Merge branch 'ubitwork' into avination
commit
498820a74f
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@ -6402,6 +6402,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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handlerCompleteMovementToRegion(sender, true);
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}
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else
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m_log.Debug("HandleCompleteAgentMovement NULL handler");
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handlerCompleteMovementToRegion = null;
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return true;
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@ -710,14 +710,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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IClientAPI client;
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if (!m_scene.TryGetClient(address, out client) || !(client is LLClientView))
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{
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//m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName);
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// m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName);
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return;
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}
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udpClient = ((LLClientView)client).UDPClient;
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if (!udpClient.IsConnected)
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{
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// m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet for a unConnected client in " + m_scene.RegionInfo.RegionName);
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return;
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}
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#endregion Packet to Client Mapping
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@ -585,12 +585,12 @@ namespace OpenSim.Region.Framework.Scenes
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protected internal void AddPhysicalPrim(int number)
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{
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m_physicalPrim++;
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m_physicalPrim += number;
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}
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protected internal void RemovePhysicalPrim(int number)
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{
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m_physicalPrim--;
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m_physicalPrim -= number;
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}
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protected internal void AddToScriptLPS(int number)
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@ -631,6 +631,14 @@ namespace OpenSim.Region.Framework.Scenes
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if (triggerScriptEvent)
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part.TriggerScriptChangedEvent(Changed.POSITION);
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}
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/*
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This seems not needed and should not be needed:
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sp absolute position depends on sit part absolute position fixed above.
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sp ParentPosition is not used anywhere.
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Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
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Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
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if (!m_dupeInProgress)
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{
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foreach (ScenePresence av in m_linkedAvatars)
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@ -640,12 +648,12 @@ namespace OpenSim.Region.Framework.Scenes
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{
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Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
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av.AbsolutePosition += offset;
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av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
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// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
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av.SendAvatarDataToAllAgents();
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}
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}
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}
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*/
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//if (m_rootPart.PhysActor != null)
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//{
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//m_rootPart.PhysActor.Position =
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@ -676,8 +684,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (agent.ParentUUID != UUID.Zero)
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{
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agent.ParentPart = null;
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agent.ParentPosition = Vector3.Zero;
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// agent.ParentUUID = UUID.Zero;
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// agent.ParentPosition = Vector3.Zero;
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// agent.ParentUUID = UUID.Zero;
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}
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}
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@ -3752,7 +3760,7 @@ namespace OpenSim.Region.Framework.Scenes
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else
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// ugly rotation update of all parts
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{
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group.AbsolutePosition = AbsolutePosition;
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group.ResetChildPrimPhysicsPositions();
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}
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}
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@ -4496,7 +4496,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (pa != null)
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{
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ParentGroup.Scene.RemovePhysicalPrim(1);
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if(wasUsingPhysics)
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ParentGroup.Scene.RemovePhysicalPrim(1);
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RemoveFromPhysics();
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}
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@ -4513,38 +4514,37 @@ namespace OpenSim.Region.Framework.Scenes
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{
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AddToPhysics(UsePhysics, SetPhantom, building, false);
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pa = PhysActor;
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/*
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if (pa != null)
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{
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if (
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// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
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// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
