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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs915
1 files changed, 740 insertions, 175 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 14d7d6a..3154872 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[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -88,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
89 /// issue #1716 90 /// issue #1716
90 /// </summary> 91 /// </summary>
91 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
92 95
93 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
94 97
@@ -122,8 +125,11 @@ namespace OpenSim.Region.Framework.Scenes
122 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
123 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
124 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
125 128
129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
126 private Vector3 m_lastPosition; 131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition;
127 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
128 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
129 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
@@ -156,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
156 private int m_perfMonMS; 162 private int m_perfMonMS;
157 163
158 private bool m_setAlwaysRun; 164 private bool m_setAlwaysRun;
159
160 private bool m_forceFly; 165 private bool m_forceFly;
161 private bool m_flyDisabled; 166 private bool m_flyDisabled;
162 167
@@ -180,7 +185,8 @@ namespace OpenSim.Region.Framework.Scenes
180 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
181 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
182 187
183 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false;
184 190
185 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
186 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
@@ -205,17 +211,23 @@ namespace OpenSim.Region.Framework.Scenes
205 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
206 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
207 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
208 215
209 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
210 217
211 //PauPaw:Proper PID Controler for autopilot************ 218 //PauPaw:Proper PID Controler for autopilot************
212 private bool m_moveToPositionInProgress; 219 private bool m_moveToPositionInProgress;
213 private Vector3 m_moveToPositionTarget; 220 private Vector3 m_moveToPositionTarget;
221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
214 222
215 private bool m_followCamAuto; 223 private bool m_followCamAuto;
216 224
217 private int m_movementUpdateCount; 225 private int m_movementUpdateCount;
226 private int m_lastColCount = -1; //KF: Look for Collision chnages
227 private int m_updateCount = 0; //KF: Update Anims for a while
228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
218 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
230 private List<uint> m_lastColliders = new List<uint>();
219 231
220 private bool CameraConstraintActive; 232 private bool CameraConstraintActive;
221 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
@@ -242,7 +254,9 @@ namespace OpenSim.Region.Framework.Scenes
242 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
243 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
244 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,
245 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,
246 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
247 } 261 }
248 262
@@ -449,9 +463,18 @@ namespace OpenSim.Region.Framework.Scenes
449 get 463 get
450 { 464 {
451 PhysicsActor actor = m_physicsActor; 465 PhysicsActor actor = m_physicsActor;
452 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!
453 m_pos = actor.Position; 468 m_pos = actor.Position;
454 469
470 // If we're sitting, we need to update our position
471 if (m_parentID != 0)
472 {
473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 if (part != null)
475 m_parentPosition = part.AbsolutePosition;
476 }
477
455 return m_parentPosition + m_pos; 478 return m_parentPosition + m_pos;
456 } 479 }
457 set 480 set
@@ -470,7 +493,8 @@ namespace OpenSim.Region.Framework.Scenes
470 } 493 }
471 } 494 }
472 495
473 m_pos = value; 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 m_pos = value;
474 m_parentPosition = Vector3.Zero; 498 m_parentPosition = Vector3.Zero;
475 } 499 }
476 } 500 }
@@ -514,10 +538,39 @@ namespace OpenSim.Region.Framework.Scenes
514 } 538 }
515 } 539 }
516 540
541 public Quaternion OffsetRotation
542 {
543 get { return m_offsetRotation; }
544 set { m_offsetRotation = value; }
545 }
546
517 public Quaternion Rotation 547 public Quaternion Rotation
518 { 548 {
519 get { return m_bodyRot; } 549 get {
520 set { m_bodyRot = value; } 550 if (m_parentID != 0)
551 {
552 if (m_offsetRotation != null)
553 {
554 return m_offsetRotation;
555 }
556 else
557 {
558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 }
560
561 }
562 else
563 {
564 return m_bodyRot;
565 }
566 }
567 set {
568 m_bodyRot = value;
569 if (m_parentID != 0)
570 {
571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 }
573 }
521 } 574 }
522 575
523 public Quaternion PreviousRotation 576 public Quaternion PreviousRotation
@@ -542,11 +595,21 @@ namespace OpenSim.Region.Framework.Scenes
542 595
543 private uint m_parentID; 596 private uint m_parentID;
544 597
598
599 private UUID m_linkedPrim;
600
545 public uint ParentID 601 public uint ParentID
546 { 602 {
547 get { return m_parentID; } 603 get { return m_parentID; }
548 set { m_parentID = value; } 604 set { m_parentID = value; }
549 } 605 }
606
607 public UUID LinkedPrim
608 {
609 get { return m_linkedPrim; }
610 set { m_linkedPrim = value; }
611 }
612
550 public float Health 613 public float Health
551 { 614 {
552 get { return m_health; } 615 get { return m_health; }
@@ -668,7 +731,7 @@ namespace OpenSim.Region.Framework.Scenes
668 CreateSceneViewer(); 731 CreateSceneViewer();
669 m_animator = new ScenePresenceAnimator(this); 732 m_animator = new ScenePresenceAnimator(this);
670 } 733 }
671 734
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
673 { 736 {
674 m_rootRegionHandle = reginfo.RegionHandle; 737 m_rootRegionHandle = reginfo.RegionHandle;
@@ -700,16 +763,16 @@ namespace OpenSim.Region.Framework.Scenes
700 m_reprioritization_timer.AutoReset = false; 763 m_reprioritization_timer.AutoReset = false;
701 764
702 AdjustKnownSeeds(); 765 AdjustKnownSeeds();
703
704 // TODO: I think, this won't send anything, as we are still a child here...
705 Animator.TrySetMovementAnimation("STAND"); 766 Animator.TrySetMovementAnimation("STAND");
706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 767 // we created a new ScenePresence (a new child agent) in a fresh region.
