Some more changes to catch up with core
parent
cc8e693fb9
commit
0f279b1187
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@ -146,6 +146,11 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_flyingOld; // add for fly velocity control
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private bool m_flyingOld; // add for fly velocity control
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public bool m_wasFlying; // add for fly velocity control
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public bool m_wasFlying; // add for fly velocity control
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private int m_lastColCount = -1; //KF: Look for Collision chnages
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private int m_updateCount = 0; //KF: Update Anims for a while
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private static readonly int UPDATE_COUNT = 10; // how many frames to update for
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private List<uint> m_lastColliders = new List<uint>();
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private TeleportFlags m_teleportFlags;
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private TeleportFlags m_teleportFlags;
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public TeleportFlags TeleportFlags
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public TeleportFlags TeleportFlags
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{
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{
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@ -208,13 +213,7 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_followCamAuto;
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private bool m_followCamAuto;
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private int m_movementUpdateCount;
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private int m_movementUpdateCount;
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private int m_lastColCount = -1; //KF: Look for Collision chnages
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private int m_updateCount = 0; //KF: Update Anims for a while
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private static readonly int UPDATE_COUNT = 10; // how many frames to update for
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private const int NumMovementsBetweenRayCast = 5;
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private const int NumMovementsBetweenRayCast = 5;
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private List<uint> m_lastColliders = new List<uint>();
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private object m_syncRoot = new Object();
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private bool CameraConstraintActive;
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private bool CameraConstraintActive;
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//private int m_moveToPositionStateStatus;
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//private int m_moveToPositionStateStatus;
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@ -255,7 +254,7 @@ namespace OpenSim.Region.Framework.Scenes
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DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
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DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
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DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
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DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
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DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
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DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
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DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
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DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
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DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
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DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
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DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
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DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
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DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
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DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
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@ -496,11 +495,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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get
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get
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{
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{
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PhysicsActor actor = m_physicsActor;
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if (PhysicsActor != null && m_parentID == 0)
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// if (actor != null)
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{
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if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
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m_pos = PhysicsActor.Position;
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{
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m_pos = actor.Position;
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!",
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// "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!",
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@ -551,10 +548,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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// Changed this to update unconditionally to make npose work
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m_pos = value;
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// if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
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ParentPosition = Vector3.Zero;
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m_pos = value;
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m_parentPosition = Vector3.Zero;
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}",
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// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}",
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@ -637,15 +632,12 @@ namespace OpenSim.Region.Framework.Scenes
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set { m_isChildAgent = value; }
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set { m_isChildAgent = value; }
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}
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}
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private uint m_parentID;
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public uint ParentID
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public uint ParentID
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{
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{
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get { return m_parentID; }
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get { return m_parentID; }
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set { m_parentID = value; }
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set { m_parentID = value; }
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}
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}
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private uint m_parentID;
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public float Health
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public float Health
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{
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{
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@ -797,7 +789,10 @@ namespace OpenSim.Region.Framework.Scenes
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m_reprioritization_timer.AutoReset = false;
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m_reprioritization_timer.AutoReset = false;
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AdjustKnownSeeds();
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AdjustKnownSeeds();
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// TODO: I think, this won't send anything, as we are still a child here...
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Animator.TrySetMovementAnimation("STAND");
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Animator.TrySetMovementAnimation("STAND");
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// we created a new ScenePresence (a new child agent) in a fresh region.
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// we created a new ScenePresence (a new child agent) in a fresh region.
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// Request info about all the (root) agents in this region
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// Request info about all the (root) agents in this region
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// Note: This won't send data *to* other clients in that region (children don't send)
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// Note: This won't send data *to* other clients in that region (children don't send)
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@ -876,8 +871,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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public void SendPrimUpdates()
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public void SendPrimUpdates()
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{
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{
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m_sceneViewer.SendPrimUpdates();
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SceneViewer.SendPrimUpdates();
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SceneViewer.SendPrimUpdates();
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}
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}
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@ -1117,11 +1110,11 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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try
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try
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{
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{
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m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
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PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
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m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
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PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
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m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
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m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
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m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
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m_physicsActor.UnSubscribeEvents();
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PhysicsActor.UnSubscribeEvents();
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PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
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PhysicsActor = null;
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PhysicsActor = null;
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}
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}
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catch
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catch
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@ -1146,7 +1139,6 @@ namespace OpenSim.Region.Framework.Scenes
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AddToPhysicalScene(isFlying);
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AddToPhysicalScene(isFlying);
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SendTerseUpdateToAllClients();
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SendTerseUpdateToAllClients();
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}
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}
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public void TeleportWithMomentum(Vector3 pos)
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public void TeleportWithMomentum(Vector3 pos)
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@ -1361,15 +1353,14 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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/// <summary>
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/// This is the event handler for client movement. If a client is moving, this event is triggering.
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/// </summary>
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/// <summary>
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/// <summary>
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/// This is the event handler for client movement. If a client is moving, this event is triggering.
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/// This is the event handler for client movement. If a client is moving, this event is triggering.
