diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 683 |
1 files changed, 507 insertions, 176 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index ad7c3ae..49a7766 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; |
@@ -73,7 +74,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
73 | // { | 74 | // { |
74 | // m_log.Debug("[ScenePresence] Destructor called"); | 75 | // m_log.Debug("[ScenePresence] Destructor called"); |
75 | // } | 76 | // } |
76 | 77 | ||
77 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 78 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
78 | 79 | ||
79 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; | 80 | private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; |
@@ -89,7 +90,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
89 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis | 90 | /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis |
90 | /// issue #1716 | 91 | /// issue #1716 |
91 | /// </summary> | 92 | /// </summary> |
92 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); | 93 | // private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); |
94 | // Value revised by KF 091121 by comparison with SL. | ||
95 | private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); | ||
93 | 96 | ||
94 | public UUID currentParcelUUID = UUID.Zero; | 97 | public UUID currentParcelUUID = UUID.Zero; |
95 | 98 | ||
@@ -123,8 +126,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
123 | public Vector3 lastKnownAllowedPosition; | 126 | public Vector3 lastKnownAllowedPosition; |
124 | public bool sentMessageAboutRestrictedParcelFlyingDown; | 127 | public bool sentMessageAboutRestrictedParcelFlyingDown; |
125 | public Vector4 CollisionPlane = Vector4.UnitW; | 128 | public Vector4 CollisionPlane = Vector4.UnitW; |
126 | 129 | ||
130 | private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation | ||
131 | private Vector3 m_avUnscriptedSitPos; // for non-scripted prims | ||
127 | private Vector3 m_lastPosition; | 132 | private Vector3 m_lastPosition; |
133 | private Vector3 m_lastWorldPosition; | ||
128 | private Quaternion m_lastRotation; | 134 | private Quaternion m_lastRotation; |
129 | private Vector3 m_lastVelocity; | 135 | private Vector3 m_lastVelocity; |
130 | //private int m_lastTerseSent; | 136 | //private int m_lastTerseSent; |
@@ -134,7 +140,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
134 | private Vector3? m_forceToApply; | 140 | private Vector3? m_forceToApply; |
135 | private uint m_requestedSitTargetID; | 141 | private uint m_requestedSitTargetID; |
136 | private UUID m_requestedSitTargetUUID; | 142 | private UUID m_requestedSitTargetUUID; |
137 | public bool SitGround = false; | ||
138 | 143 | ||
139 | private SendCourseLocationsMethod m_sendCourseLocationsMethod; | 144 | private SendCourseLocationsMethod m_sendCourseLocationsMethod; |
140 | 145 | ||
@@ -157,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
157 | private int m_perfMonMS; | 162 | private int m_perfMonMS; |
158 | 163 | ||
159 | private bool m_setAlwaysRun; | 164 | private bool m_setAlwaysRun; |
160 | |||
161 | private bool m_forceFly; | 165 | private bool m_forceFly; |
162 | private bool m_flyDisabled; | 166 | private bool m_flyDisabled; |
163 | 167 | ||
@@ -183,7 +187,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
183 | protected RegionInfo m_regionInfo; | 187 | protected RegionInfo m_regionInfo; |
184 | protected ulong crossingFromRegion; | 188 | protected ulong crossingFromRegion; |
185 | 189 | ||
186 | private readonly Vector3[] Dir_Vectors = new Vector3[9]; | 190 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; |
191 | private bool m_isNudging = false; | ||
187 | 192 | ||
188 | // Position of agent's camera in world (region cordinates) | 193 | // Position of agent's camera in world (region cordinates) |
189 | protected Vector3 m_CameraCenter; | 194 | protected Vector3 m_CameraCenter; |
@@ -208,6 +213,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
208 | private bool m_autopilotMoving; | 213 | private bool m_autopilotMoving; |
209 | private Vector3 m_autoPilotTarget; | 214 | private Vector3 m_autoPilotTarget; |
210 | private bool m_sitAtAutoTarget; | 215 | private bool m_sitAtAutoTarget; |
216 | private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit | ||
211 | 217 | ||
212 | private string m_nextSitAnimation = String.Empty; | 218 | private string m_nextSitAnimation = String.Empty; |
213 | 219 | ||
@@ -218,6 +224,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
218 | private bool m_followCamAuto; | 224 | private bool m_followCamAuto; |
219 | 225 | ||
220 | private int m_movementUpdateCount; | 226 | private int m_movementUpdateCount; |
227 | private int m_lastColCount = -1; //KF: Look for Collision chnages | ||
228 | private int m_updateCount = 0; //KF: Update Anims for a while | ||
229 | private static readonly int UPDATE_COUNT = 10; // how many frames to update for | ||
221 | private const int NumMovementsBetweenRayCast = 5; | 230 | private const int NumMovementsBetweenRayCast = 5; |
222 | 231 | ||
223 | private bool CameraConstraintActive; | 232 | private bool CameraConstraintActive; |
@@ -245,7 +254,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
245 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, | 254 | DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, |
246 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, | 255 | DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, |
247 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, | 256 | DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, |
248 | DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | 257 | DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, |
258 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, | ||
259 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, | ||
249 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 260 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
250 | } | 261 | } |
251 | 262 | ||
@@ -452,7 +463,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
452 | get | 463 | get |
453 | { | 464 | { |
454 | PhysicsActor actor = m_physicsActor; | 465 | PhysicsActor actor = m_physicsActor; |
455 | if (actor != null) | 466 | // if (actor != null) |
467 | if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting! | ||
456 | m_pos = actor.Position; | 468 | m_pos = actor.Position; |
457 | 469 | ||
458 | return m_parentPosition + m_pos; | 470 | return m_parentPosition + m_pos; |
@@ -473,7 +485,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
473 | } | 485 | } |
474 | } | 486 | } |
475 | 487 | ||
476 | m_pos = value; | 488 | if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting! |
489 | m_pos = value; | ||
477 | m_parentPosition = Vector3.Zero; | 490 | m_parentPosition = Vector3.Zero; |
478 | } | 491 | } |
479 | } | 492 | } |
@@ -671,7 +684,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
671 | CreateSceneViewer(); | 684 | CreateSceneViewer(); |
672 | m_animator = new ScenePresenceAnimator(this); | 685 | m_animator = new ScenePresenceAnimator(this); |
673 | } | 686 | } |