708 // Request info about all the (root) agents in this region 768 // Request info about all the (root) agents in this region
709 // Note: This won't send data *to* other clients in that region (children don't send) 769 // Note: This won't send data *to* other clients in that region (children don't send)
710 SendInitialFullUpdateToAllClients(); 770 SendInitialFullUpdateToAllClients();
711
712 RegisterToEvents(); 771 RegisterToEvents();
772 if (m_controllingClient != null)
773 {
774 m_controllingClient.ProcessPendingPackets();
775 }
713 SetDirectionVectors(); 776 SetDirectionVectors();
714 } 777 }
715 778
@@ -759,25 +822,47 @@ namespace OpenSim.Region.Framework.Scenes
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 823 Dir_Vectors[4] = Vector3.UnitZ; //UP
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
765 } 830 }
766 831
767 private Vector3[] GetWalkDirectionVectors() 832 private Vector3[] GetWalkDirectionVectors()
768 { 833 {
769 Vector3[] vector = new Vector3[9]; 834 Vector3[] vector = new Vector3[11];
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
771 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
772 vector[2] = Vector3.UnitY; //LEFT 837 vector[2] = Vector3.UnitY; //LEFT
773 vector[3] = -Vector3.UnitY; //RIGHT 838 vector[3] = -Vector3.UnitY; //RIGHT
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
775 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
776 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
777 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
778 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 843 vector[8] = Vector3.UnitY; //LEFT_NUDGE
844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
779 return vector; 846 return vector;
780 } 847 }
848
849 private bool[] GetDirectionIsNudge()
850 {
851 bool[] isNudge = new bool[11];
852 isNudge[0] = false; //FORWARD
853 isNudge[1] = false; //BACK
854 isNudge[2] = false; //LEFT
855 isNudge[3] = false; //RIGHT
856 isNudge[4] = false; //UP
857 isNudge[5] = false; //DOWN
858 isNudge[6] = true; //FORWARD_NUDGE
859 isNudge[7] = true; //BACK_NUDGE
860 isNudge[8] = true; //LEFT_NUDGE
861 isNudge[9] = true; //RIGHT_NUDGE
862 isNudge[10] = true; //DOWN_Nudge
863 return isNudge;
864 }
865
781 866
782 #endregion 867 #endregion
783 868
@@ -820,7 +905,6 @@ namespace OpenSim.Region.Framework.Scenes
820 m_grouptitle = gm.GetGroupTitle(m_uuid); 905 m_grouptitle = gm.GetGroupTitle(m_uuid);
821 906
822 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle; 907 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle;
823
824 m_scene.SetRootAgentScene(m_uuid); 908 m_scene.SetRootAgentScene(m_uuid);
825 909
826 // Moved this from SendInitialData to ensure that m_appearance is initialized 910 // Moved this from SendInitialData to ensure that m_appearance is initialized
@@ -839,6 +923,52 @@ namespace OpenSim.Region.Framework.Scenes
839 pos.Y = crossedBorder.BorderLine.Z - 1; 923 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 924 }
841 925
926 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
927 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
928 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
929 if (KnownChildRegionHandles.Count == 0)
930 {
931 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
932 if (land != null)
933 {
934 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
935 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)
936 {
937 pos = land.LandData.UserLocation;
938 }
939 }
940 }
941
942 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
943 {
944 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
945
946 if (pos.X < 0)
947 {
948 emergencyPos.X = (int)Constants.RegionSize + pos.X;
949 if (!(pos.Y < 0))
950 emergencyPos.Y = pos.Y;
951 if (!(pos.Z < 0))
952 emergencyPos.Z = pos.Z;
953 }
954 if (pos.Y < 0)
955 {
956 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
957 if (!(pos.X < 0))
958 emergencyPos.X = pos.X;
959 if (!(pos.Z < 0))
960 emergencyPos.Z = pos.Z;
961 }
962 if (pos.Z < 0)
963 {
964 emergencyPos.Z = 128;
965 if (!(pos.Y < 0))
966 emergencyPos.Y = pos.Y;
967 if (!(pos.X < 0))
968 emergencyPos.X = pos.X;
969 }
970 }
971
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 972 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 973 {
844 m_log.WarnFormat( 974 m_log.WarnFormat(
@@ -976,9 +1106,10 @@ namespace OpenSim.Region.Framework.Scenes
976 public void Teleport(Vector3 pos) 1106 public void Teleport(Vector3 pos)
977 { 1107 {
978 bool isFlying = false; 1108 bool isFlying = false;
1109
979 if (m_physicsActor != null) 1110 if (m_physicsActor != null)
980 isFlying = m_physicsActor.Flying; 1111 isFlying = m_physicsActor.Flying;
981 1112
982 RemoveFromPhysicalScene(); 1113 RemoveFromPhysicalScene();
983 Velocity = Vector3.Zero; 1114 Velocity = Vector3.Zero;
984 AbsolutePosition = pos; 1115 AbsolutePosition = pos;
@@ -990,6 +1121,7 @@ namespace OpenSim.Region.Framework.Scenes
990 } 1121 }
991 1122
992 SendTerseUpdateToAllClients(); 1123 SendTerseUpdateToAllClients();
1124
993 } 1125 }
994 1126
995 public void TeleportWithMomentum(Vector3 pos) 1127 public void TeleportWithMomentum(Vector3 pos)
@@ -1103,7 +1235,6 @@ namespace OpenSim.Region.Framework.Scenes
1103 pos.Z = ground + 1.5f; 1235 pos.Z = ground + 1.5f;
1104 AbsolutePosition = pos; 1236 AbsolutePosition = pos;
1105 } 1237 }
1106
1107 m_isChildAgent = false; 1238 m_isChildAgent = false;
1108 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1239 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1109 MakeRootAgent(AbsolutePosition, m_flying); 1240 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1202,6 +1333,7 @@ namespace OpenSim.Region.Framework.Scenes
1202 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1333 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1203 1334
1204 m_pos = m_LastFinitePos; 1335 m_pos = m_LastFinitePos;
1336
1205 if (!m_pos.IsFinite()) 1337 if (!m_pos.IsFinite())
1206 { 1338 {
1207 m_pos.X = 127f; 1339 m_pos.X = 127f;
@@ -1268,7 +1400,6 @@ 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); 1400 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1269 } 1401 }
1270 } 1402 }
1271
1272 lock (scriptedcontrols) 1403 lock (scriptedcontrols)
1273 { 1404 {
1274 if (scriptedcontrols.Count > 0) 1405 if (scriptedcontrols.Count > 0)
@@ -1283,6 +1414,9 @@ namespace OpenSim.Region.Framework.Scenes
1283 1414
1284 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1415 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1285 { 1416 {
1417 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1418 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1419
1286 // TODO: This doesn't prevent the user from walking yet. 1420 // TODO: This doesn't prevent the user from walking yet.
1287 // Setting parent ID would fix this, if we knew what value 1421 // Setting parent ID would fix this, if we knew what value
1288 // to use. Or we could add a m_isSitting variable. 1422 // to use. Or we could add a m_isSitting variable.
@@ -1337,6 +1471,11 @@ namespace OpenSim.Region.Framework.Scenes
1337 update_rotation = true; 1471 update_rotation = true;
1338 } 1472 }
1339 1473
1474 //guilty until proven innocent..
1475 bool Nudging = true;
1476 //Basically, if there is at least one non-nudge control then we don't need
1477 //to worry about stopping the avatar
1478
1340 if (m_parentID == 0) 1479 if (m_parentID == 0)
1341 { 1480 {
1342 bool bAllowUpdateMoveToPosition = false; 1481 bool bAllowUpdateMoveToPosition = false;
@@ -1351,9 +1490,12 @@ namespace OpenSim.Region.Framework.Scenes
1351 else 1490 else
1352 dirVectors = Dir_Vectors; 1491 dirVectors = Dir_Vectors;
1353 1492
1354 // The fact that m_movementflag is a byte needs to be fixed 1493 bool[] isNudge = GetDirectionIsNudge();
1355 // it really should be a uint 1494
1356 uint nudgehack = 250; 1495
1496
1497
1498
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1499 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1358 { 1500 {
1359 if (((uint)flags & (uint)DCF) != 0) 1501 if (((uint)flags & (uint)DCF) != 0)
@@ -1363,40 +1505,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 try 1505 try
1364 { 1506 {
1365 agent_control_v3 += dirVectors[i]; 1507 agent_control_v3 += dirVectors[i];
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1508 if (isNudge[i] == false)
1509 {
1510 Nudging = false;
1511 }
1367 } 1512 }
1368 catch (IndexOutOfRangeException) 1513 catch (IndexOutOfRangeException)
1369 { 1514 {
1370 // Why did I get this? 1515 // Why did I get this?
1371 } 1516 }
1372 1517
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1518 if ((m_movementflag & (uint)DCF) == 0)
1374 { 1519 {
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; 1520 m_movementflag += (byte)(uint)DCF;
1380 update_movementflag = true; 1521 update_movementflag = true;
1381 } 1522 }
1382 } 1523 }
1383 else 1524 else
1384 { 1525 {
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1526 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 { 1527 {
1390 m_movementflag -= ((byte)(uint)DCF); 1528 m_movementflag -= (byte)(uint)DCF;
1391
1392 update_movementflag = true; 1529 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 } 1530 }
1401 else 1531 else
1402 { 1532 {
@@ -1405,7 +1535,6 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1535 }
1406 i++; 1536 i++;
1407 } 1537 }
1408
1409 //Paupaw:Do Proper PID for Autopilot here 1538 //Paupaw:Do Proper PID for Autopilot here
1410 if (bResetMoveToPosition) 1539 if (bResetMoveToPosition)
1411 { 1540 {
@@ -1440,6 +1569,9 @@ namespace OpenSim.Region.Framework.Scenes
1440 // Ignore z component of vector 1569 // Ignore z component of vector
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1570 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1442 LocalVectorToTarget2D.Normalize(); 1571 LocalVectorToTarget2D.Normalize();
1572
1573 //We're not nudging
1574 Nudging = false;
1443 agent_control_v3 += LocalVectorToTarget2D; 1575 agent_control_v3 += LocalVectorToTarget2D;
1444 1576
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1577 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1528,13 +1660,13 @@ namespace OpenSim.Region.Framework.Scenes
1528 // m_log.DebugFormat( 1660 // m_log.DebugFormat(
1529 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1661 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1530 1662
1531 AddNewMovement(agent_control_v3, q); 1663 AddNewMovement(agent_control_v3, q, Nudging);
1532 1664
1533 1665
1534 } 1666 }
1535 } 1667 }
1536 1668
1537 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1669 if (update_movementflag && !SitGround)
1538 Animator.UpdateMovementAnimations(); 1670 Animator.UpdateMovementAnimations();
1539 1671
1540 m_scene.EventManager.TriggerOnClientMovement(this); 1672 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1549,7 +1681,6 @@ namespace OpenSim.Region.Framework.Scenes
1549 m_sitAtAutoTarget = false; 1681 m_sitAtAutoTarget = false;
1550 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1682 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1551 //proxy.PCode = (byte)PCode.ParticleSystem; 1683 //proxy.PCode = (byte)PCode.ParticleSystem;
1552
1553 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1684 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1554 proxyObjectGroup.AttachToScene(m_scene); 1685 proxyObjectGroup.AttachToScene(m_scene);
1555 1686
@@ -1591,7 +1722,7 @@ namespace OpenSim.Region.Framework.Scenes
1591 } 1722 }
1592 m_moveToPositionInProgress = true; 1723 m_moveToPositionInProgress = true;
1593 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1724 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1594 } 1725 }
1595 catch (Exception ex) 1726 catch (Exception ex)
1596 { 1727 {
1597 //Why did I get this error? 1728 //Why did I get this error?
