | { |
2222 | //We're not colliding. | 2159 | // Start actual jump |
2223 | if (PhysicsActor != null && PhysicsActor.Flying) | 2160 | if (m_animTickJump == -1) |
2224 | { | 2161 | { |
2225 | 2162 | // Already jumping! End the current jump | |
2226 | return "HOVER"; | 2163 | m_animTickJump = 0; |
2227 | 2164 | return "JUMP"; | |
2228 | } | 2165 | } |
2229 | else if ((m_movementAnimation == "JUMP" || m_movementAnimation == "PREJUMP") && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == 0) | ||
2230 | { | ||
2231 | 2166 | ||
2232 | return "JUMP"; | 2167 | m_animTickJump = -1; |
2168 | return "JUMP"; | ||
2169 | } | ||
2170 | } | ||
2171 | else | ||
2172 | { | ||
2173 | // Not jumping | ||
2174 | m_animTickJump = 0; | ||
2233 | 2175 | ||
2234 | } | 2176 | if (move.X != 0f || move.Y != 0f) |
2177 | { | ||
2178 | // Walking / crouchwalking / running | ||
2179 | if (move.Z < 0f) | ||
2180 | return "CROUCHWALK"; | ||
2181 | else if (m_setAlwaysRun) | ||
2182 | return "RUN"; | ||
2235 | else | 2183 | else |
2236 | { | 2184 | return "WALK"; |
2237 | //Record the time we enter this state so we know whether to "land" or not | 2185 | } |
2238 | m_animPersistUntil = DateTime.Now.Ticks; | 2186 | else |
2239 | return "FALLDOWN"; // this falling animation is invoked too frequently when capsule tilt correction is used - why? | 2187 | { |
2240 | } | 2188 | // Not walking |
2189 | if (move.Z < 0f) | ||
2190 | return "CROUCH"; | ||
2191 | else | ||
2192 | return "STAND"; | ||
2241 | } | 2193 | } |
2242 | } | 2194 | } |
2195 | |||
2196 | #endregion Ground Movement | ||
2197 | |||
2198 | return m_movementAnimation; | ||
2243 | } | 2199 | } |
2244 | 2200 | ||
2245 | /// <summary> | 2201 | /// <summary> |
@@ -2247,24 +2203,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2247 | /// </summary> | 2203 | /// </summary> |
2248 | protected void UpdateMovementAnimations() | 2204 | protected void UpdateMovementAnimations() |
2249 | { | 2205 | { |
2250 | string movementAnimation = GetMovementAnimation(); | 2206 | m_movementAnimation = GetMovementAnimation(); |
2251 | 2207 | ||
2252 | if (movementAnimation == "FALLDOWN" && m_allowFalling == false) | 2208 | if (m_movementAnimation == "PREJUMP" && !m_usePreJump) |
2253 | { | ||
2254 | movementAnimation = m_movementAnimation; | ||
2255 | } | ||
2256 | else | ||
2257 | { | ||
2258 | m_movementAnimation = movementAnimation; | ||
2259 | } | ||
2260 | if (movementAnimation == "PREJUMP" && m_usePreJump == false) | ||
2261 | { | 2209 | { |
2262 | //This was the previous behavior before PREJUMP | 2210 | // This was the previous behavior before PREJUMP |
2263 | TrySetMovementAnimation("JUMP"); | 2211 | TrySetMovementAnimation("JUMP"); |
2264 | } | 2212 | } |
2265 | else | 2213 | else |
2266 | { | 2214 | { |
2267 | TrySetMovementAnimation(movementAnimation); | 2215 | TrySetMovementAnimation(m_movementAnimation); |
2268 | } | 2216 | } |
2269 | } | 2217 | } |
2270 | 2218 | ||
@@ -2277,7 +2225,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2277 | { | 2225 | { |
2278 | if (m_isChildAgent) | 2226 | if (m_isChildAgent) |
2279 | { | 2227 | { |
2280 | m_log.Debug("DEBUG: AddNewMovement: child agent, Making root agent!"); | 2228 | m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!"); |
2281 | 2229 | ||
2282 | // we have to reset the user's child agent connections. | 2230 | // we have to reset the user's child agent connections. |
2283 | // Likely, here they've lost the eventqueue for other regions so border | 2231 | // Likely, here they've lost the eventqueue for other regions so border |
@@ -2286,7 +2234,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2286 | List<ulong> regions = new List<ulong>(KnownChildRegionHandles); | 2234 | List<ulong> regions = new List<ulong>(KnownChildRegionHandles); |
2287 | regions.Remove(m_scene.RegionInfo.RegionHandle); | 2235 | regions.Remove(m_scene.RegionInfo.RegionHandle); |
2288 | 2236 | ||
2289 | MakeRootAgent(new Vector3(127, 127, 127), true); | 2237 | MakeRootAgent(new Vector3(127f, 127f, 127f), true); |
2290 | 2238 | ||
2291 | // Async command | 2239 | // Async command |
2292 | if (m_scene.SceneGridService != null) | 2240 | if (m_scene.SceneGridService != null) |
@@ -2298,47 +2246,45 @@ namespace OpenSim.Region.Framework.Scenes | |||
2298 | System.Threading.Thread.Sleep(500); | 2246 | System.Threading.Thread.Sleep(500); |
2299 | } | 2247 | } |
