aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/ScenePresence.cs
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs978
1 files changed, 789 insertions, 189 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 964f8cb..3866647 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using 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;
@@ -153,7 +159,6 @@ 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;
159 164
@@ -174,7 +179,8 @@ namespace OpenSim.Region.Framework.Scenes
174 protected RegionInfo m_regionInfo; 179 protected RegionInfo m_regionInfo;
175 protected ulong crossingFromRegion; 180 protected ulong crossingFromRegion;
176 181
177 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 182 private readonly Vector3[] Dir_Vectors = new Vector3[11];
183 private bool m_isNudging = false;
178 184
179 // Position of agent's camera in world (region cordinates) 185 // Position of agent's camera in world (region cordinates)
180 protected Vector3 m_CameraCenter; 186 protected Vector3 m_CameraCenter;
@@ -199,17 +205,25 @@ namespace OpenSim.Region.Framework.Scenes
199 private bool m_autopilotMoving; 205 private bool m_autopilotMoving;
200 private Vector3 m_autoPilotTarget; 206 private Vector3 m_autoPilotTarget;
201 private bool m_sitAtAutoTarget; 207 private bool m_sitAtAutoTarget;
208 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
202 209
203 private string m_nextSitAnimation = String.Empty; 210 private string m_nextSitAnimation = String.Empty;
204 211
205 //PauPaw:Proper PID Controler for autopilot************ 212 //PauPaw:Proper PID Controler for autopilot************
206 private bool m_moveToPositionInProgress; 213 private bool m_moveToPositionInProgress;
207 private Vector3 m_moveToPositionTarget; 214 private Vector3 m_moveToPositionTarget;
215 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
208 216
209 private bool m_followCamAuto; 217 private bool m_followCamAuto;
210 218
211 private int m_movementUpdateCount; 219 private int m_movementUpdateCount;
220 private int m_lastColCount = -1; //KF: Look for Collision chnages
221 private int m_updateCount = 0; //KF: Update Anims for a while
222 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
212 private const int NumMovementsBetweenRayCast = 5; 223 private const int NumMovementsBetweenRayCast = 5;
224 private List<uint> m_lastColliders = new List<uint>();
225
226 private object m_syncRoot = new Object();
213 227
214 private bool CameraConstraintActive; 228 private bool CameraConstraintActive;
215 //private int m_moveToPositionStateStatus; 229 //private int m_moveToPositionStateStatus;
@@ -236,7 +250,9 @@ namespace OpenSim.Region.Framework.Scenes
236 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 250 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
237 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 251 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
238 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 252 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, 253 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
254 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
255 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 256 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
241 } 257 }
242 258
@@ -443,9 +459,18 @@ namespace OpenSim.Region.Framework.Scenes
443 get 459 get
444 { 460 {
445 PhysicsActor actor = m_physicsActor; 461 PhysicsActor actor = m_physicsActor;
446 if (actor != null) 462// if (actor != null)
463 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
447 m_pos = actor.Position; 464 m_pos = actor.Position;
448 465
466 // If we're sitting, we need to update our position
467 if (m_parentID != 0)
468 {
469 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
470 if (part != null)
471 m_parentPosition = part.AbsolutePosition;
472 }
473
449 return m_parentPosition + m_pos; 474 return m_parentPosition + m_pos;
450 } 475 }
451 set 476 set
@@ -464,7 +489,8 @@ namespace OpenSim.Region.Framework.Scenes
464 } 489 }
465 } 490 }
466 491
467 m_pos = value; 492 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
493 m_pos = value;
468 m_parentPosition = Vector3.Zero; 494 m_parentPosition = Vector3.Zero;
469 } 495 }
470 } 496 }
@@ -508,10 +534,39 @@ namespace OpenSim.Region.Framework.Scenes
508 } 534 }
509 } 535 }
510 536
537 public Quaternion OffsetRotation
538 {
539 get { return m_offsetRotation; }
540 set { m_offsetRotation = value; }
541 }
542
511 public Quaternion Rotation 543 public Quaternion Rotation
512 { 544 {
513 get { return m_bodyRot; } 545 get {
514 set { m_bodyRot = value; } 546 if (m_parentID != 0)
547 {
548 if (m_offsetRotation != null)
549 {
550 return m_offsetRotation;
551 }
552 else
553 {
554 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
555 }
556
557 }
558 else
559 {
560 return m_bodyRot;
561 }
562 }
563 set {
564 m_bodyRot = value;
565 if (m_parentID != 0)
566 {
567 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
568 }
569 }
515 } 570 }
516 571
517 public Quaternion PreviousRotation 572 public Quaternion PreviousRotation
@@ -536,11 +591,21 @@ namespace OpenSim.Region.Framework.Scenes
536 591
537 private uint m_parentID; 592 private uint m_parentID;
538 593
594
595 private UUID m_linkedPrim;
596
539 public uint ParentID 597 public uint ParentID
540 { 598 {
541 get { return m_parentID; } 599 get { return m_parentID; }
542 set { m_parentID = value; } 600 set { m_parentID = value; }
543 } 601 }
602
603 public UUID LinkedPrim
604 {
605 get { return m_linkedPrim; }
606 set { m_linkedPrim = value; }
607 }
608
544 public float Health 609 public float Health
545 { 610 {
546 get { return m_health; } 611 get { return m_health; }
@@ -662,7 +727,7 @@ namespace OpenSim.Region.Framework.Scenes
662 CreateSceneViewer(); 727 CreateSceneViewer();
663 m_animator = new ScenePresenceAnimator(this); 728 m_animator = new ScenePresenceAnimator(this);
664 } 729 }
665 730
666 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 731 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
667 { 732 {
668 m_rootRegionHandle = reginfo.RegionHandle; 733 m_rootRegionHandle = reginfo.RegionHandle;
@@ -694,18 +759,18 @@ namespace OpenSim.Region.Framework.Scenes
694 m_reprioritization_timer.AutoReset = false; 759 m_reprioritization_timer.AutoReset = false;
695 760
696 AdjustKnownSeeds(); 761 AdjustKnownSeeds();
697
698 // TODO: I think, this won't send anything, as we are still a child here...
699 Animator.TrySetMovementAnimation("STAND"); 762 Animator.TrySetMovementAnimation("STAND");
700
701 // we created a new ScenePresence (a new child agent) in a fresh region. 763 // we created a new ScenePresence (a new child agent) in a fresh region.