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/// </summary>
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/// </summary>
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public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
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public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
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{
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Received agent update from {0}", remoteClient.Name);
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: In {0} received agent update from {1}",
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// Scene.RegionInfo.RegionName, remoteClient.Name);
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//if (IsChildAgent)
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//if (IsChildAgent)
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//{
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//{
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@ -1570,7 +1561,7 @@ namespace OpenSim.Region.Framework.Scenes
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if ((MovementFlag & (byte)(uint)DCF) == 0)
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if ((MovementFlag & (byte)(uint)DCF) == 0)
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{
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{
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if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACK_NUDGE)
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if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
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{
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{
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MovementFlag |= (byte)nudgehack;
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MovementFlag |= (byte)nudgehack;
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}
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}
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@ -1582,13 +1573,13 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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else
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else
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{
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{
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if ((m_movementflag & (byte)(uint)DCF) != 0 ||
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if ((MovementFlag & (byte)(uint)DCF) != 0 ||
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((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACK_NUDGE)
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((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
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&& ((m_movementflag & (byte)nudgehack) == nudgehack))
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&& ((MovementFlag & (byte)nudgehack) == nudgehack))
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) // This or is for Nudge forward
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) // This or is for Nudge forward
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{
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with lack of {1}", Name, DCF);
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// m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF);
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m_movementflag -= ((byte)(uint)DCF);
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MovementFlag -= ((byte)(uint)DCF);
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update_movementflag = true;
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update_movementflag = true;
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/*
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/*
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@ -1818,9 +1809,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (SitGround)
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if (SitGround)
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StandUp();
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StandUp();
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// m_log.DebugFormat(
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m_log.DebugFormat(
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// "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
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"[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
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// Name, pos, m_scene.RegionInfo.RegionName);
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Name, pos, m_scene.RegionInfo.RegionName);
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if (pos.X < 0 || pos.X >= Constants.RegionSize
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if (pos.X < 0 || pos.X >= Constants.RegionSize
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|| pos.Y < 0 || pos.Y >= Constants.RegionSize
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|| pos.Y < 0 || pos.Y >= Constants.RegionSize
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@ -1846,9 +1837,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (pos.Z - terrainHeight < 0.2)
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if (pos.Z - terrainHeight < 0.2)
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pos.Z = terrainHeight;
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pos.Z = terrainHeight;
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// m_log.DebugFormat(
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m_log.DebugFormat(
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// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
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"[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
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// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
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Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
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if (noFly)
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if (noFly)
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PhysicsActor.Flying = false;
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PhysicsActor.Flying = false;
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@ -1884,7 +1875,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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public void ResetMoveToTarget()
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public void ResetMoveToTarget()
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{
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name);
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m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name);
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MovingToTarget = false;
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MovingToTarget = false;
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MoveToPositionTarget = Vector3.Zero;
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MoveToPositionTarget = Vector3.Zero;
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@ -2548,9 +2539,6 @@ namespace OpenSim.Region.Framework.Scenes
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CheckForSignificantMovement(); // sends update to the modules.
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CheckForSignificantMovement(); // sends update to the modules.
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}
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}
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//Sending prim updates AFTER the avatar terse updates are sent
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SendPrimUpdates();
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}
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}
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#endregion
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#endregion
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m_callbackURI = cAgent.CallbackURI;
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m_callbackURI = cAgent.CallbackURI;
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m_pos = cAgent.Position;
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m_pos = cAgent.Position;
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m_velocity = cAgent.Velocity;
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m_velocity = cAgent.Velocity;
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CameraPosition = cAgent.Center;
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CameraPosition = cAgent.Center;
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CameraAtAxis = cAgent.AtAxis;
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CameraAtAxis = cAgent.AtAxis;
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@ -3415,14 +3402,14 @@ namespace OpenSim.Region.Framework.Scenes
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//if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
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//if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
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// The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
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// The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
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// as of this comment the interval is set in AddToPhysicalScene
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// as of this comment the interval is set in AddToPhysicalScene
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if (Animator!=null)
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if (Animator != null)
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{
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{
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if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
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if (m_updateCount > 0)
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{ // else its will lock out other animation changes, like ground sit.
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{
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Animator.UpdateMovementAnimations();
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Animator.UpdateMovementAnimations();
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m_updateCount--;
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m_updateCount--;
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}
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}
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}
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}
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CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
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CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
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Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
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Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
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// No collisions at all means we may be flying. Update always
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// No collisions at all means we may be flying. Update always
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// to make falling work
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// to make falling work
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if (m_lastColCount != coldata.Count || coldata.Count == 0)
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if (m_lastColCount != coldata.Count || coldata.Count == 0)
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{
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{
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m_updateCount = UPDATE_COUNT;
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m_updateCount = UPDATE_COUNT;
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m_lastColCount = coldata.Count;
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m_lastColCount = coldata.Count;
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}
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}
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if (coldata.Count != 0 && Animator != null)
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if (coldata.Count != 0 && Animator != null)
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{
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{
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}
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}
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}
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}
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private Vector3 Quat2Euler(Quaternion rot){
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float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
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(double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
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float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
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float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
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(double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
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return(new Vector3(x,y,z));
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}
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private void CheckLandingPoint(ref Vector3 pos)
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private void CheckLandingPoint(ref Vector3 pos)
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{
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{
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// Never constrain lures
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// Never constrain lures
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