diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 920 |
1 files changed, 738 insertions, 182 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 1c7102b..d43f67f 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -26,6 +26,7 @@ | |||
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Xml; | ||
29 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
30 | using System.Reflection; | 31 | using System.Reflection; |
31 | using System.Timers; | 32 | using System.Timers; |
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
72 | // { | 73 | // { |
73 | // m_log.Debug("[SCENE PRESENCE] Destructor called"); | 74 | // m_log.Debug("[SCENE PRESENCE] Destructor called"); |
74 | // } | 75 | // } |
75 | 76 | ||
76 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
77 | 78 | ||
78 | public PresenceType PresenceType { get; private set; } | 79 | public PresenceType PresenceType { get; private set; } |
@@ -89,7 +90,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
89 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis | 90 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis |
90 | /// issue #1716 | 91 | /// issue #1716 |
91 | /// </summary> | 92 | /// </summary> |
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(0.1f, 0.0f, 0.3f); |
94 | // Value revised by KF 091121 by comparison with SL. | ||
95 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); | ||
93 | 96 | ||
94 | /// <summary> | 97 | /// <summary> |
95 | /// Movement updates for agents in neighboring regions are sent directly to clients. | 98 | /// Movement updates for agents in neighboring regions are sent directly to clients. |
@@ -117,6 +120,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
117 | /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is | 120 | /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is |
118 | /// necessary. | 121 | /// necessary. |
119 | /// </remarks> | 122 | /// </remarks> |
123 | |||
120 | protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); | 124 | protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); |
121 | 125 | ||
122 | public Object AttachmentsSyncLock { get; private set; } | 126 | public Object AttachmentsSyncLock { get; private set; } |
@@ -130,13 +134,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
130 | public Vector3 lastKnownAllowedPosition; | 134 | public Vector3 lastKnownAllowedPosition; |
131 | public bool sentMessageAboutRestrictedParcelFlyingDown; | 135 | public bool sentMessageAboutRestrictedParcelFlyingDown; |
132 | public Vector4 CollisionPlane = Vector4.UnitW; | 136 | public Vector4 CollisionPlane = Vector4.UnitW; |
133 | 137 | ||
138 | private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation | ||
139 | private Vector3 m_avUnscriptedSitPos; // for non-scripted prims | ||
134 | private Vector3 m_lastPosition; | 140 | private Vector3 m_lastPosition; |
141 | private Vector3 m_lastWorldPosition; | ||
135 | private Quaternion m_lastRotation; | 142 | private Quaternion m_lastRotation; |
136 | private Vector3 m_lastVelocity; | 143 | private Vector3 m_lastVelocity; |
137 | //private int m_lastTerseSent; | 144 | //private int m_lastTerseSent; |
138 | 145 | ||
139 | private Vector3? m_forceToApply; | 146 | private Vector3? m_forceToApply; |
147 | private int m_userFlags; | ||
148 | public int UserFlags | ||
149 | { | ||
150 | get { return m_userFlags; } | ||
151 | } | ||
140 | private TeleportFlags m_teleportFlags; | 152 | private TeleportFlags m_teleportFlags; |
141 | public TeleportFlags TeleportFlags | 153 | public TeleportFlags TeleportFlags |
142 | { | 154 | { |
@@ -161,6 +173,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
161 | 173 | ||
162 | private int m_perfMonMS; | 174 | private int m_perfMonMS; |
163 | 175 | ||
176 | private bool m_flyingOld; // add for fly velocity control | ||
177 | public bool m_wasFlying; // add for fly velocity control | ||
178 | |||
164 | private const int LAND_VELOCITYMAG_MAX = 12; | 179 | private const int LAND_VELOCITYMAG_MAX = 12; |
165 | 180 | ||
166 | public bool IsRestrictedToRegion; | 181 | public bool IsRestrictedToRegion; |
@@ -171,7 +186,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
171 | 186 | ||
172 | protected ulong crossingFromRegion; | 187 | protected ulong crossingFromRegion; |
173 | 188 | ||
174 | private readonly Vector3[] Dir_Vectors = new Vector3[9]; | 189 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; |
175 | 190 | ||
176 | 191 | ||
177 | protected Timer m_reprioritization_timer; | 192 | protected Timer m_reprioritization_timer; |
@@ -186,12 +201,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
186 | private bool m_autopilotMoving; | 201 | private bool m_autopilotMoving; |
187 | private Vector3 m_autoPilotTarget; | 202 | private Vector3 m_autoPilotTarget; |
188 | private bool m_sitAtAutoTarget; | 203 | private bool m_sitAtAutoTarget; |
204 | private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit | ||
189 | 205 | ||
190 | private string m_nextSitAnimation = String.Empty; | 206 | private string m_nextSitAnimation = String.Empty; |
191 | 207 | ||
192 | //PauPaw:Proper PID Controler for autopilot************ | 208 | //PauPaw:Proper PID Controler for autopilot************ |
193 | public bool MovingToTarget { get; private set; } | 209 | public bool MovingToTarget { get; private set; } |
194 | public Vector3 MoveToPositionTarget { get; private set; } | 210 | public Vector3 MoveToPositionTarget { get; private set; } |
211 | private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
195 | 212 | ||
196 | /// <summary> | 213 | /// <summary> |
197 | /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying). | 214 | /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying). |
@@ -201,7 +218,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
201 | private bool m_followCamAuto; | 218 | private bool m_followCamAuto; |
202 | 219 | ||
203 | private int m_movementUpdateCount; | 220 | private int m_movementUpdateCount; |
221 | private int m_lastColCount = -1; //KF: Look for Collision chnages | ||
222 | private int m_updateCount = 0; //KF: Update Anims for a while | ||
223 | private static readonly int UPDATE_COUNT = 10; // how many frames to update for | ||
204 | private const int NumMovementsBetweenRayCast = 5; | 224 | private const int NumMovementsBetweenRayCast = 5; |
225 | private List<uint> m_lastColliders = new List<uint>(); | ||
226 | |||
227 | private object m_syncRoot = new Object(); | ||
205 | 228 | ||
206 | private bool CameraConstraintActive; | 229 | private bool CameraConstraintActive; |
207 | //private int m_moveToPositionStateStatus; | 230 | //private int m_moveToPositionStateStatus; |
@@ -242,7 +265,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
242 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 265 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
243 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 266 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, |
244 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, | 267 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, |
245 | DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | 268 | DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, |
269 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, | ||
270 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, | ||
246 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 271 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
247 | } | 272 | } |
248 | 273 | ||
@@ -478,9 +503,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
478 | { | 503 | { |
479 | get | 504 | get |
480 | { | 505 | { |
481 | if (PhysicsActor != null) | 506 | PhysicsActor actor = m_physicsActor; |
482 | { | 507 | // if (actor != null) |
483 | m_pos = PhysicsActor.Position; | 508 | if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting! |
509 | { | ||
510 | m_pos = actor.Position; | ||
484 | 511 | ||
485 | // m_log.DebugFormat( | 512 | // m_log.DebugFormat( |
486 | // "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!", | 513 | // "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!", |
@@ -506,7 +533,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
506 | SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID); | 533 | SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID); |
507 | if (part != null) | 534 | if (part != null) |
