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-rw-r--r--OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs6
-rw-r--r--OpenSim/Region/Framework/Interfaces/IBakedTextureModule.cs40
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs32
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEventQueue.cs9
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs5
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs196
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs1008
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs14
9 files changed, 936 insertions, 377 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs
index 34aca33..d25c930 100644
--- a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs
@@ -35,8 +35,8 @@ namespace OpenSim.Region.Framework.Interfaces
35 35
36 public interface IAvatarFactoryModule 36 public interface IAvatarFactoryModule
37 { 37 {
38 void SetAppearance(IScenePresence sp, AvatarAppearance appearance); 38 void SetAppearance(IScenePresence sp, AvatarAppearance appearance, WearableCacheItem[] cacheItems);
39 void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams); 39 void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, WearableCacheItem[] cacheItems);
40 40
41 /// <summary> 41 /// <summary>
42 /// Send the appearance of an avatar to others in the scene. 42 /// Send the appearance of an avatar to others in the scene.
@@ -52,6 +52,8 @@ namespace OpenSim.Region.Framework.Interfaces
52 /// <returns>An empty list if this agent has no baked textures (e.g. because it's a child agent)</returns> 52 /// <returns>An empty list if this agent has no baked textures (e.g. because it's a child agent)</returns>
53 Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId); 53 Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId);
54 54
55
56 WearableCacheItem[] GetCachedItems(UUID agentId);
55 /// <summary> 57 /// <summary>
56 /// Save the baked textures for the given agent permanently in the asset database. 58 /// Save the baked textures for the given agent permanently in the asset database.
57 /// </summary> 59 /// </summary>
diff --git a/OpenSim/Region/Framework/Interfaces/IBakedTextureModule.cs b/OpenSim/Region/Framework/Interfaces/IBakedTextureModule.cs
new file mode 100644
index 0000000..b536a49
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IBakedTextureModule.cs
@@ -0,0 +1,40 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using Nini.Config;
30using OpenSim.Framework;
31using OpenMetaverse;
32
33namespace OpenSim.Services.Interfaces
34{
35 public interface IBakedTextureModule
36 {
37 WearableCacheItem[] Get(UUID id);
38 void Store(UUID id, WearableCacheItem[] data);
39 }
40}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 1c43a25..1949a90 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -35,6 +35,8 @@ using OpenSim.Region.Framework.Scenes;
35 35
36namespace OpenSim.Region.Framework.Interfaces 36namespace OpenSim.Region.Framework.Interfaces
37{ 37{
38 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
39
38 public interface IEntityTransferModule 40 public interface IEntityTransferModule
39 { 41 {
40 /// <summary> 42 /// <summary>
@@ -50,30 +52,11 @@ namespace OpenSim.Region.Framework.Interfaces
50 /// <param name='teleportFlags'></param> 52 /// <param name='teleportFlags'></param>
51 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags); 53 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
52 54
53 /// <summary>
54 /// Teleport an agent directly to a given region without checking whether the region should be subsituted.
55 /// </summary>
56 /// <remarks>
57 /// Please use Teleport() instead unless you know exactly what you're doing.
58 /// Do not use for same region teleports.
59 /// </remarks>
60 /// <param name='sp'></param>
61 /// <param name='reg'></param>
62 /// <param name='finalDestination'>/param>
63 /// <param name='position'></param>
64 /// <param name='lookAt'></param>
65 /// <param name='teleportFlags'></param>
66 void DoTeleport(
67 ScenePresence sp, GridRegion reg, GridRegion finalDestination,
68 Vector3 position, Vector3 lookAt, uint teleportFlags);
69
70 /// <summary>
71 /// Teleports the agent for the given client to their home destination.
72 /// </summary>
73 /// <param name='id'></param>
74 /// <param name='client'></param>
75 bool TeleportHome(UUID id, IClientAPI client); 55 bool TeleportHome(UUID id, IClientAPI client);
76 56
57 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
58 Vector3 position, Vector3 lookAt, uint teleportFlags);
59
77 /// <summary> 60 /// <summary>
78 /// Show whether the given agent is being teleported. 61 /// Show whether the given agent is being teleported.
79 /// </summary> 62 /// </summary>
@@ -89,7 +72,12 @@ namespace OpenSim.Region.Framework.Interfaces
89 72
90 void EnableChildAgent(ScenePresence agent, GridRegion region); 73 void EnableChildAgent(ScenePresence agent, GridRegion region);
91 74
75 GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos);
76
92 void Cross(SceneObjectGroup sog, Vector3 position, bool silent); 77 void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
78
79 ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
80
93 } 81 }
94 82
95 public interface IUserAgentVerificationModule 83 public interface IUserAgentVerificationModule
diff --git a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
index 3780ece..dfc269e 100644
--- a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
@@ -39,16 +39,17 @@ namespace OpenSim.Region.Framework.Interfaces
39 39
40 // These are required to decouple Scenes from EventQueueHelper 40 // These are required to decouple Scenes from EventQueueHelper
41 void DisableSimulator(ulong handle, UUID avatarID); 41 void DisableSimulator(ulong handle, UUID avatarID);
42 void EnableSimulator(ulong handle, IPEndPoint endPoint, UUID avatarID); 42 void EnableSimulator(ulong handle, IPEndPoint endPoint, UUID avatarID, int regionSizeX, int regionSizeY);
43 void EstablishAgentCommunication(UUID avatarID, IPEndPoint endPoint, 43 void EstablishAgentCommunication(UUID avatarID, IPEndPoint endPoint,
44 string capsPath); 44 string capsPath, ulong regionHandle, int regionSizeX, int regionSizeY);
45 void TeleportFinishEvent(ulong regionHandle, byte simAccess, 45 void TeleportFinishEvent(ulong regionHandle, byte simAccess,
46 IPEndPoint regionExternalEndPoint, 46 IPEndPoint regionExternalEndPoint,
47 uint locationID, uint flags, string capsURL, 47 uint locationID, uint flags, string capsURL,
48 UUID agentID); 48 UUID agentID, int regionSizeX, int regionSizeY);
49 void CrossRegion(ulong handle, Vector3 pos, Vector3 lookAt, 49 void CrossRegion(ulong handle, Vector3 pos, Vector3 lookAt,
50 IPEndPoint newRegionExternalEndPoint, 50 IPEndPoint newRegionExternalEndPoint,
51 string capsURL, UUID avatarID, UUID sessionID); 51 string capsURL, UUID avatarID, UUID sessionID,
52 int regionSizeX, int regionSizeY);
52 void ChatterboxInvitation(UUID sessionID, string sessionName, 53 void ChatterboxInvitation(UUID sessionID, string sessionName,
53 UUID fromAgent, string message, UUID toAgent, string fromName, byte dialog, 54 UUID fromAgent, string message, UUID toAgent, string fromName, byte dialog,
54 uint timeStamp, bool offline, int parentEstateID, Vector3 position, 55 uint timeStamp, bool offline, int parentEstateID, Vector3 position,
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 567ce2a..a9fe556 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1953,6 +1953,11 @@ namespace OpenSim.Region.Framework.Scenes
1953 1953
1954 GridRegion region = new GridRegion(RegionInfo); 1954 GridRegion region = new GridRegion(RegionInfo);
1955 string error = GridService.RegisterRegion(RegionInfo.ScopeID, region); 1955 string error = GridService.RegisterRegion(RegionInfo.ScopeID, region);
1956 m_log.DebugFormat("{0} RegisterRegionWithGrid. name={1},id={2},loc=<{3},{4}>,size=<{5},{6}>",
1957 LogHeader, m_regionName,
1958 RegionInfo.RegionID,
1959 RegionInfo.RegionLocX, RegionInfo.RegionLocY,
1960 RegionInfo.RegionSizeX, RegionInfo.RegionSizeY);
1956 if (error != String.Empty) 1961 if (error != String.Empty)
1957 throw new Exception(error); 1962 throw new Exception(error);
1958 } 1963 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 4f04706..c86f412 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -42,7 +42,8 @@ namespace OpenSim.Region.Framework.Scenes
42{ 42{
43 public abstract class SceneBase : IScene 43 public abstract class SceneBase : IScene
44 { 44 {
45 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 45 protected static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
46 protected static readonly string LogHeader = "[SCENE]";
46 47
47 #region Events 48 #region Events
48 49
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index e31270c..9bd7632 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -121,6 +121,7 @@ namespace OpenSim.Region.Framework.Scenes
121 private bool m_hasGroupChanged = false; 121 private bool m_hasGroupChanged = false;
122 private long timeFirstChanged; 122 private long timeFirstChanged;
123 private long timeLastChanged; 123 private long timeLastChanged;
124 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
124 125
125 /// <summary> 126 /// <summary>
126 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage 127 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
@@ -431,6 +432,12 @@ namespace OpenSim.Region.Framework.Scenes
431 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 432 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
432 } 433 }
433 434
435 private struct avtocrossInfo
436 {
437 public ScenePresence av;
438 public uint ParentID;
439 }
440
434 /// <summary> 441 /// <summary>
435 /// The absolute position of this scene object in the scene 442 /// The absolute position of this scene object in the scene
436 /// </summary> 443 /// </summary>
@@ -458,13 +465,124 @@ namespace OpenSim.Region.Framework.Scenes
458 || Scene.TestBorderCross(val, Cardinals.S)) 465 || Scene.TestBorderCross(val, Cardinals.S))
459 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 466 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
460 { 467 {
468 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
469 uint x = 0;
470 uint y = 0;
471 string version = String.Empty;
472 Vector3 newpos = Vector3.Zero;
473 OpenSim.Services.Interfaces.GridRegion destination = null;
474
461 if (m_rootPart.KeyframeMotion != null) 475 if (m_rootPart.KeyframeMotion != null)
462 m_rootPart.KeyframeMotion.StartCrossingCheck(); 476 m_rootPart.KeyframeMotion.StartCrossingCheck();
463 477
464 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 478 bool canCross = true;
479 foreach (ScenePresence av in m_linkedAvatars)
480 {
481 // We need to cross these agents. First, let's find
482 // out if any of them can't cross for some reason.