702 // Request info about all the (root) agents in this region 764 // Request info about all the (root) agents in this region
703 // Note: This won't send data *to* other clients in that region (children don't send) 765 // Note: This won't send data *to* other clients in that region (children don't send)
704 766
705// MIC: This gets called again in CompleteMovement 767// MIC: This gets called again in CompleteMovement
706 SendInitialFullUpdateToAllClients(); 768 SendInitialFullUpdateToAllClients();
707
708 RegisterToEvents(); 769 RegisterToEvents();
770 if (m_controllingClient != null)
771 {
772 m_controllingClient.ProcessPendingPackets();
773 }
709 SetDirectionVectors(); 774 SetDirectionVectors();
710 } 775 }
711 776
@@ -746,25 +811,47 @@ namespace OpenSim.Region.Framework.Scenes
746 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 811 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
747 Dir_Vectors[4] = Vector3.UnitZ; //UP 812 Dir_Vectors[4] = Vector3.UnitZ; //UP
748 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 813 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
749 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 814 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
750 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 815 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
751 Dir_Vectors[7] = -Vector3.UnitX; //BACK 816 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
817 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
818 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
752 } 819 }
753 820
754 private Vector3[] GetWalkDirectionVectors() 821 private Vector3[] GetWalkDirectionVectors()
755 { 822 {
756 Vector3[] vector = new Vector3[9]; 823 Vector3[] vector = new Vector3[11];
757 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 824 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
758 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 825 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
759 vector[2] = Vector3.UnitY; //LEFT 826 vector[2] = Vector3.UnitY; //LEFT
760 vector[3] = -Vector3.UnitY; //RIGHT 827 vector[3] = -Vector3.UnitY; //RIGHT
761 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 828 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
762 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 829 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
763 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 830 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
764 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 831 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
765 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 832 vector[8] = Vector3.UnitY; //LEFT_NUDGE
833 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
834 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
766 return vector; 835 return vector;
767 } 836 }
837
838 private bool[] GetDirectionIsNudge()
839 {
840 bool[] isNudge = new bool[11];
841 isNudge[0] = false; //FORWARD
842 isNudge[1] = false; //BACK
843 isNudge[2] = false; //LEFT
844 isNudge[3] = false; //RIGHT
845 isNudge[4] = false; //UP
846 isNudge[5] = false; //DOWN
847 isNudge[6] = true; //FORWARD_NUDGE
848 isNudge[7] = true; //BACK_NUDGE
849 isNudge[8] = true; //LEFT_NUDGE
850 isNudge[9] = true; //RIGHT_NUDGE
851 isNudge[10] = true; //DOWN_Nudge
852 return isNudge;
853 }
854
768 855
769 #endregion 856 #endregion
770 857
@@ -826,6 +913,52 @@ namespace OpenSim.Region.Framework.Scenes
826 pos.Y = crossedBorder.BorderLine.Z - 1; 913 pos.Y = crossedBorder.BorderLine.Z - 1;
827 } 914 }
828 915
916 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
917 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
918 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
919 if (KnownChildRegionHandles.Count == 0)
920 {
921 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
922 if (land != null)
923 {
924 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
925 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)
926 {
927 pos = land.LandData.UserLocation;
928 }
929 }
930 }
931
932 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
933 {
934 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
935
936 if (pos.X < 0)
937 {
938 emergencyPos.X = (int)Constants.RegionSize + pos.X;
939 if (!(pos.Y < 0))
940 emergencyPos.Y = pos.Y;
941 if (!(pos.Z < 0))
942 emergencyPos.Z = pos.Z;
943 }
944 if (pos.Y < 0)
945 {
946 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
947 if (!(pos.X < 0))
948 emergencyPos.X = pos.X;
949 if (!(pos.Z < 0))
950 emergencyPos.Z = pos.Z;
951 }
952 if (pos.Z < 0)
953 {
954 emergencyPos.Z = 128;
955 if (!(pos.Y < 0))
956 emergencyPos.Y = pos.Y;
957 if (!(pos.X < 0))
958 emergencyPos.X = pos.X;
959 }
960 }
961
829 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 962 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
830 { 963 {
831 m_log.WarnFormat( 964 m_log.WarnFormat(
@@ -954,12 +1087,17 @@ namespace OpenSim.Region.Framework.Scenes
954 { 1087 {
955 if (PhysicsActor != null) 1088 if (PhysicsActor != null)
956 { 1089 {
957 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1090 try
958 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1091 {
959 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1092 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
960 m_physicsActor.UnSubscribeEvents(); 1093 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
961 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1094 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
962 PhysicsActor = null; 1095 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1096 m_physicsActor.UnSubscribeEvents();
1097 PhysicsActor = null;
1098 }
1099 catch
1100 { }
963 } 1101 }
964 } 1102 }
965 1103
@@ -970,9 +1108,10 @@ namespace OpenSim.Region.Framework.Scenes
970 public void Teleport(Vector3 pos) 1108 public void Teleport(Vector3 pos)
971 { 1109 {
972 bool isFlying = false; 1110 bool isFlying = false;
1111
973 if (m_physicsActor != null) 1112 if (m_physicsActor != null)
974 isFlying = m_physicsActor.Flying; 1113 isFlying = m_physicsActor.Flying;
975 1114
976 RemoveFromPhysicalScene(); 1115 RemoveFromPhysicalScene();
977 Velocity = Vector3.Zero; 1116 Velocity = Vector3.Zero;
978 AbsolutePosition = pos; 1117 AbsolutePosition = pos;
@@ -984,6 +1123,7 @@ namespace OpenSim.Region.Framework.Scenes
984 } 1123 }
985 1124
986 SendTerseUpdateToAllClients(); 1125 SendTerseUpdateToAllClients();
1126
987 } 1127 }
988 1128
989 public void TeleportWithMomentum(Vector3 pos) 1129 public void TeleportWithMomentum(Vector3 pos)
@@ -1100,7 +1240,6 @@ namespace OpenSim.Region.Framework.Scenes
1100 pos.Z = ground + 1.5f; 1240 pos.Z = ground + 1.5f;
1101 AbsolutePosition = pos; 1241 AbsolutePosition = pos;
1102 } 1242 }
1103
1104 m_isChildAgent = false; 1243 m_isChildAgent = false;
1105 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1244 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1106 MakeRootAgent(AbsolutePosition, m_flying); 1245 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1202,6 +1341,7 @@ namespace OpenSim.Region.Framework.Scenes
1202 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1341 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1203 1342
1204 m_pos = m_LastFinitePos; 1343 m_pos = m_LastFinitePos;
1344
1205 if (!m_pos.IsFinite()) 1345 if (!m_pos.IsFinite())
1206 { 1346 {
1207 m_pos.X = 127f; 1347 m_pos.X = 127f;
@@ -1268,7 +1408,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1408 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1269 } 1409 }
1270 } 1410 }
1271
1272 lock (scriptedcontrols) 1411 lock (scriptedcontrols)
1273 { 1412 {
1274 if (scriptedcontrols.Count > 0) 1413 if (scriptedcontrols.Count > 0)
@@ -1283,6 +1422,9 @@ namespace OpenSim.Region.Framework.Scenes
1283 1422
1284 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1423 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1285 { 1424 {
1425 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1426 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1427
1286 // TODO: This doesn't prevent the user from walking yet. 1428 // TODO: This doesn't prevent the user from walking yet.
