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-rw-r--r--src/world/Avatar.cs103
-rw-r--r--src/world/Primitive.cs83
-rw-r--r--src/world/World.cs9
3 files changed, 169 insertions, 26 deletions
diff --git a/src/world/Avatar.cs b/src/world/Avatar.cs
index c09c008..facfeee 100644
--- a/src/world/Avatar.cs
+++ b/src/world/Avatar.cs
@@ -11,15 +11,17 @@ namespace OpenSim.world
11{ 11{
12 public class Avatar : Entity 12 public class Avatar : Entity
13 { 13 {
14 public static bool PhysicsEngineFlying;
14 public string firstname; 15 public string firstname;
15 public string lastname; 16 public string lastname;
16 public OpenSimClient ControllingClient; 17 public OpenSimClient ControllingClient;
17 private PhysicsActor _physActor; 18 private PhysicsActor _physActor;
18 private static libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock AvatarTemplate; 19 private static libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock AvatarTemplate;
19 private bool updateflag; 20 private bool updateflag;
20 private bool walking; 21 private byte movementflag;
21 private List<NewForce> forcesList = new List<NewForce>(); 22 private List<NewForce> forcesList = new List<NewForce>();
22 private short _updateCount; 23 private short _updateCount;
24 private Axiom.MathLib.Quaternion bodyRot;
23 25
24 public Avatar(OpenSimClient TheClient) { 26 public Avatar(OpenSimClient TheClient) {
25 ServerConsole.MainConsole.Instance.WriteLine("Avatar.cs - Loading details from grid (DUMMY)"); 27 ServerConsole.MainConsole.Instance.WriteLine("Avatar.cs - Loading details from grid (DUMMY)");
@@ -77,14 +79,14 @@ namespace OpenSim.world
77 } 79 }
78 80
79 updateflag =false; 81 updateflag =false;
80 this._updateCount = 0; 82 //this._updateCount = 0;
81 } 83 }
82 else 84 else
83 { 85 {
84 if(walking) 86 //if((movementflag & 1) !=0)
85 { 87 //{
86 _updateCount++; 88 _updateCount++;
87 if(_updateCount>3) 89 if(( (!PhysicsEngineFlying) && (_updateCount>3)) || (_updateCount>0))
88 { 90 {
89 //It has been a while since last update was sent so lets send one. 91 //It has been a while since last update was sent so lets send one.
90 ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseBlock = CreateTerseBlock(); 92 ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseBlock = CreateTerseBlock();
@@ -98,7 +100,7 @@ namespace OpenSim.world
98 } 100 }
99 _updateCount = 0; 101 _updateCount = 0;
100 } 102 }
101 } 103 //}
102 } 104 }
103 } 105 }
104 106
@@ -249,36 +251,111 @@ namespace OpenSim.world
249 } 251 }
250 252
251 public void HandleUpdate(AgentUpdatePacket pack) { 253 public void HandleUpdate(AgentUpdatePacket pack) {
252 if(((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_AT_POS) !=0) { 254 if(((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_FLY) !=0)
253 if(!walking) 255 {
256 this._physActor.Flying = true;
257 }
258 else
259 {
260 this._physActor.Flying = false;
261 }
262 if(((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_AT_POS) !=0) {
263 Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z);
264 if(((movementflag & 1) ==0) || (q!= this.bodyRot))
254 { 265 {
255 //we should add a new force to the list 266 //we should add a new force to the list
256 // but for now we will deal with velocities 267 // but for now we will deal with velocities
