diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 977 |
1 files changed, 789 insertions, 188 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 46234f9..557fc42 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("[ScenePresence] Destructor called"); | 74 | // m_log.Debug("[ScenePresence] 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 | // private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); | 79 | // private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); |
@@ -87,7 +88,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
87 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis | 88 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis |
88 | /// issue #1716 | 89 | /// issue #1716 |
89 | /// </summary> | 90 | /// </summary> |
90 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); | 91 | // private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); |
92 | // Value revised by KF 091121 by comparison with SL. | ||
93 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); | ||
91 | 94 | ||
92 | public UUID currentParcelUUID = UUID.Zero; | 95 | public UUID currentParcelUUID = UUID.Zero; |
93 | 96 | ||
@@ -121,8 +124,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
121 | public Vector3 lastKnownAllowedPosition; | 124 | public Vector3 lastKnownAllowedPosition; |
122 | public bool sentMessageAboutRestrictedParcelFlyingDown; | 125 | public bool sentMessageAboutRestrictedParcelFlyingDown; |
123 | public Vector4 CollisionPlane = Vector4.UnitW; | 126 | public Vector4 CollisionPlane = Vector4.UnitW; |
124 | 127 | ||
128 | private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation | ||
129 | private Vector3 m_avUnscriptedSitPos; // for non-scripted prims | ||
125 | private Vector3 m_lastPosition; | 130 | private Vector3 m_lastPosition; |
131 | private Vector3 m_lastWorldPosition; | ||
126 | private Quaternion m_lastRotation; | 132 | private Quaternion m_lastRotation; |
127 | private Vector3 m_lastVelocity; | 133 | private Vector3 m_lastVelocity; |
128 | //private int m_lastTerseSent; | 134 | //private int m_lastTerseSent; |
@@ -153,9 +159,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
153 | private int m_perfMonMS; | 159 | private int m_perfMonMS; |
154 | 160 | ||
155 | private bool m_setAlwaysRun; | 161 | private bool m_setAlwaysRun; |
156 | |||
157 | private bool m_forceFly; | 162 | private bool m_forceFly; |
158 | private bool m_flyDisabled; | 163 | private bool m_flyDisabled; |
164 | private bool m_flyingOld; // add for fly velocity control | ||
165 | public bool m_wasFlying; // add for fly velocity control | ||
159 | 166 | ||
160 | private float m_speedModifier = 1.0f; | 167 | private float m_speedModifier = 1.0f; |
161 | 168 | ||
@@ -174,7 +181,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
174 | protected RegionInfo m_regionInfo; | 181 | protected RegionInfo m_regionInfo; |
175 | protected ulong crossingFromRegion; | 182 | protected ulong crossingFromRegion; |
176 | 183 | ||
177 | private readonly Vector3[] Dir_Vectors = new Vector3[9]; | 184 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; |
185 | private bool m_isNudging = false; | ||
178 | 186 | ||
179 | // Position of agent's camera in world (region cordinates) | 187 | // Position of agent's camera in world (region cordinates) |
180 | protected Vector3 m_CameraCenter; | 188 | protected Vector3 m_CameraCenter; |
@@ -199,17 +207,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
199 | private bool m_autopilotMoving; | 207 | private bool m_autopilotMoving; |
200 | private Vector3 m_autoPilotTarget; | 208 | private Vector3 m_autoPilotTarget; |
201 | private bool m_sitAtAutoTarget; | 209 | private bool m_sitAtAutoTarget; |
210 | private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit | ||
202 | 211 | ||
203 | private string m_nextSitAnimation = String.Empty; | 212 | private string m_nextSitAnimation = String.Empty; |
204 | 213 | ||
205 | //PauPaw:Proper PID Controler for autopilot************ | 214 | //PauPaw:Proper PID Controler for autopilot************ |
206 | private bool m_moveToPositionInProgress; | 215 | private bool m_moveToPositionInProgress; |
207 | private Vector3 m_moveToPositionTarget; | 216 | private Vector3 m_moveToPositionTarget; |
217 | private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
208 | 218 | ||
209 | private bool m_followCamAuto; | 219 | private bool m_followCamAuto; |
210 | 220 | ||
211 | private int m_movementUpdateCount; | 221 | private int m_movementUpdateCount; |
222 | private int m_lastColCount = -1; //KF: Look for Collision chnages | ||
223 | private int m_updateCount = 0; //KF: Update Anims for a while | ||
224 | private static readonly int UPDATE_COUNT = 10; // how many frames to update for | ||
212 | private const int NumMovementsBetweenRayCast = 5; | 225 | private const int NumMovementsBetweenRayCast = 5; |
226 | private List<uint> m_lastColliders = new List<uint>(); | ||
227 | |||
228 | private object m_syncRoot = new Object(); | ||
213 | 229 | ||
214 | private bool CameraConstraintActive; | 230 | private bool CameraConstraintActive; |
215 | //private int m_moveToPositionStateStatus; | 231 | //private int m_moveToPositionStateStatus; |
@@ -236,7 +252,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
236 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 252 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
237 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 253 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, |
238 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, | 254 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, |
239 | DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | 255 | DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, |
256 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, | ||
257 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, | ||
240 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 258 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
241 | } | 259 | } |
242 | 260 | ||
@@ -443,7 +461,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
443 | get | 461 | get |
444 | { | 462 | { |
445 | PhysicsActor actor = m_physicsActor; | 463 | PhysicsActor actor = m_physicsActor; |
446 | if (actor != null) | 464 | // if (actor != null) |
465 | if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting! | ||
447 | m_pos = actor.Position; | 466 | m_pos = actor.Position; |
448 | else | 467 | else |
449 | { | 468 | { |
@@ -492,7 +511,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
492 | } | 511 | } |
493 | } | 512 | } |
494 | 513 | ||
495 | m_pos = value; | 514 | if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting! |
515 | m_pos = value; | ||
496 | m_parentPosition = Vector3.Zero; | 516 | m_parentPosition = Vector3.Zero; |
497 | } | 517 | } |
498 | } | 518 | } |
@@ -536,10 +556,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
536 | } | 556 | } |
537 | } | 557 | } |
538 | 558 | ||
559 | public Quaternion OffsetRotation | ||
560 | { | ||
561 | get { return m_offsetRotation; } | ||
562 | set { m_offsetRotation = value; } | ||
563 | } | ||
564 | |||
539 | public Quaternion Rotation | 565 | public Quaternion Rotation |
540 | { | 566 | { |
541 | get { return m_bodyRot; } | 567 | get { |
542 | set { m_bodyRot = value; } | 568 | if (m_parentID != 0) |
569 | { | ||
570 | if (m_offsetRotation != null) | ||
571 | { | ||
572 | return m_offsetRotation; | ||
573 | } | ||
574 | else | ||
575 | { | ||
576 | return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
577 | } | ||
578 | |||
579 | } | ||
580 | else | ||
581 | { | ||
582 | return m_bodyRot; | ||
583 | } | ||
584 | } | ||
585 | set { | ||
586 | m_bodyRot = value; | ||
587 | if (m_parentID != 0) | ||
588 | { | ||
589 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
590 | } | ||
591 | } | ||
543 | } | 592 | } |
544 | 593 | ||
545 | public Quaternion PreviousRotation | 594 | public Quaternion PreviousRotation |
@@ -564,11 +613,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
564 | 613 | ||
565 | private uint m_parentID; | 614 | private uint m_parentID; |
566 | 615 | ||
616 | |||
617 | private UUID m_linkedPrim; | ||
618 | |||
567 | public uint ParentID | 619 | public uint ParentID |
568 | { | 620 | { |
569 | get { return m_parentID; } | 621 | get { return m_parentID; } |
570 | set { m_parentID = value; } | 622 | set { m_parentID = value; } |
571 | } | 623 | } |
624 | |||