508 | { | 535 | { |
509 | return ParentPosition + (m_pos * part.GetWorldRotation()); | 536 | return part.AbsolutePosition + (m_pos * part.GetWorldRotation()); |
510 | } | 537 | } |
511 | else | 538 | else |
512 | { | 539 | { |
@@ -532,8 +559,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
532 | } | 559 | } |
533 | } | 560 | } |
534 | 561 | ||
535 | m_pos = value; | 562 | // Changed this to update unconditionally to make npose work |
536 | ParentPosition = Vector3.Zero; | 563 | // if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting! |
564 | m_pos = value; | ||
565 | m_parentPosition = Vector3.Zero; | ||
537 | 566 | ||
538 | // m_log.DebugFormat( | 567 | // m_log.DebugFormat( |
539 | // "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", | 568 | // "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", |
@@ -591,15 +620,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
591 | } | 620 | } |
592 | } | 621 | } |
593 | 622 | ||
623 | public Quaternion OffsetRotation | ||
624 | { | ||
625 | get { return m_offsetRotation; } | ||
626 | set { m_offsetRotation = value; } | ||
627 | } | ||
594 | private Quaternion m_bodyRot = Quaternion.Identity; | 628 | private Quaternion m_bodyRot = Quaternion.Identity; |
595 | 629 | ||
596 | public Quaternion Rotation | 630 | public Quaternion Rotation |
597 | { | 631 | { |
598 | get { return m_bodyRot; } | 632 | get { |
599 | set | 633 | if (m_parentID != 0) |
600 | { | 634 | { |
635 | if (m_offsetRotation != null) | ||
636 | { | ||
637 | return m_offsetRotation; | ||
638 | } | ||
639 | else | ||
640 | { | ||
641 | return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
642 | } | ||
643 | |||
644 | } | ||
645 | else | ||
646 | { | ||
647 | return m_bodyRot; | ||
648 | } | ||
649 | } | ||
650 | set { | ||
601 | m_bodyRot = value; | 651 | m_bodyRot = value; |
602 | // m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); | 652 | if (m_parentID != 0) |
653 | { | ||
654 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
655 | } | ||
603 | } | 656 | } |
604 | } | 657 | } |
605 | 658 | ||
@@ -619,11 +672,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
619 | 672 | ||
620 | private uint m_parentID; | 673 | private uint m_parentID; |
621 | 674 | ||
675 | |||
676 | private UUID m_linkedPrim; | ||
677 | |||
622 | public uint ParentID | 678 | public uint ParentID |
623 | { | 679 | { |
624 | get { return m_parentID; } | 680 | get { return m_parentID; } |
625 | set { m_parentID = value; } | 681 | set { m_parentID = value; } |
626 | } | 682 | } |
683 | |||
684 | public UUID LinkedPrim | ||
685 | { | ||
686 | get { return m_linkedPrim; } | ||
687 | set { m_linkedPrim = value; } | ||
688 | } | ||
689 | |||
627 | public float Health | 690 | public float Health |
628 | { | 691 | { |
629 | get { return m_health; } | 692 | get { return m_health; } |
@@ -755,6 +818,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
755 | m_localId = m_scene.AllocateLocalId(); | 818 | m_localId = m_scene.AllocateLocalId(); |
756 | 819 | ||
757 | UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); | 820 | UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); |
821 | m_userFlags = account.UserFlags; | ||
758 | 822 | ||
759 | if (account != null) | 823 | if (account != null) |
760 | UserLevel = account.UserLevel; | 824 | UserLevel = account.UserLevel; |
@@ -773,10 +837,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
773 | m_reprioritization_timer.AutoReset = false; | 837 | m_reprioritization_timer.AutoReset = false; |
774 | 838 | ||
775 | AdjustKnownSeeds(); | 839 | AdjustKnownSeeds(); |
776 | |||
777 | // TODO: I think, this won't send anything, as we are still a child here... | ||
778 | Animator.TrySetMovementAnimation("STAND"); | 840 | Animator.TrySetMovementAnimation("STAND"); |
779 | |||
780 | // we created a new ScenePresence (a new child agent) in a fresh region. | 841 | // we created a new ScenePresence (a new child agent) in a fresh region. |
781 | // Request info about all the (root) agents in this region | 842 | // Request info about all the (root) agents in this region |
782 | // Note: This won't send data *to* other clients in that region (children don't send) | 843 | // Note: This won't send data *to* other clients in that region (children don't send) |
@@ -817,26 +878,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
817 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 878 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
818 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 879 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
819 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 880 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
820 | Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 881 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
821 | Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD | 882 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE |
822 | Dir_Vectors[7] = -Vector3.UnitX; //BACK | 883 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE |
884 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | ||
885 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
823 | } | 886 | } |
824 | 887 | ||
825 | private Vector3[] GetWalkDirectionVectors() | 888 | private Vector3[] GetWalkDirectionVectors() |
826 | { | 889 | { |
827 | Vector3[] vector = new Vector3[9]; | 890 | Vector3[] vector = new Vector3[11]; |
828 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD | 891 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
829 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK | 892 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
830 | vector[2] = Vector3.UnitY; //LEFT | 893 | vector[2] = Vector3.UnitY; //LEFT |
831 | vector[3] = -Vector3.UnitY; //RIGHT | 894 | vector[3] = -Vector3.UnitY; //RIGHT |
832 | vector[4] = new Vector3(CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 895 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
833 | vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN | 896 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
834 | vector[8] = new Vector3(-CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | 897 | vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE |
835 | vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -CameraAtAxis.Z) * 2); //FORWARD Nudge | 898 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE |
836 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK Nudge | 899 | vector[8] = Vector3.UnitY; //LEFT_NUDGE |
900 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | ||
901 | vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE | ||
837 | return vector; | 902 | return vector; |
838 | } | 903 | } |
839 | 904 | ||
840 | #endregion | 905 | #endregion |
841 | 906 | ||
842 | public uint GenerateClientFlags(UUID ObjectID) | 907 | public uint GenerateClientFlags(UUID ObjectID) |
@@ -851,6 +916,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
851 | /// </summary> | 916 | /// </summary> |
852 | public void SendPrimUpdates() | 917 | public void SendPrimUpdates() |
853 | { | 918 | { |
919 | m_sceneViewer.SendPrimUpdates(); | ||
920 | |||
854 | SceneViewer.SendPrimUpdates(); | 921 | SceneViewer.SendPrimUpdates(); |
855 | } | 922 | } |
856 | 923 | ||
@@ -896,6 +963,62 @@ namespace OpenSim.Region.Framework.Scenes | |||
896 | pos.Y = crossedBorder.BorderLine.Z - 1; | 963 | pos.Y = crossedBorder.BorderLine.Z - 1; |
897 | } | 964 | } |
898 | 965 | ||
966 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
967 | if (land != null) | ||
968 | { | ||
969 | // If we come in via login, landmark or map, we want to | ||
970 | // honor landing points. If we come in via Lure, we want | ||
971 | // to ignore them. | ||
972 | if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) || | ||
973 | (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 || | ||
974 | (m_teleportFlags & TeleportFlags.ViaLocation) != 0) | ||
975 | { | ||
976 | // Don't restrict gods, estate managers, or land owners to | ||
977 | // the TP point. This behaviour mimics agni. | ||
978 | if (land.LandData.LandingType == (byte)LandingType.LandingPoint && | ||
979 | land.LandData.UserLocation != Vector3.Zero && | ||
980 | GodLevel < 200 && | ||
981 | ((land.LandData.OwnerID != m_uuid && | ||
982 | (!m_scene.Permissions.IsGod(m_uuid)) && | ||