483 // We have to deny the crossing entirely if any
484 // of them are banned. Alternatively, we could
485 // unsit banned agents....
486
487
488 // We set the avatar position as being the object
489 // position to get the region to send to
490 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
491 {
492 canCross = false;
493 break;
494 }
495
496 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
497 }
498
499 if (canCross)
500 {
501 // We unparent the SP quietly so that it won't
502 // be made to stand up
503
504 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
505
506 foreach (ScenePresence av in m_linkedAvatars)
507 {
508 avtocrossInfo avinfo = new avtocrossInfo();
509 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
510 if (parentPart != null)
511 av.ParentUUID = parentPart.UUID;
512
513 avinfo.av = av;
514 avinfo.ParentID = av.ParentID;
515 avsToCross.Add(avinfo);
516
517 av.PrevSitOffset = av.OffsetPosition;
518 av.ParentID = 0;
519 }
520
521 // m_linkedAvatars.Clear();
522 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
523
524 // Normalize
525 if (val.X >= Constants.RegionSize)
526 val.X -= Constants.RegionSize;
527 if (val.Y >= Constants.RegionSize)
528 val.Y -= Constants.RegionSize;
529 if (val.X < 0)
530 val.X += Constants.RegionSize;
531 if (val.Y < 0)
532 val.Y += Constants.RegionSize;
533
534 // If it's deleted, crossing was successful
535 if (IsDeleted)
536 {
537 // foreach (ScenePresence av in m_linkedAvatars)
538 foreach (avtocrossInfo avinfo in avsToCross)
539 {
540 ScenePresence av = avinfo.av;
541 if (!av.IsInTransit) // just in case...
542 {
543 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
544
545 av.IsInTransit = true;
546
547 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
548 d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
549 }
550 else
551 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
552 }
553 avsToCross.Clear();
554 return;
555 }
556 else // cross failed, put avas back ??
557 {
558 foreach (avtocrossInfo avinfo in avsToCross)
559 {
560 ScenePresence av = avinfo.av;
561 av.ParentUUID = UUID.Zero;
562 av.ParentID = avinfo.ParentID;
563// m_linkedAvatars.Add(av);
564 }
565 }
566 avsToCross.Clear();
567
568 }
569 else
570 {
571 if (m_rootPart.KeyframeMotion != null)
572 m_rootPart.KeyframeMotion.CrossingFailure();
573
574 if (RootPart.PhysActor != null)
575 {
576 RootPart.PhysActor.CrossingFailure();
577 }
578 }
579 Vector3 oldp = AbsolutePosition;
580 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
581 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
582 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
465 } 583 }
466 } 584 }
467 585
468 if (RootPart.GetStatusSandbox()) 586 if (RootPart.GetStatusSandbox())
469 { 587 {
470 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 588 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -498,6 +616,39 @@ namespace OpenSim.Region.Framework.Scenes
498 } 616 }
499 } 617 }
500 618
619 public override Vector3 Velocity
620 {
621 get { return RootPart.Velocity; }
622 set { RootPart.Velocity = value; }
623 }
624
625 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
626 {
627 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
628 ScenePresence agent = icon.EndInvoke(iar);
629
630 //// If the cross was successful, this agent is a child agent
631 if (agent.IsChildAgent)
632 {
633 if (agent.ParentUUID != UUID.Zero)
634 {
635 agent.ParentPart = null;
636// agent.ParentPosition = Vector3.Zero;
637// agent.ParentUUID = UUID.Zero;
638 }
639 }
640
641 agent.ParentUUID = UUID.Zero;
642// agent.Reset();
643// else // Not successful
644// agent.RestoreInCurrentScene();
645
646 // In any case
647 agent.IsInTransit = false;
648
649 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
650 }
651
501 public override uint LocalId 652 public override uint LocalId
502 { 653 {
503 get { return m_rootPart.LocalId; } 654 get { return m_rootPart.LocalId; }
@@ -1099,6 +1250,7 @@ namespace OpenSim.Region.Framework.Scenes
1099 } 1250 }
1100 } 1251 }
1101 1252
1253
1102 /// <summary> 1254 /// <summary>
1103 /// 1255 ///
1104 /// </summary> 1256 /// </summary>
@@ -1108,6 +1260,46 @@ namespace OpenSim.Region.Framework.Scenes
1108 part.ParentID = m_rootPart.LocalId; 1260 part.ParentID = m_rootPart.LocalId;
1109 part.ClearUndoState(); 1261 part.ClearUndoState();
1110 } 1262 }
1263 /// <summary>
1264 /// Add the avatar to this linkset (avatar is sat).
1265 /// </summary>
1266 /// <param name="agentID"></param>
1267 public void AddAvatar(UUID agentID)
1268 {
1269 ScenePresence presence;
1270 if (m_scene.TryGetScenePresence(agentID, out presence))
1271 {
1272 if (!m_linkedAvatars.Contains(presence))
1273 {
1274 m_linkedAvatars.Add(presence);
1275 }
1276 }
1277 }
1278
1279 /// <summary>
1280 /// Delete the avatar from this linkset (avatar is unsat).
1281 /// </summary>
1282 /// <param name="agentID"></param>
1283 public void DeleteAvatar(UUID agentID)
1284 {
1285 ScenePresence presence;
1286 if (m_scene.TryGetScenePresence(agentID, out presence))
1287 {
1288 if (m_linkedAvatars.Contains(presence))
1289 {
1290 m_linkedAvatars.Remove(presence);
1291 }
1292 }
1293 }
1294
1295 /// <summary>
1296 /// Returns the list of linked presences (avatars sat on this group)
1297 /// </summary>
1298 /// <param name="agentID"></param>
1299 public List<ScenePresence> GetLinkedAvatars()
1300 {
1301 return m_linkedAvatars;
1302 }
1111 1303
1112 public ushort GetTimeDilation() 1304 public ushort GetTimeDilation()
1113 { 1305 {
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 49f70c4..5e80f5a 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -65,6 +65,7 @@ namespace OpenSim.Region.Framework.Scenes
65 65
66 struct ScriptControllers 66 struct ScriptControllers
67 { 67 {
68 public UUID objectID;
68 public UUID itemID; 69 public UUID itemID;
69 public ScriptControlled ignoreControls; 70 public ScriptControlled ignoreControls;
70 public ScriptControlled eventControls; 71 public ScriptControlled eventControls;
@@ -120,7 +121,7 @@ namespace OpenSim.Region.Framework.Scenes
120 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 121 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
121 /// issue #1716 122 /// issue #1716
122 /// </summary> 123 /// </summary>
123 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 124 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
124 125
125 /// <summary> 126 /// <summary>
126 /// Movement updates for agents in neighboring regions are sent directly to clients. 127 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -142,8 +143,6 @@ namespace OpenSim.Region.Framework.Scenes
142 /// <remarks> 143 /// <remarks>
143 /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is 144 /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is
144 /// necessary. 145 /// necessary.
145 /// NOTE: To avoid deadlocks, do not lock m_attachments and then perform other tasks under that lock. Take a copy
146 /// of the list and act on that instead.