625 | public UUID LinkedPrim | ||
626 | { | ||
627 | get { return m_linkedPrim; } | ||
628 | set { m_linkedPrim = value; } | ||
629 | } | ||
630 | |||
572 | public float Health | 631 | public float Health |
573 | { | 632 | { |
574 | get { return m_health; } | 633 | get { return m_health; } |
@@ -690,7 +749,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
690 | CreateSceneViewer(); | 749 | CreateSceneViewer(); |
691 | m_animator = new ScenePresenceAnimator(this); | 750 | m_animator = new ScenePresenceAnimator(this); |
692 | } | 751 | } |
693 | 752 | ||
694 | private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() | 753 | private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() |
695 | { | 754 | { |
696 | m_rootRegionHandle = reginfo.RegionHandle; | 755 | m_rootRegionHandle = reginfo.RegionHandle; |
@@ -722,10 +781,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
722 | m_reprioritization_timer.AutoReset = false; | 781 | m_reprioritization_timer.AutoReset = false; |
723 | 782 | ||
724 | AdjustKnownSeeds(); | 783 | AdjustKnownSeeds(); |
725 | |||
726 | // TODO: I think, this won't send anything, as we are still a child here... | ||
727 | Animator.TrySetMovementAnimation("STAND"); | 784 | Animator.TrySetMovementAnimation("STAND"); |
728 | |||
729 | // we created a new ScenePresence (a new child agent) in a fresh region. | 785 | // we created a new ScenePresence (a new child agent) in a fresh region. |
730 | // Request info about all the (root) agents in this region | 786 | // Request info about all the (root) agents in this region |
731 | // Note: This won't send data *to* other clients in that region (children don't send) | 787 | // Note: This won't send data *to* other clients in that region (children don't send) |
@@ -776,25 +832,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
776 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 832 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
777 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 833 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
778 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 834 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
779 | Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 835 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
780 | Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD | 836 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE |
781 | Dir_Vectors[7] = -Vector3.UnitX; //BACK | 837 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE |
838 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | ||
839 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
782 | } | 840 | } |
783 | 841 | ||
784 | private Vector3[] GetWalkDirectionVectors() | 842 | private Vector3[] GetWalkDirectionVectors() |
785 | { | 843 | { |
786 | Vector3[] vector = new Vector3[9]; | 844 | Vector3[] vector = new Vector3[11]; |
787 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD | 845 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
788 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK | 846 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
789 | vector[2] = Vector3.UnitY; //LEFT | 847 | vector[2] = Vector3.UnitY; //LEFT |
790 | vector[3] = -Vector3.UnitY; //RIGHT | 848 | vector[3] = -Vector3.UnitY; //RIGHT |
791 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 849 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
792 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN | 850 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
793 | vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | 851 | vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE |
794 | vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge | 852 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE |
795 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge | 853 | vector[8] = Vector3.UnitY; //LEFT_NUDGE |
854 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | ||
855 | vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE | ||
796 | return vector; | 856 | return vector; |
797 | } | 857 | } |
858 | |||
859 | private bool[] GetDirectionIsNudge() | ||
860 | { | ||
861 | bool[] isNudge = new bool[11]; | ||
862 | isNudge[0] = false; //FORWARD | ||
863 | isNudge[1] = false; //BACK | ||
864 | isNudge[2] = false; //LEFT | ||
865 | isNudge[3] = false; //RIGHT | ||
866 | isNudge[4] = false; //UP | ||
867 | isNudge[5] = false; //DOWN | ||
868 | isNudge[6] = true; //FORWARD_NUDGE | ||
869 | isNudge[7] = true; //BACK_NUDGE | ||
870 | isNudge[8] = true; //LEFT_NUDGE | ||
871 | isNudge[9] = true; //RIGHT_NUDGE | ||
872 | isNudge[10] = true; //DOWN_Nudge | ||
873 | return isNudge; | ||
874 | } | ||
875 | |||
798 | 876 | ||
799 | #endregion | 877 | #endregion |
800 | 878 | ||
@@ -856,6 +934,54 @@ namespace OpenSim.Region.Framework.Scenes | |||
856 | pos.Y = crossedBorder.BorderLine.Z - 1; | 934 | pos.Y = crossedBorder.BorderLine.Z - 1; |
857 | } | 935 | } |
858 | 936 | ||
937 | //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet. | ||
938 | //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent, | ||
939 | //they'll bypass the landing point. But I can't think of any decent way of fixing this. | ||
940 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
941 | if (land != null) | ||
942 | { | ||
943 | if (KnownChildRegionHandles.Count == 0) | ||
944 | { | ||
945 | //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni. | ||
946 | if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid) | ||
947 | { | ||
948 | pos = land.LandData.UserLocation; | ||
949 | } | ||
950 | } | ||
951 | |||
952 | land.SendLandUpdateToClient(ControllingClient); | ||
953 | } | ||
954 | |||
955 | if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) | ||
956 | { | ||
957 | Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); | ||
958 | |||
959 | if (pos.X < 0) | ||
960 | { | ||
961 | emergencyPos.X = (int)Constants.RegionSize + pos.X; | ||
962 | if (!(pos.Y < 0)) | ||
963 | emergencyPos.Y = pos.Y; | ||
964 | if (!(pos.Z < 0)) | ||
965 | emergencyPos.Z = pos.Z; | ||
966 | } | ||
967 | if (pos.Y < 0) | ||
968 | { | ||
969 | emergencyPos.Y = (int)Constants.RegionSize + pos.Y; | ||
970 | if (!(pos.X < 0)) | ||
971 | emergencyPos.X = pos.X; | ||
972 | if (!(pos.Z < 0)) | ||
973 | emergencyPos.Z = pos.Z; | ||
974 | } | ||
975 | if (pos.Z < 0) | ||
976 | { | ||
977 | emergencyPos.Z = 128; | ||
978 | if (!(pos.Y < 0)) | ||
979 | emergencyPos.Y = pos.Y; | ||
980 | if (!(pos.X < 0)) | ||
981 | emergencyPos.X = pos.X; | ||
982 | } | ||
983 | } | ||
984 | |||
859 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) | 985 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) |
860 | { | 986 | { |
861 | m_log.WarnFormat( | 987 | m_log.WarnFormat( |
@@ -984,12 +1110,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
984 | { | 1110 | { |
985 | if (PhysicsActor != null) | 1111 | if (PhysicsActor != null) |
986 | { | 1112 | { |
987 | m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; | 1113 | try |
988 | m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; | 1114 | { |
989 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); | 1115 | m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; |
990 | m_physicsActor.UnSubscribeEvents(); | 1116 | m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; |
991 | m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; | 1117 | m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; |
992 | PhysicsActor = null; | 1118 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); |
1119 | m_physicsActor.UnSubscribeEvents(); | ||
1120 | PhysicsActor = null; | ||
1121 | } | ||
1122 | catch | ||
1123 | { } | ||
993 | } | 1124 | } |
994 | } | 1125 | } |
995 | 1126 | ||
@@ -1000,9 +1131,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1000 | public void Teleport(Vector3 pos) | 1131 | public void Teleport(Vector3 pos) |
1001 | { | 1132 | { |
1002 | bool isFlying = false; | 1133 | bool isFlying = false; |
1134 | |||
1003 | if (m_physicsActor != null) | 1135 | if (m_physicsActor != null) |
1004 | isFlying = m_physicsActor.Flying; | 1136 | isFlying = m_physicsActor.Flying; |
1005 | 1137 | ||
1006 | RemoveFromPhysicalScene(); | 1138 | RemoveFromPhysicalScene(); |
1007 | Velocity = Vector3.Zero; | 1139 | Velocity = Vector3.Zero; |
1008 | AbsolutePosition = pos; | 1140 | AbsolutePosition = pos; |
@@ -1014,6 +1146,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1014 | } | 1146 | } |