983 | (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0)) | ||
984 | { | ||
985 | pos = land.LandData.UserLocation; | ||
986 | } | ||
987 | } | ||
988 | |||
989 | land.SendLandUpdateToClient(ControllingClient); | ||
990 | } | ||
991 | |||
992 | if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) | ||
993 | { | ||
994 | Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); | ||
995 | |||
996 | if (pos.X < 0) | ||
997 | { | ||
998 | emergencyPos.X = (int)Constants.RegionSize + pos.X; | ||
999 | if (!(pos.Y < 0)) | ||
1000 | emergencyPos.Y = pos.Y; | ||
1001 | if (!(pos.Z < 0)) | ||
1002 | emergencyPos.Z = pos.Z; | ||
1003 | } | ||
1004 | if (pos.Y < 0) | ||
1005 | { | ||
1006 | emergencyPos.Y = (int)Constants.RegionSize + pos.Y; | ||
1007 | if (!(pos.X < 0)) | ||
1008 | emergencyPos.X = pos.X; | ||
1009 | if (!(pos.Z < 0)) | ||
1010 | emergencyPos.Z = pos.Z; | ||
1011 | } | ||
1012 | if (pos.Z < 0) | ||
1013 | { | ||
1014 | emergencyPos.Z = 128; | ||
1015 | if (!(pos.Y < 0)) | ||
1016 | emergencyPos.Y = pos.Y; | ||
1017 | if (!(pos.X < 0)) | ||
1018 | emergencyPos.X = pos.X; | ||
1019 | } | ||
1020 | } | ||
1021 | |||
899 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) | 1022 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) |
900 | { | 1023 | { |
901 | m_log.WarnFormat( | 1024 | m_log.WarnFormat( |
@@ -1028,16 +1151,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
1028 | /// <summary> | 1151 | /// <summary> |
1029 | /// Removes physics plugin scene representation of this agent if it exists. | 1152 | /// Removes physics plugin scene representation of this agent if it exists. |
1030 | /// </summary> | 1153 | /// </summary> |
1031 | private void RemoveFromPhysicalScene() | 1154 | public void RemoveFromPhysicalScene() |
1032 | { | 1155 | { |
1033 | if (PhysicsActor != null) | 1156 | if (PhysicsActor != null) |
1034 | { | 1157 | { |
1035 | PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; | 1158 | try |
1036 | PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; | 1159 | { |
1037 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); | 1160 | m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; |
1038 | PhysicsActor.UnSubscribeEvents(); | 1161 | m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; |
1039 | PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; | 1162 | m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; |
1040 | PhysicsActor = null; | 1163 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); |
1164 | m_physicsActor.UnSubscribeEvents(); | ||
1165 | PhysicsActor = null; | ||
1166 | } | ||
1167 | catch | ||
1168 | { } | ||
1041 | } | 1169 | } |
1042 | } | 1170 | } |
1043 | 1171 | ||
@@ -1053,10 +1181,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1053 | 1181 | ||
1054 | RemoveFromPhysicalScene(); | 1182 | RemoveFromPhysicalScene(); |
1055 | Velocity = Vector3.Zero; | 1183 | Velocity = Vector3.Zero; |
1184 | CheckLandingPoint(ref pos); | ||
1056 | AbsolutePosition = pos; | 1185 | AbsolutePosition = pos; |
1057 | AddToPhysicalScene(isFlying); | 1186 | AddToPhysicalScene(isFlying); |
1058 | 1187 | ||
1059 | SendTerseUpdateToAllClients(); | 1188 | SendTerseUpdateToAllClients(); |
1189 | |||
1060 | } | 1190 | } |
1061 | 1191 | ||
1062 | public void TeleportWithMomentum(Vector3 pos) | 1192 | public void TeleportWithMomentum(Vector3 pos) |
@@ -1066,6 +1196,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1066 | isFlying = PhysicsActor.Flying; | 1196 | isFlying = PhysicsActor.Flying; |
1067 | 1197 | ||
1068 | RemoveFromPhysicalScene(); | 1198 | RemoveFromPhysicalScene(); |
1199 | CheckLandingPoint(ref pos); | ||
1069 | AbsolutePosition = pos; | 1200 | AbsolutePosition = pos; |
1070 | AddToPhysicalScene(isFlying); | 1201 | AddToPhysicalScene(isFlying); |
1071 | 1202 | ||
@@ -1273,11 +1404,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1273 | /// <summary> | 1404 | /// <summary> |
1274 | /// This is the event handler for client movement. If a client is moving, this event is triggering. | 1405 | /// This is the event handler for client movement. If a client is moving, this event is triggering. |
1275 | /// </summary> | 1406 | /// </summary> |
1407 | /// <summary> | ||
1408 | /// This is the event handler for client movement. If a client is moving, this event is triggering. | ||
1409 | /// </summary> | ||
1276 | public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) | 1410 | public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) |
1277 | { | 1411 | { |
1278 | // m_log.DebugFormat( | 1412 | // m_log.DebugFormat("[SCENE PRESENCE]: Received agent update from {0}", remoteClient.Name); |
1279 | // "[SCENE PRESENCE]: In {0} received agent update from {1}", | ||
1280 | // Scene.RegionInfo.RegionName, remoteClient.Name); | ||
1281 | 1413 | ||
1282 | //if (IsChildAgent) | 1414 | //if (IsChildAgent) |
1283 | //{ | 1415 | //{ |
@@ -1354,6 +1486,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1354 | 1486 | ||
1355 | #endregion Inputs | 1487 | #endregion Inputs |
1356 | 1488 | ||
1489 | // Make anims work for client side autopilot | ||
1490 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0) | ||
1491 | m_updateCount = UPDATE_COUNT; | ||
1492 | |||
1357 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) | 1493 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) |
1358 | { | 1494 | { |
1359 | StandUp(); | 1495 | StandUp(); |
@@ -1384,6 +1520,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1384 | 1520 | ||
1385 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) | 1521 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) |
1386 | { | 1522 | { |
1523 | m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. | ||
1524 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | ||
1525 | |||
1387 | // TODO: This doesn't prevent the user from walking yet. | 1526 | // TODO: This doesn't prevent the user from walking yet. |
1388 | // Setting parent ID would fix this, if we knew what value | 1527 | // Setting parent ID would fix this, if we knew what value |
1389 | // to use. Or we could add a m_isSitting variable. | 1528 | // to use. Or we could add a m_isSitting variable. |
@@ -1473,7 +1612,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1473 | 1612 | ||
1474 | if ((MovementFlag & (byte)(uint)DCF) == 0) | 1613 | if ((MovementFlag & (byte)(uint)DCF) == 0) |
1475 | { | 1614 | { |
1476 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | 1615 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACK_NUDGE) |
1477 | { | 1616 | { |
1478 | MovementFlag |= (byte)nudgehack; | 1617 | MovementFlag |= (byte)nudgehack; |
1479 | } | 1618 | } |
@@ -1485,13 +1624,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1485 | } | 1624 | } |
1486 | else | 1625 | else |
1487 | { | 1626 | { |
1488 | if ((MovementFlag & (byte)(uint)DCF) != 0 || | 1627 | if ((m_movementflag & (byte)(uint)DCF) != 0 || |
1489 | ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | 1628 | ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACK_NUDGE) |
1490 | && ((MovementFlag & (byte)nudgehack) == nudgehack)) | 1629 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) |
1491 | ) // This or is for Nudge forward | 1630 | ) // This or is for Nudge forward |
1492 | { | 1631 | { |
1493 | // m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF); | 1632 | // m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with lack of {1}", Name, DCF); |
1494 | MovementFlag -= ((byte)(uint)DCF); | 1633 | m_movementflag -= ((byte)(uint)DCF); |
1495 | update_movementflag = true; | 1634 | update_movementflag = true; |
1496 | 1635 | ||
1497 | /* | 1636 | /* |
@@ -1552,21 +1691,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
1552 | // which occurs later in the main scene loop | 1691 | // which occurs later in the main scene loop |
1553 | if (update_movementflag || (update_rotation && DCFlagKeyPressed)) | 1692 | if (update_movementflag || (update_rotation && DCFlagKeyPressed)) |
1554 | { | 1693 | { |
1555 | // m_log.DebugFormat( | 1694 | // m_log.DebugFormat( |
1556 | // "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}", | 1695 | // "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}", |
1557 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation); | 1696 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation); |
1558 | 1697 | ||