1287 // Setting parent ID would fix this, if we knew what value 1429 // Setting parent ID would fix this, if we knew what value
1288 // to use. Or we could add a m_isSitting variable. 1430 // to use. Or we could add a m_isSitting variable.
@@ -1331,12 +1473,20 @@ namespace OpenSim.Region.Framework.Scenes
1331 if (actor.Flying != oldflying) 1473 if (actor.Flying != oldflying)
1332 update_movementflag = true; 1474 update_movementflag = true;
1333 1475
1476 if (m_animator.m_jumping) // add for jumping
1477 update_movementflag = true;
1478
1334 if (q != m_bodyRot) 1479 if (q != m_bodyRot)
1335 { 1480 {
1336 m_bodyRot = q; 1481 m_bodyRot = q;
1337 update_rotation = true; 1482 update_rotation = true;
1338 } 1483 }
1339 1484
1485 //guilty until proven innocent..
1486 bool Nudging = true;
1487 //Basically, if there is at least one non-nudge control then we don't need
1488 //to worry about stopping the avatar
1489
1340 if (m_parentID == 0) 1490 if (m_parentID == 0)
1341 { 1491 {
1342 bool bAllowUpdateMoveToPosition = false; 1492 bool bAllowUpdateMoveToPosition = false;
@@ -1351,9 +1501,12 @@ namespace OpenSim.Region.Framework.Scenes
1351 else 1501 else
1352 dirVectors = Dir_Vectors; 1502 dirVectors = Dir_Vectors;
1353 1503
1354 // The fact that m_movementflag is a byte needs to be fixed 1504 bool[] isNudge = GetDirectionIsNudge();
1355 // it really should be a uint 1505
1356 uint nudgehack = 250; 1506
1507
1508
1509
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1510 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1358 { 1511 {
1359 if (((uint)flags & (uint)DCF) != 0) 1512 if (((uint)flags & (uint)DCF) != 0)
@@ -1363,40 +1516,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 try 1516 try
1364 { 1517 {
1365 agent_control_v3 += dirVectors[i]; 1518 agent_control_v3 += dirVectors[i];
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1519 if (isNudge[i] == false)
1520 {
1521 Nudging = false;
1522 }
1367 } 1523 }
1368 catch (IndexOutOfRangeException) 1524 catch (IndexOutOfRangeException)
1369 { 1525 {
1370 // Why did I get this? 1526 // Why did I get this?
1371 } 1527 }
1372 1528
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1529 if ((m_movementflag & (uint)DCF) == 0)
1374 { 1530 {
1375 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1376 {
1377 m_movementflag |= (byte)nudgehack;
1378 }
1379 m_movementflag += (byte)(uint)DCF; 1531 m_movementflag += (byte)(uint)DCF;
1380 update_movementflag = true; 1532 update_movementflag = true;
1381 } 1533 }
1382 } 1534 }
1383 else 1535 else
1384 { 1536 {
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1537 if ((m_movementflag & (uint)DCF) != 0)
1386 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1387 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1388 ) // This or is for Nudge forward
1389 { 1538 {
1390 m_movementflag -= ((byte)(uint)DCF); 1539 m_movementflag -= (byte)(uint)DCF;
1391
1392 update_movementflag = true; 1540 update_movementflag = true;
1393 /*
1394 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1395 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1396 {
1397 m_log.Debug("Removed Hack flag");
1398 }
1399 */
1400 } 1541 }
1401 else 1542 else
1402 { 1543 {
@@ -1405,7 +1546,6 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1546 }
1406 i++; 1547 i++;
1407 } 1548 }
1408
1409 //Paupaw:Do Proper PID for Autopilot here 1549 //Paupaw:Do Proper PID for Autopilot here
1410 if (bResetMoveToPosition) 1550 if (bResetMoveToPosition)
1411 { 1551 {
@@ -1440,6 +1580,9 @@ namespace OpenSim.Region.Framework.Scenes
1440 // Ignore z component of vector 1580 // Ignore z component of vector
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1581 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1442 LocalVectorToTarget2D.Normalize(); 1582 LocalVectorToTarget2D.Normalize();
1583
1584 //We're not nudging
1585 Nudging = false;
1443 agent_control_v3 += LocalVectorToTarget2D; 1586 agent_control_v3 += LocalVectorToTarget2D;
1444 1587
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1588 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1530,13 +1673,13 @@ namespace OpenSim.Region.Framework.Scenes
1530 // m_log.DebugFormat( 1673 // m_log.DebugFormat(
1531 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1674 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1532 1675
1533 AddNewMovement(agent_control_v3, q); 1676 AddNewMovement(agent_control_v3, q, Nudging);
1534 1677
1535 1678
1536 } 1679 }
1537 } 1680 }
1538 1681
1539 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1682 if (update_movementflag && !SitGround)
1540 Animator.UpdateMovementAnimations(); 1683 Animator.UpdateMovementAnimations();
1541 1684
1542 m_scene.EventManager.TriggerOnClientMovement(this); 1685 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1551,7 +1694,6 @@ namespace OpenSim.Region.Framework.Scenes
1551 m_sitAtAutoTarget = false; 1694 m_sitAtAutoTarget = false;
1552 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1695 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1553 //proxy.PCode = (byte)PCode.ParticleSystem; 1696 //proxy.PCode = (byte)PCode.ParticleSystem;
1554
1555 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1697 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1556 proxyObjectGroup.AttachToScene(m_scene); 1698 proxyObjectGroup.AttachToScene(m_scene);
1557 1699
@@ -1593,7 +1735,7 @@ namespace OpenSim.Region.Framework.Scenes
1593 } 1735 }
1594 m_moveToPositionInProgress = true; 1736 m_moveToPositionInProgress = true;
1595 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1737 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1596 } 1738 }
1597 catch (Exception ex) 1739 catch (Exception ex)
1598 { 1740 {
1599 //Why did I get this error? 1741 //Why did I get this error?
@@ -1615,7 +1757,7 @@ namespace OpenSim.Region.Framework.Scenes
1615 Velocity = Vector3.Zero; 1757 Velocity = Vector3.Zero;
1616 SendFullUpdateToAllClients(); 1758 SendFullUpdateToAllClients();
1617 1759
1618 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1760 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1619 } 1761 }
1620 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1762 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1621 m_requestedSitTargetUUID = UUID.Zero; 1763 m_requestedSitTargetUUID = UUID.Zero;
@@ -1652,42 +1794,77 @@ namespace OpenSim.Region.Framework.Scenes
1652 1794
1653 if (m_parentID != 0) 1795 if (m_parentID != 0)
1654 { 1796 {
1655 m_log.Debug("StandupCode Executed"); 1797 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1656 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1657 if (part != null) 1798 if (part != null)
1658 { 1799 {
1800 part.TaskInventory.LockItemsForRead(true);
1659 TaskInventoryDictionary taskIDict = part.TaskInventory; 1801 TaskInventoryDictionary taskIDict = part.TaskInventory;
1660 if (taskIDict != null) 1802 if (taskIDict != null)
1661 { 1803 {
1662 lock (taskIDict) 1804 foreach (UUID taskID in taskIDict.Keys)
1663 { 1805 {
1664 foreach (UUID taskID in taskIDict.Keys) 1806 UnRegisterControlEventsToScript(LocalId, taskID);
1665 { 1807 taskIDict[taskID].PermsMask &= ~(
1666 UnRegisterControlEventsToScript(LocalId, taskID); 1808 2048 | //PERMISSION_CONTROL_CAMERA
1667 taskIDict[taskID].PermsMask &= ~( 1809 4); // PERMISSION_TAKE_CONTROLS
1668 2048 | //PERMISSION_CONTROL_CAMERA
1669 4); // PERMISSION_TAKE_CONTROLS
1670 }
1671 } 1810 }
1672
1673 } 1811 }
1812 part.TaskInventory.LockItemsForRead(false);
1674 // Reset sit target. 1813 // Reset sit target.
1675 if (part.GetAvatarOnSitTarget() == UUID) 1814 if (part.GetAvatarOnSitTarget() == UUID)
1676 part.SetAvatarOnSitTarget(UUID.Zero); 1815 part.SetAvatarOnSitTarget(UUID.Zero);
1677
1678 m_parentPosition = part.GetWorldPosition(); 1816 m_parentPosition = part.GetWorldPosition();
1679 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1817 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1680 } 1818 }
1819 // part.GetWorldRotation() is the rotation of the object being sat on
1820 // Rotation is the sittiing Av's rotation
1821
1822 Quaternion partRot;
1823// if (part.LinkNum == 1)
1824// { // Root prim of linkset
1825// partRot = part.ParentGroup.RootPart.RotationOffset;
1826// }
1827// else
1828// { // single or child prim
1829
1830// }
1831 if (part == null) //CW: Part may be gone. llDie() for example.
1832 {
1833 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1834 }
1835 else
1836 {
1837 partRot = part.GetWorldRotation();
1838 }
1839
1840 Quaternion partIRot = Quaternion.Inverse(partRot);
1841
1842 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1843 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1681 1844
1845
1682 if (m_physicsActor == null) 1846 if (m_physicsActor == null)
1683 { 1847 {
1684 AddToPhysicalScene(false); 1848 AddToPhysicalScene(false);
1685 } 1849 }
1686 1850 //CW: If the part isn't null then we can set the current position
1687 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1851 if (part != null)
1688 m_parentPosition = Vector3.Zero; 1852 {
1689 1853 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1690 m_parentID = 0; 1854 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1855 part.IsOccupied = false;
1856 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1857 }
1858 else
1859 {
1860 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1861 AbsolutePosition = m_lastWorldPosition;
1862 }
1863
1864 m_parentPosition = Vector3.Zero;
1865 m_parentID = 0;
1866 m_linkedPrim = UUID.Zero;
1867 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1691 SendFullUpdateToAllClients(); 1868 SendFullUpdateToAllClients();
1692 m_requestedSitTargetID = 0; 1869 m_requestedSitTargetID = 0;
1693 if (m_physicsActor != null && m_appearance != null) 1870 if (m_physicsActor != null && m_appearance != null)
@@ -1696,7 +1873,6 @@ namespace OpenSim.Region.Framework.Scenes
1696 SetHeight(m_appearance.AvatarHeight); 1873 SetHeight(m_appearance.AvatarHeight);
1697 } 1874 }
1698 } 1875 }
1699
1700 Animator.TrySetMovementAnimation("STAND"); 1876 Animator.TrySetMovementAnimation("STAND");
1701 } 1877 }
1702 1878
@@ -1727,13 +1903,9 @@ namespace OpenSim.Region.Framework.Scenes
1727 Vector3 avSitOffSet = part.SitTargetPosition; 1903 Vector3 avSitOffSet = part.SitTargetPosition;
1728 Quaternion avSitOrientation = part.SitTargetOrientation; 1904 Quaternion avSitOrientation = part.SitTargetOrientation;
1729 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1905 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1730 1906 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1731 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1907 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1732 bool SitTargetisSet = 1908 if (SitTargetisSet && !SitTargetOccupied)
1733 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1734 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1735
1736 if (SitTargetisSet && SitTargetUnOccupied)
1737 { 1909 {
1738 //switch the target to this prim 1910 //switch the target to this prim
1739 return part; 1911 return part;
@@ -1747,84 +1919,164 @@ namespace OpenSim.Region.Framework.Scenes
1747 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1919 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1748 { 1920 {
1749 bool autopilot = true; 1921 bool autopilot = true;
1922 Vector3 autopilotTarget = new Vector3();
1923 Quaternion sitOrientation = Quaternion.Identity;
1750 Vector3 pos = new Vector3(); 1924 Vector3 pos = new Vector3();
1751 Quaternion sitOrientation = pSitOrientation;
1752 Vector3 cameraEyeOffset = Vector3.Zero; 1925 Vector3 cameraEyeOffset = Vector3.Zero;
1753 Vector3 cameraAtOffset = Vector3.Zero; 1926 Vector3 cameraAtOffset = Vector3.Zero;
1754 bool forceMouselook = false; 1927 bool forceMouselook = false;
1755 1928
1756 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1929 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1757 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1930 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1758 if (part != null) 1931 if (part == null) return;
1759 { 1932
1760 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1933 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1761 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1934 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1762 1935
1763 // Is a sit target available? 1936 // part is the prim to sit on
1764 Vector3 avSitOffSet = part.SitTargetPosition; 1937 // offset is the world-ref vector distance from that prim center to the click-spot
1765 Quaternion avSitOrientation = part.SitTargetOrientation; 1938 // UUID is the UUID of the Avatar doing the clicking
1766 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1939
1767 1940 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1768 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1941
1769 bool SitTargetisSet = 1942 // Is a sit target available?