257 NewForce newVelocity = new NewForce(); 268 NewForce newVelocity = new NewForce();
258 Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(1, 0, 0); 269 Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(1, 0, 0);
259 Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z);
260 Axiom.MathLib.Vector3 direc = q * v3; 270 Axiom.MathLib.Vector3 direc = q * v3;
261 direc.Normalize(); 271 direc.Normalize();
262 272
263 //work out velocity for sim physics system 273 //work out velocity for sim physics system
264 direc = direc * ((0.03f) * 128f); 274 direc = direc * ((0.03f) * 128f);
275 if(this._physActor.Flying)
276 direc *=2;
277
278 newVelocity.X = direc.x;
279 newVelocity.Y = direc.y;
280 newVelocity.Z = direc.z;
281 this.forcesList.Add(newVelocity);
282 movementflag = 1;
283 this.bodyRot = q;
284 }
285 }
286 else if((((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_UP_POS) !=0) &&(PhysicsEngineFlying)) {
287 if(((movementflag & 2) ==0) && this._physActor.Flying)
288 {
289 //we should add a new force to the list
290 // but for now we will deal with velocities
291 NewForce newVelocity = new NewForce();
292 Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(0, 0, 1);
293 Axiom.MathLib.Vector3 direc = v3;
294 direc.Normalize();
295
296 //work out velocity for sim physics system
297 direc = direc * ((0.03f) * 128f *2);
298 newVelocity.X = direc.x;
299 newVelocity.Y = direc.y;
300 newVelocity.Z = direc.z;
301 this.forcesList.Add(newVelocity);
302 movementflag = 2;
303 }
304 }
305 else if((((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_UP_NEG) !=0) && (PhysicsEngineFlying)) {
306 if(((movementflag & 4) ==0) && this._physActor.Flying)
307 {
308 //we should add a new force to the list
309 // but for now we will deal with velocities
310 NewForce newVelocity = new NewForce();
311 Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(0, 0, -1);
312 //Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z);
313 Axiom.MathLib.Vector3 direc = v3;
314 direc.Normalize();
315
316 //work out velocity for sim physics system
317 direc = direc * ((0.03f) * 128f *2);
318 newVelocity.X = direc.x;
319 newVelocity.Y = direc.y;
320 newVelocity.Z = direc.z;
321 this.forcesList.Add(newVelocity);
322 movementflag = 4;
323 }
324 }
325 else if(((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_AT_NEG) !=0) {
326 Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z);
327 if(((movementflag & 8) ==0) || (q!= this.bodyRot))
328 {
329 //we should add a new force to the list
330 // but for now we will deal with velocities
331 NewForce newVelocity = new NewForce();
332 Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(-1, 0, 0);
333 Axiom.MathLib.Vector3 direc = q * v3;
334 direc.Normalize();
335
336 //work out velocity for sim physics system
337 direc = direc * ((0.03f) * 128f);
338 if(this._physActor.Flying)
339 direc *=2;
340
265 newVelocity.X = direc.x; 341 newVelocity.X = direc.x;
266 newVelocity.Y = direc.y; 342 newVelocity.Y = direc.y;
267 newVelocity.Z = direc.z; 343 newVelocity.Z = direc.z;
268 this.forcesList.Add(newVelocity); 344 this.forcesList.Add(newVelocity);
269 walking=true; 345 movementflag = 8;
346 this.bodyRot = q;
270 } 347 }
271 } 348 }
272 else 349 else
273 { 350 {
274 if(walking) 351 if((movementflag) !=0)
275 { 352 {