1559 | AddNewMovement(agent_control_v3); | 1698 | AddNewMovement(agent_control_v3); |
1560 | } | 1699 | } |
1561 | // else | 1700 | // else |
1562 | // { | 1701 | // { |
1563 | // if (!update_movementflag) | 1702 | // if (!update_movementflag) |
1564 | // { | 1703 | // { |
1565 | // m_log.DebugFormat( | 1704 | // m_log.DebugFormat( |
1566 | // "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false", | 1705 | // "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false", |
1567 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name); | 1706 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name); |
1568 | // } | 1707 | // } |
1569 | // } | 1708 | // } |
1570 | 1709 | ||
1571 | if (update_movementflag && ParentID == 0) | 1710 | if (update_movementflag && ParentID == 0) |
1572 | Animator.UpdateMovementAnimations(); | 1711 | Animator.UpdateMovementAnimations(); |
@@ -1588,20 +1727,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1588 | /// <returns>True if movement has been updated in some way. False otherwise.</returns> | 1727 | /// <returns>True if movement has been updated in some way. False otherwise.</returns> |
1589 | public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3) | 1728 | public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3) |
1590 | { | 1729 | { |
1591 | // m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); | 1730 | // m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); |
1592 | 1731 | ||
1593 | bool updated = false; | 1732 | bool updated = false; |
1594 | 1733 | ||
1595 | // m_log.DebugFormat( | 1734 | // m_log.DebugFormat( |
1596 | // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", | 1735 | // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", |
1597 | // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); | 1736 | // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); |
1598 | 1737 | ||
1599 | if (!m_autopilotMoving) | 1738 | if (!m_autopilotMoving) |
1600 | { | 1739 | { |
1601 | double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget); | 1740 | double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget); |
1602 | // m_log.DebugFormat( | 1741 | // m_log.DebugFormat( |
1603 | // "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", | 1742 | // "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", |
1604 | // Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget); | 1743 | // Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget); |
1605 | 1744 | ||
1606 | // Check the error term of the current position in relation to the target position | 1745 | // Check the error term of the current position in relation to the target position |
1607 | if (distanceToTarget <= 1) | 1746 | if (distanceToTarget <= 1) |
@@ -1624,7 +1763,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1624 | (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords | 1763 | (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords |
1625 | * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords | 1764 | * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords |
1626 | // Ignore z component of vector | 1765 | // Ignore z component of vector |
1627 | // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1766 | // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1628 | LocalVectorToTarget3D.Normalize(); | 1767 | LocalVectorToTarget3D.Normalize(); |
1629 | 1768 | ||
1630 | // update avatar movement flags. the avatar coordinate system is as follows: | 1769 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1690,9 +1829,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1690 | updated = true; | 1829 | updated = true; |
1691 | } | 1830 | } |
1692 | 1831 | ||
1693 | // m_log.DebugFormat( | 1832 | // m_log.DebugFormat( |
1694 | // "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}", | 1833 | // "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}", |
1695 | // LocalVectorToTarget3D, agent_control_v3, Name); | 1834 | // LocalVectorToTarget3D, agent_control_v3, Name); |
1696 | 1835 | ||
1697 | agent_control_v3 += LocalVectorToTarget3D; | 1836 | agent_control_v3 += LocalVectorToTarget3D; |
1698 | } | 1837 | } |
@@ -1721,9 +1860,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1721 | /// </param> | 1860 | /// </param> |
1722 | public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget) | 1861 | public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget) |
1723 | { | 1862 | { |
1724 | m_log.DebugFormat( | 1863 | if (SitGround) |
1725 | "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}", | 1864 | StandUp(); |
1726 | Name, pos, m_scene.RegionInfo.RegionName); | 1865 | |
1866 | // m_log.DebugFormat( | ||
1867 | // "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}", | ||
1868 | // Name, pos, m_scene.RegionInfo.RegionName); | ||
1727 | 1869 | ||
1728 | if (pos.X < 0 || pos.X >= Constants.RegionSize | 1870 | if (pos.X < 0 || pos.X >= Constants.RegionSize |
1729 | || pos.Y < 0 || pos.Y >= Constants.RegionSize | 1871 | || pos.Y < 0 || pos.Y >= Constants.RegionSize |
@@ -1749,9 +1891,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1749 | if (pos.Z - terrainHeight < 0.2) | 1891 | if (pos.Z - terrainHeight < 0.2) |
1750 | pos.Z = terrainHeight; | 1892 | pos.Z = terrainHeight; |
1751 | 1893 | ||
1752 | m_log.DebugFormat( | 1894 | // m_log.DebugFormat( |
1753 | "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", | 1895 | // "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", |
1754 | Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); | 1896 | // Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); |
1755 | 1897 | ||
1756 | if (noFly) | 1898 | if (noFly) |
1757 | PhysicsActor.Flying = false; | 1899 | PhysicsActor.Flying = false; |
@@ -1787,7 +1929,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1787 | /// </summary> | 1929 | /// </summary> |
1788 | public void ResetMoveToTarget() | 1930 | public void ResetMoveToTarget() |
1789 | { | 1931 | { |
1790 | m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); | 1932 | // m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); |
1791 | 1933 | ||
1792 | MovingToTarget = false; | 1934 | MovingToTarget = false; |
1793 | MoveToPositionTarget = Vector3.Zero; | 1935 | MoveToPositionTarget = Vector3.Zero; |
@@ -1813,7 +1955,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1813 | Velocity = Vector3.Zero; | 1955 | Velocity = Vector3.Zero; |
1814 | SendAvatarDataToAllAgents(); | 1956 | SendAvatarDataToAllAgents(); |
1815 | 1957 | ||
1816 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1958 | HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? |
1817 | } | 1959 | } |
1818 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); | 1960 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); |
1819 | m_requestedSitTargetUUID = UUID.Zero; | 1961 | m_requestedSitTargetUUID = UUID.Zero; |
@@ -1850,25 +1992,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
1850 | 1992 | ||
1851 | if (ParentID != 0) | 1993 | if (ParentID != 0) |
1852 | { | 1994 | { |
1853 | m_log.Debug("StandupCode Executed"); | 1995 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); |
1854 | SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID); | ||
1855 | if (part != null) | 1996 | if (part != null) |
1856 | { | 1997 | { |
1998 | part.TaskInventory.LockItemsForRead(true); | ||
1857 | TaskInventoryDictionary taskIDict = part.TaskInventory; | 1999 | TaskInventoryDictionary taskIDict = part.TaskInventory; |
1858 | if (taskIDict != null) | 2000 | if (taskIDict != null) |
1859 | { | 2001 | { |
1860 | lock (taskIDict) | 2002 | foreach (UUID taskID in taskIDict.Keys) |
1861 | { | 2003 | { |
1862 | foreach (UUID taskID in taskIDict.Keys) | 2004 | UnRegisterControlEventsToScript(LocalId, taskID); |
1863 | { | 2005 | taskIDict[taskID].PermsMask &= ~( |
1864 | UnRegisterControlEventsToScript(LocalId, taskID); | 2006 | 2048 | //PERMISSION_CONTROL_CAMERA |
1865 | taskIDict[taskID].PermsMask &= ~( | 2007 | 4); // PERMISSION_TAKE_CONTROLS |
1866 | 2048 | //PERMISSION_CONTROL_CAMERA | ||
1867 | 4); // PERMISSION_TAKE_CONTROLS | ||
1868 | } | ||
1869 | } | 2008 | } |
1870 | |||
1871 | } | 2009 | } |
2010 | part.TaskInventory.LockItemsForRead(false); | ||
1872 | // Reset sit target. | 2011 | // Reset sit target. |
1873 | if (part.GetAvatarOnSitTarget() == UUID) | 2012 | if (part.GetAvatarOnSitTarget() == UUID) |