1770 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1943 Vector3 avSitOffSet = part.SitTargetPosition;
1771 ( 1944 Quaternion avSitOrientation = part.SitTargetOrientation;
1772 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1945
1773 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1946 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1774 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1947 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1775 ) 1948 Quaternion partRot;
1776 )); 1949// if (part.LinkNum == 1)
1777 1950// { // Root prim of linkset
1778 if (SitTargetisSet && SitTargetUnOccupied) 1951// partRot = part.ParentGroup.RootPart.RotationOffset;
1779 { 1952// }
1780 part.SetAvatarOnSitTarget(UUID); 1953// else
1781 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1954// { // single or child prim
1782 sitOrientation = avSitOrientation; 1955 partRot = part.GetWorldRotation();
1783 autopilot = false; 1956// }
1784 } 1957 Quaternion partIRot = Quaternion.Inverse(partRot);
1785 1958//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1786 pos = part.AbsolutePosition + offset; 1959 // Sit analysis rewritten by KF 091125
1787 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1960 if (SitTargetisSet) // scipted sit
1788 //{ 1961 {
1789 // offset = pos; 1962 if (!part.IsOccupied)
1790 //autopilot = false; 1963 {
1791 //} 1964//Console.WriteLine("Scripted, unoccupied");
1792 if (m_physicsActor != null) 1965 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1793 { 1966 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1794 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1967
1795 // We can remove the physicsActor until they stand up. 1968 Quaternion nrot = avSitOrientation;
1796 m_sitAvatarHeight = m_physicsActor.Size.Z; 1969 if (!part.IsRoot)
1797
1798 if (autopilot)
1799 { 1970 {
1800 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1971 nrot = part.RotationOffset * avSitOrientation;
1801 {
1802 autopilot = false;
1803
1804 RemoveFromPhysicalScene();
1805 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1806 }
1807 } 1972 }
1808 else 1973 sitOrientation = nrot; // Change rotatione to the scripted one
1974 OffsetRotation = nrot;
1975 autopilot = false; // Jump direct to scripted llSitPos()
1976 }
1977 else
1978 {
1979//Console.WriteLine("Scripted, occupied");
1980 return;
1981 }
1982 }
1983 else // Not Scripted
1984 {
1985 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1986 {
1987 // large prim & offset, ignore if other Avs sitting
1988// offset.Z -= 0.05f;
1989 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1990 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1991
1992//Console.WriteLine(" offset ={0}", offset);
1993//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1994//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1995
1996 }
1997 else // small offset
1998 {
1999//Console.WriteLine("Small offset");
2000 if (!part.IsOccupied)
2001 {
2002 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
2003 autopilotTarget = part.AbsolutePosition;
2004//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2005 }
2006 else return; // occupied small
2007 } // end large/small
2008 } // end Scripted/not
2009 cameraAtOffset = part.GetCameraAtOffset();
2010 cameraEyeOffset = part.GetCameraEyeOffset();
2011 forceMouselook = part.GetForceMouselook();
2012 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2013 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2014
2015 if (m_physicsActor != null)
2016 {
2017 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2018 // We can remove the physicsActor until they stand up.
2019 m_sitAvatarHeight = m_physicsActor.Size.Z;
2020 if (autopilot)
2021 { // its not a scripted sit
2022// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2023 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1809 { 2024 {
2025 autopilot = false; // close enough
2026 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2027 Not using the part's position because returning the AV to the last known standing
2028 position is likely to be more friendly, isn't it? */
1810 RemoveFromPhysicalScene(); 2029 RemoveFromPhysicalScene();
1811 } 2030 Velocity = Vector3.Zero;
2031 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2032 } // else the autopilot will get us close
2033 }
2034 else
2035 { // its a scripted sit
2036 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2037 I *am* using the part's position this time because we have no real idea how far away
2038 the avatar is from the sit target. */
2039 RemoveFromPhysicalScene();
2040 Velocity = Vector3.Zero;
1812 } 2041 }
1813
1814 cameraAtOffset = part.GetCameraAtOffset();
1815 cameraEyeOffset = part.GetCameraEyeOffset();
1816 forceMouselook = part.GetForceMouselook();
1817 } 2042 }
2043 else return; // physactor is null!
1818 2044
1819 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2045 Vector3 offsetr; // = offset * partIRot;
1820 m_requestedSitTargetUUID = targetID; 2046 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2047 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2048 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2049 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2050 //offsetr = offset * partIRot;
2051//
2052 // else
2053 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2054 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2055 // (offset * partRot);
2056 // }
2057
2058//Console.WriteLine(" ");
2059//Console.WriteLine("link number ={0}", part.LinkNum);
2060//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2061//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2062//Console.WriteLine("Click offst ={0}", offset);
2063//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2064//Console.WriteLine("offsetr ={0}", offsetr);
2065//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2066//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2067
2068 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2069 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2070
2071 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1821 // This calls HandleAgentSit twice, once from here, and the client calls 2072 // This calls HandleAgentSit twice, once from here, and the client calls
1822 // HandleAgentSit itself after it gets to the location 2073 // HandleAgentSit itself after it gets to the location
1823 // It doesn't get to the location until we've moved them there though 2074 // It doesn't get to the location until we've moved them there though
1824 // which happens in HandleAgentSit :P 2075 // which happens in HandleAgentSit :P
1825 m_autopilotMoving = autopilot; 2076 m_autopilotMoving = autopilot;
1826 m_autoPilotTarget = pos; 2077 m_autoPilotTarget = autopilotTarget;
1827 m_sitAtAutoTarget = autopilot; 2078 m_sitAtAutoTarget = autopilot;
2079 m_initialSitTarget = autopilotTarget;
1828 if (!autopilot) 2080 if (!autopilot)
1829 HandleAgentSit(remoteClient, UUID); 2081 HandleAgentSit(remoteClient, UUID);
1830 } 2082 }
@@ -2119,47 +2371,130 @@ namespace OpenSim.Region.Framework.Scenes
2119 { 2371 {
2120 if (part != null) 2372 if (part != null)
2121 { 2373 {
2374//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2122 if (part.GetAvatarOnSitTarget() == UUID) 2375 if (part.GetAvatarOnSitTarget() == UUID)
2123 { 2376 {
2377//Console.WriteLine("Scripted Sit");
2378 // Scripted sit
2124 Vector3 sitTargetPos = part.SitTargetPosition; 2379 Vector3 sitTargetPos = part.SitTargetPosition;
2125 Quaternion sitTargetOrient = part.SitTargetOrientation; 2380 Quaternion sitTargetOrient = part.SitTargetOrientation;
2126
2127 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2128 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2129
2130 //Quaternion result = (sitTargetOrient * vq) * nq;
2131
2132 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2381 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2133 m_pos += SIT_TARGET_ADJUSTMENT; 2382 m_pos += SIT_TARGET_ADJUSTMENT;
2383 if (!part.IsRoot)
2384 {
2385 m_pos *= part.RotationOffset;
2386 }
2134 m_bodyRot = sitTargetOrient; 2387 m_bodyRot = sitTargetOrient;
2135 //Rotation = sitTargetOrient;