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// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
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// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
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// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
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// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
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((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
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((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
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(CollisionSound != UUID.Zero)
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)
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{
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pa.OnCollisionUpdate += PhysicsCollision;
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pa.SubscribeEvents(1000);
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}
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}
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*/
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/*
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if (pa != null)
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{
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if (
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// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
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// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
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// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
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// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
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// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
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// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
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((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
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((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
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(CollisionSound != UUID.Zero)
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)
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{
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pa.OnCollisionUpdate += PhysicsCollision;
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pa.SubscribeEvents(1000);
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}
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}
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*/
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}
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else // it already has a physical representation
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{
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DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
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/* moved into DoPhysicsPropertyUpdate
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if(VolumeDetectActive)
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pa.SetVolumeDetect(1);
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else
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pa.SetVolumeDetect(0);
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*/
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/* moved into DoPhysicsPropertyUpdate
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if(VolumeDetectActive)
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pa.SetVolumeDetect(1);
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else
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pa.SetVolumeDetect(0);
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*/
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if (pa.Building != building)
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pa.Building = building;
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@ -433,7 +433,7 @@ namespace OpenSim.Region.Framework.Scenes
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get { return (IClientCore)ControllingClient; }
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}
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public Vector3 ParentPosition { get; set; }
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// public Vector3 ParentPosition { get; set; }
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/// <summary>
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/// Position of this avatar relative to the region the avatar is in
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@ -491,7 +491,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (ParentID == 0)
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{
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m_pos = value;
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ParentPosition = Vector3.Zero;
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// ParentPosition = Vector3.Zero;
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}
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//m_log.DebugFormat(
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@ -857,11 +857,12 @@ namespace OpenSim.Region.Framework.Scenes
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part.ParentGroup.AddAvatar(UUID);
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if (part.SitTargetPosition != Vector3.Zero)
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part.SitTargetAvatar = UUID;
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ParentPosition = part.GetWorldPosition();
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// ParentPosition = part.GetWorldPosition();
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ParentID = part.LocalId;
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ParentPart = part;
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m_pos = m_prevSitOffset;
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pos = ParentPosition;
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// pos = ParentPosition;
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pos = part.GetWorldPosition();
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}
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ParentUUID = UUID.Zero;
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@ -1933,11 +1934,12 @@ namespace OpenSim.Region.Framework.Scenes
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part.SitTargetAvatar = UUID.Zero;
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part.ParentGroup.DeleteAvatar(UUID);
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ParentPosition = part.GetWorldPosition();
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// ParentPosition = part.GetWorldPosition();
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ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
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m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
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ParentPosition = Vector3.Zero;
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// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
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// ParentPosition = Vector3.Zero;
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m_pos += part.GetWorldPosition() + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
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ParentID = 0;
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ParentPart = null;
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@ -2388,13 +2390,13 @@ namespace OpenSim.Region.Framework.Scenes
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// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