1015 | 1147 | ||
1016 | SendTerseUpdateToAllClients(); | 1148 | SendTerseUpdateToAllClients(); |
1149 | |||
1017 | } | 1150 | } |
1018 | 1151 | ||
1019 | public void TeleportWithMomentum(Vector3 pos) | 1152 | public void TeleportWithMomentum(Vector3 pos) |
@@ -1232,6 +1365,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1232 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); | 1365 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); |
1233 | 1366 | ||
1234 | m_pos = m_LastFinitePos; | 1367 | m_pos = m_LastFinitePos; |
1368 | |||
1235 | if (!m_pos.IsFinite()) | 1369 | if (!m_pos.IsFinite()) |
1236 | { | 1370 | { |
1237 | m_pos.X = 127f; | 1371 | m_pos.X = 127f; |
@@ -1298,7 +1432,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1298 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); | 1432 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); |
1299 | } | 1433 | } |
1300 | } | 1434 | } |
1301 | |||
1302 | lock (scriptedcontrols) | 1435 | lock (scriptedcontrols) |
1303 | { | 1436 | { |
1304 | if (scriptedcontrols.Count > 0) | 1437 | if (scriptedcontrols.Count > 0) |
@@ -1313,6 +1446,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1313 | 1446 | ||
1314 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) | 1447 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) |
1315 | { | 1448 | { |
1449 | m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. | ||
1450 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | ||
1451 | |||
1316 | // TODO: This doesn't prevent the user from walking yet. | 1452 | // TODO: This doesn't prevent the user from walking yet. |
1317 | // Setting parent ID would fix this, if we knew what value | 1453 | // Setting parent ID would fix this, if we knew what value |
1318 | // to use. Or we could add a m_isSitting variable. | 1454 | // to use. Or we could add a m_isSitting variable. |
@@ -1361,12 +1497,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1361 | if (actor.Flying != oldflying) | 1497 | if (actor.Flying != oldflying) |
1362 | update_movementflag = true; | 1498 | update_movementflag = true; |
1363 | 1499 | ||
1500 | if (m_animator.m_jumping) // add for jumping | ||
1501 | update_movementflag = true; | ||
1502 | |||
1364 | if (q != m_bodyRot) | 1503 | if (q != m_bodyRot) |
1365 | { | 1504 | { |
1366 | m_bodyRot = q; | 1505 | m_bodyRot = q; |
1367 | update_rotation = true; | 1506 | update_rotation = true; |
1368 | } | 1507 | } |
1369 | 1508 | ||
1509 | //guilty until proven innocent.. | ||
1510 | bool Nudging = true; | ||
1511 | //Basically, if there is at least one non-nudge control then we don't need | ||
1512 | //to worry about stopping the avatar | ||
1513 | |||
1370 | if (m_parentID == 0) | 1514 | if (m_parentID == 0) |
1371 | { | 1515 | { |
1372 | bool bAllowUpdateMoveToPosition = false; | 1516 | bool bAllowUpdateMoveToPosition = false; |
@@ -1381,9 +1525,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1381 | else | 1525 | else |
1382 | dirVectors = Dir_Vectors; | 1526 | dirVectors = Dir_Vectors; |
1383 | 1527 | ||
1384 | // The fact that m_movementflag is a byte needs to be fixed | 1528 | bool[] isNudge = GetDirectionIsNudge(); |
1385 | // it really should be a uint | 1529 | |
1386 | uint nudgehack = 250; | 1530 | |
1531 | |||
1532 | |||
1533 | |||
1387 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 1534 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
1388 | { | 1535 | { |
1389 | if (((uint)flags & (uint)DCF) != 0) | 1536 | if (((uint)flags & (uint)DCF) != 0) |
@@ -1393,40 +1540,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
1393 | try | 1540 | try |
1394 | { | 1541 | { |
1395 | agent_control_v3 += dirVectors[i]; | 1542 | agent_control_v3 += dirVectors[i]; |
1396 | //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); | 1543 | if (isNudge[i] == false) |
1544 | { | ||
1545 | Nudging = false; | ||
1546 | } | ||
1397 | } | 1547 | } |
1398 | catch (IndexOutOfRangeException) | 1548 | catch (IndexOutOfRangeException) |
1399 | { | 1549 | { |
1400 | // Why did I get this? | 1550 | // Why did I get this? |
1401 | } | 1551 | } |
1402 | 1552 | ||
1403 | if ((m_movementflag & (byte)(uint)DCF) == 0) | 1553 | if ((m_movementflag & (uint)DCF) == 0) |
1404 | { | 1554 | { |
1405 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1406 | { | ||
1407 | m_movementflag |= (byte)nudgehack; | ||
1408 | } | ||
1409 | m_movementflag += (byte)(uint)DCF; | 1555 | m_movementflag += (byte)(uint)DCF; |
1410 | update_movementflag = true; | 1556 | update_movementflag = true; |
1411 | } | 1557 | } |
1412 | } | 1558 | } |
1413 | else | 1559 | else |
1414 | { | 1560 | { |
1415 | if ((m_movementflag & (byte)(uint)DCF) != 0 || | 1561 | if ((m_movementflag & (uint)DCF) != 0) |
1416 | ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1417 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1418 | ) // This or is for Nudge forward | ||
1419 | { | 1562 | { |
1420 | m_movementflag -= ((byte)(uint)DCF); | 1563 | m_movementflag -= (byte)(uint)DCF; |
1421 | |||
1422 | update_movementflag = true; | 1564 | update_movementflag = true; |
1423 | /* | ||
1424 | if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1425 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1426 | { | ||
1427 | m_log.Debug("Removed Hack flag"); | ||
1428 | } | ||
1429 | */ | ||
1430 | } | 1565 | } |
1431 | else | 1566 | else |
1432 | { | 1567 | { |
@@ -1435,7 +1570,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1435 | } | 1570 | } |
1436 | i++; | 1571 | i++; |
1437 | } | 1572 | } |
1438 | |||
1439 | //Paupaw:Do Proper PID for Autopilot here | 1573 | //Paupaw:Do Proper PID for Autopilot here |
1440 | if (bResetMoveToPosition) | 1574 | if (bResetMoveToPosition) |
1441 | { | 1575 | { |
@@ -1470,6 +1604,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1470 | // Ignore z component of vector | 1604 | // Ignore z component of vector |
1471 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1605 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1472 | LocalVectorToTarget2D.Normalize(); | 1606 | LocalVectorToTarget2D.Normalize(); |
1607 | |||
1608 | //We're not nudging | ||
1609 | Nudging = false; | ||
1473 | agent_control_v3 += LocalVectorToTarget2D; | 1610 | agent_control_v3 += LocalVectorToTarget2D; |
1474 | 1611 | ||
1475 | // update avatar movement flags. the avatar coordinate system is as follows: | 1612 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1560,13 +1697,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1560 | // m_log.DebugFormat( | 1697 | // m_log.DebugFormat( |
1561 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); | 1698 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); |
1562 | 1699 | ||
1563 | AddNewMovement(agent_control_v3, q); | 1700 | AddNewMovement(agent_control_v3, q, Nudging); |
1564 | 1701 | ||
1565 | 1702 | ||
1566 | } | 1703 | } |
1567 | } | 1704 | } |
1568 | 1705 | ||
1569 | if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) | 1706 | if (update_movementflag && !SitGround) |
1570 | Animator.UpdateMovementAnimations(); | 1707 | Animator.UpdateMovementAnimations(); |
1571 | 1708 | ||
1572 | m_scene.EventManager.TriggerOnClientMovement(this); | 1709 | m_scene.EventManager.TriggerOnClientMovement(this); |
@@ -1581,7 +1718,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1581 | m_sitAtAutoTarget = false; | 1718 | m_sitAtAutoTarget = false; |
1582 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; | 1719 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; |
1583 | //proxy.PCode = (byte)PCode.ParticleSystem; | 1720 | //proxy.PCode = (byte)PCode.ParticleSystem; |
1584 | |||
1585 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); | 1721 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); |
1586 | proxyObjectGroup.AttachToScene(m_scene); | 1722 | proxyObjectGroup.AttachToScene(m_scene); |
1587 | 1723 | ||
@@ -1623,7 +1759,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1623 | } | 1759 | } |
1624 | m_moveToPositionInProgress = true; | 1760 | m_moveToPositionInProgress = true; |
1625 | m_moveToPositionTarget = new Vector3(locx, locy, locz); | 1761 | m_moveToPositionTarget = new Vector3(locx, locy, locz); |
1626 | } | 1762 | } |
1627 | catch (Exception ex) | 1763 | catch (Exception ex) |
1628 | { | 1764 | { |
1629 | //Why did I get this error? | 1765 | //Why did I get this error? |
@@ -1645,7 +1781,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1645 | Velocity = Vector3.Zero; | 1781 | Velocity = Vector3.Zero; |
1646 | SendAvatarDataToAllAgents(); | 1782 | SendAvatarDataToAllAgents(); |
1647 | 1783 | ||
1648 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1784 | HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? |
1649 | } | 1785 | } |
1650 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); | 1786 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); |
1651 | m_requestedSitTargetUUID = UUID.Zero; | 1787 | m_requestedSitTargetUUID = UUID.Zero; |
@@ -1682,25 +1818,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
1682 | 1818 | ||
1683 | if (m_parentID != 0) | 1819 | if (m_parentID != 0) |
1684 | { | 1820 | { |
1685 | m_log.Debug("StandupCode Executed"); | 1821 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); |
1686 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | ||
1687 | if (part != null) | 1822 | if (part != null) |
1688 | { | 1823 | { |
1824 | part.TaskInventory.LockItemsForRead(true); | ||
1689 | TaskInventoryDictionary taskIDict = part.TaskInventory; | 1825 | TaskInventoryDictionary taskIDict = part.TaskInventory; |
1690 | if (taskIDict != null) | 1826 | if (taskIDict != null) |
1691 | { | 1827 | { |
1692 | lock (taskIDict) | 1828 | foreach (UUID taskID in taskIDict.Keys) |
1693 | { | 1829 | { |
1694 | foreach (UUID taskID in taskIDict.Keys) | 1830 | UnRegisterControlEventsToScript(LocalId, taskID); |
1695 | { | 1831 | taskIDict[taskID].PermsMask &= ~( |
1696 | UnRegisterControlEventsToScript(LocalId, taskID); | 1832 | 2048 | //PERMISSION_CONTROL_CAMERA |
1697 | taskIDict[taskID].PermsMask &= ~( | 1833 | 4); // PERMISSION_TAKE_CONTROLS |
1698 | 2048 | //PERMISSION_CONTROL_CAMERA | ||
1699 | 4); // PERMISSION_TAKE_CONTROLS | ||
1700 | } | ||
1701 | } | 1834 | } |
1702 | |||
1703 | } | 1835 | } |
1836 | part.TaskInventory.LockItemsForRead(false); | ||
1704 | // Reset sit target. | 1837 | // Reset sit target. |
1705 | if (part.GetAvatarOnSitTarget() == UUID) | 1838 | if (part.GetAvatarOnSitTarget() == UUID) |
1706 | part.SitTargetAvatar = UUID.Zero; | 1839 | part.SitTargetAvatar = UUID.Zero; |
@@ -1709,16 +1842,55 @@ namespace OpenSim.Region.Framework.Scenes | |||
1709 | m_parentPosition = part.GetWorldPosition(); | 1842 | m_parentPosition = part.GetWorldPosition(); |
1710 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); | 1843 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); |
1711 | } | 1844 | } |
1845 | // part.GetWorldRotation() is the rotation of the object being sat on | ||
1846 | // Rotation is the sittiing Av's rotation | ||
1847 | |||
1848 | Quaternion partRot; | ||
1849 | // if (part.LinkNum == 1) | ||
1850 | // { // Root prim of linkset | ||
1851 | // partRot = part.ParentGroup.RootPart.RotationOffset; | ||
1852 | // } | ||
1853 | // else | ||
1854 | // { // single or child prim | ||
1855 | |||
1856 | // } | ||
1857 | if (part == null) //CW: Part may be gone. llDie() for example. | ||
1858 | { | ||
1859 | partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1860 | } | ||
1861 | else | ||
1862 | { | ||
1863 | partRot = part.GetWorldRotation(); | ||
1864 | } | ||
1865 | |||
1866 | Quaternion partIRot = Quaternion.Inverse(partRot); | ||
1712 | 1867 | ||
1868 | Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av | ||
1869 | Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av | ||
1870 | |||
1871 | |||
1713 | if (m_physicsActor == null) | 1872 | if (m_physicsActor == null) |
1714 | { | 1873 | { |
1715 | AddToPhysicalScene(false); | 1874 | AddToPhysicalScene(false); |
1716 | } | 1875 | } |
1717 | 1876 | //CW: If the part isn't null then we can set the current position | |
1718 | m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); | 1877 | if (part != null) |
1719 | m_parentPosition = Vector3.Zero; | 1878 | { |
1720 | 1879 | Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset! | |
1721 | m_parentID = 0; | 1880 | AbsolutePosition = avWorldStandUp; //KF: Fix stand up. |
1881 | part.IsOccupied = false; | ||
1882 | part.ParentGroup.DeleteAvatar(ControllingClient.AgentId); | ||
1883 | } | ||
1884 | else | ||
1885 | { | ||
1886 | //CW: Since the part doesn't exist, a coarse standup position isn't an issue | ||
1887 | AbsolutePosition = m_lastWorldPosition; | ||
1888 | } | ||
1889 | |||
1890 | m_parentPosition = Vector3.Zero; | ||
1891 | m_parentID = 0; | ||
1892 | m_linkedPrim = UUID.Zero; | ||
1893 | m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1722 | SendAvatarDataToAllAgents(); | 1894 | SendAvatarDataToAllAgents(); |
1723 | m_requestedSitTargetID = 0; | 1895 | m_requestedSitTargetID = 0; |
1724 | if (m_physicsActor != null && m_appearance != null) | 1896 | if (m_physicsActor != null && m_appearance != null) |
@@ -1727,7 +1899,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1727 | SetHeight(m_appearance.AvatarHeight); | 1899 | SetHeight(m_appearance.AvatarHeight); |
1728 | } | 1900 | } |
1729 | } | 1901 | } |
1730 | |||
1731 | Animator.TrySetMovementAnimation("STAND"); | 1902 | Animator.TrySetMovementAnimation("STAND"); |
1732 | } | 1903 | } |
1733 | 1904 | ||
@@ -1758,13 +1929,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1758 | Vector3 avSitOffSet = part.SitTargetPosition; | 1929 | Vector3 avSitOffSet = part.SitTargetPosition; |
1759 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1930 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1760 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1931 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); |
1761 | 1932 | bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero); | |
1762 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1933 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1763 | bool SitTargetisSet = | 1934 | if (SitTargetisSet && !SitTargetOccupied) |
1764 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && | ||
1765 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); | ||
1766 | |||
1767 | if (SitTargetisSet && SitTargetUnOccupied) | ||
1768 | { | 1935 | { |
1769 | //switch the target to this prim | 1936 | //switch the target to this prim |
1770 | return part; | 1937 | return part; |
@@ -1778,85 +1945,167 @@ namespace OpenSim.Region.Framework.Scenes | |||
1778 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) | 1945 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) |
1779 | { | 1946 | { |
1780 | bool autopilot = true; | 1947 | bool autopilot = true; |
1948 | Vector3 autopilotTarget = new Vector3(); | ||
1949 | Quaternion sitOrientation = Quaternion.Identity; | ||
1781 | Vector3 pos = new Vector3(); | 1950 | Vector3 pos = new Vector3(); |
1782 | Quaternion sitOrientation = pSitOrientation; | ||
1783 | Vector3 cameraEyeOffset = Vector3.Zero; | 1951 | Vector3 cameraEyeOffset = Vector3.Zero; |
1784 | Vector3 cameraAtOffset = Vector3.Zero; | 1952 | Vector3 cameraAtOffset = Vector3.Zero; |
1785 | bool forceMouselook = false; | 1953 | bool forceMouselook = false; |
1786 | 1954 | ||
1787 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); | 1955 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); |
1788 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); | 1956 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); |
1789 | if (part != null) | 1957 | if (part == null) return; |
1790 | { | 1958 | |
1791 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | 1959 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client |
1792 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | 1960 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it |
1793 | 1961 | ||
1794 | // Is a sit target available? | 1962 | // part is the prim to sit on |
1795 | Vector3 avSitOffSet = part.SitTargetPosition; | 1963 | // offset is the world-ref vector distance from that prim center to the click-spot |
1796 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1964 | // UUID is the UUID of the Avatar doing the clicking |
1797 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1965 | |
1798 | 1966 | m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation | |
1799 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1967 | |
1800 | bool SitTargetisSet = | 1968 | // Is a sit target available? |
1801 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && | 1969 | Vector3 avSitOffSet = part.SitTargetPosition; |
1802 | ( | 1970 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1803 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion | 1971 | |