276 NewForce newVelocity = new NewForce(); 353 NewForce newVelocity = new NewForce();
277 newVelocity.X = 0; 354 newVelocity.X = 0;
278 newVelocity.Y = 0; 355 newVelocity.Y = 0;
279 newVelocity.Z = 0; 356 newVelocity.Z = 0;
280 this.forcesList.Add(newVelocity); 357 this.forcesList.Add(newVelocity);
281 walking = false; 358 movementflag = 0;
282 } 359 }
283 } 360 }
284 } 361 }
diff --git a/src/world/Primitive.cs b/src/world/Primitive.cs
index 0d7d951..6be33ef 100644
--- a/src/world/Primitive.cs
+++ b/src/world/Primitive.cs
@@ -5,6 +5,7 @@ using OpenSim.types;
5using libsecondlife; 5using libsecondlife;
6using libsecondlife.Packets; 6using libsecondlife.Packets;
7using GridInterfaces; 7using GridInterfaces;
8using PhysicsSystem;
8 9
9namespace OpenSim.world 10namespace OpenSim.world
10{ 11{
@@ -16,8 +17,21 @@ namespace OpenSim.world
16 protected bool newPrimFlag; 17 protected bool newPrimFlag;
17 protected bool updateFlag; 18 protected bool updateFlag;
18 protected bool dirtyFlag; 19 protected bool dirtyFlag;
19 protected ObjectUpdatePacket OurPacket; 20 private ObjectUpdatePacket OurPacket;
21 private PhysicsActor _physActor;
22 private bool physicsEnabled;
20 23
24 public bool PhysicsEnabled
25 {
26 get
27 {
28 return physicsEnabled;
29 }
30 set
31 {
32 physicsEnabled = value;
33 }
34 }
21 public bool UpdateFlag 35 public bool UpdateFlag
22 { 36 {
23 get 37 get
@@ -41,6 +55,14 @@ namespace OpenSim.world
41 return this.primData.Scale; 55 return this.primData.Scale;
42 } 56 }
43 } 57 }
58 public PhysicsActor PhysActor
59 {
60 set
61 {
62 this._physActor = value;
63 }
64 }
65
44 public Primitive() 66 public Primitive()
45 { 67 {
46 mesh_cutbegin = 0.0f; 68 mesh_cutbegin = 0.0f;
@@ -61,6 +83,16 @@ namespace OpenSim.world
61 return mesh; 83 return mesh;
62 } 84 }
63 85
86 public void UpdatePosition( LLVector3 pos)
87 {
88 this.position = pos;
89 if(this._physActor != null && this.physicsEnabled)
90 {
91 this._physActor.Position = new PhysicsVector(pos.X, pos.Y, pos.Z);
92 }
93 this.updateFlag = true;
94 }
95
64 public override void update() 96 public override void update()
65 { 97 {
66 if(this.newPrimFlag) 98 if(this.newPrimFlag)
@@ -89,13 +121,39 @@ namespace OpenSim.world
89 } 121 }
90 this.dirtyFlag = false; 122 this.dirtyFlag = false;
91 } 123 }
92 124 else
125 {
126 if(this._physActor != null && this.physicsEnabled)
127 {
128 ImprovedTerseObjectUpdatePacket terse = new ImprovedTerseObjectUpdatePacket();
129 terse.RegionData.RegionHandle = OpenSim_Main.cfg.RegionHandle; // FIXME
130 terse.RegionData.TimeDilation = 64096;
131 terse.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[1];
132 terse.ObjectData[0] = this.CreateImprovedBlock();
133 foreach(OpenSimClient client in OpenSim_Main.sim.ClientThreads.Values) {
134 client.OutPacket(terse);
135 }
136 }
137 }
93 } 138 }
94 139
95 public void UpdateClient(OpenSimClient RemoteClient) 140 public void UpdateClient(OpenSimClient RemoteClient)
96 { 141 {
97 byte[] pb = this.position.GetBytes(); 142
143 LLVector3 lPos;
144 if( this._physActor != null && this.physicsEnabled)
145 {
146 PhysicsVector pPos = this._physActor.Position;
147 lPos = new LLVector3( pPos.X, pPos.Y, pPos.Z);
148 }
149 else
150 {
151 lPos = this.position;
152 }
153 byte[] pb = lPos.GetBytes();