1874 | part.SitTargetAvatar = UUID.Zero; | 2013 | part.SitTargetAvatar = UUID.Zero; |
@@ -1877,21 +2016,60 @@ namespace OpenSim.Region.Framework.Scenes | |||
1877 | ParentPosition = part.GetWorldPosition(); | 2016 | ParentPosition = part.GetWorldPosition(); |
1878 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); | 2017 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); |
1879 | } | 2018 | } |
1880 | 2019 | // part.GetWorldRotation() is the rotation of the object being sat on | |
1881 | if (PhysicsActor == null) | 2020 | // Rotation is the sittiing Av's rotation |
2021 | |||
2022 | Quaternion partRot; | ||
2023 | // if (part.LinkNum == 1) | ||
2024 | // { // Root prim of linkset | ||
2025 | // partRot = part.ParentGroup.RootPart.RotationOffset; | ||
2026 | // } | ||
2027 | // else | ||
2028 | // { // single or child prim | ||
2029 | |||
2030 | // } | ||
2031 | if (part == null) //CW: Part may be gone. llDie() for example. | ||
1882 | { | 2032 | { |
1883 | AddToPhysicalScene(false); | 2033 | partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); |
2034 | } | ||
2035 | else | ||
2036 | { | ||
2037 | partRot = part.GetWorldRotation(); | ||
1884 | } | 2038 | } |
1885 | 2039 | ||
1886 | m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); | 2040 | Quaternion partIRot = Quaternion.Inverse(partRot); |
1887 | ParentPosition = Vector3.Zero; | ||
1888 | 2041 | ||
1889 | ParentID = 0; | 2042 | Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av |
2043 | Vector3 avStandUp = new Vector3(0.3f, 0f, 0f) * avatarRot; // 0.3M infront of av | ||
2044 | |||
2045 | |||
2046 | if (m_physicsActor == null) | ||
2047 | { | ||
2048 | AddToPhysicalScene(false); | ||
2049 | } | ||
2050 | //CW: If the part isn't null then we can set the current position | ||
2051 | if (part != null) | ||
2052 | { | ||
2053 | Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset! | ||
2054 | AbsolutePosition = avWorldStandUp; //KF: Fix stand up. | ||
2055 | part.IsOccupied = false; | ||
2056 | part.ParentGroup.DeleteAvatar(ControllingClient.AgentId); | ||
2057 | } | ||
2058 | else | ||
2059 | { | ||
2060 | //CW: Since the part doesn't exist, a coarse standup position isn't an issue | ||
2061 | AbsolutePosition = m_lastWorldPosition; | ||
2062 | } | ||
2063 | |||
2064 | m_parentPosition = Vector3.Zero; | ||
2065 | m_parentID = 0; | ||
2066 | m_linkedPrim = UUID.Zero; | ||
2067 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1890 | SendAvatarDataToAllAgents(); | 2068 | SendAvatarDataToAllAgents(); |
1891 | m_requestedSitTargetID = 0; | 2069 | m_requestedSitTargetID = 0; |
1892 | } | 2070 | } |
1893 | 2071 | ||
1894 | Animator.TrySetMovementAnimation("STAND"); | 2072 | Animator.UpdateMovementAnimations(); |
1895 | } | 2073 | } |
1896 | 2074 | ||
1897 | private SceneObjectPart FindNextAvailableSitTarget(UUID targetID) | 2075 | private SceneObjectPart FindNextAvailableSitTarget(UUID targetID) |
@@ -1921,13 +2099,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1921 | Vector3 avSitOffSet = part.SitTargetPosition; | 2099 | Vector3 avSitOffSet = part.SitTargetPosition; |
1922 | Quaternion avSitOrientation = part.SitTargetOrientation; | 2100 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1923 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 2101 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); |
1924 | 2102 | bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero); | |
1925 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 2103 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1926 | bool SitTargetisSet = | 2104 | if (SitTargetisSet && !SitTargetOccupied) |
1927 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && | ||
1928 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); | ||
1929 | |||
1930 | if (SitTargetisSet && SitTargetUnOccupied) | ||
1931 | { | 2105 | { |
1932 | //switch the target to this prim | 2106 | //switch the target to this prim |
1933 | return part; | 2107 | return part; |
@@ -1941,85 +2115,168 @@ namespace OpenSim.Region.Framework.Scenes | |||
1941 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) | 2115 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) |
1942 | { | 2116 | { |
1943 | bool autopilot = true; | 2117 | bool autopilot = true; |
2118 | Vector3 autopilotTarget = new Vector3(); | ||
2119 | Quaternion sitOrientation = Quaternion.Identity; | ||
1944 | Vector3 pos = new Vector3(); | 2120 | Vector3 pos = new Vector3(); |
1945 | Quaternion sitOrientation = pSitOrientation; | ||
1946 | Vector3 cameraEyeOffset = Vector3.Zero; | 2121 | Vector3 cameraEyeOffset = Vector3.Zero; |
1947 | Vector3 cameraAtOffset = Vector3.Zero; | 2122 | Vector3 cameraAtOffset = Vector3.Zero; |
1948 | bool forceMouselook = false; | 2123 | bool forceMouselook = false; |
1949 | 2124 | ||
1950 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); | 2125 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); |
1951 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); | 2126 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); |
1952 | if (part != null) | 2127 | if (part == null) return; |
2128 | |||
2129 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | ||
2130 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | ||
2131 | |||
2132 | // part is the prim to sit on | ||
2133 | // offset is the world-ref vector distance from that prim center to the click-spot | ||
2134 | // UUID is the UUID of the Avatar doing the clicking | ||
2135 | |||
2136 | m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation | ||
2137 | |||
2138 | // Is a sit target available? | ||
2139 | Vector3 avSitOffSet = part.SitTargetPosition; | ||
2140 | Quaternion avSitOrientation = part.SitTargetOrientation; | ||
2141 | |||
2142 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. | ||
2143 | // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2144 | Quaternion partRot; | ||
2145 | // if (part.LinkNum == 1) | ||
2146 | // { // Root prim of linkset | ||
2147 | // partRot = part.ParentGroup.RootPart.RotationOffset; | ||
2148 | // } | ||
2149 | // else | ||
2150 | // { // single or child prim | ||
2151 | partRot = part.GetWorldRotation(); | ||
2152 | // } | ||
2153 | Quaternion partIRot = Quaternion.Inverse(partRot); | ||
2154 | //Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet); | ||
2155 | // Sit analysis rewritten by KF 091125 | ||
2156 | if (SitTargetisSet) // scipted sit | ||
1953 | { | 2157 | { |
1954 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | 2158 | if (!part.IsOccupied) |
1955 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | 2159 | { |
1956 | 2160 | //Console.WriteLine("Scripted, unoccupied"); | |
1957 | // Is a sit target available? | 2161 | part.SitTargetAvatar = UUID; // set that Av will be on it |
1958 | Vector3 avSitOffSet = part.SitTargetPosition; | 2162 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one |
1959 | Quaternion avSitOrientation = part.SitTargetOrientation; | 2163 | |
1960 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 2164 | Quaternion nrot = avSitOrientation; |
1961 | 2165 | if (!part.IsRoot) | |
1962 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | ||
1963 | bool SitTargetisSet = | ||
1964 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && | ||
1965 | ( | ||
1966 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion | ||
1967 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point | ||
1968 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion | ||
1969 | ) | ||
1970 | )); | ||
1971 | |||
1972 | if (SitTargetisSet && SitTargetUnOccupied) | ||
1973 | { | ||
1974 | part.SitTargetAvatar = UUID; | ||
1975 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); | ||
1976 | sitOrientation = avSitOrientation; | ||
1977 | autopilot = false; | ||
1978 | } | ||
1979 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); | ||
1980 | |||
1981 | pos = part.AbsolutePosition + offset; | ||
1982 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) | ||
1983 | //{ | ||
1984 | // offset = pos; | ||
1985 | //autopilot = false; | ||
1986 | //} | ||
1987 | if (PhysicsActor != null) | ||
1988 | { | ||
1989 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | ||
1990 | // We can remove the physicsActor until they stand up. | ||
1991 | m_sitAvatarHeight = PhysicsActor.Size.Z; | ||
1992 | |||
1993 | if (autopilot) | ||
1994 | { | 2166 | { |