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Rotation = sitTargetOrient;
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ParentPosition = part.AbsolutePosition;
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// ParentPosition = part.AbsolutePosition;
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part.ParentGroup.AddAvatar(UUID);
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}
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else
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{
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m_pos -= part.AbsolutePosition;
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ParentPosition = part.AbsolutePosition;
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// ParentPosition = part.AbsolutePosition;
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part.ParentGroup.AddAvatar(UUID);
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// m_log.DebugFormat(
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@ -3568,7 +3570,8 @@ namespace OpenSim.Region.Framework.Scenes
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// m_reprioritizationTimer.Dispose();
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RemoveFromPhysicalScene();
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Animator.Close();
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if(Animator != null)
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Animator.Close();
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Animator = null;
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}
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|
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@ -660,18 +660,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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m_host.AddScriptLPS(1);
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double x,y,z,s;
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v.x *= 0.5;
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v.y *= 0.5;
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v.z *= 0.5;
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double c1 = Math.Cos(v.x);
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double c2 = Math.Cos(v.y);
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double c1c2 = c1 * c2;
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double s1 = Math.Sin(v.x);
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double s2 = Math.Sin(v.y);
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double s1s2 = s1 * s2;
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double c1s2 = c1 * s2;
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double s1c2 = s1 * c2;
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double c3 = Math.Cos(v.z);
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double s3 = Math.Sin(v.z);
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|
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double c1 = Math.Cos(v.x * 0.5);
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double c2 = Math.Cos(v.y * 0.5);
|
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double c3 = Math.Cos(v.z * 0.5);
|
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double s1 = Math.Sin(v.x * 0.5);
|
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double s2 = Math.Sin(v.y * 0.5);
|
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double s3 = Math.Sin(v.z * 0.5);
|
||||
|
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x = s1 * c2 * c3 + c1 * s2 * s3;
|
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y = c1 * s2 * c3 - s1 * c2 * s3;
|
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z = s1 * s2 * c3 + c1 * c2 * s3;
|
||||
s = c1 * c2 * c3 - s1 * s2 * s3;
|
||||
x = s1c2 * c3 + c1s2 * s3;
|
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y = c1s2 * c3 - s1c2 * s3;
|
||||
z = s1s2 * c3 + c1c2 * s3;
|
||||
s = c1c2 * c3 - s1s2 * s3;
|
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|
||||
return new LSL_Rotation(x, y, z, s);
|
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}
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|
@ -1911,11 +1917,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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Primitive.TextureEntry tex = part.Shape.Textures;
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Color4 texcolor;
|
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LSL_Vector rgb = new LSL_Vector();
|
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int nsides = GetNumberOfSides(part);
|
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|
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if (face == ScriptBaseClass.ALL_SIDES)
|
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{
|
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int i;
|
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|
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for (i = 0 ; i < GetNumberOfSides(part); i++)
|
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for (i = 0; i < nsides; i++)
|
||||
{
|
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texcolor = tex.GetFace((uint)i).RGBA;
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rgb.x += texcolor.R;
|
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|
@ -1923,13 +1930,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
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rgb.z += texcolor.B;
|
||||
}
|
||||
|
||||
rgb.x /= (float)GetNumberOfSides(part);
|
||||
rgb.y /= (float)GetNumberOfSides(part);
|
||||
rgb.z /= (float)GetNumberOfSides(part);
|
||||
float invnsides = 1.0f / (float)nsides;
|
||||
|
||||
rgb.x *= invnsides;
|
||||
rgb.y *= invnsides;
|
||||
rgb.z *= invnsides;
|
||||
|
||||
return rgb;
|
||||
}
|
||||
if (face >= 0 && face < GetNumberOfSides(part))
|
||||
if (face >= 0 && face < nsides)
|
||||
{
|
||||
texcolor = tex.GetFace((uint)face).RGBA;
|
||||
rgb.x = texcolor.R;
|
||||
|
@ -2328,15 +2337,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
// (root prim). ParentID may be nonzero in attachments and
|
||||
// using it would cause attachments and HUDs to rotate
|
||||
// to the wrong positions.
|
||||
|
||||
SetRot(m_host, Rot2Quaternion(rot));
|
||||
}
|
||||
else
|
||||
{
|
||||
// we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
|
||||
SceneObjectPart rootPart = m_host.ParentGroup.RootPart;
|
||||
if (rootPart != null) // better safe than sorry
|
||||
SceneObjectPart rootPart;
|
||||
if (m_host.ParentGroup != null) // better safe than sorry
|
||||
{
|
||||
SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot));
|
||||
rootPart = m_host.ParentGroup.RootPart;
|
||||
if (rootPart != null)
|
||||
SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2346,6 +2358,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
public void llSetLocalRot(LSL_Rotation rot)
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
|
||||
SetRot(m_host, Rot2Quaternion(rot));
|
||||
ScriptSleep(200);
|
||||
}
|
||||
|
@ -2355,25 +2368,43 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
|
||||
return;
|
||||
|
||||
part.UpdateRotation(rot);
|
||||
// Update rotation does not move the object in the physics scene if it's a linkset.
|
||||
bool isroot = (part == part.ParentGroup.RootPart);
|
||||
bool isphys;
|
||||
|
||||
//KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type
|
||||
// part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition;
|
||||
|
||||
// So, after thinking about this for a bit, the issue with the part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition line
|
||||
// is it isn't compatible with vehicles because it causes the vehicle body to have to be broken down and rebuilt
|
||||
// It's perfectly okay when the object is not an active physical body though.
|
||||
// So, part.ParentGroup.ResetChildPrimPhysicsPositions(); does the thing that Kitto is warning against
|
||||
// but only if the object is not physial and active. This is important for rotating doors.