674 | 687 | ||
675 | private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() | 688 | private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() |
676 | { | 689 | { |
677 | m_rootRegionHandle = reginfo.RegionHandle; | 690 | m_rootRegionHandle = reginfo.RegionHandle; |
@@ -703,16 +716,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
703 | m_reprioritization_timer.AutoReset = false; | 716 | m_reprioritization_timer.AutoReset = false; |
704 | 717 | ||
705 | AdjustKnownSeeds(); | 718 | AdjustKnownSeeds(); |
706 | |||
707 | // TODO: I think, this won't send anything, as we are still a child here... | ||
708 | Animator.TrySetMovementAnimation("STAND"); | 719 | Animator.TrySetMovementAnimation("STAND"); |
709 | |||
710 | // we created a new ScenePresence (a new child agent) in a fresh region. | 720 | // we created a new ScenePresence (a new child agent) in a fresh region. |
711 | // Request info about all the (root) agents in this region | 721 | // Request info about all the (root) agents in this region |
712 | // Note: This won't send data *to* other clients in that region (children don't send) | 722 | // Note: This won't send data *to* other clients in that region (children don't send) |
713 | SendInitialFullUpdateToAllClients(); | 723 | SendInitialFullUpdateToAllClients(); |
714 | |||
715 | RegisterToEvents(); | 724 | RegisterToEvents(); |
725 | if (m_controllingClient != null) | ||
726 | { | ||
727 | m_controllingClient.ProcessPendingPackets(); | ||
728 | } | ||
716 | SetDirectionVectors(); | 729 | SetDirectionVectors(); |
717 | } | 730 | } |
718 | 731 | ||
@@ -762,25 +775,47 @@ namespace OpenSim.Region.Framework.Scenes | |||
762 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 775 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT |
763 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 776 | Dir_Vectors[4] = Vector3.UnitZ; //UP |
764 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 777 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN |
765 | Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 778 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE |
766 | Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD | 779 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE |
767 | Dir_Vectors[7] = -Vector3.UnitX; //BACK | 780 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE |
781 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | ||
782 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
768 | } | 783 | } |
769 | 784 | ||
770 | private Vector3[] GetWalkDirectionVectors() | 785 | private Vector3[] GetWalkDirectionVectors() |
771 | { | 786 | { |
772 | Vector3[] vector = new Vector3[9]; | 787 | Vector3[] vector = new Vector3[11]; |
773 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD | 788 | vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD |
774 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK | 789 | vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK |
775 | vector[2] = Vector3.UnitY; //LEFT | 790 | vector[2] = Vector3.UnitY; //LEFT |
776 | vector[3] = -Vector3.UnitY; //RIGHT | 791 | vector[3] = -Vector3.UnitY; //RIGHT |
777 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP | 792 | vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP |
778 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN | 793 | vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN |
779 | vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge | 794 | vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE |
780 | vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge | 795 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE |
781 | vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge | 796 | vector[8] = Vector3.UnitY; //LEFT_NUDGE |
797 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | ||
798 | vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE | ||
782 | return vector; | 799 | return vector; |
783 | } | 800 | } |
801 | |||
802 | private bool[] GetDirectionIsNudge() | ||
803 | { | ||
804 | bool[] isNudge = new bool[11]; | ||
805 | isNudge[0] = false; //FORWARD | ||
806 | isNudge[1] = false; //BACK | ||
807 | isNudge[2] = false; //LEFT | ||
808 | isNudge[3] = false; //RIGHT | ||
809 | isNudge[4] = false; //UP | ||
810 | isNudge[5] = false; //DOWN | ||
811 | isNudge[6] = true; //FORWARD_NUDGE | ||
812 | isNudge[7] = true; //BACK_NUDGE | ||
813 | isNudge[8] = true; //LEFT_NUDGE | ||
814 | isNudge[9] = true; //RIGHT_NUDGE | ||
815 | isNudge[10] = true; //DOWN_Nudge | ||
816 | return isNudge; | ||
817 | } | ||
818 | |||
784 | 819 | ||
785 | #endregion | 820 | #endregion |
786 | 821 | ||
@@ -832,7 +867,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
832 | m_grouptitle = gm.GetGroupTitle(m_uuid); | 867 | m_grouptitle = gm.GetGroupTitle(m_uuid); |
833 | 868 | ||
834 | m_rootRegionHandle = m_scene.RegionInfo.RegionHandle; | 869 | m_rootRegionHandle = m_scene.RegionInfo.RegionHandle; |
835 | |||
836 | m_scene.SetRootAgentScene(m_uuid); | 870 | m_scene.SetRootAgentScene(m_uuid); |
837 | 871 | ||
838 | // Moved this from SendInitialData to ensure that m_appearance is initialized | 872 | // Moved this from SendInitialData to ensure that m_appearance is initialized |
@@ -851,6 +885,52 @@ namespace OpenSim.Region.Framework.Scenes | |||
851 | pos.Y = crossedBorder.BorderLine.Z - 1; | 885 | pos.Y = crossedBorder.BorderLine.Z - 1; |
852 | } | 886 | } |
853 | 887 | ||
888 | //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet. | ||
889 | //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent, | ||
890 | //they'll bypass the landing point. But I can't think of any decent way of fixing this. | ||
891 | if (KnownChildRegionHandles.Count == 0) | ||
892 | { | ||
893 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
894 | if (land != null) | ||
895 | { | ||
896 | //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni. | ||
897 | 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) | ||
898 | { | ||
899 | pos = land.LandData.UserLocation; | ||
900 | } | ||
901 | } | ||
902 | } | ||
903 | |||
904 | if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) | ||
905 | { | ||
906 | Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); | ||
907 | |||
908 | if (pos.X < 0) | ||
909 | { | ||
910 | emergencyPos.X = (int)Constants.RegionSize + pos.X; | ||
911 | if (!(pos.Y < 0)) | ||
912 | emergencyPos.Y = pos.Y; | ||
913 | if (!(pos.Z < 0)) | ||
914 | emergencyPos.Z = pos.Z; | ||
915 | } | ||
916 | if (pos.Y < 0) | ||
917 | { | ||
918 | emergencyPos.Y = (int)Constants.RegionSize + pos.Y; | ||
919 | if (!(pos.X < 0)) | ||
920 | emergencyPos.X = pos.X; | ||
921 | if (!(pos.Z < 0)) | ||
922 | emergencyPos.Z = pos.Z; | ||
923 | } | ||
924 | if (pos.Z < 0) | ||
925 | { | ||
926 | emergencyPos.Z = 128; | ||
927 | if (!(pos.Y < 0)) | ||
928 | emergencyPos.Y = pos.Y; | ||
929 | if (!(pos.X < 0)) | ||
930 | emergencyPos.X = pos.X; | ||
931 | } | ||
932 | } | ||
933 | |||
854 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) | 934 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) |
855 | { | 935 | { |
856 | m_log.WarnFormat( | 936 | m_log.WarnFormat( |