1804 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point | 1972 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1805 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion | 1973 | // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); |
1806 | ) | 1974 | Quaternion partRot; |
1807 | )); | 1975 | // if (part.LinkNum == 1) |
1808 | 1976 | // { // Root prim of linkset | |
1809 | if (SitTargetisSet && SitTargetUnOccupied) | 1977 | // partRot = part.ParentGroup.RootPart.RotationOffset; |
1810 | { | 1978 | // } |
1811 | part.SitTargetAvatar = UUID; | 1979 | // else |
1812 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); | 1980 | // { // single or child prim |
1813 | sitOrientation = avSitOrientation; | 1981 | partRot = part.GetWorldRotation(); |
1814 | autopilot = false; | 1982 | // } |
1815 | } | 1983 | Quaternion partIRot = Quaternion.Inverse(partRot); |
1816 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); | 1984 | //Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet); |
1817 | 1985 | // Sit analysis rewritten by KF 091125 | |
1818 | pos = part.AbsolutePosition + offset; | 1986 | if (SitTargetisSet) // scipted sit |
1819 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) | 1987 | { |
1820 | //{ | 1988 | if (!part.IsOccupied) |
1821 | // offset = pos; | 1989 | { |
1822 | //autopilot = false; | 1990 | //Console.WriteLine("Scripted, unoccupied"); |
1823 | //} | 1991 | part.SitTargetAvatar = UUID; // set that Av will be on it |
1824 | if (m_physicsActor != null) | 1992 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one |
1825 | { | 1993 | |
1826 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | 1994 | Quaternion nrot = avSitOrientation; |
1827 | // We can remove the physicsActor until they stand up. | 1995 | if (!part.IsRoot) |
1828 | m_sitAvatarHeight = m_physicsActor.Size.Z; | ||
1829 | |||
1830 | if (autopilot) | ||
1831 | { | 1996 | { |
1832 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) | 1997 | nrot = part.RotationOffset * avSitOrientation; |
1833 | { | ||
1834 | autopilot = false; | ||
1835 | |||
1836 | RemoveFromPhysicalScene(); | ||
1837 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); | ||
1838 | } | ||
1839 | } | 1998 | } |
1840 | else | 1999 | sitOrientation = nrot; // Change rotatione to the scripted one |
2000 | OffsetRotation = nrot; | ||
2001 | autopilot = false; // Jump direct to scripted llSitPos() | ||
2002 | } | ||
2003 | else | ||
2004 | { | ||
2005 | //Console.WriteLine("Scripted, occupied"); | ||
2006 | return; | ||
2007 | } | ||
2008 | } | ||
2009 | else // Not Scripted | ||
2010 | { | ||
2011 | if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) | ||
2012 | { | ||
2013 | // large prim & offset, ignore if other Avs sitting | ||
2014 | // offset.Z -= 0.05f; | ||
2015 | m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked | ||
2016 | autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point | ||
2017 | |||
2018 | //Console.WriteLine(" offset ={0}", offset); | ||
2019 | //Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos); | ||
2020 | //Console.WriteLine(" autopilotTarget={0}", autopilotTarget); | ||
2021 | |||
2022 | } | ||
2023 | else // small offset | ||
2024 | { | ||
2025 | //Console.WriteLine("Small offset"); | ||
2026 | if (!part.IsOccupied) | ||
2027 | { | ||
2028 | m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center | ||
2029 | autopilotTarget = part.AbsolutePosition; | ||
2030 | //Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget); | ||
2031 | } | ||
2032 | else return; // occupied small | ||
2033 | } // end large/small | ||
2034 | } // end Scripted/not | ||
2035 | |||
2036 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); | ||
2037 | |||
2038 | cameraAtOffset = part.GetCameraAtOffset(); | ||
2039 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
2040 | forceMouselook = part.GetForceMouselook(); | ||
2041 | if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); // | ||
2042 | if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); // | ||
2043 | |||
2044 | if (m_physicsActor != null) | ||
2045 | { | ||
2046 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | ||
2047 | // We can remove the physicsActor until they stand up. | ||
2048 | m_sitAvatarHeight = m_physicsActor.Size.Z; | ||
2049 | if (autopilot) | ||
2050 | { // its not a scripted sit | ||
2051 | // if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) | ||
2052 | if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) ) | ||
1841 | { | 2053 | { |
2054 | autopilot = false; // close enough | ||
2055 | m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2056 | Not using the part's position because returning the AV to the last known standing | ||
2057 | position is likely to be more friendly, isn't it? */ | ||
1842 | RemoveFromPhysicalScene(); | 2058 | RemoveFromPhysicalScene(); |
1843 | } | 2059 | Velocity = Vector3.Zero; |
2060 | AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target | ||
2061 | } // else the autopilot will get us close | ||
2062 | } | ||
2063 | else | ||
2064 | { // its a scripted sit | ||
2065 | m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
2066 | I *am* using the part's position this time because we have no real idea how far away | ||
2067 | the avatar is from the sit target. */ | ||
2068 | RemoveFromPhysicalScene(); | ||
2069 | Velocity = Vector3.Zero; | ||
1844 | } | 2070 | } |
1845 | |||
1846 | cameraAtOffset = part.GetCameraAtOffset(); | ||
1847 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
1848 | forceMouselook = part.GetForceMouselook(); | ||
1849 | } | 2071 | } |
1850 | 2072 | else return; // physactor is null! | |
1851 | ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | 2073 | |
1852 | m_requestedSitTargetUUID = targetID; | 2074 | Vector3 offsetr; // = offset * partIRot; |
2075 | // KF: In a linkset, offsetr needs to be relative to the group root! 091208 | ||
2076 | // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot); | ||
2077 | // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error. | ||
2078 | // { // Single, or Root prim of linkset, target is ClickOffset * RootRot | ||
2079 | //offsetr = offset * partIRot; | ||
2080 | // | ||
2081 | // else | ||
2082 | // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) | ||
2083 | // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + | ||
2084 | // (offset * partRot); | ||
2085 | // } | ||
2086 | |||
2087 | //Console.WriteLine(" "); | ||
2088 | //Console.WriteLine("link number ={0}", part.LinkNum); | ||
2089 | //Console.WriteLine("Prim offset ={0}", part.OffsetPosition ); | ||
2090 | //Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset); | ||
2091 | //Console.WriteLine("Click offst ={0}", offset); | ||
2092 | //Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation()); | ||
2093 | //Console.WriteLine("offsetr ={0}", offsetr); | ||
2094 | //Console.WriteLine("Camera At ={0}", cameraAtOffset); | ||
2095 | //Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); | ||
2096 | |||
2097 | //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child | ||
2098 | ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | ||
2099 | |||
2100 | m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target | ||
1853 | // This calls HandleAgentSit twice, once from here, and the client calls | 2101 | // This calls HandleAgentSit twice, once from here, and the client calls |
1854 | // HandleAgentSit itself after it gets to the location | 2102 | // HandleAgentSit itself after it gets to the location |
1855 | // It doesn't get to the location until we've moved them there though | 2103 | // It doesn't get to the location until we've moved them there though |
1856 | // which happens in HandleAgentSit :P | 2104 | // which happens in HandleAgentSit :P |
1857 | m_autopilotMoving = autopilot; | 2105 | m_autopilotMoving = autopilot; |
1858 | m_autoPilotTarget = pos; | 2106 | m_autoPilotTarget = autopilotTarget; |
1859 | m_sitAtAutoTarget = autopilot; | 2107 | m_sitAtAutoTarget = autopilot; |
2108 | m_initialSitTarget = autopilotTarget; | ||
1860 | if (!autopilot) | 2109 | if (!autopilot) |
1861 | HandleAgentSit(remoteClient, UUID); | 2110 | HandleAgentSit(remoteClient, UUID); |
1862 | } | 2111 | } |
@@ -2151,47 +2400,130 @@ namespace OpenSim.Region.Framework.Scenes | |||
2151 | { | 2400 | { |
2152 | if (part != null) | 2401 | if (part != null) |
2153 | { | 2402 | { |
2403 | //Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation()); | ||
