Merge branch 'ubitwork' into avination
commit
4cd1fd7485
|
@ -225,8 +225,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public bool LandAtTarget { get; private set; }
|
public bool LandAtTarget { get; private set; }
|
||||||
|
|
||||||
private bool m_followCamAuto;
|
|
||||||
|
|
||||||
private int m_movementUpdateCount;
|
private int m_movementUpdateCount;
|
||||||
private const int NumMovementsBetweenRayCast = 5;
|
private const int NumMovementsBetweenRayCast = 5;
|
||||||
|
|
||||||
|
@ -355,6 +353,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// </summary>
|
/// </summary>
|
||||||
protected Vector3 m_lastCameraPosition;
|
protected Vector3 m_lastCameraPosition;
|
||||||
|
|
||||||
|
private Vector4 m_lastCameraCollisionPlane = new Vector4(0f, 0f, 0f, 1);
|
||||||
|
private bool m_doingCamRayCast = false;
|
||||||
|
|
||||||
public Vector3 CameraPosition { get; set; }
|
public Vector3 CameraPosition { get; set; }
|
||||||
|
|
||||||
public Quaternion CameraRotation
|
public Quaternion CameraRotation
|
||||||
|
@ -1405,36 +1406,43 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// <param name="collisionPoint"></param>
|
/// <param name="collisionPoint"></param>
|
||||||
/// <param name="localid"></param>
|
/// <param name="localid"></param>
|
||||||
/// <param name="distance"></param>
|
/// <param name="distance"></param>
|
||||||
|
///
|
||||||
|
|
||||||
|
private void UpdateCameraCollisionPlane(Vector4 plane)
|
||||||
|
{
|
||||||
|
if (m_lastCameraCollisionPlane != plane)
|
||||||
|
{
|
||||||
|
m_lastCameraCollisionPlane = plane;
|
||||||
|
ControllingClient.SendCameraConstraint(plane);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal)
|
public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal)
|
||||||
{
|
{
|
||||||
const float POSITION_TOLERANCE = 0.02f;
|
const float POSITION_TOLERANCE = 0.02f;
|
||||||
const float VELOCITY_TOLERANCE = 0.02f;
|
|
||||||
const float ROTATION_TOLERANCE = 0.02f;
|
const float ROTATION_TOLERANCE = 0.02f;
|
||||||
|
|
||||||
if (m_followCamAuto)
|
m_doingCamRayCast = false;
|
||||||
|
if (hitYN && localid != LocalId)
|
||||||
{
|
{
|
||||||
if (hitYN && localid != LocalId)
|
CameraConstraintActive = true;
|
||||||
{
|
pNormal.X = (float)Math.Round(pNormal.X, 2);
|
||||||
|
pNormal.Y = (float)Math.Round(pNormal.Y, 2);
|
||||||
|
pNormal.Z = (float)Math.Round(pNormal.Z, 2);
|
||||||
|
pNormal.Normalize();
|
||||||
|
collisionPoint.X = (float)Math.Round(collisionPoint.X, 1);
|
||||||
|
collisionPoint.Y = (float)Math.Round(collisionPoint.Y, 1);
|
||||||
|
collisionPoint.Z = (float)Math.Round(collisionPoint.Z, 1);
|
||||||
|
|
||||||
CameraConstraintActive = true;
|
Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z, Vector3.Dot(collisionPoint, pNormal));
|
||||||
//m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance);
|
UpdateCameraCollisionPlane(plane);
|
||||||
|
}
|
||||||
Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint);
|
else if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
|
||||||
ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint)));
|
!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
|
||||||
}
|
{
|
||||||
else
|
Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -9000f); // not right...
|
||||||
{
|
UpdateCameraCollisionPlane(plane);
|
||||||
if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
|
CameraConstraintActive = false;
|
||||||
!Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
|
|
||||||
!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
|
|
||||||
{
|
|
||||||
if (CameraConstraintActive)
|
|
||||||
{
|
|
||||||
ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f));
|
|
||||||
CameraConstraintActive = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1509,12 +1517,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// DrawDistance = agentData.Far;
|
// DrawDistance = agentData.Far;
|
||||||
DrawDistance = Scene.DefaultDrawDistance;
|
DrawDistance = Scene.DefaultDrawDistance;
|
||||||
|
|
||||||
// Check if Client has camera in 'follow cam' or 'build' mode.