2300 | 2248 | ||
2301 | |||
2302 | if (m_scene.SceneGridService != null) | 2249 | if (m_scene.SceneGridService != null) |
2303 | { | 2250 | { |
2304 | m_scene.SceneGridService.EnableNeighbourChildAgents(this, new List<RegionInfo>()); | 2251 | m_scene.SceneGridService.EnableNeighbourChildAgents(this, new List<RegionInfo>()); |
2305 | } | 2252 | } |
2306 | 2253 | ||
2307 | |||
2308 | |||
2309 | return; | 2254 | return; |
2310 | } | 2255 | } |
2311 | 2256 | ||
2312 | m_perfMonMS = Environment.TickCount; | 2257 | m_perfMonMS = Environment.TickCount; |
2313 | 2258 | ||
2314 | m_rotation = rotation; | 2259 | m_rotation = rotation; |
2315 | NewForce newVelocity = new NewForce(); | ||
2316 | Vector3 direc = vec * rotation; | 2260 | Vector3 direc = vec * rotation; |
2317 | direc.Normalize(); | 2261 | direc.Normalize(); |
2318 | 2262 | ||
2319 | direc *= 0.03f * 128f * m_speedModifier; | 2263 | direc *= 0.03f * 128f * m_speedModifier; |
2320 | if (m_physicsActor.Flying) | 2264 | |
2321 | { | 2265 | PhysicsActor actor = m_physicsActor; |
2322 | direc *= 4; | 2266 | if (actor != null) |
2323 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | ||
2324 | //bool colliding = (m_physicsActor.IsColliding==true); | ||
2325 | //if (controlland) | ||
2326 | // m_log.Info("[AGENT]: landCommand"); | ||
2327 | //if (colliding) | ||
2328 | // m_log.Info("[AGENT]: colliding"); | ||
2329 | //if (m_physicsActor.Flying && colliding && controlland) | ||
2330 | //{ | ||
2331 | // StopFlying(); | ||
2332 | // m_log.Info("[AGENT]: Stop FLying"); | ||
2333 | //} | ||
2334 | } | ||
2335 | else | ||
2336 | { | 2267 | { |
2337 | if (!m_physicsActor.Flying && m_physicsActor.IsColliding) | 2268 | if (actor.Flying) |
2269 | { | ||
2270 | direc *= 4.0f; | ||
2271 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | ||
2272 | //bool colliding = (m_physicsActor.IsColliding==true); | ||
2273 | //if (controlland) | ||
2274 | // m_log.Info("[AGENT]: landCommand"); | ||
2275 | //if (colliding) | ||
2276 | // m_log.Info("[AGENT]: colliding"); | ||
2277 | //if (m_physicsActor.Flying && colliding && controlland) | ||
2278 | //{ | ||
2279 | // StopFlying(); | ||
2280 | // m_log.Info("[AGENT]: Stop FLying"); | ||
2281 | //} | ||
2282 | } | ||
2283 | else if (!actor.Flying && actor.IsColliding) | ||
2338 | { | 2284 | { |
2339 | if (direc.Z > 2.0f) | 2285 | if (direc.Z > 2.0f) |
2340 | { | 2286 | { |
2341 | direc.Z *= 3; | 2287 | direc.Z *= 3.0f; |
2342 | 2288 | ||
2343 | // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. | 2289 | // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. |
2344 | TrySetMovementAnimation("PREJUMP"); | 2290 | TrySetMovementAnimation("PREJUMP"); |
@@ -2347,10 +2293,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2347 | } | 2293 | } |
2348 | } | 2294 | } |
2349 | 2295 | ||
2350 | newVelocity.X = direc.X; | 2296 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
2351 | newVelocity.Y = direc.Y; | 2297 | m_forceToApply = direc; |
2352 | newVelocity.Z = direc.Z; | ||
2353 | m_forcesList.Add(newVelocity); | ||
2354 | 2298 | ||
2355 | m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); | 2299 | m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); |
2356 | } | 2300 | } |
@@ -2361,8 +2305,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2361 | 2305 | ||
2362 | public override void Update() | 2306 | public override void Update() |
2363 | { | 2307 | { |
2364 | const float VELOCITY_TOLERANCE = 0.01f; | 2308 | const float ROTATION_TOLERANCE = 0.01f; |
2365 | const float POSITION_TOLERANCE = 10.0f; | 2309 | const float VELOCITY_TOLERANCE = 0.001f; |
2310 | const float POSITION_TOLERANCE = 0.05f; | ||
2311 | //const int TIME_MS_TOLERANCE = 3000; | ||
2366 | 2312 | ||
2367 | SendPrimUpdates(); | 2313 | SendPrimUpdates(); |
2368 | 2314 | ||
@@ -2374,17 +2320,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
2374 | 2320 | ||
2375 | if (m_isChildAgent == false) | 2321 | if (m_isChildAgent == false) |
2376 | { | 2322 | { |
2323 | PhysicsActor actor = m_physicsActor; | ||
2324 | |||
2325 | // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to | ||
2326 | // grab the latest PhysicsActor velocity, whereas m_velocity is often | ||
2327 | // storing a requested force instead of an actual traveling velocity | ||
2328 | |||
2377 | // Throw away duplicate or insignificant updates | 2329 | // Throw away duplicate or insignificant updates |
2378 | if (m_bodyRot != m_lastRotation || | 2330 | if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || |
2379 | (m_velocity - m_lastVelocity).Length() > VELOCITY_TOLERANCE || | 2331 | !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || |
2380 | (m_pos - m_lastPosition).Length() > POSITION_TOLERANCE) | 2332 | !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)) |
2333 | //Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) | ||
2381 | { | 2334 | { |
2382 | SendTerseUpdateToAllClients(); | 2335 | SendTerseUpdateToAllClients(); |
2383 | 2336 | ||
2384 | // Update the "last" values | 2337 | // Update the "last" values |
2385 | m_lastPosition = m_pos; | 2338 | m_lastPosition = m_pos; |
2386 | m_lastRotation = m_bodyRot; | 2339 | m_lastRotation = m_bodyRot; |
2387 | m_lastVelocity = m_velocity; | 2340 | m_lastVelocity = Velocity; |
2341 | //m_lastTerseSent = Environment.TickCount; | ||
2388 | } | 2342 | } |
2389 | 2343 | ||
2390 | // followed suggestion from mic bowman. reversed the two lines below. | 2344 | // followed suggestion from mic bowman. reversed the two lines below. |
@@ -2410,11 +2364,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2410 | { | 2364 | { |
2411 | m_perfMonMS = Environment.TickCount; | 2365 | m_perfMonMS = Environment.TickCount; |
2412 | 2366 | ||
2367 | PhysicsActor actor = m_physicsActor; | ||
2368 | Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero; | ||
2369 | |||
2413 | Vector3 pos = m_pos; | 2370 | Vector3 pos = m_pos; |
2414 | pos.Z -= m_appearance.HipOffset; | 2371 | pos.Z += m_appearance.HipOffset; |
2415 | 2372 | ||
2416 | remoteClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_regionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, | 2373 | //m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity); |
2417 | pos, m_velocity, Vector3.Zero, m_bodyRot, Vector4.UnitW, m_uuid, null, GetUpdatePriority(remoteClient))); | 2374 | |
2375 | remoteClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, | ||
2376 | pos, velocity, Vector3.Zero, m_bodyRot, CollisionPlane, m_uuid, null, GetUpdatePriority(remoteClient))); | ||
2418 | 2377 | ||
2419 | m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); | 2378 | m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); |
2420 | m_scene.StatsReporter.AddAgentUpdates(1); | 2379 | m_scene.StatsReporter.AddAgentUpdates(1); |
@@ -2510,7 +2469,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2510 | return; | 2469 | return; |
2511 | 2470 | ||
2512 | Vector3 pos = m_pos; | 2471 | Vector3 pos = m_pos; |
2513 | pos.Z -= m_appearance.HipOffset; | 2472 | pos.Z += m_appearance.HipOffset; |
2514 | 2473 | ||
2515 | remoteAvatar.m_controllingClient.SendAvatarData(new SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid, | 2474 | remoteAvatar.m_controllingClient.SendAvatarData(new SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid, |
2516 | LocalId, pos, m_appearance.Texture.GetBytes(), | 2475 | LocalId, pos, m_appearance.Texture.GetBytes(), |
@@ -2581,7 +2540,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2581 | // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); | 2540 | // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); |
2582 | 2541 | ||
2583 | Vector3 pos = m_pos; | 2542 | Vector3 pos = m_pos; |
2584 | pos.Z -= m_appearance.HipOffset; | 2543 | pos.Z += m_appearance.HipOffset; |
2585 | 2544 | ||
2586 | m_controllingClient.SendAvatarData(new SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid, LocalId, | 2545 | m_controllingClient.SendAvatarData(new SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid, LocalId, |
2587 | pos, m_appearance.Texture.GetBytes(), m_parentID, m_bodyRot)); | 2546 | pos, m_appearance.Texture.GetBytes(), m_parentID, m_bodyRot)); |
@@ -2690,7 +2649,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2690 | } | 2649 | } |
2691 | 2650 | ||
2692 | Vector3 pos = m_pos; | 2651 | Vector3 pos = m_pos; |
2693 | pos.Z -= m_appearance.HipOffset; | 2652 | pos.Z += m_appearance.HipOffset; |
2694 | 2653 | ||
2695 | m_controllingClient.SendAvatarData(new SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid, LocalId, | 2654 | m_controllingClient.SendAvatarData(new SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid, LocalId, |
2696 | pos, m_appearance.Texture.GetBytes(), m_parentID, m_bodyRot)); | 2655 | pos, m_appearance.Texture.GetBytes(), m_parentID, m_bodyRot)); |
@@ -2778,7 +2737,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2778 | } | 2737 | } |
2779 | 2738 | ||
2780 | // Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m | 2739 | // Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m |
2781 | if (Util.GetDistanceTo(AbsolutePosition, m_LastChildAgentUpdatePosition) >= Scene.ChildReprioritizationDistance) | 2740 | if (Util.GetDistanceTo(AbsolutePosition, m_lastChildAgentUpdatePosition) >= Scene.ChildReprioritizationDistance || |
2741 | Util.GetDistanceTo(CameraPosition, m_lastChildAgentUpdateCamPosition) >= Scene.ChildReprioritizationDistance) | ||
2782 | { | 2742 | { |
2783 | ChildAgentDataUpdate cadu = new ChildAgentDataUpdate(); | 2743 | ChildAgentDataUpdate cadu = new ChildAgentDataUpdate(); |
2784 | cadu.ActiveGroupID = UUID.Zero.Guid; | 2744 | cadu.ActiveGroupID = UUID.Zero.Guid; |
@@ -2792,7 +2752,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2792 | cadu.godlevel = m_godlevel; | 2752 | cadu.godlevel = m_godlevel; |
2793 | cadu.GroupAccess = 0; | 2753 | cadu.GroupAccess = 0; |
2794 | cadu.Position = new sLLVector3(AbsolutePosition); | 2754 | cadu.Position = new sLLVector3(AbsolutePosition); |
2795 | cadu.regionHandle = m_scene.RegionInfo.RegionHandle; | 2755 | cadu.regionHandle = m_rootRegionHandle; |
2796 | float multiplier = 1; | 2756 | float multiplier = 1; |
2797 | int innacurateNeighbors = m_scene.GetInaccurateNeighborCount(); | 2757 | int innacurateNeighbors = m_scene.GetInaccurateNeighborCount(); |
2798 | if (innacurateNeighbors != 0) | 2758 | if (innacurateNeighbors != 0) |
@@ -2812,11 +2772,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2812 | agentpos.CopyFrom(cadu); | 2772 | agentpos.CopyFrom(cadu); |
2813 | 2773 | ||
2814 | m_scene.SendOutChildAgentUpdates(agentpos, this); | 2774 | m_scene.SendOutChildAgentUpdates(agentpos, this); |
2815 | |||
2816 | m_LastChildAgentUpdatePosition.X = AbsolutePosition.X; | ||
2817 | m_LastChildAgentUpdatePosition.Y = AbsolutePosition.Y; | ||
2818 | m_LastChildAgentUpdatePosition.Z = AbsolutePosition.Z; | ||
2819 | 2775 | ||
2776 | m_lastChildAgentUpdatePosition = AbsolutePosition; | ||
2777 | m_lastChildAgentUpdateCamPosition = CameraPosition; | ||
2820 | } | 2778 | } |
2821 | } | 2779 | } |
2822 | 2780 | ||
@@ -2941,9 +2899,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2941 | m_inTransit = true; | 2899 | m_inTransit = true; |
2942 | 2900 | ||
2943 | if ((m_physicsActor != null) && m_physicsActor.Flying) | 2901 | if ((m_physicsActor != null) && m_physicsActor.Flying) |
2944 | m_AgentControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; | 2902 | m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY; |
2945 | else if ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0) | 2903 | else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0) |
2946 | m_AgentControlFlags &= ~(uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; | 2904 | m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY; |
2947 | } | 2905 | } |
2948 | 2906 | ||
2949 | public void NotInTransit() | 2907 | public void NotInTransit() |
@@ -2959,7 +2917,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2959 | public void Reset() | 2917 | public void Reset() |
2960 | { | 2918 | { |
2961 | // Put the child agent back at the center | 2919 | // Put the child agent back at the center |
2962 | AbsolutePosition = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 70); | 2920 | AbsolutePosition = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70); |
2963 | ResetAnimations(); | 2921 | ResetAnimations(); |
2964 | } | 2922 | } |
2965 | 2923 | ||
@@ -3069,9 +3027,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3069 | int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize; | 3027 | int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize; |
3070 | int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize; | 3028 | int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize; |
3071 | 3029 | ||
3030 | Vector3 offset = new Vector3(shiftx, shifty, 0f); | ||
3031 | |||
3072 | m_DrawDistance = cAgentData.Far; | 3032 | m_DrawDistance = cAgentData.Far; |
3073 | if (cAgentData.Position != new Vector3(-1, -1, -1)) // UGH!! | 3033 | if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!! |