2154 | if (part.GetAvatarOnSitTarget() == UUID) | 2404 | if (part.GetAvatarOnSitTarget() == UUID) |
2155 | { | 2405 | { |
2406 | //Console.WriteLine("Scripted Sit"); | ||
2407 | // Scripted sit | ||
2156 | Vector3 sitTargetPos = part.SitTargetPosition; | 2408 | Vector3 sitTargetPos = part.SitTargetPosition; |
2157 | Quaternion sitTargetOrient = part.SitTargetOrientation; | 2409 | Quaternion sitTargetOrient = part.SitTargetOrientation; |
2158 | |||
2159 | //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); | ||
2160 | //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); | ||
2161 | |||
2162 | //Quaternion result = (sitTargetOrient * vq) * nq; | ||
2163 | |||
2164 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 2410 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
2165 | m_pos += SIT_TARGET_ADJUSTMENT; | 2411 | m_pos += SIT_TARGET_ADJUSTMENT; |
2412 | if (!part.IsRoot) | ||
2413 | { | ||
2414 | m_pos *= part.RotationOffset; | ||
2415 | } | ||
2166 | m_bodyRot = sitTargetOrient; | 2416 | m_bodyRot = sitTargetOrient; |
2167 | //Rotation = sitTargetOrient; | ||
2168 | m_parentPosition = part.AbsolutePosition; | 2417 | m_parentPosition = part.AbsolutePosition; |
2169 | 2418 | part.IsOccupied = true; | |
2170 | //SendTerseUpdateToAllClients(); | 2419 | part.ParentGroup.AddAvatar(agentID); |
2171 | } | 2420 | } |
2172 | else | 2421 | else |
2173 | { | 2422 | { |
2174 | m_pos -= part.AbsolutePosition; | 2423 | // if m_avUnscriptedSitPos is zero then Av sits above center |
2424 | // Else Av sits at m_avUnscriptedSitPos | ||
2425 | |||
2426 | // Non-scripted sit by Kitto Flora 21Nov09 | ||
2427 | // Calculate angle of line from prim to Av | ||
2428 | Quaternion partIRot; | ||
2429 | // if (part.LinkNum == 1) | ||
2430 | // { // Root prim of linkset | ||
2431 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2432 | // } | ||
2433 | // else | ||
2434 | // { // single or child prim | ||
2435 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2436 | // } | ||
2437 | Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; | ||
2438 | float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); | ||
2439 | float x_diff = ( m_avInitialPos.X - sitTargetPos.X); | ||
2440 | if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 | ||
2441 | if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 | ||
2442 | float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); | ||
2443 | // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. | ||
2444 | // Av sits at world euler <0,0, z>, translated by part rotation | ||
2445 | m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click | ||
2446 | |||
2175 | m_parentPosition = part.AbsolutePosition; | 2447 | m_parentPosition = part.AbsolutePosition; |
2176 | } | 2448 | part.IsOccupied = true; |
2449 | part.ParentGroup.AddAvatar(agentID); | ||
2450 | m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation | ||
2451 | (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center | ||
2452 | (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) + | ||
2453 | m_avUnscriptedSitPos; // adds click offset, if any | ||
2454 | //Set up raytrace to find top surface of prim | ||
2455 | Vector3 size = part.Scale; | ||
2456 | float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); | ||
2457 | Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); | ||
2458 | Vector3 down = new Vector3(0f, 0f, -1f); | ||
2459 | //Console.WriteLine("st={0} do={1} ma={2}", start, down, mag); | ||
2460 | m_scene.PhysicsScene.RaycastWorld( | ||
2461 | start, // Vector3 position, | ||
2462 | down, // Vector3 direction, | ||
2463 | mag, // float length, | ||
2464 | SitAltitudeCallback); // retMethod | ||
2465 | } // end scripted/not | ||
2177 | } | 2466 | } |
2178 | else | 2467 | else // no Av |
2179 | { | 2468 | { |
2180 | return; | 2469 | return; |
2181 | } | 2470 | } |
2182 | } | 2471 | } |
2183 | m_parentID = m_requestedSitTargetID; | ||
2184 | 2472 | ||
2473 | //We want our offsets to reference the root prim, not the child we may have sat on | ||
2474 | if (!part.IsRoot) | ||
2475 | { | ||
2476 | m_parentID = part.ParentGroup.RootPart.LocalId; | ||
2477 | m_pos += part.OffsetPosition; | ||
2478 | } | ||
2479 | else | ||
2480 | { | ||
2481 | m_parentID = m_requestedSitTargetID; | ||
2482 | } | ||
2483 | |||
2484 | m_linkedPrim = part.UUID; | ||
2485 | if (part.GetAvatarOnSitTarget() != UUID) | ||
2486 | { | ||
2487 | m_offsetRotation = m_offsetRotation / part.RotationOffset; | ||
2488 | } | ||
2185 | Velocity = Vector3.Zero; | 2489 | Velocity = Vector3.Zero; |
2186 | RemoveFromPhysicalScene(); | 2490 | RemoveFromPhysicalScene(); |
2187 | |||
2188 | Animator.TrySetMovementAnimation(sitAnimation); | 2491 | Animator.TrySetMovementAnimation(sitAnimation); |
2189 | SendAvatarDataToAllAgents(); | 2492 | SendAvatarDataToAllAgents(); |
2190 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | ||
2191 | // So we're also sending a terse update (which has avatar rotation) | ||
2192 | // [Update] We do now. | ||
2193 | //SendTerseUpdateToAllClients(); | 2493 | //SendTerseUpdateToAllClients(); |
2194 | } | 2494 | } |
2495 | |||
2496 | public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal) | ||
2497 | { | ||
2498 | // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer | ||
2499 | // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height. | ||
2500 | if(hitYN) | ||
2501 | { | ||
2502 | // m_pos = Av offset from prim center to make look like on center | ||
2503 | // m_parentPosition = Actual center pos of prim | ||
2504 | // collisionPoint = spot on prim where we want to sit | ||
2505 | // collisionPoint.Z = global sit surface height | ||
2506 | SceneObjectPart part = m_scene.GetSceneObjectPart(localid); | ||
2507 | Quaternion partIRot; | ||
2508 | // if (part.LinkNum == 1) | ||
2509 | /// { // Root prim of linkset | ||
2510 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2511 | // } | ||
2512 | // else | ||
2513 | // { // single or child prim | ||
2514 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2515 | // } | ||
2516 | if (m_initialSitTarget != null) | ||
2517 | { | ||
2518 | float offZ = collisionPoint.Z - m_initialSitTarget.Z; | ||
2519 | Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction | ||
2520 | //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); | ||
2521 | m_pos += offset; | ||
2522 | // ControllingClient.SendClearFollowCamProperties(part.UUID); | ||
2523 | } | ||
2524 | |||
2525 | } | ||
2526 | } // End SitAltitudeCallback KF. | ||
2195 | 2527 | ||
2196 | /// <summary> | 2528 | /// <summary> |
2197 | /// Event handler for the 'Always run' setting on the client | 2529 | /// Event handler for the 'Always run' setting on the client |
@@ -2221,12 +2553,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2221 | /// </summary> | 2553 | /// </summary> |
2222 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 2554 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
2223 | /// <param name="rotation">The direction in which this avatar should now face. | 2555 | /// <param name="rotation">The direction in which this avatar should now face. |
2224 | public void AddNewMovement(Vector3 vec, Quaternion rotation) | 2556 | public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging) |
2225 | { | 2557 | { |
2226 | if (m_isChildAgent) | 2558 | if (m_isChildAgent) |
2227 | { | 2559 | { |
2228 | // WHAT??? | 2560 | // WHAT??? |
2229 | m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!"); | 2561 | m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent"); |
2562 | |||
2230 | return; | 2563 | return; |
2231 | } | 2564 | } |
2232 | 2565 | ||
@@ -2235,15 +2568,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
2235 | Rotation = rotation; | 2568 | Rotation = rotation; |
2236 | Vector3 direc = vec * rotation; | 2569 | Vector3 direc = vec * rotation; |
2237 | direc.Normalize(); | 2570 | direc.Normalize(); |
2571 | PhysicsActor actor = m_physicsActor; | ||
2572 | |||
2573 | if (actor.Flying != m_flyingOld) // add for fly velocity control | ||
2574 | { | ||
2575 | m_flyingOld = actor.Flying; // add for fly velocity control | ||
2576 | if (!actor.Flying) m_wasFlying = true; // add for fly velocity control | ||
2577 | } | ||
2578 | |||
2579 | if (m_physicsActor.IsColliding == true) m_wasFlying = false; // add for fly velocity control | ||
2580 | |||
2581 | if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up. | ||
2238 | 2582 | ||