2136 m_parentPosition = part.AbsolutePosition; 2388 m_parentPosition = part.AbsolutePosition;
2137 2389 part.IsOccupied = true;
2138 //SendTerseUpdateToAllClients(); 2390 part.ParentGroup.AddAvatar(agentID);
2139 } 2391 }
2140 else 2392 else
2141 { 2393 {
2142 m_pos -= part.AbsolutePosition; 2394 // if m_avUnscriptedSitPos is zero then Av sits above center
2395 // Else Av sits at m_avUnscriptedSitPos
2396
2397 // Non-scripted sit by Kitto Flora 21Nov09
2398 // Calculate angle of line from prim to Av
2399 Quaternion partIRot;
2400// if (part.LinkNum == 1)
2401// { // Root prim of linkset
2402// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2403// }
2404// else
2405// { // single or child prim
2406 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2407// }
2408 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2409 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2410 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2411 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2412 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2413 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2414 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2415 // Av sits at world euler <0,0, z>, translated by part rotation
2416 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2417
2143 m_parentPosition = part.AbsolutePosition; 2418 m_parentPosition = part.AbsolutePosition;
2144 } 2419 part.IsOccupied = true;
2420 part.ParentGroup.AddAvatar(agentID);
2421 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2422 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2423 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2424 m_avUnscriptedSitPos; // adds click offset, if any
2425 //Set up raytrace to find top surface of prim
2426 Vector3 size = part.Scale;
2427 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2428 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2429 Vector3 down = new Vector3(0f, 0f, -1f);
2430//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2431 m_scene.PhysicsScene.RaycastWorld(
2432 start, // Vector3 position,
2433 down, // Vector3 direction,
2434 mag, // float length,
2435 SitAltitudeCallback); // retMethod
2436 } // end scripted/not
2145 } 2437 }
2146 else 2438 else // no Av
2147 { 2439 {
2148 return; 2440 return;
2149 } 2441 }
2150 } 2442 }
2151 m_parentID = m_requestedSitTargetID;
2152 2443
2444 //We want our offsets to reference the root prim, not the child we may have sat on
2445 if (!part.IsRoot)
2446 {
2447 m_parentID = part.ParentGroup.RootPart.LocalId;
2448 m_pos += part.OffsetPosition;
2449 }
2450 else
2451 {
2452 m_parentID = m_requestedSitTargetID;
2453 }
2454
2455 m_linkedPrim = part.UUID;
2456 if (part.GetAvatarOnSitTarget() != UUID)
2457 {
2458 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2459 }
2153 Velocity = Vector3.Zero; 2460 Velocity = Vector3.Zero;
2154 RemoveFromPhysicalScene(); 2461 RemoveFromPhysicalScene();
2155
2156 Animator.TrySetMovementAnimation(sitAnimation); 2462 Animator.TrySetMovementAnimation(sitAnimation);
2157 SendFullUpdateToAllClients(); 2463 SendFullUpdateToAllClients();
2158 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2464 SendTerseUpdateToAllClients();
2159 // So we're also sending a terse update (which has avatar rotation)
2160 // [Update] We do now.
2161 //SendTerseUpdateToAllClients();
2162 } 2465 }
2466
2467 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2468 {
2469 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2470 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2471 if(hitYN)
2472 {
2473 // m_pos = Av offset from prim center to make look like on center
2474 // m_parentPosition = Actual center pos of prim
2475 // collisionPoint = spot on prim where we want to sit
2476 // collisionPoint.Z = global sit surface height
2477 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2478 Quaternion partIRot;
2479// if (part.LinkNum == 1)
2480/// { // Root prim of linkset
2481// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2482// }
2483// else
2484// { // single or child prim
2485 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2486// }
2487 if (m_initialSitTarget != null)
2488 {
2489 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2490 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2491 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2492 m_pos += offset;
2493 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2494 }
2495
2496 }
2497 } // End SitAltitudeCallback KF.
2163 2498
2164 /// <summary> 2499 /// <summary>
2165 /// Event handler for the 'Always run' setting on the client 2500 /// Event handler for the 'Always run' setting on the client
@@ -2189,7 +2524,7 @@ namespace OpenSim.Region.Framework.Scenes
2189 /// </summary> 2524 /// </summary>
2190 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2525 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2191 /// <param name="rotation">The direction in which this avatar should now face. 2526 /// <param name="rotation">The direction in which this avatar should now face.
2192 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2527 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2193 { 2528 {
2194 if (m_isChildAgent) 2529 if (m_isChildAgent)
2195 { 2530 {
@@ -2230,15 +2565,18 @@ namespace OpenSim.Region.Framework.Scenes
2230 Rotation = rotation; 2565 Rotation = rotation;
2231 Vector3 direc = vec * rotation; 2566 Vector3 direc = vec * rotation;
2232 direc.Normalize(); 2567 direc.Normalize();
2568 PhysicsActor actor = m_physicsActor;
2569 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2233 2570
2234 direc *= 0.03f * 128f * m_speedModifier; 2571 direc *= 0.03f * 128f * m_speedModifier;
2235 2572
2236 PhysicsActor actor = m_physicsActor;
2237 if (actor != null) 2573 if (actor != null)
2238 { 2574 {
2239 if (actor.Flying) 2575// rm falling if (actor.Flying)
2576 if ((actor.Flying) || Animator.m_falling) // add for falling lateral speed
2240 { 2577 {
2241 direc *= 4.0f; 2578// rm speed mod direc *= 4.0f;
2579 direc *= 5.2f; // for speed mod
2242 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2580 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2243 //bool colliding = (m_physicsActor.IsColliding==true); 2581 //bool colliding = (m_physicsActor.IsColliding==true);
2244 //if (controlland) 2582 //if (controlland)
@@ -2251,22 +2589,30 @@ namespace OpenSim.Region.Framework.Scenes
2251 // m_log.Info("[AGENT]: Stop FLying"); 2589 // m_log.Info("[AGENT]: Stop FLying");
2252 //} 2590 //}
2253 } 2591 }
2592 /* This jumping section removed to SPA
2254 else if (!actor.Flying && actor.IsColliding) 2593 else if (!actor.Flying && actor.IsColliding)
2255 { 2594 {
2256 if (direc.Z > 2.0f) 2595 if (direc.Z > 2.0f)
2257 { 2596 {
2258 direc.Z *= 3.0f; 2597 if(m_animator.m_animTickJump == -1)
2259 2598 {
2260 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2599 direc.Z *= 3.0f; // jump
2261 Animator.TrySetMovementAnimation("PREJUMP"); 2600 }
2262 Animator.TrySetMovementAnimation("JUMP"); 2601 else
2602 {
2603 direc.Z *= 0.1f; // prejump
2604 }
2605 / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2606 Animator.TrySetMovementAnimation("PREJUMP");
2607 Animator.TrySetMovementAnimation("JUMP");
2608 * /
2263 } 2609 }
2264 } 2610 } */
2265 } 2611 }
2266 2612
2267 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2613 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2268 m_forceToApply = direc; 2614 m_forceToApply = direc;
2269 2615 m_isNudging = Nudging;
2270 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2616 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2271 } 2617 }
2272 2618
@@ -2281,7 +2627,7 @@ namespace OpenSim.Region.Framework.Scenes
2281 const float POSITION_TOLERANCE = 0.05f; 2627 const float POSITION_TOLERANCE = 0.05f;
2282 //const int TIME_MS_TOLERANCE = 3000; 2628 //const int TIME_MS_TOLERANCE = 3000;
2283 2629
2284 SendPrimUpdates(); 2630
2285 2631
2286 if (m_isChildAgent == false) 2632 if (m_isChildAgent == false)
2287 { 2633 {
@@ -2311,6 +2657,9 @@ namespace OpenSim.Region.Framework.Scenes
2311 CheckForBorderCrossing(); 2657 CheckForBorderCrossing();
2312 CheckForSignificantMovement(); // sends update to the modules. 2658 CheckForSignificantMovement(); // sends update to the modules.