3074 | m_pos = new Vector3(cAgentData.Position.X + shiftx, cAgentData.Position.Y + shifty, cAgentData.Position.Z); | 3034 | m_pos = cAgentData.Position + offset; |
3075 | 3035 | ||
3076 | if (Vector3.Distance(AbsolutePosition, posLastSignificantMove) >= Scene.ChildReprioritizationDistance) | 3036 | if (Vector3.Distance(AbsolutePosition, posLastSignificantMove) >= Scene.ChildReprioritizationDistance) |
3077 | { | 3037 | { |
@@ -3079,8 +3039,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3079 | ReprioritizeUpdates(); | 3039 | ReprioritizeUpdates(); |
3080 | } | 3040 | } |
3081 | 3041 | ||
3082 | // It's hard to say here.. We can't really tell where the camera position is unless it's in world cordinates from the sending region | 3042 | m_CameraCenter = cAgentData.Center + offset; |
3083 | m_CameraCenter = cAgentData.Center; | ||
3084 | 3043 | ||
3085 | m_avHeight = cAgentData.Size.Z; | 3044 | m_avHeight = cAgentData.Size.Z; |
3086 | //SetHeight(cAgentData.AVHeight); | 3045 | //SetHeight(cAgentData.AVHeight); |
@@ -3093,16 +3052,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3093 | m_sceneViewer.Reset(); | 3052 | m_sceneViewer.Reset(); |
3094 | 3053 | ||
3095 | //cAgentData.AVHeight; | 3054 | //cAgentData.AVHeight; |
3096 | //cAgentData.regionHandle; | 3055 | m_rootRegionHandle = cAgentData.RegionHandle; |
3097 | //m_velocity = cAgentData.Velocity; | 3056 | //m_velocity = cAgentData.Velocity; |
3098 | } | 3057 | } |
3099 | 3058 | ||
3100 | public void CopyTo(AgentData cAgent) | 3059 | public void CopyTo(AgentData cAgent) |
3101 | { | 3060 | { |
3102 | cAgent.AgentID = UUID; | 3061 | cAgent.AgentID = UUID; |
3103 | cAgent.RegionHandle = m_scene.RegionInfo.RegionHandle; | 3062 | cAgent.RegionHandle = m_rootRegionHandle; |
3104 | 3063 | ||
3105 | cAgent.Position = m_pos; | 3064 | cAgent.Position = AbsolutePosition; |
3106 | cAgent.Velocity = m_velocity; | 3065 | cAgent.Velocity = m_velocity; |
3107 | cAgent.Center = m_CameraCenter; | 3066 | cAgent.Center = m_CameraCenter; |
3108 | // Don't copy the size; it is inferred from apearance parameters | 3067 | // Don't copy the size; it is inferred from apearance parameters |
@@ -3129,7 +3088,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3129 | 3088 | ||
3130 | cAgent.HeadRotation = m_headrotation; | 3089 | cAgent.HeadRotation = m_headrotation; |
3131 | cAgent.BodyRotation = m_bodyRot; | 3090 | cAgent.BodyRotation = m_bodyRot; |
3132 | cAgent.ControlFlags = m_AgentControlFlags; | 3091 | cAgent.ControlFlags = (uint)m_AgentControlFlags; |
3133 | 3092 | ||
3134 | if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) | 3093 | if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) |
3135 | cAgent.GodLevel = (byte)m_godlevel; | 3094 | cAgent.GodLevel = (byte)m_godlevel; |
@@ -3199,7 +3158,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3199 | 3158 | ||
3200 | public void CopyFrom(AgentData cAgent) | 3159 | public void CopyFrom(AgentData cAgent) |
3201 | { | 3160 | { |
3202 | m_rootRegionHandle= cAgent.RegionHandle; | 3161 | m_rootRegionHandle = cAgent.RegionHandle; |
3162 | |||
3203 | m_callbackURI = cAgent.CallbackURI; | 3163 | m_callbackURI = cAgent.CallbackURI; |
3204 | 3164 | ||
3205 | m_pos = cAgent.Position; | 3165 | m_pos = cAgent.Position; |
@@ -3217,7 +3177,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3217 | 3177 | ||
3218 | m_headrotation = cAgent.HeadRotation; | 3178 | m_headrotation = cAgent.HeadRotation; |
3219 | m_bodyRot = cAgent.BodyRotation; | 3179 | m_bodyRot = cAgent.BodyRotation; |
3220 | m_AgentControlFlags = cAgent.ControlFlags; | 3180 | m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags; |
3221 | 3181 | ||
3222 | if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) | 3182 | if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) |
3223 | m_godlevel = cAgent.GodLevel; | 3183 | m_godlevel = cAgent.GodLevel; |
@@ -3291,47 +3251,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
3291 | /// </summary> | 3251 | /// </summary> |
3292 | public override void UpdateMovement() | 3252 | public override void UpdateMovement() |
3293 | { | 3253 | { |
3294 | lock (m_forcesList) | 3254 | if (m_forceToApply.HasValue) |
3295 | { | 3255 | { |
3296 | if (m_forcesList.Count > 0) | 3256 | Vector3 force = m_forceToApply.Value; |
3297 | { | ||
3298 | //we are only interested in the last velocity added to the list [Although they are called forces, they are actually velocities] | ||