1995 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) | 2167 | nrot = part.RotationOffset * avSitOrientation; |
1996 | { | ||
1997 | autopilot = false; | ||
1998 | |||
1999 | RemoveFromPhysicalScene(); | ||
2000 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); | ||
2001 | } | ||
2002 | } | 2168 | } |
2003 | else | 2169 | sitOrientation = nrot; // Change rotatione to the scripted one |
2170 | OffsetRotation = nrot; | ||
2171 | autopilot = false; // Jump direct to scripted llSitPos() | ||
2172 | } | ||
2173 | else | ||
2174 | { | ||
2175 | //Console.WriteLine("Scripted, occupied"); | ||
2176 | return; | ||
2177 | } | ||
2178 | } | ||
2179 | else // Not Scripted | ||
2180 | { | ||
2181 | if ( (Math.Abs(offset.X) > 0.1f) || (Math.Abs(offset.Y) > 0.1f) ) // Changed 0.5M to 0.1M as they want to be able to sit close together | ||
2182 | { | ||
2183 | // large prim & offset, ignore if other Avs sitting | ||
2184 | // offset.Z -= 0.05f; | ||
2185 | m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked | ||
2186 | autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point | ||
2187 | |||
2188 | //Console.WriteLine(" offset ={0}", offset); | ||
2189 | //Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos); | ||
2190 | //Console.WriteLine(" autopilotTarget={0}", autopilotTarget); | ||
2191 | |||
2192 | } | ||
2193 | else // small offset | ||
2194 | { | ||
2195 | //Console.WriteLine("Small offset"); | ||
2196 | if (!part.IsOccupied) | ||
2197 | { | ||
2198 | m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center | ||
2199 | autopilotTarget = part.AbsolutePosition; | ||
2200 | //Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget); | ||
2201 | } | ||
2202 | else return; // occupied small | ||
2203 | } // end large/small | ||
2204 | } // end Scripted/not | ||
2205 | |||
2206 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); | ||
2207 | |||
2208 | cameraAtOffset = part.GetCameraAtOffset(); | ||
2209 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
2210 | forceMouselook = part.GetForceMouselook(); | ||
2211 | if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); // | ||
2212 | if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); // | ||
2213 | |||
2214 | if (m_physicsActor != null) | ||
2215 | { | ||
2216 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | ||
2217 | // We can remove the physicsActor until they stand up. | ||
2218 | m_sitAvatarHeight = m_physicsActor.Size.Z; | ||
2219 | if (autopilot) | ||
2220 | { // its not a scripted sit | ||
2221 | // if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) | ||
2222 | if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) ) | ||
2004 | { | 2223 | { |
2224 | autopilot = false; // close enough | ||
2225 | m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2226 | Not using the part's position because returning the AV to the last known standing | ||
2227 | position is likely to be more friendly, isn't it? */ | ||
2005 | RemoveFromPhysicalScene(); | 2228 | RemoveFromPhysicalScene(); |
2006 | } | 2229 | Velocity = Vector3.Zero; |
2230 | AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target | ||
2231 | } // else the autopilot will get us close | ||
2232 | } | ||
2233 | else | ||
2234 | { // its a scripted sit | ||
2235 | m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2236 | I *am* using the part's position this time because we have no real idea how far away | ||
2237 | the avatar is from the sit target. */ | ||
2238 | RemoveFromPhysicalScene(); | ||
2239 | Velocity = Vector3.Zero; | ||
2007 | } | 2240 | } |
2008 | |||
2009 | cameraAtOffset = part.GetCameraAtOffset(); | ||
2010 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
2011 | forceMouselook = part.GetForceMouselook(); | ||
2012 | } | 2241 | } |
2013 | 2242 | else return; // physactor is null! | |
2014 | ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | 2243 | |
2015 | m_requestedSitTargetUUID = targetID; | 2244 | Vector3 offsetr; // = offset * partIRot; |
2245 | // KF: In a linkset, offsetr needs to be relative to the group root! 091208 | ||
2246 | // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot); | ||
2247 | // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error. | ||
2248 | // { // Single, or Root prim of linkset, target is ClickOffset * RootRot | ||
2249 | //offsetr = offset * partIRot; | ||
2250 | // | ||
2251 | // } | ||
2252 | // else | ||
2253 | // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) | ||
2254 | // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + | ||
2255 | // (offset * partRot); | ||
2256 | // } | ||
2257 | |||
2258 | //Console.WriteLine(" "); | ||
2259 | //Console.WriteLine("link number ={0}", part.LinkNum); | ||
2260 | //Console.WriteLine("Prim offset ={0}", part.OffsetPosition ); | ||
2261 | //Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset); | ||
2262 | //Console.WriteLine("Click offst ={0}", offset); | ||
2263 | //Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation()); | ||
2264 | //Console.WriteLine("offsetr ={0}", offsetr); | ||
2265 | //Console.WriteLine("Camera At ={0}", cameraAtOffset); | ||
2266 | //Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); | ||
2267 | |||
2268 | //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child | ||
2269 | ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | ||
2270 | |||
2271 | m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target | ||
2016 | // This calls HandleAgentSit twice, once from here, and the client calls | 2272 | // This calls HandleAgentSit twice, once from here, and the client calls |
2017 | // HandleAgentSit itself after it gets to the location | 2273 | // HandleAgentSit itself after it gets to the location |
2018 | // It doesn't get to the location until we've moved them there though | 2274 | // It doesn't get to the location until we've moved them there though |
2019 | // which happens in HandleAgentSit :P | 2275 | // which happens in HandleAgentSit :P |
2020 | m_autopilotMoving = autopilot; | 2276 | m_autopilotMoving = autopilot; |
2021 | m_autoPilotTarget = pos; | 2277 | m_autoPilotTarget = autopilotTarget; |
2022 | m_sitAtAutoTarget = autopilot; | 2278 | m_sitAtAutoTarget = autopilot; |
2279 | m_initialSitTarget = autopilotTarget; | ||
2023 | if (!autopilot) | 2280 | if (!autopilot) |
2024 | HandleAgentSit(remoteClient, UUID); | 2281 | HandleAgentSit(remoteClient, UUID); |
2025 | } | 2282 | } |
@@ -2284,47 +2541,131 @@ namespace OpenSim.Region.Framework.Scenes | |||
2284 | { | 2541 | { |
2285 | if (part != null) | 2542 | if (part != null) |
2286 | { | 2543 | { |
2544 | //Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation()); | ||
2287 | if (part.GetAvatarOnSitTarget() == UUID) | 2545 | if (part.GetAvatarOnSitTarget() == UUID) |
2288 | { | 2546 | { |
2547 | //Console.WriteLine("Scripted Sit"); | ||
2548 | // Scripted sit | ||
2289 | Vector3 sitTargetPos = part.SitTargetPosition; | 2549 | Vector3 sitTargetPos = part.SitTargetPosition; |
2290 | Quaternion sitTargetOrient = part.SitTargetOrientation; | 2550 | Quaternion sitTargetOrient = part.SitTargetOrientation; |
2291 | |||
2292 | //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); | ||
2293 | //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); | ||
2294 | |||
2295 | //Quaternion result = (sitTargetOrient * vq) * nq; | ||
2296 | |||
2297 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 2551 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
2298 | m_pos += SIT_TARGET_ADJUSTMENT; | 2552 | m_pos += SIT_TARGET_ADJUSTMENT; |
2299 | Rotation = sitTargetOrient; | 2553 | if (!part.IsRoot) |
2300 | //Rotation = sitTargetOrient; | 2554 | { |
2301 | ParentPosition = part.AbsolutePosition; | 2555 | m_pos *= part.RotationOffset; |
2302 | 2556 | } | |
2303 | //SendTerseUpdateToAllClients(); | 2557 | m_bodyRot = sitTargetOrient; |
2558 | m_parentPosition = part.AbsolutePosition; | ||
2559 | part.IsOccupied = true; | ||
2560 | part.ParentGroup.AddAvatar(agentID); | ||
2304 | } | 2561 | } |
2305 | else | 2562 | else |
2306 | { | 2563 | { |
2307 | m_pos -= part.AbsolutePosition; | 2564 | // if m_avUnscriptedSitPos is zero then Av sits above center |
2308 | ParentPosition = part.AbsolutePosition; | 2565 | // Else Av sits at m_avUnscriptedSitPos |
2309 | } | 2566 | |
2567 | // Non-scripted sit by Kitto Flora 21Nov09 | ||