147 /// </remarks> 146 /// </remarks>
148 private List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); 147 private List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
149 148
@@ -162,6 +161,10 @@ namespace OpenSim.Region.Framework.Scenes
162 private Vector3 m_lastPosition; 161 private Vector3 m_lastPosition;
163 private Quaternion m_lastRotation; 162 private Quaternion m_lastRotation;
164 private Vector3 m_lastVelocity; 163 private Vector3 m_lastVelocity;
164 private Vector3 m_lastSize = new Vector3(0.45f,0.6f,1.9f);
165
166 private bool m_followCamAuto = false;
167
165 168
166 private Vector3? m_forceToApply; 169 private Vector3? m_forceToApply;
167 private int m_userFlags; 170 private int m_userFlags;
@@ -194,6 +197,7 @@ namespace OpenSim.Region.Framework.Scenes
194// private int m_lastColCount = -1; //KF: Look for Collision chnages 197// private int m_lastColCount = -1; //KF: Look for Collision chnages
195// private int m_updateCount = 0; //KF: Update Anims for a while 198// private int m_updateCount = 0; //KF: Update Anims for a while
196// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 199// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
200 private List<uint> m_lastColliders = new List<uint>();
197 201
198 private TeleportFlags m_teleportFlags; 202 private TeleportFlags m_teleportFlags;
199 public TeleportFlags TeleportFlags 203 public TeleportFlags TeleportFlags
@@ -249,8 +253,6 @@ namespace OpenSim.Region.Framework.Scenes
249 /// </summary> 253 /// </summary>
250 public bool LandAtTarget { get; private set; } 254 public bool LandAtTarget { get; private set; }
251 255
252 private bool m_followCamAuto;
253
254 private int m_movementUpdateCount; 256 private int m_movementUpdateCount;
255 private const int NumMovementsBetweenRayCast = 5; 257 private const int NumMovementsBetweenRayCast = 5;
256 258
@@ -258,6 +260,13 @@ namespace OpenSim.Region.Framework.Scenes
258 //private int m_moveToPositionStateStatus; 260 //private int m_moveToPositionStateStatus;
259 //***************************************************** 261 //*****************************************************
260 262
263 private bool m_collisionEventFlag = false;
264 private object m_collisionEventLock = new Object();
265
266 private int m_movementAnimationUpdateCounter = 0;
267
268 public Vector3 PrevSitOffset { get; set; }
269
261 protected AvatarAppearance m_appearance; 270 protected AvatarAppearance m_appearance;
262 271
263 public AvatarAppearance Appearance 272 public AvatarAppearance Appearance
@@ -397,6 +406,9 @@ namespace OpenSim.Region.Framework.Scenes
397 /// </summary> 406 /// </summary>
398 protected Vector3 m_lastCameraPosition; 407 protected Vector3 m_lastCameraPosition;
399 408
409 private Vector4 m_lastCameraCollisionPlane = new Vector4(0f, 0f, 0f, 1);
410 private bool m_doingCamRayCast = false;
411
400 public Vector3 CameraPosition { get; set; } 412 public Vector3 CameraPosition { get; set; }
401 413
402 public Quaternion CameraRotation 414 public Quaternion CameraRotation
@@ -477,6 +489,10 @@ namespace OpenSim.Region.Framework.Scenes
477 get { return (IClientCore)ControllingClient; } 489 get { return (IClientCore)ControllingClient; }
478 } 490 }
479 491
492 public UUID COF { get; set; }
493
494// public Vector3 ParentPosition { get; set; }
495
480 /// <summary> 496 /// <summary>
481 /// Position of this avatar relative to the region the avatar is in 497 /// Position of this avatar relative to the region the avatar is in
482 /// </summary> 498 /// </summary>
@@ -603,7 +619,24 @@ namespace OpenSim.Region.Framework.Scenes
603// Scene.RegionInfo.RegionName, Name, m_velocity); 619// Scene.RegionInfo.RegionName, Name, m_velocity);
604 } 620 }
605 } 621 }
622/*
623 public override Vector3 AngularVelocity
624 {
625 get
626 {
627 if (PhysicsActor != null)
628 {
629 m_rotationalvelocity = PhysicsActor.RotationalVelocity;
630
631 // m_log.DebugFormat(
632 // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
633 // m_velocity, Name, Scene.RegionInfo.RegionName);
634 }
606 635
636 return m_rotationalvelocity;
637 }
638 }
639*/
607 private Quaternion m_bodyRot = Quaternion.Identity; 640 private Quaternion m_bodyRot = Quaternion.Identity;
608 641
609 /// <summary> 642 /// <summary>
@@ -626,8 +659,16 @@ namespace OpenSim.Region.Framework.Scenes
626 m_bodyRot = value; 659 m_bodyRot = value;
627 660
628 if (PhysicsActor != null) 661 if (PhysicsActor != null)
629 PhysicsActor.Orientation = m_bodyRot; 662 {
630 663 try
664 {
665 PhysicsActor.Orientation = m_bodyRot;
666 }
667 catch (Exception e)
668 {
669 m_log.Error("[SCENE PRESENCE]: Orientation " + e.Message);
670 }
671 }
631// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); 672// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot);
632 } 673 }
633 } 674 }
@@ -641,12 +682,20 @@ namespace OpenSim.Region.Framework.Scenes
641 } 682 }
642 683
643 public bool IsChildAgent { get; set; } 684 public bool IsChildAgent { get; set; }
685 public bool IsLoggingIn { get; set; }
644 686
645 /// <summary> 687 /// <summary>
646 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero. 688 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero.
647 /// </summary> 689 /// </summary>
648 public uint ParentID { get; set; } 690 public uint ParentID { get; set; }
649 691
692 public UUID ParentUUID
693 {
694 get { return m_parentUUID; }
695 set { m_parentUUID = value; }
696 }
697 private UUID m_parentUUID = UUID.Zero;
698
650 /// <summary> 699 /// <summary>
651 /// Are we sitting on an object? 700 /// Are we sitting on an object?
652 /// </summary> 701 /// </summary>
@@ -804,6 +853,7 @@ namespace OpenSim.Region.Framework.Scenes
804 AttachmentsSyncLock = new Object(); 853 AttachmentsSyncLock = new Object();
805 AllowMovement = true; 854 AllowMovement = true;
806 IsChildAgent = true; 855 IsChildAgent = true;
856 IsLoggingIn = false;
807 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault; 857 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault;
808 Animator = new ScenePresenceAnimator(this); 858 Animator = new ScenePresenceAnimator(this);
809 PresenceType = type; 859 PresenceType = type;
@@ -849,6 +899,33 @@ namespace OpenSim.Region.Framework.Scenes
849 m_stateMachine = new ScenePresenceStateMachine(this); 899 m_stateMachine = new ScenePresenceStateMachine(this);
850 } 900 }
851 901
902 private void RegionHeartbeatEnd(Scene scene)
903 {
904 if (IsChildAgent)
905 return;
906
907 m_movementAnimationUpdateCounter ++;
908 if (m_movementAnimationUpdateCounter >= 2)
909 {
910 m_movementAnimationUpdateCounter = 0;
911 if (Animator != null)
912 {
913 // If the parentID == 0 we are not sitting
914 // if !SitGournd then we are not sitting on the ground
915 // Fairly straightforward, now here comes the twist
916 // if ParentUUID is NOT UUID.Zero, we are looking to
917 // be sat on an object that isn't there yet. Should
918 // be treated as if sat.
919 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
920 Animator.UpdateMovementAnimations();
921 }
922 else
923 {
924 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
925 }
926 }
927 }
928
852 public void RegisterToEvents() 929 public void RegisterToEvents()
853 { 930 {
854 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 931 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -919,6 +996,38 @@ namespace OpenSim.Region.Framework.Scenes
919// "[SCENE]: Upgrading child to root agent for {0} in {1}", 996// "[SCENE]: Upgrading child to root agent for {0} in {1}",
920// Name, m_scene.RegionInfo.RegionName); 997// Name, m_scene.RegionInfo.RegionName);
921 998
999 if (ParentUUID != UUID.Zero)
1000 {
1001 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
1002 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
1003 if (part == null)
1004 {
1005 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
1006 }
1007 else
1008 {
1009 part.ParentGroup.AddAvatar(UUID);
1010 if (part.SitTargetPosition != Vector3.Zero)
1011 part.SitTargetAvatar = UUID;
1012// ParentPosition = part.GetWorldPosition();
1013 ParentID = part.LocalId;
1014 ParentPart = part;
1015 m_pos = PrevSitOffset;
1016// pos = ParentPosition;
1017 pos = part.GetWorldPosition();
1018 }
1019 ParentUUID = UUID.Zero;
1020
1021 IsChildAgent = false;
1022
1023// Animator.TrySetMovementAnimation("SIT");
1024 }
1025 else
1026 {
1027 IsChildAgent = false;
1028 IsLoggingIn = false;
1029 }
1030
922 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); 1031 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
923 1032
924 IsChildAgent = false; 1033 IsChildAgent = false;
@@ -936,70 +1045,106 @@ namespace OpenSim.Region.Framework.Scenes
936 1045
937 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 1046 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
938 1047
939 // Moved this from SendInitialData to ensure that Appearance is initialized 1048 UUID groupUUID = UUID.Zero;
940 // before the inventory is processed in MakeRootAgent. This fixes a race condition 1049 string GroupName = string.Empty;
941 // related to the handling of attachments 1050 ulong groupPowers = 0;
942 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
943 1051
944 if (m_scene.TestBorderCross(pos, Cardinals.E)) 1052 // ----------------------------------
1053 // Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status
1054 try
945 { 1055 {
946 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 1056 if (gm != null)
947 pos.X = crossedBorder.BorderLine.Z - 1; 1057 {
1058 groupUUID = ControllingClient.ActiveGroupId;
1059 GroupRecord record = gm.GetGroupRecord(groupUUID);
1060 if (record != null)
1061 GroupName = record.GroupName;
1062 GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid);
1063 if (groupMembershipData != null)
1064 groupPowers = groupMembershipData.GroupPowers;
1065 }
1066 ControllingClient.SendAgentDataUpdate(m_uuid, groupUUID, Firstname, Lastname, groupPowers, GroupName,
1067 Grouptitle);
948 } 1068 }
949 1069 catch (Exception e)
950 if (m_scene.TestBorderCross(pos, Cardinals.N))
951 { 1070 {
952 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 1071 m_log.Debug("[AGENTUPDATE]: " + e.ToString());
953 pos.Y = crossedBorder.BorderLine.Z - 1;
954 } 1072 }
1073 // ------------------------------------
955 1074
956 CheckAndAdjustLandingPoint(ref pos); 1075 if (ParentID == 0)
957
958 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
959 { 1076 {
960 m_log.WarnFormat( 1077 // Moved this from SendInitialData to ensure that Appearance is initialized
961 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 1078 // before the inventory is processed in MakeRootAgent. This fixes a race condition
962 pos, Name, UUID); 1079 // related to the handling of attachments
1080 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
1081 if (m_scene.TestBorderCross(pos, Cardinals.E))
1082 {
1083 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
1084 pos.X = crossedBorder.BorderLine.Z - 1;
1085 }
963 1086
964 if (pos.X < 0f) pos.X = 0f; 1087 if (m_scene.TestBorderCross(pos, Cardinals.N))
965 if (pos.Y < 0f) pos.Y = 0f; 1088 {
966 if (pos.Z < 0f) pos.Z = 0f; 1089 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
967 } 1090 pos.Y = crossedBorder.BorderLine.Z - 1;
1091 }
968 1092
969 float localAVHeight = 1.56f; 1093 CheckAndAdjustLandingPoint(ref pos);
970 if (Appearance.AvatarHeight > 0)
971 localAVHeight = Appearance.AvatarHeight;
972 1094
973 float posZLimit = 0; 1095 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
1096 {
1097 m_log.WarnFormat(
1098 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
1099 pos, Name, UUID);
974 1100
975 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 1101 if (pos.X < 0f) pos.X = 0f;
976 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 1102 if (pos.Y < 0f) pos.Y = 0f;
977 1103 if (pos.Z < 0f) pos.Z = 0f;
978 float newPosZ = posZLimit + localAVHeight / 2; 1104 }
979 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
980 {
981 pos.Z = newPosZ;
982 }
983 AbsolutePosition = pos;
984 1105
985 AddToPhysicalScene(isFlying); 1106 float localAVHeight = 1.56f;
1107 if (Appearance.AvatarHeight > 0)
1108 localAVHeight = Appearance.AvatarHeight;
986 1109
987 // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a 1110 float posZLimit = 0;
988 // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it
989 // since it requires a physics actor to be present. If it is left any later, then physics appears to reset
990 // the value to a negative position which does not trigger the border cross.
991 // This may not be the best location for this.
992 CheckForBorderCrossing();
993 1111
994 if (ForceFly) 1112 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
995 { 1113 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
996 Flying = true; 1114
997 } 1115 float newPosZ = posZLimit + localAVHeight / 2;
998 else if (FlyDisabled) 1116 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
999 { 1117 {
1000 Flying = false; 1118 pos.Z = newPosZ;
1001 } 1119 }
1120 AbsolutePosition = pos;
1121
1122 if (m_teleportFlags == TeleportFlags.Default)
1123 {
1124 Vector3 vel = Velocity;
1125 AddToPhysicalScene(isFlying);
1126 if (PhysicsActor != null)
1127 PhysicsActor.SetMomentum(vel);
1128 }
1129 else
1130 AddToPhysicalScene(isFlying);
1131
1132 // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a
1133 // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it
1134 // since it requires a physics actor to be present. If it is left any later, then physics appears to reset
1135 // the value to a negative position which does not trigger the border cross.
1136 // This may not be the best location for this.
1137 CheckForBorderCrossing();
1002 1138
1139 if (ForceFly)
1140 {
1141 Flying = true;
1142 }
1143 else if (FlyDisabled)
1144 {
1145 Flying = false;
1146 }
1147 }
1003 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 1148 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
1004 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 1149 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
1005 // elsewhere anyway 1150 // elsewhere anyway
@@ -1031,31 +1176,28 @@ namespace OpenSim.Region.Framework.Scenes
1031 // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently 1176 // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
1032 // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are 1177 // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
1033 // not transporting the required data. 1178 // not transporting the required data.
1034 // 1179 lock (m_attachments)
1035 // We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of
1036 // the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here
1037 // which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status.
1038 //
1039 // FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts().
1040 // But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing
1041 // is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the
1042 // script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine.
1043 List<SceneObjectGroup> attachments = GetAttachments();
1044
1045 if (attachments.Count > 0)
1046 { 1180 {
1047 m_log.DebugFormat( 1181 if (HasAttachments())
1048 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
1049
1050 // Resume scripts
1051 foreach (SceneObjectGroup sog in attachments)
1052 { 1182 {
1053 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 1183 m_log.DebugFormat(
1054 sog.ResumeScripts(); 1184 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
1185
1186 // Resume scripts
1187 Util.FireAndForget(delegate(object x) {
1188 foreach (SceneObjectGroup sog in m_attachments)
1189 {
1190 sog.ScheduleGroupForFullUpdate();
1191 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
1192 sog.ResumeScripts();
1193 }
1194 });
1055 } 1195 }
1056 } 1196 }
1057 } 1197 }
1058 1198
1199 SendAvatarDataToAllAgents();
1200
1059 // send the animations of the other presences to me 1201 // send the animations of the other presences to me
1060 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 1202 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
1061 { 1203 {
@@ -1066,6 +1208,7 @@ namespace OpenSim.Region.Framework.Scenes
1066 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 1208 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
1067 // stall on the border crossing since the existing child agent will still have the last movement 1209 // stall on the border crossing since the existing child agent will still have the last movement
1068 // recorded, which stops the input from being processed. 1210 // recorded, which stops the input from being processed.
1211
1069 MovementFlag = 0; 1212 MovementFlag = 0;
1070 1213
1071 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1214 m_scene.EventManager.TriggerOnMakeRootAgent(this);
@@ -1097,12 +1240,16 @@ namespace OpenSim.Region.Framework.Scenes
1097 /// </remarks> 1240 /// </remarks>
1098 public void MakeChildAgent() 1241 public void MakeChildAgent()
1099 { 1242 {
1243 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1244
1100 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1245 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
1101 1246
1102 // Reset these so that teleporting in and walking out isn't seen 1247 // Reset these so that teleporting in and walking out isn't seen
1103 // as teleporting back 1248 // as teleporting back
1104 TeleportFlags = TeleportFlags.Default; 1249 TeleportFlags = TeleportFlags.Default;
1105 1250
1251 MovementFlag = 0;
1252
1106 // It looks like Animator is set to null somewhere, and MakeChild 1253 // It looks like Animator is set to null somewhere, and MakeChild
1107 // is called after that. Probably in aborted teleports. 1254 // is called after that. Probably in aborted teleports.
1108 if (Animator == null) 1255 if (Animator == null)
@@ -1110,6 +1257,7 @@ namespace OpenSim.Region.Framework.Scenes
1110 else 1257 else
1111 Animator.ResetAnimations(); 1258 Animator.ResetAnimations();
1112 1259
1260
1113// m_log.DebugFormat( 1261// m_log.DebugFormat(
1114// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1262// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
1115// Name, UUID, m_scene.RegionInfo.RegionName); 1263// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1121,6 +1269,7 @@ namespace OpenSim.Region.Framework.Scenes
1121 IsChildAgent = true; 1269 IsChildAgent = true;
1122 m_scene.SwapRootAgentCount(true); 1270 m_scene.SwapRootAgentCount(true);
1123 RemoveFromPhysicalScene(); 1271 RemoveFromPhysicalScene();
1272 ParentID = 0; // Child agents can't be sitting
1124 1273
1125 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1274 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
1126 1275
@@ -1136,9 +1285,9 @@ namespace OpenSim.Region.Framework.Scenes
1136 { 1285 {
1137// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1286// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1138 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1287 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
1139 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1140 PhysicsActor.UnSubscribeEvents();
1141 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1288 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1289 PhysicsActor.UnSubscribeEvents();
1290 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1142 PhysicsActor = null; 1291 PhysicsActor = null;
1143 } 1292 }
1144// else 1293// else
@@ -1155,7 +1304,7 @@ namespace OpenSim.Region.Framework.Scenes
1155 /// <param name="pos"></param> 1304 /// <param name="pos"></param>
1156 public void Teleport(Vector3 pos) 1305 public void Teleport(Vector3 pos)
1157 { 1306 {
1158 TeleportWithMomentum(pos, null); 1307 TeleportWithMomentum(pos, Vector3.Zero);
1159 } 1308 }
1160 1309
1161 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1310 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1179,6 +1328,41 @@ namespace OpenSim.Region.Framework.Scenes
1179 SendTerseUpdateToAllClients(); 1328 SendTerseUpdateToAllClients();
1180 } 1329 }
1181 1330
1331 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1332 {
1333 CheckLandingPoint(ref newpos);
1334 AbsolutePosition = newpos;
1335
1336 if (newvel.HasValue)
1337 {
1338 if ((Vector3)newvel == Vector3.Zero)
1339 {
1340 if (PhysicsActor != null)
1341 PhysicsActor.SetMomentum(Vector3.Zero);
1342 m_velocity = Vector3.Zero;
1343 }
1344 else
1345 {
1346 if (PhysicsActor != null)
1347 PhysicsActor.SetMomentum((Vector3)newvel);
1348 m_velocity = (Vector3)newvel;
1349
1350 if (rotateToVelXY)
1351 {
1352 Vector3 lookAt = (Vector3)newvel;
1353 lookAt.Z = 0;
1354 lookAt.Normalize();
1355 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1356 return;
1357 }
1358 }
1359 }
1360
1361 SendTerseUpdateToAllClients();
1362 }
1363
1364
1365
1182 public void StopFlying() 1366 public void StopFlying()
1183 { 1367 {
1184 Vector3 pos = AbsolutePosition; 1368 Vector3 pos = AbsolutePosition;
@@ -1367,6 +1551,14 @@ namespace OpenSim.Region.Framework.Scenes
1367 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height); 1551 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height);
1368 } 1552 }
1369 1553
1554 public void SetSize(Vector3 size, float feetoffset)
1555 {
1556// TODO: Merge the physics bits
1557// if (PhysicsActor != null && !IsChildAgent)
1558// PhysicsActor.setAvatarSize(size, feetoffset);
1559
1560 }
1561
1370 private bool WaitForUpdateAgent(IClientAPI client) 1562 private bool WaitForUpdateAgent(IClientAPI client)
1371 { 1563 {
1372 // Before the source region executes UpdateAgent 1564 // Before the source region executes UpdateAgent
@@ -1426,7 +1618,8 @@ namespace OpenSim.Region.Framework.Scenes
1426 1618
1427 Vector3 look = Velocity; 1619 Vector3 look = Velocity;
1428 1620
1429 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) 1621 // if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
1622 if ((Math.Abs(look.X) < 0.1) && (Math.Abs(look.Y) < 0.1) && (Math.Abs(look.Z) < 0.1))
1430 { 1623 {
1431 look = new Vector3(0.99f, 0.042f, 0); 1624 look = new Vector3(0.99f, 0.042f, 0);
1432 } 1625 }
@@ -1489,11 +1682,12 @@ namespace OpenSim.Region.Framework.Scenes
1489 { 1682 {
1490 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1683 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1491 if (m_agentTransfer != null) 1684 if (m_agentTransfer != null)
1492 Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); 1685 m_agentTransfer.EnableChildAgents(this);
1493 1686
1494 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1687 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1495 if (friendsModule != null) 1688 if (friendsModule != null)
1496 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); 1689 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
1690
1497 } 1691 }
1498 1692
1499 // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region 1693 // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region
@@ -1519,36 +1713,69 @@ namespace OpenSim.Region.Framework.Scenes
1519 /// <param name="collisionPoint"></param> 1713 /// <param name="collisionPoint"></param>
1520 /// <param name="localid"></param> 1714 /// <param name="localid"></param>
1521 /// <param name="distance"></param> 1715 /// <param name="distance"></param>
1716 ///
1717
1718 private void UpdateCameraCollisionPlane(Vector4 plane)
1719 {
1720 if (m_lastCameraCollisionPlane != plane)
1721 {
1722 m_lastCameraCollisionPlane = plane;
1723 ControllingClient.SendCameraConstraint(plane);
1724 }
1725 }
1726
1522 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal) 1727 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal)
1523 { 1728 {
1524 const float POSITION_TOLERANCE = 0.02f; 1729 const float POSITION_TOLERANCE = 0.02f;
1525 const float VELOCITY_TOLERANCE = 0.02f;
1526 const float ROTATION_TOLERANCE = 0.02f; 1730 const float ROTATION_TOLERANCE = 0.02f;
1527 1731
1528 if (m_followCamAuto) 1732 m_doingCamRayCast = false;
1733 if (hitYN && localid != LocalId)
1529 { 1734 {
1530 if (hitYN) 1735 SceneObjectGroup group = m_scene.GetGroupByPrim(localid);
1736 bool IsPrim = group != null;
1737 if (IsPrim)
1531 { 1738 {
1532 CameraConstraintActive = true; 1739 SceneObjectPart part = group.GetPart(localid);
1533 //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance); 1740 if (part != null && !part.VolumeDetectActive)
1534 1741 {
1535 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint); 1742 CameraConstraintActive = true;
1536 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint))); 1743 pNormal.X = (float) Math.Round(pNormal.X, 2);
1744 pNormal.Y = (float) Math.Round(pNormal.Y, 2);
1745 pNormal.Z = (float) Math.Round(pNormal.Z, 2);
1746 pNormal.Normalize();
1747 collisionPoint.X = (float) Math.Round(collisionPoint.X, 1);
1748 collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1);
1749 collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1);
1750
1751 Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z,
1752 Vector3.Dot(collisionPoint, pNormal));
1753 UpdateCameraCollisionPlane(plane);
1754 }
1537 } 1755 }
1538 else 1756 else
1539 { 1757 {
1540 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 1758 CameraConstraintActive = true;
1541 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 1759 pNormal.X = (float) Math.Round(pNormal.X, 2);
1542 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) 1760 pNormal.Y = (float) Math.Round(pNormal.Y, 2);
1543 { 1761 pNormal.Z = (float) Math.Round(pNormal.Z, 2);
1544 if (CameraConstraintActive) 1762 pNormal.Normalize();
1545 { 1763 collisionPoint.X = (float) Math.Round(collisionPoint.X, 1);
1546 ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f)); 1764 collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1);
1547 CameraConstraintActive = false; 1765 collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1);
1548 } 1766
1549 } 1767 Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z,
1768 Vector3.Dot(collisionPoint, pNormal));
1769 UpdateCameraCollisionPlane(plane);
1550 } 1770 }
1551 } 1771 }
1772 else if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
1773 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
1774 {
1775 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -9000f); // not right...