@@ -983,9 +1063,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
983 | public void Teleport(Vector3 pos) | 1063 | public void Teleport(Vector3 pos) |
984 | { | 1064 | { |
985 | bool isFlying = false; | 1065 | bool isFlying = false; |
1066 | |||
986 | if (m_physicsActor != null) | 1067 | if (m_physicsActor != null) |
987 | isFlying = m_physicsActor.Flying; | 1068 | isFlying = m_physicsActor.Flying; |
988 | 1069 | ||
989 | RemoveFromPhysicalScene(); | 1070 | RemoveFromPhysicalScene(); |
990 | Velocity = Vector3.Zero; | 1071 | Velocity = Vector3.Zero; |
991 | AbsolutePosition = pos; | 1072 | AbsolutePosition = pos; |
@@ -997,6 +1078,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
997 | } | 1078 | } |
998 | 1079 | ||
999 | SendTerseUpdateToAllClients(); | 1080 | SendTerseUpdateToAllClients(); |
1081 | |||
1000 | } | 1082 | } |
1001 | 1083 | ||
1002 | public void TeleportWithMomentum(Vector3 pos) | 1084 | public void TeleportWithMomentum(Vector3 pos) |
@@ -1041,7 +1123,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1041 | { | 1123 | { |
1042 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); | 1124 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); |
1043 | } | 1125 | } |
1044 | 1126 | ||
1127 | m_updateCount = UPDATE_COUNT; //KF: Trigger Anim updates to catch falling anim. | ||
1128 | |||
1045 | ControllingClient.SendPrimUpdate(this, PrimUpdateFlags.Position); | 1129 | ControllingClient.SendPrimUpdate(this, PrimUpdateFlags.Position); |
1046 | //ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, | 1130 | //ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, |
1047 | // AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); | 1131 | // AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); |
@@ -1128,7 +1212,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1128 | pos.Z = ground + 1.5f; | 1212 | pos.Z = ground + 1.5f; |
1129 | AbsolutePosition = pos; | 1213 | AbsolutePosition = pos; |
1130 | } | 1214 | } |
1131 | |||
1132 | m_isChildAgent = false; | 1215 | m_isChildAgent = false; |
1133 | bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); | 1216 | bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); |
1134 | MakeRootAgent(AbsolutePosition, m_flying); | 1217 | MakeRootAgent(AbsolutePosition, m_flying); |
@@ -1227,6 +1310,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1227 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); | 1310 | m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); |
1228 | 1311 | ||
1229 | m_pos = m_LastFinitePos; | 1312 | m_pos = m_LastFinitePos; |
1313 | |||
1230 | if (!m_pos.IsFinite()) | 1314 | if (!m_pos.IsFinite()) |
1231 | { | 1315 | { |
1232 | m_pos.X = 127f; | 1316 | m_pos.X = 127f; |
@@ -1293,7 +1377,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1293 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); | 1377 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); |
1294 | } | 1378 | } |
1295 | } | 1379 | } |
1296 | |||
1297 | lock (scriptedcontrols) | 1380 | lock (scriptedcontrols) |
1298 | { | 1381 | { |
1299 | if (scriptedcontrols.Count > 0) | 1382 | if (scriptedcontrols.Count > 0) |
@@ -1308,6 +1391,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1308 | 1391 | ||
1309 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) | 1392 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) |
1310 | { | 1393 | { |
1394 | m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. | ||
1395 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | ||
1396 | |||
1311 | // TODO: This doesn't prevent the user from walking yet. | 1397 | // TODO: This doesn't prevent the user from walking yet. |
1312 | // Setting parent ID would fix this, if we knew what value | 1398 | // Setting parent ID would fix this, if we knew what value |
1313 | // to use. Or we could add a m_isSitting variable. | 1399 | // to use. Or we could add a m_isSitting variable. |
@@ -1362,6 +1448,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1362 | update_rotation = true; | 1448 | update_rotation = true; |
1363 | } | 1449 | } |
1364 | 1450 | ||
1451 | //guilty until proven innocent.. | ||
1452 | bool Nudging = true; | ||
1453 | //Basically, if there is at least one non-nudge control then we don't need | ||
1454 | //to worry about stopping the avatar | ||
1455 | |||
1365 | if (m_parentID == 0) | 1456 | if (m_parentID == 0) |
1366 | { | 1457 | { |
1367 | bool bAllowUpdateMoveToPosition = false; | 1458 | bool bAllowUpdateMoveToPosition = false; |
@@ -1376,9 +1467,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1376 | else | 1467 | else |
1377 | dirVectors = Dir_Vectors; | 1468 | dirVectors = Dir_Vectors; |
1378 | 1469 | ||
1379 | // The fact that m_movementflag is a byte needs to be fixed | 1470 | bool[] isNudge = GetDirectionIsNudge(); |
1380 | // it really should be a uint | 1471 | |
1381 | uint nudgehack = 250; | 1472 | |
1473 | |||
1474 | |||
1475 | |||
1382 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 1476 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
1383 | { | 1477 | { |
1384 | if (((uint)flags & (uint)DCF) != 0) | 1478 | if (((uint)flags & (uint)DCF) != 0) |
@@ -1388,40 +1482,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
1388 | try | 1482 | try |
1389 | { | 1483 | { |
1390 | agent_control_v3 += dirVectors[i]; | 1484 | agent_control_v3 += dirVectors[i]; |
1391 | //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); | 1485 | if (isNudge[i] == false) |
1486 | { | ||
1487 | Nudging = false; | ||
1488 | } | ||
1392 | } | 1489 | } |
1393 | catch (IndexOutOfRangeException) | 1490 | catch (IndexOutOfRangeException) |
1394 | { | 1491 | { |
1395 | // Why did I get this? | 1492 | // Why did I get this? |
1396 | } | 1493 | } |
1397 | 1494 | ||
1398 | if ((m_movementflag & (byte)(uint)DCF) == 0) | 1495 | if ((m_movementflag & (uint)DCF) == 0) |
1399 | { | 1496 | { |
1400 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1401 | { | ||
1402 | m_movementflag |= (byte)nudgehack; | ||
1403 | } | ||
1404 | m_movementflag += (byte)(uint)DCF; | 1497 | m_movementflag += (byte)(uint)DCF; |
1405 | update_movementflag = true; | 1498 | update_movementflag = true; |
1406 | } | 1499 | } |
1407 | } | 1500 | } |
1408 | else | 1501 | else |
1409 | { | 1502 | { |
1410 | if ((m_movementflag & (byte)(uint)DCF) != 0 || | 1503 | if ((m_movementflag & (uint)DCF) != 0) |
1411 | ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1412 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1413 | ) // This or is for Nudge forward | ||
1414 | { | 1504 | { |
1415 | m_movementflag -= ((byte)(uint)DCF); | 1505 | m_movementflag -= (byte)(uint)DCF; |
1416 | |||
1417 | update_movementflag = true; | 1506 | update_movementflag = true; |
1418 | /* | ||
1419 | if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | ||
1420 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | ||
1421 | { | ||
1422 | m_log.Debug("Removed Hack flag"); | ||
1423 | } | ||
1424 | */ | ||
1425 | } | 1507 | } |
1426 | else | 1508 | else |
1427 | { | 1509 | { |
@@ -1430,7 +1512,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1430 | } | 1512 | } |
1431 | i++; | 1513 | i++; |
1432 | } | 1514 | } |
1433 | |||