3299 | NewForce force = m_forcesList[m_forcesList.Count - 1]; | ||
3300 | 3257 | ||
3301 | m_updateflag = true; | 3258 | m_updateflag = true; |
3302 | try | 3259 | movementvector = force; |
3303 | { | 3260 | Velocity = force; |
3304 | movementvector.X = force.X; | ||
3305 | movementvector.Y = force.Y; | ||
3306 | movementvector.Z = force.Z; | ||
3307 | Velocity = movementvector; | ||
3308 | } | ||
3309 | catch (NullReferenceException) | ||
3310 | { | ||
3311 | // Under extreme load, this returns a NullReference Exception that we can ignore. | ||
3312 | // Ignoring this causes no movement to be sent to the physics engine... | ||
3313 | // which when the scene is moving at 1 frame every 10 seconds, it doesn't really matter! | ||
3314 | } | ||
3315 | 3261 | ||
3316 | m_forcesList.Clear(); | 3262 | m_forceToApply = null; |
3317 | } | ||
3318 | } | 3263 | } |
3319 | } | 3264 | } |
3320 | 3265 | ||
3321 | static ScenePresence() | ||
3322 | { | ||
3323 | Primitive.TextureEntry textu = AvatarAppearance.GetDefaultTexture(); | ||
3324 | DefaultTexture = textu.GetBytes(); | ||
3325 | |||
3326 | } | ||
3327 | |||
3328 | public class NewForce | ||
3329 | { | ||
3330 | public float X; | ||
3331 | public float Y; | ||
3332 | public float Z; | ||
3333 | } | ||
3334 | |||
3335 | public override void SetText(string text, Vector3 color, double alpha) | 3266 | public override void SetText(string text, Vector3 color, double alpha) |
3336 | { | 3267 | { |
3337 | throw new Exception("Can't set Text on avatar."); | 3268 | throw new Exception("Can't set Text on avatar."); |
@@ -3342,7 +3273,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3342 | /// </summary> | 3273 | /// </summary> |
3343 | public void AddToPhysicalScene(bool isFlying) | 3274 | public void AddToPhysicalScene(bool isFlying) |
3344 | { | 3275 | { |
3345 | |||
3346 | PhysicsScene scene = m_scene.PhysicsScene; | 3276 | PhysicsScene scene = m_scene.PhysicsScene; |
3347 | 3277 | ||
3348 | Vector3 pVec = AbsolutePosition; | 3278 | Vector3 pVec = AbsolutePosition; |
@@ -3388,15 +3318,48 @@ namespace OpenSim.Region.Framework.Scenes | |||
3388 | // as of this comment the interval is set in AddToPhysicalScene | 3318 | // as of this comment the interval is set in AddToPhysicalScene |
3389 | UpdateMovementAnimations(); | 3319 | UpdateMovementAnimations(); |
3390 | 3320 | ||
3321 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | ||
3322 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | ||
3323 | |||
3324 | CollisionPlane = Vector4.UnitW; | ||
3325 | |||
3326 | if (coldata.Count != 0) | ||
3327 | { | ||
3328 | switch (m_movementAnimation) | ||
3329 | { | ||
3330 | case "STAND": | ||
3331 | case "WALK": | ||
3332 | case "RUN": | ||
3333 | case "CROUCH": | ||
3334 | case "CROUCHWALK": | ||
3335 | { | ||
3336 | ContactPoint lowest; | ||
3337 | lowest.SurfaceNormal = Vector3.Zero; | ||
3338 | lowest.Position = Vector3.Zero; | ||
3339 | lowest.Position.Z = Single.NaN; | ||
3340 | |||
3341 | foreach (ContactPoint contact in coldata.Values) | ||
3342 | { | ||
3343 | if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z) | ||
3344 | { | ||
3345 | lowest = contact; | ||
3346 | } | ||
3347 | } | ||
3348 | |||
3349 | CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); | ||
3350 | } | ||
3351 | break; | ||
3352 | } | ||
3353 | } | ||
3354 | |||
3391 | if (m_invulnerable) | 3355 | if (m_invulnerable) |
3392 | return; | 3356 | return; |
3393 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3357 | |
3394 | Dictionary<uint, float> coldata = collisionData.m_objCollisionList; | ||
3395 | float starthealth = Health; | 3358 | float starthealth = Health; |
3396 | uint killerObj = 0; | 3359 | uint killerObj = 0; |
3397 | foreach (uint localid in coldata.Keys) | 3360 | foreach (uint localid in coldata.Keys) |
3398 | { | 3361 | { |
3399 | if (coldata[localid] <= 0.10f || m_invulnerable) | 3362 | if (coldata[localid].PenetrationDepth <= 0.10f || m_invulnerable) |
3400 | continue; | 3363 | continue; |
3401 | //if (localid == 0) | 3364 | //if (localid == 0) |
3402 | //continue; | 3365 | //continue; |
@@ -3406,9 +3369,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3406 | if (part != null && part.ParentGroup.Damage != -1.0f) | 3369 | if (part != null && part.ParentGroup.Damage != -1.0f) |
3407 | Health -= part.ParentGroup.Damage; | 3370 | Health -= part.ParentGroup.Damage; |
3408 | else | 3371 | else |