2313 } 2659 }
2660
2661 //Sending prim updates AFTER the avatar terse updates are sent
2662 SendPrimUpdates();
2314 } 2663 }
2315 2664
2316 #endregion 2665 #endregion
@@ -3058,6 +3407,7 @@ namespace OpenSim.Region.Framework.Scenes
3058 m_callbackURI = cAgent.CallbackURI; 3407 m_callbackURI = cAgent.CallbackURI;
3059 3408
3060 m_pos = cAgent.Position; 3409 m_pos = cAgent.Position;
3410
3061 m_velocity = cAgent.Velocity; 3411 m_velocity = cAgent.Velocity;
3062 m_CameraCenter = cAgent.Center; 3412 m_CameraCenter = cAgent.Center;
3063 m_CameraAtAxis = cAgent.AtAxis; 3413 m_CameraAtAxis = cAgent.AtAxis;
@@ -3176,17 +3526,46 @@ namespace OpenSim.Region.Framework.Scenes
3176 /// </summary> 3526 /// </summary>
3177 public override void UpdateMovement() 3527 public override void UpdateMovement()
3178 { 3528 {
3179 if (m_forceToApply.HasValue) 3529 if (Animator!=null) // add for jumping
3180 { 3530 { // add for jumping
3181 Vector3 force = m_forceToApply.Value; 3531 // if (!m_animator.m_jumping) // add for jumping
3532 // { // add for jumping
3182 3533
3183 m_updateflag = true; 3534 if (m_forceToApply.HasValue) // this section realigned
3184// movementvector = force; 3535 {
3185 Velocity = force;
3186 3536
3187 m_forceToApply = null; 3537 Vector3 force = m_forceToApply.Value;
3188 } 3538 m_updateflag = true;
3189 } 3539if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3540 Velocity = force;
3541//Console.WriteLine("UM1 {0}", Velocity);
3542 m_forceToApply = null;
3543 }
3544 else
3545 {
3546 if (m_isNudging)
3547 {
3548 Vector3 force = Vector3.Zero;
3549
3550 m_updateflag = true;
3551if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3552 Velocity = force;
3553//Console.WriteLine("UM2 {0}", Velocity);
3554 m_isNudging = false;
3555 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3556 }
3557 else // add for jumping
3558 { // add for jumping
3559 Vector3 force = Vector3.Zero; // add for jumping
3560if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3561//Console.WriteLine("UM3 {0}", Velocity);
3562 Velocity = force; // add for jumping
3563 }
3564
3565 }
3566 // } // end realign
3567 } // add for jumping
3568 } // add for jumping
3190 3569
3191 /// <summary> 3570 /// <summary>
3192 /// Adds a physical representation of the avatar to the Physics plugin 3571 /// Adds a physical representation of the avatar to the Physics plugin
@@ -3200,10 +3579,8 @@ namespace OpenSim.Region.Framework.Scenes
3200 3579
3201 Vector3 pVec = AbsolutePosition; 3580 Vector3 pVec = AbsolutePosition;
3202 3581
3203 // Old bug where the height was in centimeters instead of meters
3204 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, 3582 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec,
3205 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); 3583 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying);
3206
3207 scene.AddPhysicsActorTaint(m_physicsActor); 3584 scene.AddPhysicsActorTaint(m_physicsActor);
3208 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3585 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3209 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3586 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
@@ -3227,18 +3604,29 @@ namespace OpenSim.Region.Framework.Scenes
3227 { 3604 {
3228 if (e == null) 3605 if (e == null)
3229 return; 3606 return;
3230 3607
3231 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3608 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3232 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3233 // as of this comment the interval is set in AddToPhysicalScene 3609 // as of this comment the interval is set in AddToPhysicalScene
3234 if (Animator!=null) 3610 if (Animator!=null)
3235 Animator.UpdateMovementAnimations(); 3611 {
3612 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3613 { // else its will lock out other animation changes, like ground sit.
3614 Animator.UpdateMovementAnimations();
3615 m_updateCount--;
3616 }
3617 }
3236 3618
3237 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3619 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3238 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3620 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3239 3621
3240 CollisionPlane = Vector4.UnitW; 3622 CollisionPlane = Vector4.UnitW;
3241 3623
3624 if (m_lastColCount != coldata.Count)
3625 {
3626 m_updateCount = UPDATE_COUNT;
3627 m_lastColCount = coldata.Count;
3628 }
3629
3242 if (coldata.Count != 0 && Animator != null) 3630 if (coldata.Count != 0 && Animator != null)
3243 { 3631 {
3244 switch (Animator.CurrentMovementAnimation) 3632 switch (Animator.CurrentMovementAnimation)
@@ -3268,6 +3656,148 @@ namespace OpenSim.Region.Framework.Scenes
3268 } 3656 }
3269 } 3657 }
3270 3658
3659 List<uint> thisHitColliders = new List<uint>();
3660 List<uint> endedColliders = new List<uint>();
3661 List<uint> startedColliders = new List<uint>();
3662
3663 foreach (uint localid in coldata.Keys)
3664 {
3665 thisHitColliders.Add(localid);
3666 if (!m_lastColliders.Contains(localid))
3667 {
3668 startedColliders.Add(localid);
3669 }
3670 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3671 }
3672
3673 // calculate things that ended colliding
3674 foreach (uint localID in m_lastColliders)
3675 {
3676 if (!thisHitColliders.Contains(localID))
3677 {
3678 endedColliders.Add(localID);
3679 }
3680 }
3681 //add the items that started colliding this time to the last colliders list.