1434 | //Paupaw:Do Proper PID for Autopilot here | 1515 | //Paupaw:Do Proper PID for Autopilot here |
1435 | if (bResetMoveToPosition) | 1516 | if (bResetMoveToPosition) |
1436 | { | 1517 | { |
@@ -1465,6 +1546,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1465 | // Ignore z component of vector | 1546 | // Ignore z component of vector |
1466 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 1547 | Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
1467 | LocalVectorToTarget2D.Normalize(); | 1548 | LocalVectorToTarget2D.Normalize(); |
1549 | |||
1550 | //We're not nudging | ||
1551 | Nudging = false; | ||
1468 | agent_control_v3 += LocalVectorToTarget2D; | 1552 | agent_control_v3 += LocalVectorToTarget2D; |
1469 | 1553 | ||
1470 | // update avatar movement flags. the avatar coordinate system is as follows: | 1554 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -1553,13 +1637,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1553 | // m_log.DebugFormat( | 1637 | // m_log.DebugFormat( |
1554 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); | 1638 | // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); |
1555 | 1639 | ||
1556 | AddNewMovement(agent_control_v3, q); | 1640 | AddNewMovement(agent_control_v3, q, Nudging); |
1557 | 1641 | ||
1558 | 1642 | ||
1559 | } | 1643 | } |
1560 | } | 1644 | } |
1561 | 1645 | ||
1562 | if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) | 1646 | if (update_movementflag) |
1563 | Animator.UpdateMovementAnimations(); | 1647 | Animator.UpdateMovementAnimations(); |
1564 | 1648 | ||
1565 | m_scene.EventManager.TriggerOnClientMovement(this); | 1649 | m_scene.EventManager.TriggerOnClientMovement(this); |
@@ -1574,7 +1658,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1574 | m_sitAtAutoTarget = false; | 1658 | m_sitAtAutoTarget = false; |
1575 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; | 1659 | PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; |
1576 | //proxy.PCode = (byte)PCode.ParticleSystem; | 1660 | //proxy.PCode = (byte)PCode.ParticleSystem; |
1577 | |||
1578 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); | 1661 | proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); |
1579 | proxyObjectGroup.AttachToScene(m_scene); | 1662 | proxyObjectGroup.AttachToScene(m_scene); |
1580 | 1663 | ||
@@ -1616,7 +1699,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1616 | } | 1699 | } |
1617 | m_moveToPositionInProgress = true; | 1700 | m_moveToPositionInProgress = true; |
1618 | m_moveToPositionTarget = new Vector3(locx, locy, locz); | 1701 | m_moveToPositionTarget = new Vector3(locx, locy, locz); |
1619 | } | 1702 | } |
1620 | catch (Exception ex) | 1703 | catch (Exception ex) |
1621 | { | 1704 | { |
1622 | //Why did I get this error? | 1705 | //Why did I get this error? |
@@ -1638,7 +1721,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1638 | Velocity = Vector3.Zero; | 1721 | Velocity = Vector3.Zero; |
1639 | SendFullUpdateToAllClients(); | 1722 | SendFullUpdateToAllClients(); |
1640 | 1723 | ||
1641 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1724 | HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? |
1642 | } | 1725 | } |
1643 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); | 1726 | //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); |
1644 | m_requestedSitTargetUUID = UUID.Zero; | 1727 | m_requestedSitTargetUUID = UUID.Zero; |
@@ -1671,55 +1754,84 @@ namespace OpenSim.Region.Framework.Scenes | |||
1671 | /// </summary> | 1754 | /// </summary> |
1672 | public void StandUp() | 1755 | public void StandUp() |
1673 | { | 1756 | { |
1674 | if (SitGround) | ||
1675 | SitGround = false; | ||
1676 | |||
1677 | if (m_parentID != 0) | 1757 | if (m_parentID != 0) |
1678 | { | 1758 | { |
1679 | m_log.Debug("StandupCode Executed"); | ||
1680 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | 1759 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); |
1681 | if (part != null) | 1760 | if (part != null) |
1682 | { | 1761 | { |
1762 | part.TaskInventory.LockItemsForRead(true); | ||
1683 | TaskInventoryDictionary taskIDict = part.TaskInventory; | 1763 | TaskInventoryDictionary taskIDict = part.TaskInventory; |
1684 | if (taskIDict != null) | 1764 | if (taskIDict != null) |
1685 | { | 1765 | { |
1686 | lock (taskIDict) | 1766 | foreach (UUID taskID in taskIDict.Keys) |
1687 | { | 1767 | { |
1688 | foreach (UUID taskID in taskIDict.Keys) | 1768 | UnRegisterControlEventsToScript(LocalId, taskID); |
1689 | { | 1769 | taskIDict[taskID].PermsMask &= ~( |
1690 | UnRegisterControlEventsToScript(LocalId, taskID); | 1770 | 2048 | //PERMISSION_CONTROL_CAMERA |
1691 | taskIDict[taskID].PermsMask &= ~( | 1771 | 4); // PERMISSION_TAKE_CONTROLS |
1692 | 2048 | //PERMISSION_CONTROL_CAMERA | ||
1693 | 4); // PERMISSION_TAKE_CONTROLS | ||
1694 | } | ||
1695 | } | 1772 | } |
1696 | |||
1697 | } | 1773 | } |
1774 | part.TaskInventory.LockItemsForRead(false); | ||
1698 | // Reset sit target. | 1775 | // Reset sit target. |
1699 | if (part.GetAvatarOnSitTarget() == UUID) | 1776 | if (part.GetAvatarOnSitTarget() == UUID) |
1700 | part.SetAvatarOnSitTarget(UUID.Zero); | 1777 | part.SetAvatarOnSitTarget(UUID.Zero); |
1701 | |||
1702 | m_parentPosition = part.GetWorldPosition(); | 1778 | m_parentPosition = part.GetWorldPosition(); |
1703 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); | 1779 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); |
1704 | } | 1780 | } |
1781 | // part.GetWorldRotation() is the rotation of the object being sat on | ||
1782 | // Rotation is the sittiing Av's rotation | ||
1783 | |||
1784 | Quaternion partRot; | ||
1785 | // if (part.LinkNum == 1) | ||
1786 | // { // Root prim of linkset | ||
1787 | // partRot = part.ParentGroup.RootPart.RotationOffset; | ||
1788 | // } | ||
1789 | // else | ||
1790 | // { // single or child prim | ||
1791 | |||
1792 | // } | ||
1793 | if (part == null) //CW: Part may be gone. llDie() for example. | ||
1794 | { | ||
1795 | partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); | ||
1796 | } | ||
1797 | else | ||
1798 | { | ||
1799 | partRot = part.GetWorldRotation(); | ||
1800 | } | ||
1801 | |||
1802 | Quaternion partIRot = Quaternion.Inverse(partRot); | ||
1803 | |||
1804 | Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av | ||
1805 | Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av | ||
1705 | 1806 | ||
1807 | |||
1706 | if (m_physicsActor == null) | 1808 | if (m_physicsActor == null) |
1707 | { | 1809 | { |
1708 | AddToPhysicalScene(false); | 1810 | AddToPhysicalScene(false); |
1709 | } | 1811 | } |
1710 | 1812 | //CW: If the part isn't null then we can set the current position | |
1711 | m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); | 1813 | if (part != null) |
1712 | m_parentPosition = Vector3.Zero; | 1814 | { |
1713 | 1815 | Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset! | |
1714 | m_parentID = 0; | 1816 | AbsolutePosition = avWorldStandUp; //KF: Fix stand up. |
1817 | part.IsOccupied = false; | ||
1818 | } | ||
1819 | else | ||
1820 | { | ||
1821 | //CW: Since the part doesn't exist, a coarse standup position isn't an issue | ||