@@ -1613,7 +1744,7 @@ namespace OpenSim.Region.Framework.Scenes
1613 Velocity = Vector3.Zero; 1744 Velocity = Vector3.Zero;
1614 SendFullUpdateToAllClients(); 1745 SendFullUpdateToAllClients();
1615 1746
1616 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1747 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1617 } 1748 }
1618 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1749 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1619 m_requestedSitTargetUUID = UUID.Zero; 1750 m_requestedSitTargetUUID = UUID.Zero;
@@ -1650,50 +1781,85 @@ namespace OpenSim.Region.Framework.Scenes
1650 1781
1651 if (m_parentID != 0) 1782 if (m_parentID != 0)
1652 { 1783 {
1653 m_log.Debug("StandupCode Executed"); 1784 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1654 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1655 if (part != null) 1785 if (part != null)
1656 { 1786 {
1787 part.TaskInventory.LockItemsForRead(true);
1657 TaskInventoryDictionary taskIDict = part.TaskInventory; 1788 TaskInventoryDictionary taskIDict = part.TaskInventory;
1658 if (taskIDict != null) 1789 if (taskIDict != null)
1659 { 1790 {
1660 lock (taskIDict) 1791 foreach (UUID taskID in taskIDict.Keys)
1661 { 1792 {
1662 foreach (UUID taskID in taskIDict.Keys) 1793 UnRegisterControlEventsToScript(LocalId, taskID);
1663 { 1794 taskIDict[taskID].PermsMask &= ~(
1664 UnRegisterControlEventsToScript(LocalId, taskID); 1795 2048 | //PERMISSION_CONTROL_CAMERA
1665 taskIDict[taskID].PermsMask &= ~( 1796 4); // PERMISSION_TAKE_CONTROLS
1666 2048 | //PERMISSION_CONTROL_CAMERA
1667 4); // PERMISSION_TAKE_CONTROLS
1668 }
1669 } 1797 }
1670
1671 } 1798 }
1799 part.TaskInventory.LockItemsForRead(false);
1672 // Reset sit target. 1800 // Reset sit target.
1673 if (part.GetAvatarOnSitTarget() == UUID) 1801 if (part.GetAvatarOnSitTarget() == UUID)
1674 part.SetAvatarOnSitTarget(UUID.Zero); 1802 part.SetAvatarOnSitTarget(UUID.Zero);
1675
1676 m_parentPosition = part.GetWorldPosition(); 1803 m_parentPosition = part.GetWorldPosition();
1677 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1804 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1678 } 1805 }
1806 // part.GetWorldRotation() is the rotation of the object being sat on
1807 // Rotation is the sittiing Av's rotation
1808
1809 Quaternion partRot;
1810// if (part.LinkNum == 1)
1811// { // Root prim of linkset
1812// partRot = part.ParentGroup.RootPart.RotationOffset;
1813// }
1814// else
1815// { // single or child prim
1816
1817// }
1818 if (part == null) //CW: Part may be gone. llDie() for example.
1819 {
1820 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1821 }
1822 else
1823 {
1824 partRot = part.GetWorldRotation();
1825 }
1826
1827 Quaternion partIRot = Quaternion.Inverse(partRot);
1679 1828
1829 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1830 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1831
1832
1680 if (m_physicsActor == null) 1833 if (m_physicsActor == null)
1681 { 1834 {
1682 AddToPhysicalScene(false); 1835 AddToPhysicalScene(false);
1683 } 1836 }
1684 1837 //CW: If the part isn't null then we can set the current position
1685 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1838 if (part != null)
1686 m_parentPosition = Vector3.Zero; 1839 {
1687 1840 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1688 m_parentID = 0; 1841 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1842 part.IsOccupied = false;
1843 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1844 }
1845 else
1846 {
1847 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1848 AbsolutePosition = m_lastWorldPosition;
1849 }
1850
1851 m_parentPosition = Vector3.Zero;
1852 m_parentID = 0;
1853 m_linkedPrim = UUID.Zero;
1854 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1689 SendFullUpdateToAllClients(); 1855 SendFullUpdateToAllClients();
1690 m_requestedSitTargetID = 0; 1856 m_requestedSitTargetID = 0;
1857
1691 if ((m_physicsActor != null) && (m_avHeight > 0)) 1858 if ((m_physicsActor != null) && (m_avHeight > 0))
1692 { 1859 {
1693 SetHeight(m_avHeight); 1860 SetHeight(m_avHeight);
1694 } 1861 }
1695 } 1862 }
1696
1697 Animator.TrySetMovementAnimation("STAND"); 1863 Animator.TrySetMovementAnimation("STAND");
1698 } 1864 }
1699 1865
@@ -1724,13 +1890,9 @@ namespace OpenSim.Region.Framework.Scenes
1724 Vector3 avSitOffSet = part.SitTargetPosition; 1890 Vector3 avSitOffSet = part.SitTargetPosition;
1725 Quaternion avSitOrientation = part.SitTargetOrientation; 1891 Quaternion avSitOrientation = part.SitTargetOrientation;
1726 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1892 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1727 1893 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1728 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1894 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1729 bool SitTargetisSet = 1895 if (SitTargetisSet && !SitTargetOccupied)
1730 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1731 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1732
1733 if (SitTargetisSet && SitTargetUnOccupied)
1734 { 1896 {
1735 //switch the target to this prim 1897 //switch the target to this prim
1736 return part; 1898 return part;
@@ -1744,84 +1906,164 @@ namespace OpenSim.Region.Framework.Scenes
1744 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1906 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1745 { 1907 {
1746 bool autopilot = true; 1908 bool autopilot = true;
1909 Vector3 autopilotTarget = new Vector3();
1910 Quaternion sitOrientation = Quaternion.Identity;
1747 Vector3 pos = new Vector3(); 1911 Vector3 pos = new Vector3();
1748 Quaternion sitOrientation = pSitOrientation;
1749 Vector3 cameraEyeOffset = Vector3.Zero; 1912 Vector3 cameraEyeOffset = Vector3.Zero;
1750 Vector3 cameraAtOffset = Vector3.Zero; 1913 Vector3 cameraAtOffset = Vector3.Zero;
1751 bool forceMouselook = false; 1914 bool forceMouselook = false;
1752 1915
1753 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1916 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1754 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1917 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1755 if (part != null) 1918 if (part == null) return;
1756 { 1919
1757 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1920 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1758 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1921 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1759 1922
1760 // Is a sit target available? 1923 // part is the prim to sit on
1761 Vector3 avSitOffSet = part.SitTargetPosition; 1924 // offset is the world-ref vector distance from that prim center to the click-spot
1762 Quaternion avSitOrientation = part.SitTargetOrientation; 1925 // UUID is the UUID of the Avatar doing the clicking
1763 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1926
1764 1927 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1765 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1928
1766 bool SitTargetisSet = 1929 // Is a sit target available?
1767 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1930 Vector3 avSitOffSet = part.SitTargetPosition;
1768 ( 1931 Quaternion avSitOrientation = part.SitTargetOrientation;
1769 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1932
1770 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1933 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1771 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1934 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1772 ) 1935 Quaternion partRot;
1773 )); 1936// if (part.LinkNum == 1)
1774 1937// { // Root prim of linkset
1775 if (SitTargetisSet && SitTargetUnOccupied) 1938// partRot = part.ParentGroup.RootPart.RotationOffset;
1776 { 1939// }
1777 part.SetAvatarOnSitTarget(UUID); 1940// else
1778 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1941// { // single or child prim
1779 sitOrientation = avSitOrientation; 1942 partRot = part.GetWorldRotation();
1780 autopilot = false; 1943// }
1781 } 1944 Quaternion partIRot = Quaternion.Inverse(partRot);
1782 1945//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1783 pos = part.AbsolutePosition + offset; 1946 // Sit analysis rewritten by KF 091125
1784 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1947 if (SitTargetisSet) // scipted sit
1785 //{ 1948 {
1786 // offset = pos; 1949 if (!part.IsOccupied)
1787 //autopilot = false; 1950 {
1788 //} 1951//Console.WriteLine("Scripted, unoccupied");
1789 if (m_physicsActor != null) 1952 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1790 { 1953 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1791 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1954
1792 // We can remove the physicsActor until they stand up. 1955 Quaternion nrot = avSitOrientation;
1793 m_sitAvatarHeight = m_physicsActor.Size.Z; 1956 if (!part.IsRoot)
1794
1795 if (autopilot)
1796 { 1957 {
1797 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1958 nrot = part.RotationOffset * avSitOrientation;
1798 {
1799 autopilot = false;
1800
1801 RemoveFromPhysicalScene();
1802 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1803 }
1804 } 1959 }
1805 else 1960 sitOrientation = nrot; // Change rotatione to the scripted one
1961 OffsetRotation = nrot;
1962 autopilot = false; // Jump direct to scripted llSitPos()
1963 }
1964 else
1965 {
1966//Console.WriteLine("Scripted, occupied");
1967 return;
1968 }
1969 }
1970 else // Not Scripted
1971 {
1972 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1973 {
1974 // large prim & offset, ignore if other Avs sitting
1975// offset.Z -= 0.05f;
1976 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1977 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1978
1979//Console.WriteLine(" offset ={0}", offset);
1980//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1981//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1982
1983 }
1984 else // small offset
1985 {
1986//Console.WriteLine("Small offset");
1987 if (!part.IsOccupied)
1988 {
1989 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1990 autopilotTarget = part.AbsolutePosition;
1991//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
1992 }
1993 else return; // occupied small
1994 } // end large/small
1995 } // end Scripted/not
1996 cameraAtOffset = part.GetCameraAtOffset();
1997 cameraEyeOffset = part.GetCameraEyeOffset();
1998 forceMouselook = part.GetForceMouselook();
1999 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2000 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2001
2002 if (m_physicsActor != null)
2003 {
2004 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2005 // We can remove the physicsActor until they stand up.
2006 m_sitAvatarHeight = m_physicsActor.Size.Z;
2007 if (autopilot)
2008 { // its not a scripted sit
2009// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2010 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1806 { 2011 {
2012 autopilot = false; // close enough
2013 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2014 Not using the part's position because returning the AV to the last known standing
2015 position is likely to be more friendly, isn't it? */
1807 RemoveFromPhysicalScene(); 2016 RemoveFromPhysicalScene();
1808 } 2017 Velocity = Vector3.Zero;
2018 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2019 } // else the autopilot will get us close
2020 }
2021 else
2022 { // its a scripted sit
2023 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2024 I *am* using the part's position this time because we have no real idea how far away
2025 the avatar is from the sit target. */
2026 RemoveFromPhysicalScene();
2027 Velocity = Vector3.Zero;
1809 } 2028 }
1810
1811 cameraAtOffset = part.GetCameraAtOffset();
1812 cameraEyeOffset = part.GetCameraEyeOffset();
1813 forceMouselook = part.GetForceMouselook();
1814 } 2029 }
1815 2030 else return; // physactor is null!
1816 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2031
1817 m_requestedSitTargetUUID = targetID; 2032 Vector3 offsetr; // = offset * partIRot;
2033 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2034 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2035 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2036 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2037 //offsetr = offset * partIRot;
2038//
2039 // else
2040 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2041 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2042 // (offset * partRot);
2043 // }
2044
2045//Console.WriteLine(" ");
2046//Console.WriteLine("link number ={0}", part.LinkNum);
2047//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2048//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2049//Console.WriteLine("Click offst ={0}", offset);
2050//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2051//Console.WriteLine("offsetr ={0}", offsetr);
2052//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2053//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2054
2055 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2056 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2057
2058 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1818 // This calls HandleAgentSit twice, once from here, and the client calls 2059 // This calls HandleAgentSit twice, once from here, and the client calls
1819 // HandleAgentSit itself after it gets to the location 2060 // HandleAgentSit itself after it gets to the location
1820 // It doesn't get to the location until we've moved them there though 2061 // It doesn't get to the location until we've moved them there though
1821 // which happens in HandleAgentSit :P 2062 // which happens in HandleAgentSit :P
1822 m_autopilotMoving = autopilot; 2063 m_autopilotMoving = autopilot;
1823 m_autoPilotTarget = pos; 2064 m_autoPilotTarget = autopilotTarget;
1824 m_sitAtAutoTarget = autopilot; 2065 m_sitAtAutoTarget = autopilot;
2066 m_initialSitTarget = autopilotTarget;
1825 if (!autopilot) 2067 if (!autopilot)
1826 HandleAgentSit(remoteClient, UUID); 2068 HandleAgentSit(remoteClient, UUID);
1827 } 2069 }
@@ -2116,47 +2358,130 @@ namespace OpenSim.Region.Framework.Scenes
2116 { 2358 {
2117 if (part != null) 2359 if (part != null)
2118 { 2360 {
2361//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2119 if (part.GetAvatarOnSitTarget() == UUID) 2362 if (part.GetAvatarOnSitTarget() == UUID)
2120 { 2363 {
2364//Console.WriteLine("Scripted Sit");
2365 // Scripted sit
2121 Vector3 sitTargetPos = part.SitTargetPosition; 2366 Vector3 sitTargetPos = part.SitTargetPosition;
2122 Quaternion sitTargetOrient = part.SitTargetOrientation; 2367 Quaternion sitTargetOrient = part.SitTargetOrientation;
2123
2124 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2125 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2126
2127 //Quaternion result = (sitTargetOrient * vq) * nq;
2128
2129 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2368 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2130 m_pos += SIT_TARGET_ADJUSTMENT; 2369 m_pos += SIT_TARGET_ADJUSTMENT;
2370 if (!part.IsRoot)
2371 {
2372 m_pos *= part.RotationOffset;
2373 }
2131 m_bodyRot = sitTargetOrient; 2374 m_bodyRot = sitTargetOrient;
2132 //Rotation = sitTargetOrient;
2133 m_parentPosition = part.AbsolutePosition; 2375 m_parentPosition = part.AbsolutePosition;
2134 2376 part.IsOccupied = true;
2135 //SendTerseUpdateToAllClients(); 2377 part.ParentGroup.AddAvatar(agentID);
2136 } 2378 }
2137 else 2379 else
2138 { 2380 {
2139 m_pos -= part.AbsolutePosition; 2381 // if m_avUnscriptedSitPos is zero then Av sits above center
2382 // Else Av sits at m_avUnscriptedSitPos
2383
2384 // Non-scripted sit by Kitto Flora 21Nov09
2385 // Calculate angle of line from prim to Av
2386 Quaternion partIRot;
2387// if (part.LinkNum == 1)
2388// { // Root prim of linkset
2389// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2390// }
2391// else
2392// { // single or child prim
2393 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2394// }
2395 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2396 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2397 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2398 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2399 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2400 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2401 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2402 // Av sits at world euler <0,0, z>, translated by part rotation
2403 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2404
2140 m_parentPosition = part.AbsolutePosition; 2405 m_parentPosition = part.AbsolutePosition;
2141 } 2406 part.IsOccupied = true;
2407 part.ParentGroup.AddAvatar(agentID);
2408 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2409 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2410 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2411 m_avUnscriptedSitPos; // adds click offset, if any
2412 //Set up raytrace to find top surface of prim
2413 Vector3 size = part.Scale;
2414 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2415 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2416 Vector3 down = new Vector3(0f, 0f, -1f);
2417//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2418 m_scene.PhysicsScene.RaycastWorld(
2419 start, // Vector3 position,
2420 down, // Vector3 direction,
2421 mag, // float length,
2422 SitAltitudeCallback); // retMethod
2423 } // end scripted/not
2142 } 2424 }
2143 else 2425 else // no Av
2144 { 2426 {
2145 return; 2427 return;
2146 } 2428 }
2147 } 2429 }
2148 m_parentID = m_requestedSitTargetID;
2149 2430
2431 //We want our offsets to reference the root prim, not the child we may have sat on
2432 if (!part.IsRoot)
2433 {
2434 m_parentID = part.ParentGroup.RootPart.LocalId;
2435 m_pos += part.OffsetPosition;
2436 }
2437 else
2438 {
2439 m_parentID = m_requestedSitTargetID;
2440 }
2441
2442 m_linkedPrim = part.UUID;
2443 if (part.GetAvatarOnSitTarget() != UUID)
2444 {
2445 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2446 }
2150 Velocity = Vector3.Zero; 2447 Velocity = Vector3.Zero;
2151 RemoveFromPhysicalScene(); 2448 RemoveFromPhysicalScene();
2152
2153 Animator.TrySetMovementAnimation(sitAnimation); 2449 Animator.TrySetMovementAnimation(sitAnimation);
2154 SendFullUpdateToAllClients(); 2450 SendFullUpdateToAllClients();
2155 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2451 SendTerseUpdateToAllClients();
2156 // So we're also sending a terse update (which has avatar rotation)
2157 // [Update] We do now.
2158 //SendTerseUpdateToAllClients();
2159 } 2452 }
2453
2454 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2455 {
2456 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2457 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2458 if(hitYN)
2459 {
2460 // m_pos = Av offset from prim center to make look like on center
2461 // m_parentPosition = Actual center pos of prim
2462 // collisionPoint = spot on prim where we want to sit
2463 // collisionPoint.Z = global sit surface height
2464 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2465 Quaternion partIRot;
2466// if (part.LinkNum == 1)
2467/// { // Root prim of linkset
2468// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2469// }
2470// else
2471// { // single or child prim
2472 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2473// }
2474 if (m_initialSitTarget != null)
2475 {
2476 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2477 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2478 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2479 m_pos += offset;
2480 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2481 }
2482
2483 }
2484 } // End SitAltitudeCallback KF.
2160 2485
2161 /// <summary> 2486 /// <summary>
2162 /// Event handler for the 'Always run' setting on the client 2487 /// Event handler for the 'Always run' setting on the client
@@ -2186,7 +2511,7 @@ namespace OpenSim.Region.Framework.Scenes
2186 /// </summary> 2511 /// </summary>
2187 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2512 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2188 /// <param name="rotation">The direction in which this avatar should now face. 2513 /// <param name="rotation">The direction in which this avatar should now face.
2189 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2514 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2190 { 2515 {
2191 if (m_isChildAgent) 2516 if (m_isChildAgent)
2192 { 2517 {
@@ -2227,10 +2552,11 @@ namespace OpenSim.Region.Framework.Scenes
2227 Rotation = rotation; 2552 Rotation = rotation;
2228 Vector3 direc = vec * rotation; 2553 Vector3 direc = vec * rotation;
2229 direc.Normalize(); 2554 direc.Normalize();
2555 PhysicsActor actor = m_physicsActor;
2556 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2230 2557
2231 direc *= 0.03f * 128f * m_speedModifier; 2558 direc *= 0.03f * 128f * m_speedModifier;
2232 2559
2233 PhysicsActor actor = m_physicsActor;
2234 if (actor != null) 2560 if (actor != null)
2235 { 2561 {
2236 if (actor.Flying) 2562 if (actor.Flying)
@@ -2252,18 +2578,25 @@ namespace OpenSim.Region.Framework.Scenes
2252 { 2578 {
2253 if (direc.Z > 2.0f) 2579 if (direc.Z > 2.0f)
2254 { 2580 {
2255 direc.Z *= 3.0f; 2581 if(m_animator.m_animTickJump == -1)
2256 2582 {
2257 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2583 direc.Z *= 3.0f; // jump
2258 Animator.TrySetMovementAnimation("PREJUMP"); 2584 }
2259 Animator.TrySetMovementAnimation("JUMP"); 2585 else
2586 {
2587 direc.Z *= 0.1f; // prejump
2588 }
2589 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2590 Animator.TrySetMovementAnimation("PREJUMP");
2591 Animator.TrySetMovementAnimation("JUMP");
2592 */
2260 } 2593 }
2261 } 2594 }
2262 } 2595 }
2263 2596
2264 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2597 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2265 m_forceToApply = direc; 2598 m_forceToApply = direc;
2266 2599 m_isNudging = Nudging;
2267 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2600 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2268 } 2601 }
2269 2602
@@ -2278,7 +2611,7 @@ namespace OpenSim.Region.Framework.Scenes
2278 const float POSITION_TOLERANCE = 0.05f; 2611 const float POSITION_TOLERANCE = 0.05f;
2279 //const int TIME_MS_TOLERANCE = 3000; 2612 //const int TIME_MS_TOLERANCE = 3000;
2280 2613
2281 SendPrimUpdates(); 2614
2282 2615
2283 if (m_isChildAgent == false) 2616 if (m_isChildAgent == false)
2284 { 2617 {
@@ -2308,6 +2641,9 @@ namespace OpenSim.Region.Framework.Scenes
2308 CheckForBorderCrossing(); 2641 CheckForBorderCrossing();
2309 CheckForSignificantMovement(); // sends update to the modules. 2642 CheckForSignificantMovement(); // sends update to the modules.
2310 } 2643 }
2644
2645 //Sending prim updates AFTER the avatar terse updates are sent
2646 SendPrimUpdates();
2311 } 2647 }
2312 2648
2313 #endregion 2649 #endregion
@@ -3092,6 +3428,7 @@ namespace OpenSim.Region.Framework.Scenes
3092 m_callbackURI = cAgent.CallbackURI; 3428 m_callbackURI = cAgent.CallbackURI;
3093 3429
3094 m_pos = cAgent.Position; 3430 m_pos = cAgent.Position;
3431
3095 m_velocity = cAgent.Velocity; 3432 m_velocity = cAgent.Velocity;
3096 m_CameraCenter = cAgent.Center; 3433 m_CameraCenter = cAgent.Center;
3097 //m_avHeight = cAgent.Size.Z; 3434 //m_avHeight = cAgent.Size.Z;
@@ -3202,14 +3539,25 @@ namespace OpenSim.Region.Framework.Scenes
3202 { 3539 {
3203 if (m_forceToApply.HasValue) 3540 if (m_forceToApply.HasValue)
3204 { 3541 {
3205 Vector3 force = m_forceToApply.Value;
3206 3542
3543 Vector3 force = m_forceToApply.Value;
3207 m_updateflag = true; 3544 m_updateflag = true;
3208// movementvector = force;
3209 Velocity = force; 3545 Velocity = force;
3210 3546
3211 m_forceToApply = null; 3547 m_forceToApply = null;
3212 } 3548 }
3549 else
3550 {
3551 if (m_isNudging)
3552 {
3553 Vector3 force = Vector3.Zero;
3554
3555 m_updateflag = true;
3556 Velocity = force;
3557 m_isNudging = false;
3558 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3559 }
3560 }
3213 } 3561 }
3214 3562
3215 /// <summary> 3563 /// <summary>
@@ -3255,18 +3603,29 @@ namespace OpenSim.Region.Framework.Scenes
3255 { 3603 {
3256 if (e == null) 3604 if (e == null)
3257 return; 3605 return;
3258 3606
3259 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3607 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3260 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3261 // as of this comment the interval is set in AddToPhysicalScene 3608 // as of this comment the interval is set in AddToPhysicalScene
3262 if (Animator!=null) 3609 if (Animator!=null)
3263 Animator.UpdateMovementAnimations(); 3610 {
3611 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3612 { // else its will lock out other animation changes, like ground sit.
3613 Animator.UpdateMovementAnimations();
3614 m_updateCount--;
3615 }
3616 }
3264 3617
3265 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3618 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3266 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3619 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3267 3620
3268 CollisionPlane = Vector4.UnitW; 3621 CollisionPlane = Vector4.UnitW;
3269 3622
3623 if (m_lastColCount != coldata.Count)
3624 {
3625 m_updateCount = UPDATE_COUNT;
3626 m_lastColCount = coldata.Count;
3627 }
3628
3270 if (coldata.Count != 0 && Animator != null) 3629 if (coldata.Count != 0 && Animator != null)
3271 { 3630 {
3272 switch (Animator.CurrentMovementAnimation) 3631 switch (Animator.CurrentMovementAnimation)
@@ -3296,6 +3655,148 @@ namespace OpenSim.Region.Framework.Scenes
3296 } 3655 }
3297 } 3656 }
3298 3657
3658 List<uint> thisHitColliders = new List<uint>();
3659 List<uint> endedColliders = new List<uint>();
3660 List<uint> startedColliders = new List<uint>();
3661
3662 foreach (uint localid in coldata.Keys)
3663 {
3664 thisHitColliders.Add(localid);
3665 if (!m_lastColliders.Contains(localid))
3666 {
3667 startedColliders.Add(localid);
3668 }
3669 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3670 }
3671
3672 // calculate things that ended colliding
3673 foreach (uint localID in m_lastColliders)
3674 {
3675 if (!thisHitColliders.Contains(localID))
3676 {
3677 endedColliders.Add(localID);
3678 }
3679 }
3680 //add the items that started colliding this time to the last colliders list.
3681 foreach (uint localID in startedColliders)
3682 {
3683 m_lastColliders.Add(localID);
3684 }
3685 // remove things that ended colliding from the last colliders list
3686 foreach (uint localID in endedColliders)
3687 {
3688 m_lastColliders.Remove(localID);
3689 }
3690
3691 // do event notification
3692 if (startedColliders.Count > 0)
3693 {
3694 ColliderArgs StartCollidingMessage = new ColliderArgs();
3695 List<DetectedObject> colliding = new List<DetectedObject>();
3696 foreach (uint localId in startedColliders)
3697 {
3698 if (localId == 0)
3699 continue;
3700
3701 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3702 string data = "";
3703 if (obj != null)
3704 {
3705 DetectedObject detobj = new DetectedObject();
3706 detobj.keyUUID = obj.UUID;
3707 detobj.nameStr = obj.Name;
3708 detobj.ownerUUID = obj.OwnerID;
3709 detobj.posVector = obj.AbsolutePosition;
3710 detobj.rotQuat = obj.GetWorldRotation();
3711 detobj.velVector = obj.Velocity;
3712 detobj.colliderType = 0;
3713 detobj.groupUUID = obj.GroupID;
3714 colliding.Add(detobj);
3715 }
3716 }
3717
3718 if (colliding.Count > 0)
3719 {
3720 StartCollidingMessage.Colliders = colliding;
3721
3722 foreach (SceneObjectGroup att in Attachments)
3723 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3724 }
3725 }
3726
3727 if (endedColliders.Count > 0)
3728 {
3729 ColliderArgs EndCollidingMessage = new ColliderArgs();
3730 List<DetectedObject> colliding = new List<DetectedObject>();
3731 foreach (uint localId in endedColliders)
3732 {
3733 if (localId == 0)
3734 continue;
3735
3736 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3737 string data = "";
3738 if (obj != null)
3739 {
3740 DetectedObject detobj = new DetectedObject();
3741 detobj.keyUUID = obj.UUID;
3742 detobj.nameStr = obj.Name;
3743 detobj.ownerUUID = obj.OwnerID;
3744 detobj.posVector = obj.AbsolutePosition;
3745 detobj.rotQuat = obj.GetWorldRotation();
3746 detobj.velVector = obj.Velocity;
3747 detobj.colliderType = 0;
3748 detobj.groupUUID = obj.GroupID;
3749 colliding.Add(detobj);
3750 }
3751 }
3752
3753 if (colliding.Count > 0)
3754 {
3755 EndCollidingMessage.Colliders = colliding;
3756
3757 foreach (SceneObjectGroup att in Attachments)
3758 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3759 }
3760 }
3761
3762 if (thisHitColliders.Count > 0)
3763 {
3764 ColliderArgs CollidingMessage = new ColliderArgs();
3765 List<DetectedObject> colliding = new List<DetectedObject>();
3766 foreach (uint localId in thisHitColliders)
3767 {
3768 if (localId == 0)
3769 continue;
3770
3771 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3772 string data = "";
3773 if (obj != null)
3774 {
3775 DetectedObject detobj = new DetectedObject();
3776 detobj.keyUUID = obj.UUID;
3777 detobj.nameStr = obj.Name;
3778 detobj.ownerUUID = obj.OwnerID;
3779 detobj.posVector = obj.AbsolutePosition;
3780 detobj.rotQuat = obj.GetWorldRotation();
3781 detobj.velVector = obj.Velocity;
3782 detobj.colliderType = 0;
3783 detobj.groupUUID = obj.GroupID;
3784 colliding.Add(detobj);
3785 }
3786 }
3787
3788 if (colliding.Count > 0)
3789 {
3790 CollidingMessage.Colliders = colliding;
3791
3792 lock (m_attachments)
3793 {
3794 foreach (SceneObjectGroup att in m_attachments)
3795 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3796 }
3797 }
3798 }
3799
3299 if (m_invulnerable) 3800 if (m_invulnerable)
3300 return; 3801 return;
3301 3802
@@ -3470,7 +3971,10 @@ namespace OpenSim.Region.Framework.Scenes
3470 m_scene = scene; 3971 m_scene = scene;
3471 3972
3472 RegisterToEvents(); 3973 RegisterToEvents();
3473 3974 if (m_controllingClient != null)
3975 {
3976 m_controllingClient.ProcessPendingPackets();
3977 }
3474 /* 3978 /*
3475 AbsolutePosition = client.StartPos; 3979 AbsolutePosition = client.StartPos;
3476 3980
@@ -3700,6 +4204,39 @@ namespace OpenSim.Region.Framework.Scenes
3700 return; 4204 return;
3701 } 4205 }
3702 4206
4207 XmlDocument doc = new XmlDocument();
4208 string stateData = String.Empty;
4209
4210 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4211 if (attServ != null)
4212 {
4213 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4214 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4215 if (stateData != String.Empty)
4216 {
4217 try
4218 {
4219 doc.LoadXml(stateData);
4220 }
4221 catch { }
4222 }
4223 }
4224
4225 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4226
4227 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4228 if (nodes.Count > 0)
4229 {
4230 foreach (XmlNode n in nodes)
4231 {
4232 XmlElement elem = (XmlElement)n;
4233 string itemID = elem.GetAttribute("ItemID");
4234 string xml = elem.InnerXml;
4235
4236 itemData[new UUID(itemID)] = xml;
4237 }
4238 }
4239
3703 List<int> attPoints = m_appearance.GetAttachedPoints(); 4240 List<int> attPoints = m_appearance.GetAttachedPoints();
3704 foreach (int p in attPoints) 4241 foreach (int p in attPoints)
3705 { 4242 {
@@ -3719,9 +4256,26 @@ namespace OpenSim.Region.Framework.Scenes
3719 4256
3720 try 4257 try
3721 { 4258 {
3722 // Rez from inventory 4259 string xmlData;
3723 UUID asset 4260 XmlDocument d = new XmlDocument();
3724 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4261 UUID asset;
4262 if (itemData.TryGetValue(itemID, out xmlData))
4263 {
4264 d.LoadXml(xmlData);
4265 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4266
4267 // Rez from inventory
4268 asset
4269 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4270
4271 }
4272 else
4273 {
4274 // Rez from inventory (with a null doc to let
4275 // CHANGED_OWNER happen)
4276 asset
4277 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4278 }
3725 4279
3726 m_log.InfoFormat( 4280 m_log.InfoFormat(
3727 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4281 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
@@ -3758,5 +4312,16 @@ namespace OpenSim.Region.Framework.Scenes
3758 m_reprioritization_called = false; 4312 m_reprioritization_called = false;
3759 } 4313 }
3760 } 4314 }
4315
4316 private Vector3 Quat2Euler(Quaternion rot){
4317 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4318 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4319 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4320 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4321 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4322 return(new Vector3(x,y,z));
4323 }
4324
4325
3761 } 4326 }
3762} 4327}