3682 foreach (uint localID in startedColliders)
3683 {
3684 m_lastColliders.Add(localID);
3685 }
3686 // remove things that ended colliding from the last colliders list
3687 foreach (uint localID in endedColliders)
3688 {
3689 m_lastColliders.Remove(localID);
3690 }
3691
3692 // do event notification
3693 if (startedColliders.Count > 0)
3694 {
3695 ColliderArgs StartCollidingMessage = new ColliderArgs();
3696 List<DetectedObject> colliding = new List<DetectedObject>();
3697 foreach (uint localId in startedColliders)
3698 {
3699 if (localId == 0)
3700 continue;
3701
3702 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3703 string data = "";
3704 if (obj != null)
3705 {
3706 DetectedObject detobj = new DetectedObject();
3707 detobj.keyUUID = obj.UUID;
3708 detobj.nameStr = obj.Name;
3709 detobj.ownerUUID = obj.OwnerID;
3710 detobj.posVector = obj.AbsolutePosition;
3711 detobj.rotQuat = obj.GetWorldRotation();
3712 detobj.velVector = obj.Velocity;
3713 detobj.colliderType = 0;
3714 detobj.groupUUID = obj.GroupID;
3715 colliding.Add(detobj);
3716 }
3717 }
3718
3719 if (colliding.Count > 0)
3720 {
3721 StartCollidingMessage.Colliders = colliding;
3722
3723 foreach (SceneObjectGroup att in Attachments)
3724 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3725 }
3726 }
3727
3728 if (endedColliders.Count > 0)
3729 {
3730 ColliderArgs EndCollidingMessage = new ColliderArgs();
3731 List<DetectedObject> colliding = new List<DetectedObject>();
3732 foreach (uint localId in endedColliders)
3733 {
3734 if (localId == 0)
3735 continue;
3736
3737 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3738 string data = "";
3739 if (obj != null)
3740 {
3741 DetectedObject detobj = new DetectedObject();
3742 detobj.keyUUID = obj.UUID;
3743 detobj.nameStr = obj.Name;
3744 detobj.ownerUUID = obj.OwnerID;
3745 detobj.posVector = obj.AbsolutePosition;
3746 detobj.rotQuat = obj.GetWorldRotation();
3747 detobj.velVector = obj.Velocity;
3748 detobj.colliderType = 0;
3749 detobj.groupUUID = obj.GroupID;
3750 colliding.Add(detobj);
3751 }
3752 }
3753
3754 if (colliding.Count > 0)
3755 {
3756 EndCollidingMessage.Colliders = colliding;
3757
3758 foreach (SceneObjectGroup att in Attachments)
3759 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3760 }
3761 }
3762
3763 if (thisHitColliders.Count > 0)
3764 {
3765 ColliderArgs CollidingMessage = new ColliderArgs();
3766 List<DetectedObject> colliding = new List<DetectedObject>();
3767 foreach (uint localId in thisHitColliders)
3768 {
3769 if (localId == 0)
3770 continue;
3771
3772 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3773 string data = "";
3774 if (obj != null)
3775 {
3776 DetectedObject detobj = new DetectedObject();
3777 detobj.keyUUID = obj.UUID;
3778 detobj.nameStr = obj.Name;
3779 detobj.ownerUUID = obj.OwnerID;
3780 detobj.posVector = obj.AbsolutePosition;
3781 detobj.rotQuat = obj.GetWorldRotation();
3782 detobj.velVector = obj.Velocity;
3783 detobj.colliderType = 0;
3784 detobj.groupUUID = obj.GroupID;
3785 colliding.Add(detobj);
3786 }
3787 }
3788
3789 if (colliding.Count > 0)
3790 {
3791 CollidingMessage.Colliders = colliding;
3792
3793 lock (m_attachments)
3794 {
3795 foreach (SceneObjectGroup att in m_attachments)
3796 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3797 }
3798 }
3799 }
3800
3271 if (m_invulnerable) 3801 if (m_invulnerable)
3272 return; 3802 return;
3273 3803
@@ -3463,7 +3993,10 @@ namespace OpenSim.Region.Framework.Scenes
3463 m_scene = scene; 3993 m_scene = scene;
3464 3994
3465 RegisterToEvents(); 3995 RegisterToEvents();
3466 3996 if (m_controllingClient != null)
3997 {
3998 m_controllingClient.ProcessPendingPackets();
3999 }
3467 /* 4000 /*
3468 AbsolutePosition = client.StartPos; 4001 AbsolutePosition = client.StartPos;
3469 4002
@@ -3693,6 +4226,39 @@ namespace OpenSim.Region.Framework.Scenes
3693 return; 4226 return;
3694 } 4227 }
3695 4228
4229 XmlDocument doc = new XmlDocument();
4230 string stateData = String.Empty;
4231
4232 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4233 if (attServ != null)
4234 {
4235 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4236 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4237 if (stateData != String.Empty)
4238 {
4239 try
4240 {
4241 doc.LoadXml(stateData);
4242 }
4243 catch { }
4244 }
4245 }
4246
4247 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4248
4249 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4250 if (nodes.Count > 0)
4251 {
4252 foreach (XmlNode n in nodes)
4253 {
4254 XmlElement elem = (XmlElement)n;
4255 string itemID = elem.GetAttribute("ItemID");
4256 string xml = elem.InnerXml;
4257
4258 itemData[new UUID(itemID)] = xml;
4259 }
4260 }
4261
3696 List<AvatarAttachment> attachments = m_appearance.GetAttachments(); 4262 List<AvatarAttachment> attachments = m_appearance.GetAttachments();
3697 foreach (AvatarAttachment attach in attachments) 4263 foreach (AvatarAttachment attach in attachments)
3698 { 4264 {
@@ -3713,7 +4279,30 @@ namespace OpenSim.Region.Framework.Scenes
3713 4279
3714 try 4280 try
3715 { 4281 {
3716 m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4282 string xmlData;
4283 XmlDocument d = new XmlDocument();
4284 UUID asset;
4285 if (itemData.TryGetValue(itemID, out xmlData))
4286 {
4287 d.LoadXml(xmlData);
4288 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4289
4290 // Rez from inventory
4291 asset
4292 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4293
4294 }
4295 else
4296 {
4297 // Rez from inventory (with a null doc to let
4298 // CHANGED_OWNER happen)
4299 asset
4300 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4301 }
4302
4303 m_log.InfoFormat(
4304 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2}",
4305 p, itemID, asset);
3717 } 4306 }
3718 catch (Exception e) 4307 catch (Exception e)
3719 { 4308 {
@@ -3746,5 +4335,16 @@ namespace OpenSim.Region.Framework.Scenes
3746 m_reprioritization_called = false; 4335 m_reprioritization_called = false;
3747 } 4336 }
3748 } 4337 }
4338
4339 private Vector3 Quat2Euler(Quaternion rot){
4340 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4341 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4342 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4343 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4344 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4345 return(new Vector3(x,y,z));
4346 }
4347
4348
3749 } 4349 }
3750} 4350}