1822 | AbsolutePosition = m_lastWorldPosition; | ||
1823 | } | ||
1824 | |||
1825 | m_parentPosition = Vector3.Zero; | ||
1826 | m_parentID = 0; | ||
1715 | SendFullUpdateToAllClients(); | 1827 | SendFullUpdateToAllClients(); |
1716 | m_requestedSitTargetID = 0; | 1828 | m_requestedSitTargetID = 0; |
1829 | |||
1717 | if ((m_physicsActor != null) && (m_avHeight > 0)) | 1830 | if ((m_physicsActor != null) && (m_avHeight > 0)) |
1718 | { | 1831 | { |
1719 | SetHeight(m_avHeight); | 1832 | SetHeight(m_avHeight); |
1720 | } | 1833 | } |
1721 | } | 1834 | } |
1722 | |||
1723 | Animator.TrySetMovementAnimation("STAND"); | 1835 | Animator.TrySetMovementAnimation("STAND"); |
1724 | } | 1836 | } |
1725 | 1837 | ||
@@ -1750,13 +1862,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1750 | Vector3 avSitOffSet = part.SitTargetPosition; | 1862 | Vector3 avSitOffSet = part.SitTargetPosition; |
1751 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1863 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1752 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1864 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); |
1753 | 1865 | bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero); | |
1754 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1866 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1755 | bool SitTargetisSet = | 1867 | if (SitTargetisSet && !SitTargetOccupied) |
1756 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && | ||
1757 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); | ||
1758 | |||
1759 | if (SitTargetisSet && SitTargetUnOccupied) | ||
1760 | { | 1868 | { |
1761 | //switch the target to this prim | 1869 | //switch the target to this prim |
1762 | return part; | 1870 | return part; |
@@ -1770,84 +1878,153 @@ namespace OpenSim.Region.Framework.Scenes | |||
1770 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) | 1878 | private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) |
1771 | { | 1879 | { |
1772 | bool autopilot = true; | 1880 | bool autopilot = true; |
1881 | Vector3 autopilotTarget = new Vector3(); | ||
1882 | Quaternion sitOrientation = Quaternion.Identity; | ||
1773 | Vector3 pos = new Vector3(); | 1883 | Vector3 pos = new Vector3(); |
1774 | Quaternion sitOrientation = pSitOrientation; | ||
1775 | Vector3 cameraEyeOffset = Vector3.Zero; | 1884 | Vector3 cameraEyeOffset = Vector3.Zero; |
1776 | Vector3 cameraAtOffset = Vector3.Zero; | 1885 | Vector3 cameraAtOffset = Vector3.Zero; |
1777 | bool forceMouselook = false; | 1886 | bool forceMouselook = false; |
1778 | 1887 | ||
1779 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); | 1888 | //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); |
1780 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); | 1889 | SceneObjectPart part = FindNextAvailableSitTarget(targetID); |
1781 | if (part != null) | 1890 | if (part == null) return; |
1782 | { | 1891 | |
1783 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client | 1892 | // TODO: determine position to sit at based on scene geometry; don't trust offset from client |
1784 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it | 1893 | // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it |
1785 | 1894 | ||
1786 | // Is a sit target available? | 1895 | // part is the prim to sit on |
1787 | Vector3 avSitOffSet = part.SitTargetPosition; | 1896 | // offset is the world-ref vector distance from that prim center to the click-spot |
1788 | Quaternion avSitOrientation = part.SitTargetOrientation; | 1897 | // UUID is the UUID of the Avatar doing the clicking |
1789 | UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); | 1898 | |
1790 | 1899 | m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation | |
1791 | bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); | 1900 | |
1792 | bool SitTargetisSet = | 1901 | // Is a sit target available? |
1793 | (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && | 1902 | Vector3 avSitOffSet = part.SitTargetPosition; |
1794 | ( | 1903 | Quaternion avSitOrientation = part.SitTargetOrientation; |
1795 | avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion | 1904 | |
1796 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point | 1905 | bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. |
1797 | || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion | 1906 | // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); |
1798 | ) | 1907 | Quaternion partRot; |
1799 | )); | 1908 | // if (part.LinkNum == 1) |
1800 | 1909 | // { // Root prim of linkset | |
1801 | if (SitTargetisSet && SitTargetUnOccupied) | 1910 | // partRot = part.ParentGroup.RootPart.RotationOffset; |
1802 | { | 1911 | // } |
1803 | part.SetAvatarOnSitTarget(UUID); | 1912 | // else |
1804 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); | 1913 | // { // single or child prim |
1805 | sitOrientation = avSitOrientation; | 1914 | partRot = part.GetWorldRotation(); |
1806 | autopilot = false; | 1915 | // } |
1807 | } | 1916 | Quaternion partIRot = Quaternion.Inverse(partRot); |
1808 | 1917 | //Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet); | |
1809 | pos = part.AbsolutePosition + offset; | 1918 | // Sit analysis rewritten by KF 091125 |
1810 | //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) | 1919 | if (SitTargetisSet) // scipted sit |
1811 | //{ | 1920 | { |
1812 | // offset = pos; | 1921 | if (!part.IsOccupied) |
1813 | //autopilot = false; | 1922 | { |
1814 | //} | 1923 | //Console.WriteLine("Scripted, unoccupied"); |
1815 | if (m_physicsActor != null) | 1924 | part.SetAvatarOnSitTarget(UUID); // set that Av will be on it |
1816 | { | 1925 | offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one |
1817 | // If we're not using the client autopilot, we're immediately warping the avatar to the location | 1926 | sitOrientation = avSitOrientation; // Change rotatione to the scripted one |
1818 | // We can remove the physicsActor until they stand up. | 1927 | autopilot = false; // Jump direct to scripted llSitPos() |
1819 | m_sitAvatarHeight = m_physicsActor.Size.Z; | 1928 | } |
1820 | 1929 | else | |
1821 | if (autopilot) | 1930 | { |
1822 | { | 1931 | //Console.WriteLine("Scripted, occupied"); |
1823 | if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) | 1932 | return; |
1824 | { | 1933 | } |
1825 | autopilot = false; | 1934 | } |
1935 | else // Not Scripted | ||
1936 | { | ||
1937 | if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) | ||
1938 | { | ||
1939 | // large prim & offset, ignore if other Avs sitting | ||
1940 | // offset.Z -= 0.05f; | ||
1941 | m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked | ||
1942 | autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point | ||
1943 | |||
1944 | //Console.WriteLine(" offset ={0}", offset); | ||
1945 | //Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos); | ||
1946 | //Console.WriteLine(" autopilotTarget={0}", autopilotTarget); | ||
1947 | |||
1948 | } | ||
1949 | else // small offset | ||
1950 | { | ||
1951 | //Console.WriteLine("Small offset"); | ||
1952 | if (!part.IsOccupied) | ||
1953 | { | ||