1776 UpdateCameraCollisionPlane(plane);
1777 CameraConstraintActive = false;
1778 }
1552 } 1779 }
1553 1780
1554 /// <summary> 1781 /// <summary>
@@ -1622,6 +1849,41 @@ namespace OpenSim.Region.Framework.Scenes
1622 StandUp(); 1849 StandUp();
1623 } 1850 }
1624 1851
1852 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1853 // this exclude checks may not be complete
1854
1855 if (m_movementUpdateCount % NumMovementsBetweenRayCast == 0 && m_scene.PhysicsScene.SupportsRayCast())
1856 {
1857 if (!m_doingCamRayCast && !m_mouseLook && ParentID == 0)
1858 {
1859 Vector3 posAdjusted = AbsolutePosition;
1860// posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f;
1861 posAdjusted.Z += 1.0f; // viewer current camera focus point
1862 Vector3 tocam = CameraPosition - posAdjusted;
1863 tocam.X = (float)Math.Round(tocam.X, 1);
1864 tocam.Y = (float)Math.Round(tocam.Y, 1);
1865 tocam.Z = (float)Math.Round(tocam.Z, 1);
1866
1867 float distTocamlen = tocam.Length();
1868 if (distTocamlen > 0.3f)
1869 {
1870 tocam *= (1.0f / distTocamlen);
1871 posAdjusted.X = (float)Math.Round(posAdjusted.X, 1);
1872 posAdjusted.Y = (float)Math.Round(posAdjusted.Y, 1);
1873 posAdjusted.Z = (float)Math.Round(posAdjusted.Z, 1);
1874
1875 m_doingCamRayCast = true;
1876 m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback);
1877 }
1878 }
1879 else if (CameraConstraintActive && (m_mouseLook || ParentID != 0))
1880 {
1881 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right...
1882 UpdateCameraCollisionPlane(plane);
1883 CameraConstraintActive = false;
1884 }
1885 }
1886
1625 uint flagsForScripts = (uint)flags; 1887 uint flagsForScripts = (uint)flags;
1626 flags = RemoveIgnoredControls(flags, IgnoredControls); 1888 flags = RemoveIgnoredControls(flags, IgnoredControls);
1627 1889
@@ -2182,7 +2444,8 @@ namespace OpenSim.Region.Framework.Scenes
2182// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); 2444// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name);
2183 2445
2184 MovingToTarget = false; 2446 MovingToTarget = false;
2185 MoveToPositionTarget = Vector3.Zero; 2447// MoveToPositionTarget = Vector3.Zero;
2448 m_forceToApply = null; // cancel possible last action
2186 2449
2187 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct 2450 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct
2188 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag. 2451 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag.
@@ -2205,6 +2468,9 @@ namespace OpenSim.Region.Framework.Scenes
2205 2468
2206 if (satOnObject) 2469 if (satOnObject)
2207 { 2470 {
2471 PrevSitOffset = m_pos; // Save sit offset
2472 UnRegisterSeatControls(part.ParentGroup.UUID);
2473
2208 TaskInventoryDictionary taskIDict = part.TaskInventory; 2474 TaskInventoryDictionary taskIDict = part.TaskInventory;
2209 if (taskIDict != null) 2475 if (taskIDict != null)
2210 { 2476 {
@@ -2220,6 +2486,7 @@ namespace OpenSim.Region.Framework.Scenes
2220 } 2486 }
2221 } 2487 }
2222 2488
2489 part.ParentGroup.DeleteAvatar(UUID);
2223 Vector3 sitPartWorldPosition = part.GetWorldPosition(); 2490 Vector3 sitPartWorldPosition = part.GetWorldPosition();
2224 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 2491 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
2225 2492
@@ -2280,6 +2547,9 @@ namespace OpenSim.Region.Framework.Scenes
2280 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 2547 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2281 } 2548 }
2282 2549
2550 else if (PhysicsActor == null)
2551 AddToPhysicalScene(false);
2552
2283 Animator.TrySetMovementAnimation("STAND"); 2553 Animator.TrySetMovementAnimation("STAND");
2284 TriggerScenePresenceUpdated(); 2554 TriggerScenePresenceUpdated();
2285 } 2555 }
@@ -2328,11 +2598,8 @@ namespace OpenSim.Region.Framework.Scenes
2328 if (part == null) 2598 if (part == null)
2329 return; 2599 return;
2330 2600
2331 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
2332 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
2333
2334 if (PhysicsActor != null) 2601 if (PhysicsActor != null)
2335 m_sitAvatarHeight = PhysicsActor.Size.Z; 2602 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
2336 2603
2337 bool canSit = false; 2604 bool canSit = false;
2338 2605
@@ -2359,33 +2626,32 @@ namespace OpenSim.Region.Framework.Scenes
2359 } 2626 }
2360 else 2627 else
2361 { 2628 {
2629 if (PhysicsSit(part,offset)) // physics engine
2630 return;
2631
2362 Vector3 pos = part.AbsolutePosition + offset; 2632 Vector3 pos = part.AbsolutePosition + offset;
2363 2633
2364 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10) 2634 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10)
2365 { 2635 {
2366// m_log.DebugFormat(
2367// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is unset and within 10m",
2368// Name, part.Name, part.LocalId);
2369
2370 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 2636 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
2371 canSit = true; 2637 canSit = true;
2372 } 2638 }
2373// else
2374// {
2375// m_log.DebugFormat(
2376// "[SCENE PRESENCE]: Ignoring sit request of {0} on {1} {2} because sit target is unset and outside 10m",
2377// Name, part.Name, part.LocalId);
2378// }
2379 } 2639 }
2380 2640
2381 if (canSit) 2641 if (canSit)
2382 { 2642 {
2643
2383 if (PhysicsActor != null) 2644 if (PhysicsActor != null)
2384 { 2645 {
2385 // We can remove the physicsActor until they stand up. 2646 // We can remove the physicsActor until they stand up.
2386 RemoveFromPhysicalScene(); 2647 RemoveFromPhysicalScene();
2387 } 2648 }
2388 2649
2650 if (MovingToTarget)
2651 ResetMoveToTarget();
2652
2653 Velocity = Vector3.Zero;
2654
2389 part.AddSittingAvatar(UUID); 2655 part.AddSittingAvatar(UUID);
2390 2656
2391 cameraAtOffset = part.GetCameraAtOffset(); 2657 cameraAtOffset = part.GetCameraAtOffset();
@@ -2429,14 +2695,6 @@ namespace OpenSim.Region.Framework.Scenes
2429 m_requestedSitTargetID = part.LocalId; 2695 m_requestedSitTargetID = part.LocalId;
2430 m_requestedSitTargetUUID = part.UUID; 2696 m_requestedSitTargetUUID = part.UUID;
2431 2697
2432// m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
2433
2434 if (m_scene.PhysicsScene.SupportsRayCast())
2435 {
2436 //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback());
2437 //SitRayCastAvatarPosition(part);
2438 //return;
2439 }
2440 } 2698 }
2441 else 2699 else
2442 { 2700 {
@@ -2446,197 +2704,115 @@ namespace OpenSim.Region.Framework.Scenes
2446 SendSitResponse(targetID, offset, Quaternion.Identity); 2704 SendSitResponse(targetID, offset, Quaternion.Identity);
2447 } 2705 }
2448 2706
2449 /* 2707 // returns false if does not suport so older sit can be tried
2450 public void SitRayCastAvatarPosition(SceneObjectPart part) 2708 public bool PhysicsSit(SceneObjectPart part, Vector3 offset)
2451 {
2452 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2453 Vector3 StartRayCastPosition = AbsolutePosition;
2454 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2455 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2456 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse);
2457 }
2458
2459 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2460 { 2709 {
2461 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2710// TODO: Pull in these bits
2462 if (part != null) 2711 return false;
2463 { 2712/*
2464 if (hitYN) 2713 if (part == null || part.ParentGroup.IsAttachment)
2465 {
2466 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2467 {
2468 SitRaycastFindEdge(collisionPoint, normal);
2469 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2470 }
2471 else
2472 {
2473 SitRayCastAvatarPositionCameraZ(part);
2474 }
2475 }
2476 else
2477 {
2478 SitRayCastAvatarPositionCameraZ(part);
2479 }
2480 }
2481 else
2482 { 2714 {
2483 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2715 return true;
2484 m_requestedSitTargetUUID = UUID.Zero;
2485 m_requestedSitTargetID = 0;
2486 m_requestedSitOffset = Vector3.Zero;
2487 } 2716 }
2488 2717
2489 } 2718 if ( m_scene.PhysicsScene == null)
2490 2719 return false;
2491 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part)
2492 {
2493 // Next, try to raycast from the camera Z position
2494 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2495 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z;
2496 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2497 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2498 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse);
2499 }
2500 2720
2501 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2721 if (part.PhysActor == null)
2502 {
2503 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2504 if (part != null)
2505 { 2722 {
2506 if (hitYN) 2723 // none physcis shape
2507 { 2724 if (part.PhysicsShapeType == (byte)PhysicsShapeType.None)
2508 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2725 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2509 {
2510 SitRaycastFindEdge(collisionPoint, normal);
2511 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2512 }
2513 else
2514 {
2515 SitRayCastCameraPosition(part);
2516 }
2517 }
2518 else 2726 else
2519 { 2727 { // non physical phantom TODO
2520 SitRayCastCameraPosition(part); 2728 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2729 return false;
2521 } 2730 }
2522 } 2731 return true;
2523 else
2524 {
2525 ControllingClient.SendAlertMessage("Sit position no longer exists");
2526 m_requestedSitTargetUUID = UUID.Zero;
2527 m_requestedSitTargetID = 0;
2528 m_requestedSitOffset = Vector3.Zero;
2529 } 2732 }
2530 2733
2531 }
2532 2734
2533 public void SitRayCastCameraPosition(SceneObjectPart part) 2735 // not doing autopilot
2534 { 2736 m_requestedSitTargetID = 0;
2535 // Next, try to raycast from the camera position
2536 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2537 Vector3 StartRayCastPosition = CameraPosition;
2538 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2539 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2540 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse);
2541 }
2542 2737
2543 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2738 if (m_scene.PhysicsScene.SitAvatar(part.PhysActor, AbsolutePosition, CameraPosition, offset, new Vector3(0.35f, 0, 0.65f), PhysicsSitResponse) != 0)
2544 { 2739 return true;
2545 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2546 if (part != null)
2547 {
2548 if (hitYN)
2549 {
2550 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2551 {
2552 SitRaycastFindEdge(collisionPoint, normal);
2553 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2554 }
2555 else
2556 {
2557 SitRayHorizontal(part);
2558 }
2559 }
2560 else
2561 {
2562 SitRayHorizontal(part);
2563 }
2564 }
2565 else
2566 {
2567 ControllingClient.SendAlertMessage("Sit position no longer exists");
2568 m_requestedSitTargetUUID = UUID.Zero;
2569 m_requestedSitTargetID = 0;
2570 m_requestedSitOffset = Vector3.Zero;
2571 }
2572 2740
2741 return false;
2742*/
2573 } 2743 }
2574 2744
2575 public void SitRayHorizontal(SceneObjectPart part) 2745
2746 private bool CanEnterLandPosition(Vector3 testPos)
2576 { 2747 {
2577 // Next, try to raycast from the avatar position to fwd 2748 ILandObject land = m_scene.LandChannel.GetLandObject(testPos.X, testPos.Y);
2578 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2749
2579 Vector3 StartRayCastPosition = CameraPosition; 2750 if (land == null || land.LandData.Name == "NO_LAND")
2580 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2751 return true;
2581 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2752
2582 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse); 2753 return land.CanBeOnThisLand(UUID,testPos.Z);
2583 } 2754 }
2584 2755
2585 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2756 // status
2757 // < 0 ignore
2758 // 0 bad sit spot
2759 public void PhysicsSitResponse(int status, uint partID, Vector3 offset, Quaternion Orientation)
2586 { 2760 {
2587 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2761 if (status < 0)
2588 if (part != null) 2762 return;
2763
2764 if (status == 0)
2589 { 2765 {
2590 if (hitYN) 2766 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2591 { 2767 return;
2592 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2593 {
2594 SitRaycastFindEdge(collisionPoint, normal);
2595 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2596 // Next, try to raycast from the camera position
2597 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2598 Vector3 StartRayCastPosition = CameraPosition;
2599 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2600 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2601 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition);
2602 }
2603 else
2604 {
2605 ControllingClient.SendAlertMessage("Sit position not accessable.");
2606 m_requestedSitTargetUUID = UUID.Zero;
2607 m_requestedSitTargetID = 0;
2608 m_requestedSitOffset = Vector3.Zero;
2609 }
2610 }
2611 else
2612 {
2613 ControllingClient.SendAlertMessage("Sit position not accessable.");
2614 m_requestedSitTargetUUID = UUID.Zero;
2615 m_requestedSitTargetID = 0;
2616 m_requestedSitOffset = Vector3.Zero;
2617 }
2618 } 2768 }
2619 else 2769
2770 SceneObjectPart part = m_scene.GetSceneObjectPart(partID);
2771 if (part == null)
2772 return;
2773
2774 Vector3 targetPos = part.GetWorldPosition() + offset * part.GetWorldRotation();
2775 if(!CanEnterLandPosition(targetPos))
2620 { 2776 {
2621 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2777 ControllingClient.SendAlertMessage(" Sit position on restricted land, try another spot");
2622 m_requestedSitTargetUUID = UUID.Zero; 2778 return;
2623 m_requestedSitTargetID = 0;
2624 m_requestedSitOffset = Vector3.Zero;
2625 } 2779 }
2626 2780
2627 } 2781 RemoveFromPhysicalScene();
2628 2782
2629 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal) 2783 if (MovingToTarget)
2630 { 2784 ResetMoveToTarget();
2631 int i = 0; 2785
2632 //throw new NotImplementedException(); 2786 Velocity = Vector3.Zero;
2633 //m_requestedSitTargetUUID = UUID.Zero; 2787
2634 //m_requestedSitTargetID = 0; 2788 part.AddSittingAvatar(UUID);
2635 //m_requestedSitOffset = Vector3.Zero; 2789
2790 Vector3 cameraAtOffset = part.GetCameraAtOffset();
2791 Vector3 cameraEyeOffset = part.GetCameraEyeOffset();
2792 bool forceMouselook = part.GetForceMouselook();
2793
2794 ControllingClient.SendSitResponse(
2795 part.UUID, offset, Orientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
2796
2797 // not using autopilot
2798
2799 Rotation = Orientation;
2800 m_pos = offset;
2801
2802 m_requestedSitTargetID = 0;
2803 part.ParentGroup.AddAvatar(UUID);
2804
2805 ParentPart = part;
2806 ParentID = part.LocalId;
2807 if(status == 3)
2808 Animator.TrySetMovementAnimation("SIT_GROUND");
2809 else
2810 Animator.TrySetMovementAnimation("SIT");
2811 SendAvatarDataToAllAgents();
2636 2812
2637 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity); 2813 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2638 } 2814 }
2639 */ 2815
2640 2816
2641 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) 2817 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
2642 { 2818 {
@@ -2656,6 +2832,7 @@ namespace OpenSim.Region.Framework.Scenes
2656 return; 2832 return;
2657 } 2833 }
2658 2834
2835
2659 if (part.SitTargetAvatar == UUID) 2836 if (part.SitTargetAvatar == UUID)
2660 { 2837 {
2661 Vector3 sitTargetPos = part.SitTargetPosition; 2838 Vector3 sitTargetPos = part.SitTargetPosition;
@@ -2670,7 +2847,28 @@ namespace OpenSim.Region.Framework.Scenes
2670 2847
2671 //Quaternion result = (sitTargetOrient * vq) * nq; 2848 //Quaternion result = (sitTargetOrient * vq) * nq;
2672 2849
2673 Vector3 newPos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2850 double x, y, z, m;
2851
2852 Quaternion r = sitTargetOrient;
2853 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2854
2855 if (Math.Abs(1.0 - m) > 0.000001)
2856 {
2857 m = 1.0 / Math.Sqrt(m);
2858 r.X *= (float)m;
2859 r.Y *= (float)m;
2860 r.Z *= (float)m;
2861 r.W *= (float)m;
2862 }
2863
2864 x = 2 * (r.X * r.Z + r.Y * r.W);
2865 y = 2 * (-r.X * r.W + r.Y * r.Z);
2866 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2867
2868 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2869 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2870
2871 Vector3 newPos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2674 Quaternion newRot; 2872 Quaternion newRot;
2675 2873
2676 if (part.IsRoot) 2874 if (part.IsRoot)
@@ -2687,6 +2885,9 @@ namespace OpenSim.Region.Framework.Scenes
2687 2885
2688 m_pos = newPos; 2886 m_pos = newPos;
2689 Rotation = newRot; 2887 Rotation = newRot;
2888
2889// ParentPosition = part.AbsolutePosition;
2890 part.ParentGroup.AddAvatar(UUID);
2690 } 2891 }
2691 else 2892 else
2692 { 2893 {
@@ -2694,6 +2895,9 @@ namespace OpenSim.Region.Framework.Scenes
2694 // being sat upon. 2895 // being sat upon.