2568 | // Calculate angle of line from prim to Av | ||
2569 | Quaternion partIRot; | ||
2570 | // if (part.LinkNum == 1) | ||
2571 | // { // Root prim of linkset | ||
2572 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2573 | // } | ||
2574 | // else | ||
2575 | // { // single or child prim | ||
2576 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2577 | // } | ||
2578 | Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; | ||
2579 | float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); | ||
2580 | float x_diff = ( m_avInitialPos.X - sitTargetPos.X); | ||
2581 | if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 | ||
2582 | if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 | ||
2583 | float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); | ||
2584 | // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. | ||
2585 | // Av sits at world euler <0,0, z>, translated by part rotation | ||
2586 | m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click | ||
2587 | |||
2588 | m_parentPosition = part.AbsolutePosition; | ||
2589 | part.IsOccupied = true; | ||
2590 | part.ParentGroup.AddAvatar(agentID); | ||
2591 | m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation | ||
2592 | (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center | ||
2593 | (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) + | ||
2594 | m_avUnscriptedSitPos; // adds click offset, if any | ||
2595 | //Set up raytrace to find top surface of prim | ||
2596 | Vector3 size = part.Scale; | ||
2597 | float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); | ||
2598 | Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); | ||
2599 | Vector3 down = new Vector3(0f, 0f, -1f); | ||
2600 | //Console.WriteLine("st={0} do={1} ma={2}", start, down, mag); | ||
2601 | m_scene.PhysicsScene.RaycastWorld( | ||
2602 | start, // Vector3 position, | ||
2603 | down, // Vector3 direction, | ||
2604 | mag, // float length, | ||
2605 | SitAltitudeCallback); // retMethod | ||
2606 | } // end scripted/not | ||
2310 | } | 2607 | } |
2311 | else | 2608 | else // no Av |
2312 | { | 2609 | { |
2313 | return; | 2610 | return; |
2314 | } | 2611 | } |
2315 | } | 2612 | } |
2316 | ParentID = m_requestedSitTargetID; | 2613 | ParentID = m_requestedSitTargetID; |
2317 | 2614 | ||
2615 | //We want our offsets to reference the root prim, not the child we may have sat on | ||
2616 | if (!part.IsRoot) | ||
2617 | { | ||
2618 | m_parentID = part.ParentGroup.RootPart.LocalId; | ||
2619 | m_pos += part.OffsetPosition; | ||
2620 | } | ||
2621 | else | ||
2622 | { | ||
2623 | m_parentID = m_requestedSitTargetID; | ||
2624 | } | ||
2625 | |||
2626 | m_linkedPrim = part.UUID; | ||
2627 | if (part.GetAvatarOnSitTarget() != UUID) | ||
2628 | { | ||
2629 | m_offsetRotation = m_offsetRotation / part.RotationOffset; | ||
2630 | } | ||
2318 | Velocity = Vector3.Zero; | 2631 | Velocity = Vector3.Zero; |
2319 | RemoveFromPhysicalScene(); | 2632 | RemoveFromPhysicalScene(); |
2320 | |||
2321 | Animator.TrySetMovementAnimation(sitAnimation); | 2633 | Animator.TrySetMovementAnimation(sitAnimation); |
2322 | SendAvatarDataToAllAgents(); | 2634 | SendAvatarDataToAllAgents(); |
2323 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | ||
2324 | // So we're also sending a terse update (which has avatar rotation) | ||
2325 | // [Update] We do now. | ||
2326 | //SendTerseUpdateToAllClients(); | 2635 | //SendTerseUpdateToAllClients(); |
2327 | } | 2636 | } |
2637 | |||
2638 | public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal) | ||
2639 | { | ||
2640 | // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer | ||
2641 | // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height. | ||
2642 | if(hitYN) | ||
2643 | { | ||
2644 | // m_pos = Av offset from prim center to make look like on center | ||
2645 | // m_parentPosition = Actual center pos of prim | ||
2646 | // collisionPoint = spot on prim where we want to sit | ||
2647 | // collisionPoint.Z = global sit surface height | ||
2648 | SceneObjectPart part = m_scene.GetSceneObjectPart(localid); | ||
2649 | Quaternion partIRot; | ||
2650 | // if (part.LinkNum == 1) | ||
2651 | /// { // Root prim of linkset | ||
2652 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2653 | // } | ||
2654 | // else | ||
2655 | // { // single or child prim | ||
2656 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2657 | // } | ||
2658 | if (m_initialSitTarget != null) | ||
2659 | { | ||
2660 | float offZ = collisionPoint.Z - m_initialSitTarget.Z; | ||
2661 | Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction | ||
2662 | //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); | ||
2663 | m_pos += offset; | ||
2664 | // ControllingClient.SendClearFollowCamProperties(part.UUID); | ||
2665 | } | ||
2666 | |||
2667 | } | ||
2668 | } // End SitAltitudeCallback KF. | ||
2328 | 2669 | ||
2329 | /// <summary> | 2670 | /// <summary> |
2330 | /// Event handler for the 'Always run' setting on the client | 2671 | /// Event handler for the 'Always run' setting on the client |
@@ -2354,6 +2695,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
2354 | Vector3 direc = vec * Rotation; | 2695 | Vector3 direc = vec * Rotation; |
2355 | direc.Normalize(); | 2696 | direc.Normalize(); |
2356 | 2697 | ||
2698 | if (PhysicsActor.Flying != m_flyingOld) // add for fly velocity control | ||
2699 | { | ||
2700 | m_flyingOld = PhysicsActor.Flying; // add for fly velocity control | ||
2701 | if (!PhysicsActor.Flying) | ||
2702 | m_wasFlying = true; // add for fly velocity control | ||
2703 | } | ||
2704 | |||
2705 | if (PhysicsActor.IsColliding == true) | ||
2706 | m_wasFlying = false; // add for fly velocity control | ||
2707 | |||
2708 | if ((vec.Z == 0f) && !PhysicsActor.Flying) | ||
2709 | direc.Z = 0f; // Prevent camera WASD up. | ||
2710 | |||
2357 | direc *= 0.03f * 128f * SpeedModifier; | 2711 | direc *= 0.03f * 128f * SpeedModifier; |
2358 | 2712 | ||
2359 | if (PhysicsActor != null) | 2713 | if (PhysicsActor != null) |
@@ -2372,6 +2726,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2372 | // m_log.Info("[AGENT]: Stop Flying"); | 2726 | // m_log.Info("[AGENT]: Stop Flying"); |
2373 | //} | 2727 | //} |
2374 | } | 2728 | } |
2729 | if (Animator.m_falling && m_wasFlying) // if falling from flying, disable motion add | ||
2730 | { | ||
2731 | direc *= 0.0f; | ||
2732 | } | ||
2375 | else if (!PhysicsActor.Flying && PhysicsActor.IsColliding) | 2733 | else if (!PhysicsActor.Flying && PhysicsActor.IsColliding) |
2376 | { | 2734 | { |
2377 | if (direc.Z > 2.0f) | 2735 | if (direc.Z > 2.0f) |
@@ -2432,6 +2790,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2432 | 2790 | ||
2433 | CheckForSignificantMovement(); // sends update to the modules. | 2791 | CheckForSignificantMovement(); // sends update to the modules. |
2434 | } | 2792 | } |
2793 | |||
2794 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2795 | SendPrimUpdates(); | ||
2435 | } | 2796 | } |
2436 | 2797 | ||
2437 | #endregion | 2798 | #endregion |
@@ -3203,6 +3564,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3203 | m_callbackURI = cAgent.CallbackURI; | 3564 | m_callbackURI = cAgent.CallbackURI; |
3204 | 3565 | ||
3205 | m_pos = cAgent.Position; | 3566 | m_pos = cAgent.Position; |
3567 | |||
3206 | m_velocity = cAgent.Velocity; | 3568 | m_velocity = cAgent.Velocity; |
3207 | CameraPosition = cAgent.Center; | 3569 | CameraPosition = cAgent.Center; |
3208 | CameraAtAxis = cAgent.AtAxis; | 3570 | CameraAtAxis = cAgent.AtAxis; |
@@ -3352,14 +3714,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
3352 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) | 3714 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) |
3353 | // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents( | 3715 | // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents( |
3354 | // as of this comment the interval is set in AddToPhysicalScene | 3716 | // as of this comment the interval is set in AddToPhysicalScene |
3355 | if (Animator != null) | 3717 | if (Animator!=null) |
3356 | Animator.UpdateMovementAnimations(); | 3718 | { |
3719 | if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper, | ||
3720 | { // else its will lock out other animation changes, like ground sit. | ||
3721 | Animator.UpdateMovementAnimations(); | ||
3722 | m_updateCount--; | ||
3723 | } | ||