2239 | direc *= 0.03f * 128f * m_speedModifier; | 2583 | direc *= 0.03f * 128f * m_speedModifier; |
2240 | 2584 | ||
2241 | PhysicsActor actor = m_physicsActor; | ||
2242 | if (actor != null) | 2585 | if (actor != null) |
2243 | { | 2586 | { |
2244 | if (actor.Flying) | 2587 | if (actor.Flying) |
2245 | { | 2588 | { |
2246 | direc *= 4.0f; | 2589 | // rm speed mod direc *= 4.0f; |
2590 | direc *= 5.2f; // for speed mod | ||
2247 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 2591 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
2248 | //bool colliding = (m_physicsActor.IsColliding==true); | 2592 | //bool colliding = (m_physicsActor.IsColliding==true); |
2249 | //if (controlland) | 2593 | //if (controlland) |
@@ -2256,22 +2600,34 @@ namespace OpenSim.Region.Framework.Scenes | |||
2256 | // m_log.Info("[AGENT]: Stop FLying"); | 2600 | // m_log.Info("[AGENT]: Stop FLying"); |
2257 | //} | 2601 | //} |
2258 | } | 2602 | } |
2603 | if (Animator.m_falling && m_wasFlying) // if falling from flying, disable motion add | ||
2604 | { | ||
2605 | direc *= 0.0f; | ||
2606 | } | ||
2607 | /* This jumping section removed to SPA | ||
2259 | else if (!actor.Flying && actor.IsColliding) | 2608 | else if (!actor.Flying && actor.IsColliding) |
2260 | { | 2609 | { |
2261 | if (direc.Z > 2.0f) | 2610 | if (direc.Z > 2.0f) |
2262 | { | 2611 | { |
2263 | direc.Z *= 3.0f; | 2612 | if(m_animator.m_animTickJump == -1) |
2264 | 2613 | { | |
2265 | // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. | 2614 | direc.Z *= 3.0f; // jump |
2266 | Animator.TrySetMovementAnimation("PREJUMP"); | 2615 | } |
2267 | Animator.TrySetMovementAnimation("JUMP"); | 2616 | else |
2617 | { | ||
2618 | direc.Z *= 0.1f; // prejump | ||
2619 | } | ||
2620 | / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs | ||
2621 | Animator.TrySetMovementAnimation("PREJUMP"); | ||
2622 | Animator.TrySetMovementAnimation("JUMP"); | ||
2623 | * / | ||
2268 | } | 2624 | } |
2269 | } | 2625 | } */ |
2270 | } | 2626 | } |
2271 | 2627 | ||
2272 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | 2628 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
2273 | m_forceToApply = direc; | 2629 | m_forceToApply = direc; |
2274 | 2630 | m_isNudging = Nudging; | |
2275 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); | 2631 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); |
2276 | } | 2632 | } |
2277 | 2633 | ||
@@ -2320,6 +2676,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2320 | 2676 | ||
2321 | CheckForSignificantMovement(); // sends update to the modules. | 2677 | CheckForSignificantMovement(); // sends update to the modules. |
2322 | } | 2678 | } |
2679 | |||
2680 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2681 | SendPrimUpdates(); | ||
2323 | } | 2682 | } |
2324 | 2683 | ||
2325 | #endregion | 2684 | #endregion |
@@ -3082,6 +3441,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3082 | m_callbackURI = cAgent.CallbackURI; | 3441 | m_callbackURI = cAgent.CallbackURI; |
3083 | 3442 | ||
3084 | m_pos = cAgent.Position; | 3443 | m_pos = cAgent.Position; |
3444 | |||
3085 | m_velocity = cAgent.Velocity; | 3445 | m_velocity = cAgent.Velocity; |
3086 | m_CameraCenter = cAgent.Center; | 3446 | m_CameraCenter = cAgent.Center; |
3087 | m_CameraAtAxis = cAgent.AtAxis; | 3447 | m_CameraAtAxis = cAgent.AtAxis; |
@@ -3200,20 +3560,45 @@ namespace OpenSim.Region.Framework.Scenes | |||
3200 | /// </summary> | 3560 | /// </summary> |
3201 | public override void UpdateMovement() | 3561 | public override void UpdateMovement() |
3202 | { | 3562 | { |
3203 | if (m_forceToApply.HasValue) | 3563 | if (Animator!=null) // add for jumping |
3204 | { | 3564 | { // add for jumping |
3205 | Vector3 force = m_forceToApply.Value; | 3565 | // if (!m_animator.m_jumping) // add for jumping |
3566 | // { // add for jumping | ||
3206 | 3567 | ||
3207 | m_updateflag = true; | 3568 | if (m_forceToApply.HasValue) // this section realigned |
3208 | 3569 | { | |
3209 | // The magic constant 0.95f seems to make walking feel less jerky, | ||
3210 | // probably because it hackishly accounts for the overall latency of | ||
3211 | // these Velocity updates -- Diva | ||
3212 | Velocity = force * .95F; | ||
3213 | 3570 | ||
3214 | m_forceToApply = null; | 3571 | Vector3 force = m_forceToApply.Value; |
3215 | } | 3572 | m_updateflag = true; |
3216 | } | 3573 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping |
3574 | Velocity = force; | ||
3575 | //Console.WriteLine("UM1 {0}", Velocity); | ||
3576 | m_forceToApply = null; | ||
3577 | } | ||
3578 | else | ||
3579 | { | ||
3580 | if (m_isNudging) | ||
3581 | { | ||
3582 | Vector3 force = Vector3.Zero; | ||
3583 | |||
3584 | m_updateflag = true; | ||
3585 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping | ||
3586 | Velocity = force; | ||
3587 | //Console.WriteLine("UM2 {0}", Velocity); | ||
3588 | m_isNudging = false; | ||
3589 | m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND" | ||
3590 | } | ||
3591 | else // add for jumping | ||
3592 | { // add for jumping | ||
3593 | Vector3 force = Vector3.Zero; // add for jumping | ||
3594 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping | ||
3595 | //Console.WriteLine("UM3 {0}", Velocity); | ||
3596 | Velocity = force; // add for jumping | ||
3597 | } | ||
3598 | } | ||
3599 | // } // end realign | ||
3600 | } // add for jumping | ||
3601 | } // add for jumping | ||
3217 | 3602 | ||
3218 | /// <summary> | 3603 | /// <summary> |
3219 | /// Adds a physical representation of the avatar to the Physics plugin | 3604 | /// Adds a physical representation of the avatar to the Physics plugin |
@@ -3227,10 +3612,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3227 | 3612 | ||
3228 | Vector3 pVec = AbsolutePosition; | 3613 | Vector3 pVec = AbsolutePosition; |
3229 | 3614 | ||
3230 | // Old bug where the height was in centimeters instead of meters | ||
3231 | m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, | 3615 | m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, |
3232 | new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); | 3616 | new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); |
3233 | |||
3234 | scene.AddPhysicsActorTaint(m_physicsActor); | 3617 | scene.AddPhysicsActorTaint(m_physicsActor); |
3235 | //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; | 3618 | //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; |
3236 | m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; | 3619 | m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; |
@@ -3254,18 +3637,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3254 | { | 3637 | { |
3255 | if (e == null) | 3638 | if (e == null) |
3256 | return; | 3639 | return; |
3257 | 3640 | ||
3258 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) | 3641 | // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents( |
3259 | // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( | ||
3260 | // as of this comment the interval is set in AddToPhysicalScene | 3642 | // as of this comment the interval is set in AddToPhysicalScene |
3261 | if (Animator!=null) | 3643 | if (Animator!=null) |
3262 | Animator.UpdateMovementAnimations(); | 3644 | { |
3645 | if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper, | ||
3646 | { // else its will lock out other animation changes, like ground sit. | ||
3647 | Animator.UpdateMovementAnimations(); | ||
3648 | m_updateCount--; | ||
3649 | } | ||
3650 | } | ||
3263 | 3651 | ||
3264 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3652 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; |
3265 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | 3653 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; |
3266 | 3654 | ||
3267 | CollisionPlane = Vector4.UnitW; | 3655 | CollisionPlane = Vector4.UnitW; |
3268 | 3656 | ||
3657 | if (m_lastColCount != coldata.Count) | ||
3658 | { | ||
3659 | m_updateCount = UPDATE_COUNT; | ||
3660 | m_lastColCount = coldata.Count; | ||
3661 | } | ||
3662 | |||
3269 | if (coldata.Count != 0 && Animator != null) | 3663 | if (coldata.Count != 0 && Animator != null) |
3270 | { | 3664 | { |
3271 | switch (Animator.CurrentMovementAnimation) | 3665 | switch (Animator.CurrentMovementAnimation) |
@@ -3295,6 +3689,148 @@ namespace OpenSim.Region.Framework.Scenes | |||
3295 | } | 3689 | } |
3296 | } | 3690 | } |
3297 | 3691 | ||
3692 | List<uint> thisHitColliders = new List<uint>(); | ||