|
|
||||||
Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
|
|
||||||
|
|
||||||
m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
|
|
||||||
&& (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
|
|
||||||
|
|
||||||
m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
|
m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
|
||||||
m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
|
m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
|
||||||
|
|
||||||
|
@ -1534,24 +1536,38 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
StandUp();
|
StandUp();
|
||||||
}
|
}
|
||||||
|
|
||||||
//m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
|
|
||||||
// Raycast from the avatar's head to the camera to see if there's anything blocking the view
|
// Raycast from the avatar's head to the camera to see if there's anything blocking the view
|
||||||
if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast())
|
// this exclude checks may not be complete
|
||||||
|
|
||||||
|
if (m_movementUpdateCount % NumMovementsBetweenRayCast == 0 && m_scene.PhysicsScene.SupportsRayCast())
|
||||||
{
|
{
|
||||||
if (m_followCamAuto)
|
if (!m_doingCamRayCast && !m_mouseLook && ParentID == 0)
|
||||||
{
|
{
|
||||||
// Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
|
Vector3 posAdjusted = AbsolutePosition;
|
||||||
// m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
|
// posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f;
|
||||||
|
posAdjusted.Z += 1.0f; // viewer current camera focus point
|
||||||
|
Vector3 tocam = CameraPosition - posAdjusted;
|
||||||
|
tocam.X = (float)Math.Round(tocam.X, 1);
|
||||||
|
tocam.Y = (float)Math.Round(tocam.Y, 1);
|
||||||
|
tocam.Z = (float)Math.Round(tocam.Z, 1);
|
||||||
|
|
||||||
Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
|
float distTocamlen = tocam.Length();
|
||||||
Vector3 distTocam = CameraPosition - posAdjusted;
|
if (distTocamlen > 0.3f)
|
||||||
float distTocamlen = distTocam.Length();
|
|
||||||
if (distTocamlen > 0)
|
|
||||||
{
|
{
|
||||||
distTocam *= 1.0f / distTocamlen;
|
tocam *= (1.0f / distTocamlen);
|
||||||
m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
|
posAdjusted.X = (float)Math.Round(posAdjusted.X, 1);
|
||||||
}
|
posAdjusted.Y = (float)Math.Round(posAdjusted.Y, 1);
|
||||||
|
posAdjusted.Z = (float)Math.Round(posAdjusted.Z, 1);
|
||||||
|
|
||||||
|
m_doingCamRayCast = true;
|
||||||
|
m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (CameraConstraintActive && (m_mouseLook || ParentID != 0))
|
||||||
|
{
|
||||||
|
Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right...