98 Array.Copy(pb, 0, OurPacket.ObjectData[0].ObjectData, 0, pb.Length); 154 Array.Copy(pb, 0, OurPacket.ObjectData[0].ObjectData, 0, pb.Length);
155
156 // OurPacket should be update with the follwing in updateShape() rather than having to do it here
99 OurPacket.ObjectData[0].OwnerID = this.primData.OwnerID; 157 OurPacket.ObjectData[0].OwnerID = this.primData.OwnerID;
100 OurPacket.ObjectData[0].PCode = this.primData.PCode; 158 OurPacket.ObjectData[0].PCode = this.primData.PCode;
101 OurPacket.ObjectData[0].PathBegin = this.primData.PathBegin; 159 OurPacket.ObjectData[0].PathBegin = this.primData.PathBegin;
@@ -137,7 +195,6 @@ namespace OpenSim.world
137 this.primData.PathCurve = addPacket.PathCurve; 195 this.primData.PathCurve = addPacket.PathCurve;
138 this.primData.ProfileCurve = addPacket.ProfileCurve; 196 this.primData.ProfileCurve = addPacket.ProfileCurve;
139 this.primData.ProfileHollow = addPacket.ProfileHollow; 197 this.primData.ProfileHollow = addPacket.ProfileHollow;
140
141 this.primData.PathRadiusOffset = addPacket.PathRadiusOffset; 198 this.primData.PathRadiusOffset = addPacket.PathRadiusOffset;
142 this.primData.PathRevolutions = addPacket.PathRevolutions; 199 this.primData.PathRevolutions = addPacket.PathRevolutions;
143 this.primData.PathTaperX = addPacket.PathTaperX; 200 this.primData.PathTaperX = addPacket.PathTaperX;
@@ -145,7 +202,6 @@ namespace OpenSim.world
145 this.primData.PathTwist = addPacket.PathTwist; 202 this.primData.PathTwist = addPacket.PathTwist;
146 this.primData.PathTwistBegin =addPacket.PathTwistBegin; 203 this.primData.PathTwistBegin =addPacket.PathTwistBegin;
147 this.dirtyFlag = true; 204 this.dirtyFlag = true;
148
149 } 205 }
150 206
151 public void CreateFromPacket( ObjectAddPacket addPacket, LLUUID agentID, uint localID) 207 public void CreateFromPacket( ObjectAddPacket addPacket, LLUUID agentID, uint localID)
@@ -162,7 +218,6 @@ namespace OpenSim.world
162 objupdate.ObjectData[0].ExtraParams = new byte[1]; 218 objupdate.ObjectData[0].ExtraParams = new byte[1];
163 objupdate.ObjectData[0].MediaURL = new byte[0]; 219 objupdate.ObjectData[0].MediaURL = new byte[0];
164 objupdate.ObjectData[0].NameValue = new byte[0]; 220 objupdate.ObjectData[0].NameValue = new byte[0];
165 objupdate.ObjectData[0].PSBlock = new byte[0];
166 objupdate.ObjectData[0].Text = new byte[0]; 221 objupdate.ObjectData[0].Text = new byte[0];
167 objupdate.ObjectData[0].TextColor = new byte[4]; 222 objupdate.ObjectData[0].TextColor = new byte[4];
168 objupdate.ObjectData[0].JointAxisOrAnchor = new LLVector3(0,0,0); 223 objupdate.ObjectData[0].JointAxisOrAnchor = new LLVector3(0,0,0);
@@ -232,7 +287,6 @@ namespace OpenSim.world
232 objupdate.ObjectData[0].ExtraParams = new byte[1]; 287 objupdate.ObjectData[0].ExtraParams = new byte[1];
233 objupdate.ObjectData[0].MediaURL = new byte[0]; 288 objupdate.ObjectData[0].MediaURL = new byte[0];
234 objupdate.ObjectData[0].NameValue = new byte[0]; 289 objupdate.ObjectData[0].NameValue = new byte[0];
235 objupdate.ObjectData[0].PSBlock = new byte[0];
236 objupdate.ObjectData[0].Text = new byte[0]; 290 objupdate.ObjectData[0].Text = new byte[0];
237 objupdate.ObjectData[0].TextColor = new byte[4]; 291 objupdate.ObjectData[0].TextColor = new byte[4];
238 objupdate.ObjectData[0].JointAxisOrAnchor = new LLVector3(0,0,0); 292 objupdate.ObjectData[0].JointAxisOrAnchor = new LLVector3(0,0,0);
@@ -291,7 +345,6 @@ namespace OpenSim.world
291 uint ID = this.localid; 345 uint ID = this.localid;
292 byte[] bytes = new byte[60]; 346 byte[] bytes = new byte[60];
293 347
294
295 int i = 0; 348 int i = 0;
296 ImprovedTerseObjectUpdatePacket.ObjectDataBlock dat = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock(); 349 ImprovedTerseObjectUpdatePacket.ObjectDataBlock dat = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock();
297 dat.TextureEntry = this.OurPacket.ObjectData[0].TextureEntry; 350 dat.TextureEntry = this.OurPacket.ObjectData[0].TextureEntry;
@@ -302,8 +355,18 @@ namespace OpenSim.world
302 bytes[i++] = (byte)((ID >> 24) % 256); 355 bytes[i++] = (byte)((ID >> 24) % 256);
303 bytes[i++]= 0; 356 bytes[i++]= 0;
304 bytes[i++]= 0; 357 bytes[i++]= 0;
305 358
306 byte[] pb = this.position.GetBytes(); 359 LLVector3 lPos;
360 if( this._physActor != null && this.physicsEnabled)
361 {
362 PhysicsVector pPos = this._physActor.Position;
363 lPos = new LLVector3( pPos.X, pPos.Y, pPos.Z);
364 }
365 else
366 {
367 lPos = this.position;
368 }
369 byte[] pb = lPos.GetBytes();
307 Array.Copy(pb, 0, bytes, i, pb.Length); 370 Array.Copy(pb, 0, bytes, i, pb.Length);
308 i += 12; 371 i += 12;
309 ushort ac = 32767; 372 ushort ac = 32767;
diff --git a/src/world/World.cs b/src/world/World.cs
index fb78819..e1c84bc 100644
--- a/src/world/World.cs
+++ b/src/world/World.cs
@@ -176,9 +176,8 @@ namespace OpenSim.world
176 ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Adding new avatar to world"); 176 ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Adding new avatar to world");
177 ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Starting RegionHandshake "); 177 ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Starting RegionHandshake ");
178 NewAvatar.SendRegionHandshake(this); 178 NewAvatar.SendRegionHandshake(this);
179 179 PhysicsVector pVec = new PhysicsVector(NewAvatar.position.X, NewAvatar.position.Y, NewAvatar.position.Z);
180 NewAvatar.PhysActor = this.phyScene.AddAvatar(new PhysicsVector(NewAvatar.position.X, NewAvatar.position.Y, NewAvatar.position.Z)); 180 NewAvatar.PhysActor = this.phyScene.AddAvatar(pVec);
181 //this.Update(); // will work for now, but needs to be optimised so we don't update everything in the sim for each new user
182 this.Entities.Add(AgentClient.AgentID, NewAvatar); 181 this.Entities.Add(AgentClient.AgentID, NewAvatar);
183 } 182 }
184 183
@@ -187,6 +186,10 @@ namespace OpenSim.world
187 ServerConsole.MainConsole.Instance.WriteLine("World.cs: AddNewPrim() - Creating new prim"); 186 ServerConsole.MainConsole.Instance.WriteLine("World.cs: AddNewPrim() - Creating new prim");
188 Primitive prim = new Primitive(); 187 Primitive prim = new Primitive();
189 prim.CreateFromPacket(addPacket, AgentClient.AgentID, this._primCount); 188 prim.CreateFromPacket(addPacket, AgentClient.AgentID, this._primCount);
189 PhysicsVector pVec = new PhysicsVector(prim.position.X, prim.position.Y, prim.position.Z);
190 PhysicsVector pSize = new PhysicsVector( 0.25f, 0.25f, 0.25f);
191 //prim.PhysActor = this.phyScene.AddPrim(pVec, pSize );
192 //prim.PhysicsEnabled = true;
190 this.Entities.Add(prim.uuid, prim); 193 this.Entities.Add(prim.uuid, prim);
191 this._primCount++; 194 this._primCount++;
192 } 195 }