1954 | m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center | ||
1955 | autopilotTarget = part.AbsolutePosition; | ||
1956 | //Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget); | ||
1957 | } | ||
1958 | else return; // occupied small | ||
1959 | } // end large/small | ||
1960 | } // end Scripted/not | ||
1961 | cameraAtOffset = part.GetCameraAtOffset(); | ||
1962 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
1963 | forceMouselook = part.GetForceMouselook(); | ||
1964 | if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); // | ||
1965 | if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); // | ||
1826 | 1966 | ||
1827 | RemoveFromPhysicalScene(); | 1967 | if (m_physicsActor != null) |
1828 | AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); | 1968 | { |
1829 | } | 1969 | // If we're not using the client autopilot, we're immediately warping the avatar to the location |
1830 | } | 1970 | // We can remove the physicsActor until they stand up. |
1831 | else | 1971 | m_sitAvatarHeight = m_physicsActor.Size.Z; |
1972 | if (autopilot) | ||
1973 | { // its not a scripted sit | ||
1974 | // if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) | ||
1975 | if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) ) | ||
1832 | { | 1976 | { |
1977 | autopilot = false; // close enough | ||
1978 | m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
1979 | Not using the part's position because returning the AV to the last known standing | ||
1980 | position is likely to be more friendly, isn't it? */ | ||
1833 | RemoveFromPhysicalScene(); | 1981 | RemoveFromPhysicalScene(); |
1834 | } | 1982 | AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target |
1983 | } // else the autopilot will get us close | ||
1984 | } | ||
1985 | else | ||
1986 | { // its a scripted sit | ||
1987 | m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. | ||
1988 | I *am* using the part's position this time because we have no real idea how far away | ||
1989 | the avatar is from the sit target. */ | ||
1990 | RemoveFromPhysicalScene(); | ||
1835 | } | 1991 | } |
1836 | |||
1837 | cameraAtOffset = part.GetCameraAtOffset(); | ||
1838 | cameraEyeOffset = part.GetCameraEyeOffset(); | ||
1839 | forceMouselook = part.GetForceMouselook(); | ||
1840 | } | 1992 | } |
1841 | 1993 | else return; // physactor is null! | |
1842 | ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | 1994 | |
1843 | m_requestedSitTargetUUID = targetID; | 1995 | Vector3 offsetr; // = offset * partIRot; |
1996 | // KF: In a linkset, offsetr needs to be relative to the group root! 091208 | ||
1997 | // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot); | ||
1998 | // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error. | ||
1999 | // { // Single, or Root prim of linkset, target is ClickOffset * RootRot | ||
2000 | offsetr = offset * partIRot; | ||
2001 | // | ||
2002 | // else | ||
2003 | // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) | ||
2004 | // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + | ||
2005 | // (offset * partRot); | ||
2006 | // } | ||
2007 | |||
2008 | //Console.WriteLine(" "); | ||
2009 | //Console.WriteLine("link number ={0}", part.LinkNum); | ||
2010 | //Console.WriteLine("Prim offset ={0}", part.OffsetPosition ); | ||
2011 | //Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset); | ||
2012 | //Console.WriteLine("Click offst ={0}", offset); | ||
2013 | //Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation()); | ||
2014 | //Console.WriteLine("offsetr ={0}", offsetr); | ||
2015 | //Console.WriteLine("Camera At ={0}", cameraAtOffset); | ||
2016 | //Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); | ||
2017 | |||
2018 | ControllingClient.SendSitResponse(part.UUID, offsetr, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); | ||
2019 | m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target | ||
1844 | // This calls HandleAgentSit twice, once from here, and the client calls | 2020 | // This calls HandleAgentSit twice, once from here, and the client calls |
1845 | // HandleAgentSit itself after it gets to the location | 2021 | // HandleAgentSit itself after it gets to the location |
1846 | // It doesn't get to the location until we've moved them there though | 2022 | // It doesn't get to the location until we've moved them there though |
1847 | // which happens in HandleAgentSit :P | 2023 | // which happens in HandleAgentSit :P |
1848 | m_autopilotMoving = autopilot; | 2024 | m_autopilotMoving = autopilot; |
1849 | m_autoPilotTarget = pos; | 2025 | m_autoPilotTarget = autopilotTarget; |
1850 | m_sitAtAutoTarget = autopilot; | 2026 | m_sitAtAutoTarget = autopilot; |
2027 | m_initialSitTarget = autopilotTarget; | ||
1851 | if (!autopilot) | 2028 | if (!autopilot) |
1852 | HandleAgentSit(remoteClient, UUID); | 2029 | HandleAgentSit(remoteClient, UUID); |
1853 | } | 2030 | } |
@@ -2142,31 +2319,66 @@ namespace OpenSim.Region.Framework.Scenes | |||
2142 | { | 2319 | { |
2143 | if (part != null) | 2320 | if (part != null) |
2144 | { | 2321 | { |
2322 | //Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation()); | ||
2145 | if (part.GetAvatarOnSitTarget() == UUID) | 2323 | if (part.GetAvatarOnSitTarget() == UUID) |
2146 | { | 2324 | { |
2325 | //Console.WriteLine("Scripted Sit"); | ||
2326 | // Scripted sit | ||
2147 | Vector3 sitTargetPos = part.SitTargetPosition; | 2327 | Vector3 sitTargetPos = part.SitTargetPosition; |
2148 | Quaternion sitTargetOrient = part.SitTargetOrientation; | 2328 | Quaternion sitTargetOrient = part.SitTargetOrientation; |
2149 | |||
2150 | //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); | ||
2151 | //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); | ||
2152 | |||
2153 | //Quaternion result = (sitTargetOrient * vq) * nq; | ||
2154 | |||
2155 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); | 2329 | m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); |
2156 | m_pos += SIT_TARGET_ADJUSTMENT; | 2330 | m_pos += SIT_TARGET_ADJUSTMENT; |
2157 | m_bodyRot = sitTargetOrient; | 2331 | m_bodyRot = sitTargetOrient; |
2158 | //Rotation = sitTargetOrient; | ||
2159 | m_parentPosition = part.AbsolutePosition; | 2332 | m_parentPosition = part.AbsolutePosition; |
2160 | 2333 | part.IsOccupied = true; | |
2161 | //SendTerseUpdateToAllClients(); | 2334 | Console.WriteLine("Scripted Sit ofset {0}", m_pos); |
2162 | } | 2335 | } |
2163 | else | 2336 | else |
2164 | { | 2337 | { |
2165 | m_pos -= part.AbsolutePosition; | 2338 | // if m_avUnscriptedSitPos is zero then Av sits above center |
2339 | // Else Av sits at m_avUnscriptedSitPos | ||
2340 | |||
2341 | // Non-scripted sit by Kitto Flora 21Nov09 | ||
2342 | // Calculate angle of line from prim to Av | ||
2343 | Quaternion partIRot; | ||
2344 | // if (part.LinkNum == 1) | ||
2345 | // { // Root prim of linkset | ||
2346 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2347 | // } | ||
2348 | // else | ||
2349 | // { // single or child prim | ||
2350 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2351 | // } | ||
2352 | Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; | ||