3724 | } | ||
3357 | 3725 | ||
3358 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3726 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; |
3359 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | 3727 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; |
3360 | 3728 | ||
3361 | CollisionPlane = Vector4.UnitW; | 3729 | CollisionPlane = Vector4.UnitW; |
3362 | 3730 | ||
3731 | // No collisions at all means we may be flying. Update always | ||
3732 | // to make falling work | ||
3733 | if (m_lastColCount != coldata.Count || coldata.Count == 0) | ||
3734 | { | ||
3735 | m_updateCount = UPDATE_COUNT; | ||
3736 | m_lastColCount = coldata.Count; | ||
3737 | } | ||
3738 | |||
3363 | if (coldata.Count != 0 && Animator != null) | 3739 | if (coldata.Count != 0 && Animator != null) |
3364 | { | 3740 | { |
3365 | switch (Animator.CurrentMovementAnimation) | 3741 | switch (Animator.CurrentMovementAnimation) |
@@ -3389,6 +3765,148 @@ namespace OpenSim.Region.Framework.Scenes | |||
3389 | } | 3765 | } |
3390 | } | 3766 | } |
3391 | 3767 | ||
3768 | List<uint> thisHitColliders = new List<uint>(); | ||
3769 | List<uint> endedColliders = new List<uint>(); | ||
3770 | List<uint> startedColliders = new List<uint>(); | ||
3771 | |||
3772 | foreach (uint localid in coldata.Keys) | ||
3773 | { | ||
3774 | thisHitColliders.Add(localid); | ||
3775 | if (!m_lastColliders.Contains(localid)) | ||
3776 | { | ||
3777 | startedColliders.Add(localid); | ||
3778 | } | ||
3779 | //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString()); | ||
3780 | } | ||
3781 | |||
3782 | // calculate things that ended colliding | ||
3783 | foreach (uint localID in m_lastColliders) | ||
3784 | { | ||
3785 | if (!thisHitColliders.Contains(localID)) | ||
3786 | { | ||
3787 | endedColliders.Add(localID); | ||
3788 | } | ||
3789 | } | ||
3790 | //add the items that started colliding this time to the last colliders list. | ||
3791 | foreach (uint localID in startedColliders) | ||
3792 | { | ||
3793 | m_lastColliders.Add(localID); | ||
3794 | } | ||
3795 | // remove things that ended colliding from the last colliders list | ||
3796 | foreach (uint localID in endedColliders) | ||
3797 | { | ||
3798 | m_lastColliders.Remove(localID); | ||
3799 | } | ||
3800 | |||
3801 | // do event notification | ||
3802 | if (startedColliders.Count > 0) | ||
3803 | { | ||
3804 | ColliderArgs StartCollidingMessage = new ColliderArgs(); | ||
3805 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3806 | foreach (uint localId in startedColliders) | ||
3807 | { | ||
3808 | if (localId == 0) | ||
3809 | continue; | ||
3810 | |||
3811 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3812 | string data = ""; | ||
3813 | if (obj != null) | ||
3814 | { | ||
3815 | DetectedObject detobj = new DetectedObject(); | ||
3816 | detobj.keyUUID = obj.UUID; | ||
3817 | detobj.nameStr = obj.Name; | ||
3818 | detobj.ownerUUID = obj.OwnerID; | ||
3819 | detobj.posVector = obj.AbsolutePosition; | ||
3820 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3821 | detobj.velVector = obj.Velocity; | ||
3822 | detobj.colliderType = 0; | ||
3823 | detobj.groupUUID = obj.GroupID; | ||
3824 | colliding.Add(detobj); | ||
3825 | } | ||
3826 | } | ||
3827 | |||
3828 | if (colliding.Count > 0) | ||
3829 | { | ||
3830 | StartCollidingMessage.Colliders = colliding; | ||
3831 | |||
3832 | foreach (SceneObjectGroup att in GetAttachments()) | ||
3833 | Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage); | ||
3834 | } | ||
3835 | } | ||
3836 | |||
3837 | if (endedColliders.Count > 0) | ||
3838 | { | ||
3839 | ColliderArgs EndCollidingMessage = new ColliderArgs(); | ||
3840 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3841 | foreach (uint localId in endedColliders) | ||
3842 | { | ||
3843 | if (localId == 0) | ||
3844 | continue; | ||
3845 | |||
3846 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3847 | string data = ""; | ||
3848 | if (obj != null) | ||
3849 | { | ||
3850 | DetectedObject detobj = new DetectedObject(); | ||
3851 | detobj.keyUUID = obj.UUID; | ||
3852 | detobj.nameStr = obj.Name; | ||
3853 | detobj.ownerUUID = obj.OwnerID; | ||
3854 | detobj.posVector = obj.AbsolutePosition; | ||
3855 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3856 | detobj.velVector = obj.Velocity; | ||
3857 | detobj.colliderType = 0; | ||
3858 | detobj.groupUUID = obj.GroupID; | ||
3859 | colliding.Add(detobj); | ||
3860 | } | ||
3861 | } | ||
3862 | |||
3863 | if (colliding.Count > 0) | ||
3864 | { | ||
3865 | EndCollidingMessage.Colliders = colliding; | ||
3866 | |||
3867 | foreach (SceneObjectGroup att in GetAttachments()) | ||
3868 | Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage); | ||
3869 | } | ||
3870 | } | ||
3871 | |||
3872 | if (thisHitColliders.Count > 0) | ||
3873 | { | ||
3874 | ColliderArgs CollidingMessage = new ColliderArgs(); | ||
3875 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3876 | foreach (uint localId in thisHitColliders) | ||
3877 | { | ||
3878 | if (localId == 0) | ||
3879 | continue; | ||
3880 | |||
3881 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3882 | string data = ""; | ||
3883 | if (obj != null) | ||
3884 | { | ||
3885 | DetectedObject detobj = new DetectedObject(); | ||
3886 | detobj.keyUUID = obj.UUID; | ||
3887 | detobj.nameStr = obj.Name; | ||
3888 | detobj.ownerUUID = obj.OwnerID; | ||
3889 | detobj.posVector = obj.AbsolutePosition; | ||
3890 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3891 | detobj.velVector = obj.Velocity; | ||
3892 | detobj.colliderType = 0; | ||
3893 | detobj.groupUUID = obj.GroupID; | ||
3894 | colliding.Add(detobj); | ||
3895 | } | ||
3896 | } | ||
3897 | |||
3898 | if (colliding.Count > 0) | ||
3899 | { | ||
3900 | CollidingMessage.Colliders = colliding; | ||
3901 | |||
3902 | lock (m_attachments) | ||
3903 | { | ||
3904 | foreach (SceneObjectGroup att in m_attachments) | ||
3905 | Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage); | ||
3906 | } | ||
3907 | } | ||
3908 | } | ||
3909 | |||
3392 | if (Invulnerable) | 3910 | if (Invulnerable) |
3393 | return; | 3911 | return; |
3394 | 3912 | ||
@@ -3460,6 +3978,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3460 | { | 3978 | { |
3461 | lock (m_attachments) | 3979 | lock (m_attachments) |
3462 | { | 3980 | { |
3981 | // This may be true when the attachment comes back | ||
3982 | // from serialization after login. Clear it. | ||
3983 | gobj.IsDeleted = false; | ||
3984 | |||
3463 | m_attachments.Add(gobj); | 3985 | m_attachments.Add(gobj); |
3464 | } | 3986 | } |
3465 | } | 3987 | } |
@@ -3823,5 +4345,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
3823 | m_reprioritization_called = false; | 4345 | m_reprioritization_called = false; |
3824 | } | 4346 | } |
3825 | } | 4347 | } |
4348 | |||
4349 | private Vector3 Quat2Euler(Quaternion rot){ | ||
4350 | float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) , | ||
4351 | (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z))); | ||
4352 | float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W))); | ||
4353 | float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) , | ||
4354 | (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z))); | ||
4355 | return(new Vector3(x,y,z)); | ||
4356 | } | ||
4357 | |||
4358 | private void CheckLandingPoint(ref Vector3 pos) | ||
4359 | { | ||
4360 | // Never constrain lures | ||
4361 | if ((TeleportFlags & TeleportFlags.ViaLure) != 0) | ||
4362 | return; | ||
4363 | |||
4364 | if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport) | ||
4365 | return; | ||
4366 | |||
4367 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
4368 | |||
4369 | if (land.LandData.LandingType == (byte)LandingType.LandingPoint && | ||
4370 | land.LandData.UserLocation != Vector3.Zero && | ||
4371 | land.LandData.OwnerID != m_uuid && | ||
4372 | (!m_scene.Permissions.IsGod(m_uuid)) && | ||
4373 | (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) | ||
4374 | { | ||
4375 | float curr = Vector3.Distance(AbsolutePosition, pos); | ||
4376 | if (Vector3.Distance(land.LandData.UserLocation, pos) < curr) | ||
4377 | pos = land.LandData.UserLocation; | ||
4378 | else | ||
4379 | ControllingClient.SendAlertMessage("Can't teleport closer to destination"); | ||
4380 | } | ||
4381 | } | ||
3826 | } | 4382 | } |
3827 | } | 4383 | } |