3409 | Health -= coldata[localid] * 5; | 3372 | Health -= coldata[localid].PenetrationDepth * 5.0f; |
3410 | 3373 | ||
3411 | if (Health <= 0) | 3374 | if (Health <= 0.0f) |
3412 | { | 3375 | { |
3413 | if (localid != 0) | 3376 | if (localid != 0) |
3414 | killerObj = localid; | 3377 | killerObj = localid; |
@@ -3471,11 +3434,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3471 | 3434 | ||
3472 | public ScenePresence() | 3435 | public ScenePresence() |
3473 | { | 3436 | { |
3474 | if (DefaultTexture == null) | ||
3475 | { | ||
3476 | Primitive.TextureEntry textu = AvatarAppearance.GetDefaultTexture(); | ||
3477 | DefaultTexture = textu.GetBytes(); | ||
3478 | } | ||
3479 | m_sendCourseLocationsMethod = SendCoarseLocationsDefault; | 3437 | m_sendCourseLocationsMethod = SendCoarseLocationsDefault; |
3480 | CreateSceneViewer(); | 3438 | CreateSceneViewer(); |
3481 | } | 3439 | } |
@@ -3632,19 +3590,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3632 | IgnoredControls &= ~(ScriptControlled)controls; | 3590 | IgnoredControls &= ~(ScriptControlled)controls; |
3633 | if (scriptedcontrols.ContainsKey(Script_item_UUID)) | 3591 | if (scriptedcontrols.ContainsKey(Script_item_UUID)) |
3634 | scriptedcontrols.Remove(Script_item_UUID); | 3592 | scriptedcontrols.Remove(Script_item_UUID); |
3635 | |||
3636 | } | 3593 | } |
3637 | else | 3594 | else |
3638 | { | 3595 | { |
3639 | 3596 | scriptedcontrols[Script_item_UUID] = obj; | |
3640 | if (scriptedcontrols.ContainsKey(Script_item_UUID)) | ||
3641 | { | ||
3642 | scriptedcontrols[Script_item_UUID] = obj; | ||
3643 | } | ||
3644 | else | ||
3645 | { | ||
3646 | scriptedcontrols.Add(Script_item_UUID, obj); | ||
3647 | } | ||
3648 | } | 3597 | } |
3649 | } | 3598 | } |
3650 | ControllingClient.SendTakeControls(controls, pass_on == 1 ? true : false, true); | 3599 | ControllingClient.SendTakeControls(controls, pass_on == 1 ? true : false, true); |
@@ -3662,12 +3611,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3662 | 3611 | ||
3663 | public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) | 3612 | public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) |
3664 | { | 3613 | { |
3614 | ScriptControllers takecontrols; | ||
3615 | |||
3665 | lock (scriptedcontrols) | 3616 | lock (scriptedcontrols) |
3666 | { | 3617 | { |
3667 | if (scriptedcontrols.ContainsKey(Script_item_UUID)) | 3618 | if (scriptedcontrols.TryGetValue(Script_item_UUID, out takecontrols)) |
3668 | { | 3619 | { |
3669 | ScriptControllers takecontrolls = scriptedcontrols[Script_item_UUID]; | 3620 | ScriptControlled sctc = takecontrols.eventControls; |
3670 | ScriptControlled sctc = takecontrolls.eventControls; | 3621 | |
3671 | ControllingClient.SendTakeControls((int)sctc, false, false); | 3622 | ControllingClient.SendTakeControls((int)sctc, false, false); |
3672 | ControllingClient.SendTakeControls((int)sctc, true, false); | 3623 | ControllingClient.SendTakeControls((int)sctc, true, false); |
3673 | 3624 | ||
@@ -3678,7 +3629,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3678 | IgnoredControls |= scData.ignoreControls; | 3629 | IgnoredControls |= scData.ignoreControls; |
3679 | } | 3630 | } |
3680 | } | 3631 | } |
3681 | |||
3682 | } | 3632 | } |
3683 | } | 3633 | } |
3684 | 3634 | ||
@@ -3745,9 +3695,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3745 | { | 3695 | { |
3746 | lock (scriptedcontrols) | 3696 | lock (scriptedcontrols) |
3747 | { | 3697 | { |
3748 | foreach (UUID scriptUUID in scriptedcontrols.Keys) | 3698 | foreach (KeyValuePair<UUID, ScriptControllers> kvp in scriptedcontrols) |
3749 | { | 3699 | { |
3750 | ScriptControllers scriptControlData = scriptedcontrols[scriptUUID]; | 3700 | UUID scriptUUID = kvp.Key; |
3701 | ScriptControllers scriptControlData = kvp.Value; | ||
3702 | |||
3751 | ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us | 3703 | ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us |
3752 | ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle | 3704 | ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle |
3753 | ScriptControlled localChange = localHeld ^ localLast; // the changed bits | 3705 | ScriptControlled localChange = localHeld ^ localLast; // the changed bits |
@@ -3763,37 +3715,40 @@ namespace OpenSim.Region.Framework.Scenes | |||
3763 | LastCommands = allflags; | 3715 | LastCommands = allflags; |
3764 | } | 3716 | } |
3765 | 3717 | ||
3766 | internal static uint RemoveIgnoredControls(uint flags, ScriptControlled Ignored) | 3718 | internal static AgentManager.ControlFlags RemoveIgnoredControls(AgentManager.ControlFlags flags, ScriptControlled ignored) |
3767 | { | 3719 | { |
3768 | if (Ignored == ScriptControlled.CONTROL_ZERO) | 3720 | if (ignored == ScriptControlled.CONTROL_ZERO) |
3769 | return flags; | 3721 | return flags; |
3770 | if ((Ignored & ScriptControlled.CONTROL_BACK) != 0) | 3722 | |
3771 | flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); | 3723 | if ((ignored & ScriptControlled.CONTROL_BACK) != 0) |
3772 | if ((Ignored & ScriptControlled.CONTROL_FWD) != 0) | 3724 | flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); |
3773 | flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS | (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS); | 3725 | if ((ignored & ScriptControlled.CONTROL_FWD) != 0) |
3774 | if ((Ignored & ScriptControlled.CONTROL_DOWN) != 0) | 3726 | flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_AT_POS); |
3775 | flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG); | 3727 | if ((ignored & ScriptControlled.CONTROL_DOWN) != 0) |
3776 | if ((Ignored & ScriptControlled.CONTROL_UP) != 0) | 3728 | flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG); |
3777 | flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS | (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS); | 3729 | if ((ignored & ScriptControlled.CONTROL_UP) != 0) |
3778 | if ((Ignored & ScriptControlled.CONTROL_LEFT) != 0) | 3730 | flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_UP_POS); |
3779 | flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); | 3731 | if ((ignored & ScriptControlled.CONTROL_LEFT) != 0) |
3780 | if ((Ignored & ScriptControlled.CONTROL_RIGHT) != 0) | 3732 | flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); |
3781 | flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG | (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG); | 3733 | if ((ignored & ScriptControlled.CONTROL_RIGHT) != 0) |
3782 | if ((Ignored & ScriptControlled.CONTROL_ROT_LEFT) != 0) | 3734 | flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG); |
3783 | flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG); | 3735 | if ((ignored & ScriptControlled.CONTROL_ROT_LEFT) != 0) |
3784 | if ((Ignored & ScriptControlled.CONTROL_ROT_RIGHT) != 0) | 3736 | flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG); |
3785 | flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS); | 3737 | if ((ignored & ScriptControlled.CONTROL_ROT_RIGHT) != 0) |
3786 | if ((Ignored & ScriptControlled.CONTROL_ML_LBUTTON) != 0) | 3738 | flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS); |
3787 | flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN); | 3739 | if ((ignored & ScriptControlled.CONTROL_ML_LBUTTON) != 0) |
3788 | if ((Ignored & ScriptControlled.CONTROL_LBUTTON) != 0) | 3740 | flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN); |
3789 | flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP | (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN); | 3741 | if ((ignored & ScriptControlled.CONTROL_LBUTTON) != 0) |
3790 | //DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS, | 3742 | flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP | AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN); |
3791 | //DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG, | 3743 | |
3792 | //DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS, | 3744 | //DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS, |
3793 | //DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, | 3745 | //DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG, |
3794 | //DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 3746 | //DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS, |
3795 | //DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 3747 | //DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, |
3796 | //DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 3748 | //DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
3749 | //DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | ||
3750 | //DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | ||
3751 | |||
3797 | return flags; | 3752 | return flags; |
3798 | } | 3753 | } |
3799 | 3754 | ||