2353 | float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); | ||
2354 | float x_diff = ( m_avInitialPos.X - sitTargetPos.X); | ||
2355 | if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 | ||
2356 | if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 | ||
2357 | float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); | ||
2358 | // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. | ||
2359 | // Av sits at world euler <0,0, z>, translated by part rotation | ||
2360 | m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click | ||
2361 | |||
2166 | m_parentPosition = part.AbsolutePosition; | 2362 | m_parentPosition = part.AbsolutePosition; |
2167 | } | 2363 | part.IsOccupied = true; |
2364 | m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation | ||
2365 | (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center | ||
2366 | (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) + | ||
2367 | m_avUnscriptedSitPos; // adds click offset, if any | ||
2368 | //Set up raytrace to find top surface of prim | ||
2369 | Vector3 size = part.Scale; | ||
2370 | float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); | ||
2371 | Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); | ||
2372 | Vector3 down = new Vector3(0f, 0f, -1f); | ||
2373 | //Console.WriteLine("st={0} do={1} ma={2}", start, down, mag); | ||
2374 | m_scene.PhysicsScene.RaycastWorld( | ||
2375 | start, // Vector3 position, | ||
2376 | down, // Vector3 direction, | ||
2377 | mag, // float length, | ||
2378 | SitAltitudeCallback); // retMethod | ||
2379 | } // end scripted/not | ||
2168 | } | 2380 | } |
2169 | else | 2381 | else // no Av |
2170 | { | 2382 | { |
2171 | return; | 2383 | return; |
2172 | } | 2384 | } |
@@ -2178,11 +2390,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
2178 | 2390 | ||
2179 | Animator.TrySetMovementAnimation(sitAnimation); | 2391 | Animator.TrySetMovementAnimation(sitAnimation); |
2180 | SendFullUpdateToAllClients(); | 2392 | SendFullUpdateToAllClients(); |
2181 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | ||
2182 | // So we're also sending a terse update (which has avatar rotation) | ||
2183 | // [Update] We do now. | ||
2184 | //SendTerseUpdateToAllClients(); | ||
2185 | } | 2393 | } |
2394 | |||
2395 | public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal) | ||
2396 | { | ||
2397 | // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer | ||
2398 | // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height. | ||
2399 | if(hitYN) | ||
2400 | { | ||
2401 | // m_pos = Av offset from prim center to make look like on center | ||
2402 | // m_parentPosition = Actual center pos of prim | ||
2403 | // collisionPoint = spot on prim where we want to sit | ||
2404 | // collisionPoint.Z = global sit surface height | ||
2405 | SceneObjectPart part = m_scene.GetSceneObjectPart(localid); | ||
2406 | Quaternion partIRot; | ||
2407 | // if (part.LinkNum == 1) | ||
2408 | /// { // Root prim of linkset | ||
2409 | // partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); | ||
2410 | // } | ||
2411 | // else | ||
2412 | // { // single or child prim | ||
2413 | partIRot = Quaternion.Inverse(part.GetWorldRotation()); | ||
2414 | // } | ||
2415 | if (m_initialSitTarget != null) | ||
2416 | { | ||
2417 | float offZ = collisionPoint.Z - m_initialSitTarget.Z; | ||
2418 | Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction | ||
2419 | //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); | ||
2420 | m_pos += offset; | ||
2421 | // ControllingClient.SendClearFollowCamProperties(part.UUID); | ||
2422 | } | ||
2423 | |||
2424 | } | ||
2425 | } // End SitAltitudeCallback KF. | ||
2186 | 2426 | ||
2187 | /// <summary> | 2427 | /// <summary> |
2188 | /// Event handler for the 'Always run' setting on the client | 2428 | /// Event handler for the 'Always run' setting on the client |
@@ -2212,7 +2452,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2212 | /// </summary> | 2452 | /// </summary> |
2213 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 2453 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
2214 | /// <param name="rotation">The direction in which this avatar should now face. | 2454 | /// <param name="rotation">The direction in which this avatar should now face. |
2215 | public void AddNewMovement(Vector3 vec, Quaternion rotation) | 2455 | public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging) |
2216 | { | 2456 | { |
2217 | if (m_isChildAgent) | 2457 | if (m_isChildAgent) |
2218 | { | 2458 | { |
@@ -2253,10 +2493,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2253 | Rotation = rotation; | 2493 | Rotation = rotation; |
2254 | Vector3 direc = vec * rotation; | 2494 | Vector3 direc = vec * rotation; |
2255 | direc.Normalize(); | 2495 | direc.Normalize(); |
2496 | PhysicsActor actor = m_physicsActor; | ||
2497 | if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up. | ||
2256 | 2498 | ||
2257 | direc *= 0.03f * 128f * m_speedModifier; | 2499 | direc *= 0.03f * 128f * m_speedModifier; |
2258 | 2500 | ||
2259 | PhysicsActor actor = m_physicsActor; | ||
2260 | if (actor != null) | 2501 | if (actor != null) |
2261 | { | 2502 | { |
2262 | if (actor.Flying) | 2503 | if (actor.Flying) |
@@ -2278,18 +2519,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
2278 | { | 2519 | { |
2279 | if (direc.Z > 2.0f) | 2520 | if (direc.Z > 2.0f) |
2280 | { | 2521 | { |
2281 | direc.Z *= 3.0f; | 2522 | if(m_animator.m_animTickJump == -1) |
2282 | 2523 | { | |
2283 | // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. | 2524 | direc.Z *= 3.0f; // jump |
2284 | Animator.TrySetMovementAnimation("PREJUMP"); | 2525 | } |
2285 | Animator.TrySetMovementAnimation("JUMP"); | 2526 | else |
2527 | { | ||
2528 | direc.Z *= 0.1f; // prejump | ||
2529 | } | ||
2530 | /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs | ||
2531 | Animator.TrySetMovementAnimation("PREJUMP"); | ||
2532 | Animator.TrySetMovementAnimation("JUMP"); | ||
2533 | */ | ||
2286 | } | 2534 | } |
2287 | } | 2535 | } |
2288 | } | 2536 | } |
2289 | 2537 | ||
2290 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | 2538 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
2291 | m_forceToApply = direc; | 2539 | m_forceToApply = direc; |
2292 | 2540 | m_isNudging = Nudging; | |
2293 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); | 2541 | m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); |
2294 | } | 2542 | } |
2295 | 2543 | ||
@@ -2304,7 +2552,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2304 | const float POSITION_TOLERANCE = 0.05f; | 2552 | const float POSITION_TOLERANCE = 0.05f; |
2305 | //const int TIME_MS_TOLERANCE = 3000; | 2553 | //const int TIME_MS_TOLERANCE = 3000; |
2306 | 2554 | ||
2307 | SendPrimUpdates(); | 2555 | |
2308 | 2556 | ||
2309 | if (m_newCoarseLocations) | 2557 | if (m_newCoarseLocations) |
2310 | { | 2558 | { |
@@ -2340,6 +2588,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2340 | CheckForBorderCrossing(); | 2588 | CheckForBorderCrossing(); |
2341 | CheckForSignificantMovement(); // sends update to the modules. | 2589 | CheckForSignificantMovement(); // sends update to the modules. |