3693 | List<uint> endedColliders = new List<uint>(); | ||
3694 | List<uint> startedColliders = new List<uint>(); | ||
3695 | |||
3696 | foreach (uint localid in coldata.Keys) | ||
3697 | { | ||
3698 | thisHitColliders.Add(localid); | ||
3699 | if (!m_lastColliders.Contains(localid)) | ||
3700 | { | ||
3701 | startedColliders.Add(localid); | ||
3702 | } | ||
3703 | //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString()); | ||
3704 | } | ||
3705 | |||
3706 | // calculate things that ended colliding | ||
3707 | foreach (uint localID in m_lastColliders) | ||
3708 | { | ||
3709 | if (!thisHitColliders.Contains(localID)) | ||
3710 | { | ||
3711 | endedColliders.Add(localID); | ||
3712 | } | ||
3713 | } | ||
3714 | //add the items that started colliding this time to the last colliders list. | ||
3715 | foreach (uint localID in startedColliders) | ||
3716 | { | ||
3717 | m_lastColliders.Add(localID); | ||
3718 | } | ||
3719 | // remove things that ended colliding from the last colliders list | ||
3720 | foreach (uint localID in endedColliders) | ||
3721 | { | ||
3722 | m_lastColliders.Remove(localID); | ||
3723 | } | ||
3724 | |||
3725 | // do event notification | ||
3726 | if (startedColliders.Count > 0) | ||
3727 | { | ||
3728 | ColliderArgs StartCollidingMessage = new ColliderArgs(); | ||
3729 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3730 | foreach (uint localId in startedColliders) | ||
3731 | { | ||
3732 | if (localId == 0) | ||
3733 | continue; | ||
3734 | |||
3735 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3736 | string data = ""; | ||
3737 | if (obj != null) | ||
3738 | { | ||
3739 | DetectedObject detobj = new DetectedObject(); | ||
3740 | detobj.keyUUID = obj.UUID; | ||
3741 | detobj.nameStr = obj.Name; | ||
3742 | detobj.ownerUUID = obj.OwnerID; | ||
3743 | detobj.posVector = obj.AbsolutePosition; | ||
3744 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3745 | detobj.velVector = obj.Velocity; | ||
3746 | detobj.colliderType = 0; | ||
3747 | detobj.groupUUID = obj.GroupID; | ||
3748 | colliding.Add(detobj); | ||
3749 | } | ||
3750 | } | ||
3751 | |||
3752 | if (colliding.Count > 0) | ||
3753 | { | ||
3754 | StartCollidingMessage.Colliders = colliding; | ||
3755 | |||
3756 | foreach (SceneObjectGroup att in Attachments) | ||
3757 | Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage); | ||
3758 | } | ||
3759 | } | ||
3760 | |||
3761 | if (endedColliders.Count > 0) | ||
3762 | { | ||
3763 | ColliderArgs EndCollidingMessage = new ColliderArgs(); | ||
3764 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3765 | foreach (uint localId in endedColliders) | ||
3766 | { | ||
3767 | if (localId == 0) | ||
3768 | continue; | ||
3769 | |||
3770 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3771 | string data = ""; | ||
3772 | if (obj != null) | ||
3773 | { | ||
3774 | DetectedObject detobj = new DetectedObject(); | ||
3775 | detobj.keyUUID = obj.UUID; | ||
3776 | detobj.nameStr = obj.Name; | ||
3777 | detobj.ownerUUID = obj.OwnerID; | ||
3778 | detobj.posVector = obj.AbsolutePosition; | ||
3779 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3780 | detobj.velVector = obj.Velocity; | ||
3781 | detobj.colliderType = 0; | ||
3782 | detobj.groupUUID = obj.GroupID; | ||
3783 | colliding.Add(detobj); | ||
3784 | } | ||
3785 | } | ||
3786 | |||
3787 | if (colliding.Count > 0) | ||
3788 | { | ||
3789 | EndCollidingMessage.Colliders = colliding; | ||
3790 | |||
3791 | foreach (SceneObjectGroup att in Attachments) | ||
3792 | Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage); | ||
3793 | } | ||
3794 | } | ||
3795 | |||
3796 | if (thisHitColliders.Count > 0) | ||
3797 | { | ||
3798 | ColliderArgs CollidingMessage = new ColliderArgs(); | ||
3799 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
3800 | foreach (uint localId in thisHitColliders) | ||
3801 | { | ||
3802 | if (localId == 0) | ||
3803 | continue; | ||
3804 | |||
3805 | SceneObjectPart obj = Scene.GetSceneObjectPart(localId); | ||
3806 | string data = ""; | ||
3807 | if (obj != null) | ||
3808 | { | ||
3809 | DetectedObject detobj = new DetectedObject(); | ||
3810 | detobj.keyUUID = obj.UUID; | ||
3811 | detobj.nameStr = obj.Name; | ||
3812 | detobj.ownerUUID = obj.OwnerID; | ||
3813 | detobj.posVector = obj.AbsolutePosition; | ||
3814 | detobj.rotQuat = obj.GetWorldRotation(); | ||
3815 | detobj.velVector = obj.Velocity; | ||
3816 | detobj.colliderType = 0; | ||
3817 | detobj.groupUUID = obj.GroupID; | ||
3818 | colliding.Add(detobj); | ||
3819 | } | ||
3820 | } | ||
3821 | |||
3822 | if (colliding.Count > 0) | ||
3823 | { | ||
3824 | CollidingMessage.Colliders = colliding; | ||
3825 | |||
3826 | lock (m_attachments) | ||
3827 | { | ||
3828 | foreach (SceneObjectGroup att in m_attachments) | ||
3829 | Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage); | ||
3830 | } | ||
3831 | } | ||
3832 | } | ||
3833 | |||
3298 | if (m_invulnerable) | 3834 | if (m_invulnerable) |
3299 | return; | 3835 | return; |
3300 | 3836 | ||
@@ -3720,6 +4256,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
3720 | return; | 4256 | return; |
3721 | } | 4257 | } |
3722 | 4258 | ||
4259 | XmlDocument doc = new XmlDocument(); | ||
4260 | string stateData = String.Empty; | ||
4261 | |||
4262 | IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>(); | ||
4263 | if (attServ != null) | ||
4264 | { | ||
4265 | m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service"); | ||
4266 | stateData = attServ.Get(ControllingClient.AgentId.ToString()); | ||
4267 | if (stateData != String.Empty) | ||
4268 | { | ||
4269 | try | ||
4270 | { | ||
4271 | doc.LoadXml(stateData); | ||
4272 | } | ||
4273 | catch { } | ||
4274 | } | ||
4275 | } | ||
4276 | |||
4277 | Dictionary<UUID, string> itemData = new Dictionary<UUID, string>(); | ||
4278 | |||
4279 | XmlNodeList nodes = doc.GetElementsByTagName("Attachment"); | ||
4280 | if (nodes.Count > 0) | ||
4281 | { | ||
4282 | foreach (XmlNode n in nodes) | ||
4283 | { | ||
4284 | XmlElement elem = (XmlElement)n; | ||
4285 | string itemID = elem.GetAttribute("ItemID"); | ||
4286 | string xml = elem.InnerXml; | ||
4287 | |||
4288 | itemData[new UUID(itemID)] = xml; | ||
4289 | } | ||
4290 | } | ||
4291 | |||
3723 | List<AvatarAttachment> attachments = m_appearance.GetAttachments(); | 4292 | List<AvatarAttachment> attachments = m_appearance.GetAttachments(); |
3724 | foreach (AvatarAttachment attach in attachments) | 4293 | foreach (AvatarAttachment attach in attachments) |
3725 | { | 4294 | { |
@@ -3740,7 +4309,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
3740 | 4309 | ||
3741 | try | 4310 | try |
3742 | { | 4311 | { |
3743 | m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); | 4312 | string xmlData; |
4313 | XmlDocument d = new XmlDocument(); | ||
4314 | UUID asset; | ||
4315 | if (itemData.TryGetValue(itemID, out xmlData)) | ||
4316 | { | ||
4317 | d.LoadXml(xmlData); | ||
4318 | m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID); | ||
4319 | |||
4320 | // Rez from inventory | ||
4321 | asset | ||
4322 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d); | ||
4323 | |||
4324 | } | ||
4325 | else | ||
4326 | { | ||
4327 | // Rez from inventory (with a null doc to let | ||
4328 | // CHANGED_OWNER happen) | ||
4329 | asset | ||
4330 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null); | ||
4331 | } | ||
4332 | |||
4333 | m_log.InfoFormat( | ||
4334 | "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2}", | ||
4335 | p, itemID, asset); | ||
3744 | } | 4336 | } |
3745 | catch (Exception e) | 4337 | catch (Exception e) |
3746 | { | 4338 | { |
@@ -3773,6 +4365,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
3773 | m_reprioritization_called = false; | 4365 | m_reprioritization_called = false; |
3774 | } | 4366 | } |
3775 | } | 4367 | } |
4368 | |||
4369 | private Vector3 Quat2Euler(Quaternion rot){ | ||
4370 | float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) , | ||
4371 | (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z))); | ||
4372 | float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W))); | ||
4373 | float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) , | ||
4374 | (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z))); | ||
4375 | return(new Vector3(x,y,z)); | ||
4376 | } | ||
3776 | 4377 | ||
3777 | public void SaveChangedAttachments() | 4378 | public void SaveChangedAttachments() |
3778 | { | 4379 | { |