|
||||
// without the absoluteposition = absoluteposition happening, the doors do not move in the physics
|
||||
// scene
|
||||
PhysicsActor pa = part.PhysActor;
|
||||
|
||||
if (pa != null && !pa.IsPhysical && part == part.ParentGroup.RootPart)
|
||||
// keep using physactor ideia of isphysical
|
||||
// it should be SOP ideia of that
|
||||
// not much of a issue with ubitODE
|
||||
if (pa != null && pa.IsPhysical)
|
||||
isphys = true;
|
||||
else
|
||||
isphys = false;
|
||||
|
||||
// SL doesn't let scripts rotate root of physical linksets
|
||||
if (isroot && isphys)
|
||||
return;
|
||||
|
||||
part.UpdateRotation(rot);
|
||||
|
||||
// Update rotation does not move the object in the physics engine if it's a non physical linkset
|
||||
// so do a nasty update of parts positions if is a root part rotation
|
||||
if (isroot && pa != null) // with if above implies non physical root part
|
||||
{
|
||||
part.ParentGroup.ResetChildPrimPhysicsPositions();
|
||||
}
|
||||
else // fix sitting avatars. This is only needed bc of how we link avas to child parts, not root part
|
||||
{
|
||||
List<ScenePresence> sittingavas = part.ParentGroup.GetLinkedAvatars();
|
||||
if (sittingavas.Count > 0)
|
||||
{
|
||||
foreach (ScenePresence av in sittingavas)
|
||||
{
|
||||
if (isroot || part.LocalId == av.ParentID)
|
||||
av.SendTerseUpdateToAllClients();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -2422,7 +2453,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
public LSL_Rotation llGetLocalRot()
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
return new LSL_Rotation(m_host.RotationOffset.X, m_host.RotationOffset.Y, m_host.RotationOffset.Z, m_host.RotationOffset.W);
|
||||
Quaternion rot = m_host.RotationOffset;
|
||||
return new LSL_Rotation(rot.X, rot.Y, rot.Z, rot.W);
|
||||
}
|
||||
|
||||
public void llSetForce(LSL_Vector force, int local)
|
||||
|
@ -7994,7 +8026,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
Quaternion srot = sitpart.RotationOffset;
|
||||
rot = Quaternion.Conjugate(srot) * rot; // removed sit part offset rotation
|
||||
av.Rotation = rot;
|
||||
av.SendAvatarDataToAllAgents();
|
||||
// av.SendAvatarDataToAllAgents();
|
||||
av.SendTerseUpdateToAllClients();
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -8014,7 +8047,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
rot = Quaternion.Conjugate(srot) * rot; // remove sit part offset rotation
|
||||
}
|
||||
av.Rotation = rot;
|
||||
av.SendAvatarDataToAllAgents();
|
||||
// av.SendAvatarDataToAllAgents();
|
||||
av.SendTerseUpdateToAllClients();
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -8109,7 +8143,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
{
|
||||
positionChanged = false;
|
||||
av.OffsetPosition = finalPos;
|
||||
av.SendAvatarDataToAllAgents();
|
||||
// av.SendAvatarDataToAllAgents();
|
||||
av.SendTerseUpdateToAllClients();
|
||||
}
|
||||
|
||||
LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
|
||||
|
@ -8125,7 +8160,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
if (positionChanged)
|
||||
{
|
||||
av.OffsetPosition = finalPos;
|
||||
av.SendAvatarDataToAllAgents();
|
||||
// av.SendAvatarDataToAllAgents();
|
||||
av.SendTerseUpdateToAllClients();
|
||||
positionChanged = false;
|
||||
}
|
||||
}
|
||||
|
@ -8534,6 +8570,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
|
||||
if (remain < 1)
|
||||
return;
|
||||
|
||||
LSL_Rotation lr = rules.GetQuaternionItem(idx++);
|
||||
SetRot(part, Rot2Quaternion(lr));
|
||||
break;
|
||||
|
@ -12577,7 +12614,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
|
||||
|
||||
|
||||
if (false)// World.SuportsRayCastFiltered())
|
||||
if (World.SuportsRayCastFiltered())
|
||||
{
|
||||
if (dist == 0)
|
||||
return list;
|
||||
|
|
Loading…
Reference in New Issue