2342 | } | 2590 | } |
2591 | |||
2592 | //Sending prim updates AFTER the avatar terse updates are sent | ||
2593 | SendPrimUpdates(); | ||
2343 | } | 2594 | } |
2344 | 2595 | ||
2345 | #endregion | 2596 | #endregion |
@@ -3150,6 +3401,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3150 | m_callbackURI = cAgent.CallbackURI; | 3401 | m_callbackURI = cAgent.CallbackURI; |
3151 | 3402 | ||
3152 | m_pos = cAgent.Position; | 3403 | m_pos = cAgent.Position; |
3404 | |||
3153 | m_velocity = cAgent.Velocity; | 3405 | m_velocity = cAgent.Velocity; |
3154 | m_CameraCenter = cAgent.Center; | 3406 | m_CameraCenter = cAgent.Center; |
3155 | //m_avHeight = cAgent.Size.Z; | 3407 | //m_avHeight = cAgent.Size.Z; |
@@ -3238,14 +3490,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
3238 | { | 3490 | { |
3239 | if (m_forceToApply.HasValue) | 3491 | if (m_forceToApply.HasValue) |
3240 | { | 3492 | { |
3241 | Vector3 force = m_forceToApply.Value; | ||
3242 | 3493 | ||
3494 | Vector3 force = m_forceToApply.Value; | ||
3243 | m_updateflag = true; | 3495 | m_updateflag = true; |
3244 | // movementvector = force; | ||
3245 | Velocity = force; | 3496 | Velocity = force; |
3246 | 3497 | ||
3247 | m_forceToApply = null; | 3498 | m_forceToApply = null; |
3248 | } | 3499 | } |
3500 | else | ||
3501 | { | ||
3502 | if (m_isNudging) | ||
3503 | { | ||
3504 | Vector3 force = Vector3.Zero; | ||
3505 | |||
3506 | m_updateflag = true; | ||
3507 | Velocity = force; | ||
3508 | m_isNudging = false; | ||
3509 | m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND" | ||
3510 | } | ||
3511 | } | ||
3249 | } | 3512 | } |
3250 | 3513 | ||
3251 | public override void SetText(string text, Vector3 color, double alpha) | 3514 | public override void SetText(string text, Vector3 color, double alpha) |
@@ -3296,18 +3559,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3296 | { | 3559 | { |
3297 | if (e == null) | 3560 | if (e == null) |
3298 | return; | 3561 | return; |
3299 | 3562 | ||
3300 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) | 3563 | // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents( |
3301 | // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( | ||
3302 | // as of this comment the interval is set in AddToPhysicalScene | 3564 | // as of this comment the interval is set in AddToPhysicalScene |
3303 | if (Animator!=null) | 3565 | if (Animator!=null) |
3304 | Animator.UpdateMovementAnimations(); | 3566 | { |
3567 | if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper, | ||
3568 | { // else its will lock out other animation changes, like ground sit. | ||
3569 | Animator.UpdateMovementAnimations(); | ||
3570 | m_updateCount--; | ||
3571 | } | ||
3572 | } | ||
3305 | 3573 | ||
3306 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3574 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; |
3307 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | 3575 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; |
3308 | 3576 | ||
3309 | CollisionPlane = Vector4.UnitW; | 3577 | CollisionPlane = Vector4.UnitW; |
3310 | 3578 | ||
3579 | if (m_lastColCount != coldata.Count) | ||
3580 | { | ||
3581 | m_updateCount = UPDATE_COUNT; | ||
3582 | m_lastColCount = coldata.Count; | ||
3583 | } | ||
3584 | |||
3311 | if (coldata.Count != 0 && Animator != null) | 3585 | if (coldata.Count != 0 && Animator != null) |
3312 | { | 3586 | { |
3313 | switch (Animator.CurrentMovementAnimation) | 3587 | switch (Animator.CurrentMovementAnimation) |
@@ -3511,7 +3785,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3511 | m_scene = scene; | 3785 | m_scene = scene; |
3512 | 3786 | ||
3513 | RegisterToEvents(); | 3787 | RegisterToEvents(); |
3514 | 3788 | if (m_controllingClient != null) | |
3789 | { | ||
3790 | m_controllingClient.ProcessPendingPackets(); | ||
3791 | } | ||
3515 | /* | 3792 | /* |
3516 | AbsolutePosition = client.StartPos; | 3793 | AbsolutePosition = client.StartPos; |
3517 | 3794 | ||
@@ -3742,6 +4019,32 @@ namespace OpenSim.Region.Framework.Scenes | |||
3742 | return; | 4019 | return; |
3743 | } | 4020 | } |
3744 | 4021 | ||
4022 | XmlDocument doc = new XmlDocument(); | ||
4023 | string stateData = String.Empty; | ||
4024 | |||
4025 | IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>(); | ||
4026 | if (attServ != null) | ||
4027 | { | ||
4028 | m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service"); | ||
4029 | stateData = attServ.Get(ControllingClient.AgentId.ToString()); | ||
4030 | doc.LoadXml(stateData); | ||
4031 | } | ||
4032 | |||
4033 | Dictionary<UUID, string> itemData = new Dictionary<UUID, string>(); | ||
4034 | |||
4035 | XmlNodeList nodes = doc.GetElementsByTagName("Attachment"); | ||
4036 | if (nodes.Count > 0) | ||
4037 | { | ||
4038 | foreach (XmlNode n in nodes) | ||
4039 | { | ||
4040 | XmlElement elem = (XmlElement)n; | ||
4041 | string itemID = elem.GetAttribute("ItemID"); | ||
4042 | string xml = elem.InnerXml; | ||
4043 | |||
4044 | itemData[new UUID(itemID)] = xml; | ||
4045 | } | ||
4046 | } | ||
4047 | |||
3745 | List<int> attPoints = m_appearance.GetAttachedPoints(); | 4048 | List<int> attPoints = m_appearance.GetAttachedPoints(); |
3746 | foreach (int p in attPoints) | 4049 | foreach (int p in attPoints) |
3747 | { | 4050 | { |
@@ -3761,9 +4064,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
3761 | 4064 | ||
3762 | try | 4065 | try |
3763 | { | 4066 | { |
3764 | // Rez from inventory | 4067 | string xmlData; |
3765 | UUID asset | 4068 | XmlDocument d = new XmlDocument(); |
3766 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); | 4069 | UUID asset; |
4070 | if (itemData.TryGetValue(itemID, out xmlData)) | ||
4071 | { | ||
4072 | d.LoadXml(xmlData); | ||
4073 | m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID); | ||
4074 | |||
4075 | // Rez from inventory | ||
4076 | asset | ||
4077 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d); | ||
4078 | |||
4079 | } | ||
4080 | else | ||
4081 | { | ||
4082 | // Rez from inventory (with a null doc to let | ||
4083 | // CHANGED_OWNER happen) | ||
4084 | asset | ||
4085 | = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null); | ||
4086 | } | ||
3767 | 4087 | ||
3768 | m_log.InfoFormat( | 4088 | m_log.InfoFormat( |
3769 | "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", | 4089 | "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", |
@@ -3800,5 +4120,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3800 | m_reprioritization_called = false; | 4120 | m_reprioritization_called = false; |
3801 | } | 4121 | } |
3802 | } | 4122 | } |
4123 | |||
4124 | private Vector3 Quat2Euler(Quaternion rot){ | ||
4125 | float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) , | ||
4126 | (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z))); | ||
4127 | float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W))); | ||
4128 | float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) , | ||
4129 | (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z))); | ||
4130 | return(new Vector3(x,y,z)); | ||
4131 | } | ||
4132 | |||
4133 | |||
3803 | } | 4134 | } |
3804 | } | 4135 | } |