2695 m_pos -= part.GroupPosition; 2896 m_pos -= part.GroupPosition;
2696 2897
2898// ParentPosition = part.AbsolutePosition;
2899 part.ParentGroup.AddAvatar(UUID);
2900
2697// m_log.DebugFormat( 2901// m_log.DebugFormat(
2698// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2902// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
2699// Name, part.AbsolutePosition, m_pos, ParentPosition, part.Name, part.LocalId); 2903// Name, part.AbsolutePosition, m_pos, ParentPosition, part.Name, part.LocalId);
@@ -2809,8 +3013,8 @@ namespace OpenSim.Region.Framework.Scenes
2809 direc.Z *= 2.6f; 3013 direc.Z *= 2.6f;
2810 3014
2811 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 3015 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2812 Animator.TrySetMovementAnimation("PREJUMP"); 3016// Animator.TrySetMovementAnimation("PREJUMP");
2813 Animator.TrySetMovementAnimation("JUMP"); 3017// Animator.TrySetMovementAnimation("JUMP");
2814 } 3018 }
2815 } 3019 }
2816 } 3020 }
@@ -2819,6 +3023,7 @@ namespace OpenSim.Region.Framework.Scenes
2819 3023
2820 // TODO: Add the force instead of only setting it to support multiple forces per frame? 3024 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2821 m_forceToApply = direc; 3025 m_forceToApply = direc;
3026 Animator.UpdateMovementAnimations();
2822 } 3027 }
2823 3028
2824 #endregion 3029 #endregion
@@ -2836,16 +3041,12 @@ namespace OpenSim.Region.Framework.Scenes
2836 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to 3041 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to
2837 // grab the latest PhysicsActor velocity, whereas m_velocity is often 3042 // grab the latest PhysicsActor velocity, whereas m_velocity is often
2838 // storing a requested force instead of an actual traveling velocity 3043 // storing a requested force instead of an actual traveling velocity
3044 if (Appearance.AvatarSize != m_lastSize && !IsLoggingIn)
3045 SendAvatarDataToAllAgents();
2839 3046
2840 // Throw away duplicate or insignificant updates 3047 if (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
2841 if ( 3048 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
2842 // If the velocity has become zero, send it no matter what. 3049 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
2843 (Velocity != m_lastVelocity && Velocity == Vector3.Zero)
2844 // otherwise, if things have changed reasonably, send the update
2845 || (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
2846 || !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE)
2847 || !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)))
2848
2849 { 3050 {
2850 SendTerseUpdateToAllClients(); 3051 SendTerseUpdateToAllClients();
2851 3052
@@ -3005,9 +3206,7 @@ namespace OpenSim.Region.Framework.Scenes
3005 // again here... this comes after the cached appearance check because the avatars 3206 // again here... this comes after the cached appearance check because the avatars
3006 // appearance goes into the avatar update packet 3207 // appearance goes into the avatar update packet
3007 SendAvatarDataToAllAgents(); 3208 SendAvatarDataToAllAgents();
3008 3209 SendAppearanceToAgent(this);
3009 // This invocation always shows up in the viewer logs as an error.
3010 // SendAppearanceToAgent(this);
3011 3210
3012 // If we are using the the cached appearance then send it out to everyone 3211 // If we are using the the cached appearance then send it out to everyone
3013 if (cachedappearance) 3212 if (cachedappearance)
@@ -3038,6 +3237,8 @@ namespace OpenSim.Region.Framework.Scenes
3038 return; 3237 return;
3039 } 3238 }
3040 3239
3240 m_lastSize = Appearance.AvatarSize;
3241
3041 int count = 0; 3242 int count = 0;
3042 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) 3243 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
3043 { 3244 {
@@ -3145,6 +3346,8 @@ namespace OpenSim.Region.Framework.Scenes
3145 3346
3146 avatar.ControllingClient.SendAppearance( 3347 avatar.ControllingClient.SendAppearance(
3147 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes()); 3348 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes());
3349
3350
3148 } 3351 }
3149 3352
3150 #endregion 3353 #endregion
@@ -3218,8 +3421,9 @@ namespace OpenSim.Region.Framework.Scenes
3218 3421
3219 // If we don't have a PhysActor, we can't cross anyway 3422 // If we don't have a PhysActor, we can't cross anyway
3220 // Also don't do this while sat, sitting avatars cross with the 3423 // Also don't do this while sat, sitting avatars cross with the
3221 // object they sit on. 3424 // object they sit on. ParentUUID denoted a pending sit, don't
3222 if (ParentID != 0 || PhysicsActor == null) 3425 // interfere with it.
3426 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
3223 return; 3427 return;
3224 3428
3225 if (!IsInTransit) 3429 if (!IsInTransit)
@@ -3563,6 +3767,9 @@ namespace OpenSim.Region.Framework.Scenes
3563 cAgent.AlwaysRun = SetAlwaysRun; 3767 cAgent.AlwaysRun = SetAlwaysRun;
3564 3768
3565 cAgent.Appearance = new AvatarAppearance(Appearance); 3769 cAgent.Appearance = new AvatarAppearance(Appearance);
3770
3771 cAgent.ParentPart = ParentUUID;
3772 cAgent.SitOffset = PrevSitOffset;
3566 3773
3567 lock (scriptedcontrols) 3774 lock (scriptedcontrols)
3568 { 3775 {
@@ -3571,7 +3778,7 @@ namespace OpenSim.Region.Framework.Scenes
3571 3778
3572 foreach (ScriptControllers c in scriptedcontrols.Values) 3779 foreach (ScriptControllers c in scriptedcontrols.Values)
3573 { 3780 {
3574 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3781 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3575 } 3782 }
3576 cAgent.Controllers = controls; 3783 cAgent.Controllers = controls;
3577 } 3784 }
@@ -3605,6 +3812,8 @@ namespace OpenSim.Region.Framework.Scenes
3605 CameraAtAxis = cAgent.AtAxis; 3812 CameraAtAxis = cAgent.AtAxis;
3606 CameraLeftAxis = cAgent.LeftAxis; 3813 CameraLeftAxis = cAgent.LeftAxis;
3607 CameraUpAxis = cAgent.UpAxis; 3814 CameraUpAxis = cAgent.UpAxis;
3815 ParentUUID = cAgent.ParentPart;
3816 PrevSitOffset = cAgent.SitOffset;
3608 3817
3609 // When we get to the point of re-computing neighbors everytime this 3818 // When we get to the point of re-computing neighbors everytime this
3610 // changes, then start using the agent's drawdistance rather than the 3819 // changes, then start using the agent's drawdistance rather than the
@@ -3642,6 +3851,7 @@ namespace OpenSim.Region.Framework.Scenes
3642 foreach (ControllerData c in cAgent.Controllers) 3851 foreach (ControllerData c in cAgent.Controllers)
3643 { 3852 {
3644 ScriptControllers sc = new ScriptControllers(); 3853 ScriptControllers sc = new ScriptControllers();
3854 sc.objectID = c.ObjectID;
3645 sc.itemID = c.ItemID; 3855 sc.itemID = c.ItemID;
3646 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3856 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3647 sc.eventControls = (ScriptControlled)c.EventControls; 3857 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3707,20 +3917,27 @@ namespace OpenSim.Region.Framework.Scenes
3707 } 3917 }
3708 3918
3709 if (Appearance.AvatarHeight == 0) 3919 if (Appearance.AvatarHeight == 0)
3710 Appearance.SetHeight(); 3920// Appearance.SetHeight();
3921 Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f));
3711 3922
3712 PhysicsScene scene = m_scene.PhysicsScene; 3923 PhysicsScene scene = m_scene.PhysicsScene;
3713 3924
3714 Vector3 pVec = AbsolutePosition; 3925 Vector3 pVec = AbsolutePosition;
3715 3926
3927/*
3928 PhysicsActor = scene.AddAvatar(
3929 LocalId, Firstname + "." + Lastname, pVec,
3930 new Vector3(0.45f, 0.6f, Appearance.AvatarHeight), isFlying);
3931*/
3932
3716 PhysicsActor = scene.AddAvatar( 3933 PhysicsActor = scene.AddAvatar(
3717 LocalId, Firstname + "." + Lastname, pVec, 3934 LocalId, Firstname + "." + Lastname, pVec,
3718 new Vector3(0f, 0f, Appearance.AvatarHeight), isFlying); 3935 Appearance.AvatarBoxSize, isFlying);
3719 3936
3720 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3937 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3721 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3938 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3722 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3939 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3723 PhysicsActor.SubscribeEvents(500); 3940 PhysicsActor.SubscribeEvents(100);
3724 PhysicsActor.LocalID = LocalId; 3941 PhysicsActor.LocalID = LocalId;
3725 } 3942 }
3726 3943
@@ -3734,6 +3951,7 @@ namespace OpenSim.Region.Framework.Scenes
3734 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); 3951 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true);
3735 } 3952 }
3736 3953
3954
3737 /// <summary> 3955 /// <summary>
3738 /// Event called by the physics plugin to tell the avatar about a collision. 3956 /// Event called by the physics plugin to tell the avatar about a collision.
3739 /// </summary> 3957 /// </summary>
@@ -3747,7 +3965,7 @@ namespace OpenSim.Region.Framework.Scenes
3747 /// <param name="e"></param> 3965 /// <param name="e"></param>
3748 public void PhysicsCollisionUpdate(EventArgs e) 3966 public void PhysicsCollisionUpdate(EventArgs e)
3749 { 3967 {
3750 if (IsChildAgent) 3968 if (IsChildAgent || Animator == null)
3751 return; 3969 return;
3752 3970
3753 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3971 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
@@ -3764,7 +3982,6 @@ namespace OpenSim.Region.Framework.Scenes
3764 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3982 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3765 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3983 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3766 3984
3767 CollisionPlane = Vector4.UnitW;
3768 3985
3769// // No collisions at all means we may be flying. Update always 3986// // No collisions at all means we may be flying. Update always
3770// // to make falling work 3987// // to make falling work
@@ -3774,34 +3991,7 @@ namespace OpenSim.Region.Framework.Scenes
3774// m_lastColCount = coldata.Count; 3991// m_lastColCount = coldata.Count;
3775// } 3992// }
3776 3993
3777 if (coldata.Count != 0) 3994 CollisionPlane = Vector4.UnitW;
3778 {
3779 switch (Animator.CurrentMovementAnimation)
3780 {
3781 case "STAND":
3782 case "WALK":
3783 case "RUN":
3784 case "CROUCH":
3785 case "CROUCHWALK":
3786 {
3787 ContactPoint lowest;
3788 lowest.SurfaceNormal = Vector3.Zero;
3789 lowest.Position = Vector3.Zero;
3790 lowest.Position.Z = Single.NaN;
3791
3792 foreach (ContactPoint contact in coldata.Values)
3793 {
3794 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z)
3795 {
3796 lowest = contact;
3797 }
3798 }
3799
3800 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal));
3801 }
3802 break;
3803 }
3804 }
3805 3995
3806 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3996 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3807 if (Invulnerable || GodLevel > 0) 3997 if (Invulnerable || GodLevel > 0)
@@ -3900,6 +4090,12 @@ namespace OpenSim.Region.Framework.Scenes
3900 // m_reprioritizationTimer.Dispose(); 4090 // m_reprioritizationTimer.Dispose();
3901 4091
3902 RemoveFromPhysicalScene(); 4092 RemoveFromPhysicalScene();
4093
4094 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
4095
4096// if (Animator != null)
4097// Animator.Close();
4098 Animator = null;
3903 4099
3904 LifecycleState = ScenePresenceState.Removed; 4100 LifecycleState = ScenePresenceState.Removed;
3905 } 4101 }
@@ -4135,10 +4331,18 @@ namespace OpenSim.Region.Framework.Scenes
4135 4331
4136 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 4332 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
4137 { 4333 {
4334 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
4335 if (p == null)
4336 return;
4337
4338 ControllingClient.SendTakeControls(controls, false, false);
4339 ControllingClient.SendTakeControls(controls, true, false);
4340
4138 ScriptControllers obj = new ScriptControllers(); 4341 ScriptControllers obj = new ScriptControllers();
4139 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 4342 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
4140 obj.eventControls = ScriptControlled.CONTROL_ZERO; 4343 obj.eventControls = ScriptControlled.CONTROL_ZERO;
4141 4344
4345 obj.objectID = p.ParentGroup.UUID;
4142 obj.itemID = Script_item_UUID; 4346 obj.itemID = Script_item_UUID;
4143 if (pass_on == 0 && accept == 0) 4347 if (pass_on == 0 && accept == 0)
4144 { 4348 {
@@ -4187,6 +4391,21 @@ namespace OpenSim.Region.Framework.Scenes
4187 ControllingClient.SendTakeControls(int.MaxValue, false, false); 4391 ControllingClient.SendTakeControls(int.MaxValue, false, false);
4188 } 4392 }
4189 4393
4394 private void UnRegisterSeatControls(UUID obj)
4395 {
4396 List<UUID> takers = new List<UUID>();
4397
4398 foreach (ScriptControllers c in scriptedcontrols.Values)
4399 {
4400 if (c.objectID == obj)
4401 takers.Add(c.itemID);
4402 }
4403 foreach (UUID t in takers)
4404 {
4405 UnRegisterControlEventsToScript(0, t);
4406 }
4407 }
4408
4190 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 4409 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
4191 { 4410 {
4192 ScriptControllers takecontrols; 4411 ScriptControllers takecontrols;
@@ -4516,6 +4735,12 @@ namespace OpenSim.Region.Framework.Scenes
4516 4735
4517 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4736 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
4518 { 4737 {
4738 string reason;
4739
4740 // Honor bans
4741 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4742 return;
4743
4519 SceneObjectGroup telehub = null; 4744 SceneObjectGroup telehub = null;
4520 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4745 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
4521 { 4746 {
@@ -4555,11 +4780,119 @@ namespace OpenSim.Region.Framework.Scenes
4555 pos = land.LandData.UserLocation; 4780 pos = land.LandData.UserLocation;
4556 } 4781 }
4557 } 4782 }
4558 4783
4559 land.SendLandUpdateToClient(ControllingClient); 4784 land.SendLandUpdateToClient(ControllingClient);
4560 } 4785 }
4561 } 4786 }
4562 4787
4788 private DetectedObject CreateDetObject(SceneObjectPart obj)
4789 {
4790 DetectedObject detobj = new DetectedObject();
4791 detobj.keyUUID = obj.UUID;
4792 detobj.nameStr = obj.Name;
4793 detobj.ownerUUID = obj.OwnerID;
4794 detobj.posVector = obj.AbsolutePosition;
4795 detobj.rotQuat = obj.GetWorldRotation();
4796 detobj.velVector = obj.Velocity;
4797 detobj.colliderType = 0;
4798 detobj.groupUUID = obj.GroupID;
4799
4800 return detobj;
4801 }
4802
4803 private DetectedObject CreateDetObject(ScenePresence av)
4804 {
4805 DetectedObject detobj = new DetectedObject();
4806 detobj.keyUUID = av.UUID;
4807 detobj.nameStr = av.ControllingClient.Name;
4808 detobj.ownerUUID = av.UUID;
4809 detobj.posVector = av.AbsolutePosition;
4810 detobj.rotQuat = av.Rotation;
4811 detobj.velVector = av.Velocity;
4812 detobj.colliderType = 0;
4813 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4814
4815 return detobj;
4816 }
4817
4818 private DetectedObject CreateDetObjectForGround()
4819 {
4820 DetectedObject detobj = new DetectedObject();
4821 detobj.keyUUID = UUID.Zero;
4822 detobj.nameStr = "";
4823 detobj.ownerUUID = UUID.Zero;
4824 detobj.posVector = AbsolutePosition;
4825 detobj.rotQuat = Quaternion.Identity;
4826 detobj.velVector = Vector3.Zero;
4827 detobj.colliderType = 0;
4828 detobj.groupUUID = UUID.Zero;
4829
4830 return detobj;
4831 }
4832
4833 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4834 {
4835 ColliderArgs colliderArgs = new ColliderArgs();
4836 List<DetectedObject> colliding = new List<DetectedObject>();
4837 foreach (uint localId in colliders)
4838 {
4839 if (localId == 0)
4840 continue;
4841
4842 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4843 if (obj != null)
4844 {
4845 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4846 colliding.Add(CreateDetObject(obj));
4847 }
4848 else
4849 {
4850 ScenePresence av = m_scene.GetScenePresence(localId);
4851 if (av != null && (!av.IsChildAgent))
4852 {
4853 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4854 colliding.Add(CreateDetObject(av));
4855 }
4856 }
4857 }
4858
4859 colliderArgs.Colliders = colliding;
4860
4861 return colliderArgs;
4862 }
4863
4864 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4865
4866 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4867 {
4868 ColliderArgs CollidingMessage;
4869
4870 if (colliders.Count > 0)
4871 {
4872 if ((dest.RootPart.ScriptEvents & ev) != 0)
4873 {
4874 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4875
4876 if (CollidingMessage.Colliders.Count > 0)
4877 notify(dest.RootPart.LocalId, CollidingMessage);
4878 }
4879 }
4880 }
4881
4882 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4883 {
4884 if ((dest.RootPart.ScriptEvents & ev) != 0)
4885 {
4886 ColliderArgs LandCollidingMessage = new ColliderArgs();
4887 List<DetectedObject> colliding = new List<DetectedObject>();
4888
4889 colliding.Add(CreateDetObjectForGround());
4890 LandCollidingMessage.Colliders = colliding;
4891
4892 notify(dest.RootPart.LocalId, LandCollidingMessage);
4893 }
4894 }
4895
4563 private void TeleportFlagsDebug() { 4896 private void TeleportFlagsDebug() {
4564 4897
4565 // Some temporary debugging help to show all the TeleportFlags we have... 4898 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4584,6 +4917,5 @@ namespace OpenSim.Region.Framework.Scenes
4584 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4917 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4585 4918
4586 } 4919 }
4587
4588 } 4920 }
4589} 4921}
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs
index acaeb90..0911f00 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs
@@ -111,15 +111,13 @@ namespace OpenSim.Region.Framework.Scenes.Tests
111 111
112 SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart; 112 SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;
113 113
114 // We need to preserve this here because phys actor is removed by the sit.
115 Vector3 spPhysActorSize = m_sp.PhysicsActor.Size;
114 m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero); 116 m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
115 117
116 // FIXME: This is different for live avatars - z position is adjusted. This is half the height of the
117 // default avatar.
118 // Curiously, Vector3.ToString() will not display the last two places of the float. For example,
119 // printing out npc.AbsolutePosition will give <0, 0, 0.8454993> not <0, 0, 0.845499337>
120 Assert.That( 118 Assert.That(
121 m_sp.AbsolutePosition, 119 m_sp.AbsolutePosition,
122 Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.845499337f))); 120 Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, spPhysActorSize.Z / 2)));
123 121
124 m_sp.StandUp(); 122 m_sp.StandUp();
125 123
@@ -147,9 +145,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
147 145
148 Assert.That(part.SitTargetAvatar, Is.EqualTo(m_sp.UUID)); 146 Assert.That(part.SitTargetAvatar, Is.EqualTo(m_sp.UUID));
149 Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId)); 147 Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId));
150 Assert.That( 148// Assert.That(
151 m_sp.AbsolutePosition, 149// m_sp.AbsolutePosition,
152 Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT)); 150// Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));
153 Assert.That(m_sp.PhysicsActor, Is.Null); 151 Assert.That(m_sp.PhysicsActor, Is.Null);
154 152
155 Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1)); 153 Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1));