|
||||||
|
UpdateCameraCollisionPlane(plane);
|
||||||
|
CameraConstraintActive = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -173,8 +173,13 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
d.GeomRaySetClosestHit(ray, closestHit);
|
d.GeomRaySetClosestHit(ray, closestHit);
|
||||||
|
|
||||||
if (req.callbackMethod is RaycastCallback)
|
if (req.callbackMethod is RaycastCallback)
|
||||||
|
{
|
||||||
// if we only want one get only one per Collision pair saving memory
|
// if we only want one get only one per Collision pair saving memory
|
||||||
CurrentRayFilter |= RayFilterFlags.ClosestHit;
|
CurrentRayFilter |= RayFilterFlags.ClosestHit;
|
||||||
|
d.GeomRaySetClosestHit(ray, 1);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
d.GeomRaySetClosestHit(ray, closestHit);
|
||||||
}
|
}
|
||||||
|
|
||||||
if ((CurrentRayFilter & RayFilterFlags.ContactsUnImportant) != 0)
|
if ((CurrentRayFilter & RayFilterFlags.ContactsUnImportant) != 0)
|
||||||
|
@ -555,10 +560,13 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
ContactResult collisionresult = new ContactResult();
|
ContactResult collisionresult = new ContactResult();
|
||||||
collisionresult.ConsumerID = ID;
|
collisionresult.ConsumerID = ID;
|
||||||
collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
|
collisionresult.Pos.X = curcontact.pos.X;
|
||||||
|
collisionresult.Pos.Y = curcontact.pos.Y;
|
||||||
|
collisionresult.Pos.Z = curcontact.pos.Z;
|
||||||
collisionresult.Depth = curcontact.depth;
|
collisionresult.Depth = curcontact.depth;
|
||||||
collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
|
collisionresult.Normal.X = curcontact.normal.X;
|
||||||
curcontact.normal.Z);
|
collisionresult.Normal.Y = curcontact.normal.Y;
|
||||||
|
collisionresult.Normal.Z = curcontact.normal.Z;
|
||||||
lock (m_contactResults)
|
lock (m_contactResults)
|
||||||
{
|
{
|
||||||
m_contactResults.Add(collisionresult);
|
m_contactResults.Add(collisionresult);
|
||||||
|
@ -581,10 +589,13 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
if (curcontact.depth < collisionresult.Depth)
|
if (curcontact.depth < collisionresult.Depth)
|
||||||
{
|
{
|
||||||
collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
|
collisionresult.Pos.X = curcontact.pos.X;
|
||||||
|
collisionresult.Pos.Y = curcontact.pos.Y;
|
||||||
|
collisionresult.Pos.Z = curcontact.pos.Z;
|
||||||
collisionresult.Depth = curcontact.depth;
|
collisionresult.Depth = curcontact.depth;
|
||||||
collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
|
collisionresult.Normal.X = curcontact.normal.X;
|
||||||
curcontact.normal.Z);
|
collisionresult.Normal.Y = curcontact.normal.Y;
|
||||||
|
collisionresult.Normal.Z = curcontact.normal.Z;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -699,10 +710,13 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
ContactResult collisionresult = new ContactResult();
|
ContactResult collisionresult = new ContactResult();
|
||||||
collisionresult.ConsumerID = ID;
|
collisionresult.ConsumerID = ID;
|
||||||
collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
|
collisionresult.Pos.X = curcontact.pos.X;
|
||||||
|
collisionresult.Pos.Y = curcontact.pos.Y;
|
||||||
|
collisionresult.Pos.Z = curcontact.pos.Z;
|
||||||
collisionresult.Depth = curcontact.depth;
|
collisionresult.Depth = curcontact.depth;
|
||||||
collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
|
collisionresult.Normal.X = curcontact.normal.X;
|
||||||
curcontact.normal.Z);
|
collisionresult.Normal.Y = curcontact.normal.Y;
|
||||||
|
collisionresult.Normal.Z = curcontact.normal.Z;
|
||||||
lock (m_contactResults)
|
lock (m_contactResults)
|
||||||
{
|
{
|
||||||
m_contactResults.Add(collisionresult);
|
m_contactResults.Add(collisionresult);
|
||||||
|
@ -725,10 +739,13 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
if (curcontact.depth < collisionresult.Depth)
|
if (curcontact.depth < collisionresult.Depth)
|
||||||
{
|
{
|
||||||
collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
|
collisionresult.Pos.X = curcontact.pos.X;
|
||||||
|
collisionresult.Pos.Y = curcontact.pos.Y;
|
||||||
|
collisionresult.Pos.Z = curcontact.pos.Z;
|
||||||
collisionresult.Depth = curcontact.depth;
|
collisionresult.Depth = curcontact.depth;
|
||||||
collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
|
collisionresult.Normal.X = curcontact.normal.X;
|
||||||
curcontact.normal.Z);
|
collisionresult.Normal.Y = curcontact.normal.Y;
|
||||||
|
collisionresult.Normal.Z = curcontact.normal.Z;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue