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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs99
1 files changed, 69 insertions, 30 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 1dedcf1..aa538dc 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -89,7 +89,8 @@ namespace OpenSim.Region.Framework.Scenes
89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
90 /// issue #1716 90 /// issue #1716
91 /// </summary> 91 /// </summary>
92 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
93 94
94 public UUID currentParcelUUID = UUID.Zero; 95 public UUID currentParcelUUID = UUID.Zero;
95 96
@@ -113,7 +114,8 @@ namespace OpenSim.Region.Framework.Scenes
113 public Vector3 lastKnownAllowedPosition; 114 public Vector3 lastKnownAllowedPosition;
114 public bool sentMessageAboutRestrictedParcelFlyingDown; 115 public bool sentMessageAboutRestrictedParcelFlyingDown;
115 public Vector4 CollisionPlane = Vector4.UnitW; 116 public Vector4 CollisionPlane = Vector4.UnitW;
116 117
118 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
117 private Vector3 m_lastPosition; 119 private Vector3 m_lastPosition;
118 private Quaternion m_lastRotation; 120 private Quaternion m_lastRotation;
119 private Vector3 m_lastVelocity; 121 private Vector3 m_lastVelocity;
@@ -1531,7 +1533,7 @@ namespace OpenSim.Region.Framework.Scenes
1531 Velocity = Vector3.Zero; 1533 Velocity = Vector3.Zero;
1532 SendFullUpdateToAllClients(); 1534 SendFullUpdateToAllClients();
1533 1535
1534 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1536 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1535 } 1537 }
1536 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1538 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1537 m_requestedSitTargetUUID = UUID.Zero; 1539 m_requestedSitTargetUUID = UUID.Zero;
@@ -1644,7 +1646,7 @@ namespace OpenSim.Region.Framework.Scenes
1644 bool SitTargetisSet = 1646 bool SitTargetisSet =
1645 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && 1647 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1646 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); 1648 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1647 1649 // this test is probably failing
1648 if (SitTargetisSet && SitTargetUnOccupied) 1650 if (SitTargetisSet && SitTargetUnOccupied)
1649 { 1651 {
1650 //switch the target to this prim 1652 //switch the target to this prim
@@ -1671,26 +1673,37 @@ namespace OpenSim.Region.Framework.Scenes
1671 { 1673 {
1672 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1674 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1673 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1675 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1674 1676
1677 // part is the prim to sit on
1678 // offset is the vector distance from that prim center to the click-spot
1679 // UUID is the UUID of the Avatar doing the clicking
1680
1681 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1682
1675 // Is a sit target available? 1683 // Is a sit target available?
1676 Vector3 avSitOffSet = part.SitTargetPosition; 1684 Vector3 avSitOffSet = part.SitTargetPosition;
1677 Quaternion avSitOrientation = part.SitTargetOrientation; 1685 Quaternion avSitOrientation = part.SitTargetOrientation;
1678 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1686 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1679 1687
1680 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1688 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
1681 bool SitTargetisSet = 1689// bool SitTargetisSet =
1682 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 0f && 1690// (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 0f &&
1683 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f)); 1691// avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f));
1684 1692
1693 bool SitTargetisSet = ((Vector3.Zero != avSitOffSet) || (Quaternion.Identity != avSitOrientation));
1694
1695//Console.WriteLine("SendSitResponse offset=" + offset + " UnOccup=" + SitTargetUnOccupied +
1696// " TargSet=" + SitTargetisSet);
1697
1685 if (SitTargetisSet && SitTargetUnOccupied) 1698 if (SitTargetisSet && SitTargetUnOccupied)
1686 { 1699 {
1687 part.SetAvatarOnSitTarget(UUID); 1700 part.SetAvatarOnSitTarget(UUID);
1688 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1701 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z);
1689 sitOrientation = avSitOrientation; 1702 sitOrientation = avSitOrientation;
1690 autopilot = false; 1703 autopilot = false; // Jump direct to scripted llSitPos()
1691 } 1704 }
1692 1705
1693 pos = part.AbsolutePosition + offset; 1706 pos = part.AbsolutePosition + offset; // Region position where clicked
1694 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1707 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1)
1695 //{ 1708 //{
1696 // offset = pos; 1709 // offset = pos;
@@ -1703,17 +1716,17 @@ namespace OpenSim.Region.Framework.Scenes
1703 m_sitAvatarHeight = m_physicsActor.Size.Z; 1716 m_sitAvatarHeight = m_physicsActor.Size.Z;
1704 1717
1705 if (autopilot) 1718 if (autopilot)
1706 { 1719 { // its not a scripted sit
1707 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1720 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5)
1708 { 1721 {
1709 autopilot = false; 1722 autopilot = false; // close enough
1710 1723
1711 RemoveFromPhysicalScene(); 1724 RemoveFromPhysicalScene();
1712 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 1725 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to Prim
1713 } 1726 } // else the autopilot will get us close
1714 } 1727 }
1715 else 1728 else
1716 { 1729 { // its a scripted sit
1717 RemoveFromPhysicalScene(); 1730 RemoveFromPhysicalScene();
1718 } 1731 }
1719 } 1732 }
@@ -1816,26 +1829,41 @@ namespace OpenSim.Region.Framework.Scenes
1816 { 1829 {
1817 if (part.GetAvatarOnSitTarget() == UUID) 1830 if (part.GetAvatarOnSitTarget() == UUID)
1818 { 1831 {
1832 // Scripted sit
1819 Vector3 sitTargetPos = part.SitTargetPosition; 1833 Vector3 sitTargetPos = part.SitTargetPosition;
1820 Quaternion sitTargetOrient = part.SitTargetOrientation; 1834 Quaternion sitTargetOrient = part.SitTargetOrientation;
1821
1822 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
1823 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
1824
1825 //Quaternion result = (sitTargetOrient * vq) * nq;
1826
1827 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 1835 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
1828 m_pos += SIT_TARGET_ADJUSTMENT; 1836 m_pos += SIT_TARGET_ADJUSTMENT;
1829 m_bodyRot = sitTargetOrient; 1837 m_bodyRot = sitTargetOrient;
1830 //Rotation = sitTargetOrient;
1831 m_parentPosition = part.AbsolutePosition; 1838 m_parentPosition = part.AbsolutePosition;
1832
1833 //SendTerseUpdateToAllClients();
1834 } 1839 }
1835 else 1840 else
1836 { 1841 {
1837 m_pos -= part.AbsolutePosition; 1842 // Non-scripted sit by Kitto Flora 21Nov09
1843 // Calculate angle of line from prim to Av
1844 float y_diff = (m_avInitialPos.Y - part.AbsolutePosition.Y);
1845 float x_diff = ( m_avInitialPos.X - part.AbsolutePosition.X);
1846 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
1847 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
1848 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
1849 Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1850 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
1851 // Av sits at world euler <0,0, z>, translated by part rotation
1852 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
1853 m_pos = new Vector3(0f, 0f, 0.05f) +
1854 (new Vector3(0.0f, 0f, 0.625f) * partIRot) +
1855 (new Vector3(0.25f, 0f, 0.0f) * m_bodyRot); // sit at center of prim
1838 m_parentPosition = part.AbsolutePosition; 1856 m_parentPosition = part.AbsolutePosition;
1857 //Set up raytrace to find top surface of prim
1858 Vector3 size = part.Scale;
1859 float mag = 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
1860 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
1861 Vector3 down = new Vector3(0f, 0f, -1f);
1862 m_scene.PhysicsScene.RaycastWorld(
1863 start, // Vector3 position,
1864 down, // Vector3 direction,
1865 mag, // float length,
1866 SitAltitudeCallback); // retMethod
1839 } 1867 }
1840 } 1868 }
1841 else 1869 else
@@ -1850,11 +1878,22 @@ namespace OpenSim.Region.Framework.Scenes
1850 1878
1851 Animator.TrySetMovementAnimation(sitAnimation); 1879 Animator.TrySetMovementAnimation(sitAnimation);
1852 SendFullUpdateToAllClients(); 1880 SendFullUpdateToAllClients();
1853 // This may seem stupid, but Our Full updates don't send avatar rotation :P
1854 // So we're also sending a terse update (which has avatar rotation)
1855 // [Update] We do now.
1856 //SendTerseUpdateToAllClients();
1857 } 1881 }
1882
1883 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance)
1884 {
1885// Console.WriteLine("[RAYCASTRESULT]: Hit={0}, Point={1}, ID={2}, Dist={3}", hitYN, collisionPoint, localid, distance);
1886 if(hitYN)
1887 {
1888 // m_pos = Av offset from prim center to make look like on center
1889 // m_parentPosition = Actual center pos of prim
1890 // collisionPoint = spot on prim where we want to sit
1891 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
1892 Vector3 offset = (collisionPoint - m_parentPosition) * Quaternion.Inverse(part.RotationOffset);
1893 m_pos += offset;
1894// Console.WriteLine("m_pos={0}, offset={1} newsit={2}", m_pos, offset, newsit);
1895 }
1896 }
1858 1897
1859 /// <summary> 1898 /// <summary>
1860 /// Event handler for the 'Always run' setting on the client 1899 /// Event handler for the 'Always run' setting on the client
@@ -3578,4 +3617,4 @@ namespace OpenSim.Region.Framework.Scenes
3578 } 3617 }
3579 } 3618 }
3580 } 3619 }
3581} \ No newline at end of file 3620}