First attempt at mult-sit on large single prims.

avinationmerge
KittoFlora 2009-11-26 20:37:08 +01:00
parent 32c464ad1f
commit 5dedacca3c
1 changed files with 56 additions and 31 deletions

View File

@ -117,6 +117,7 @@ namespace OpenSim.Region.Framework.Scenes
public Vector4 CollisionPlane = Vector4.UnitW; public Vector4 CollisionPlane = Vector4.UnitW;
private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
private Vector3 m_lastPosition; private Vector3 m_lastPosition;
private Quaternion m_lastRotation; private Quaternion m_lastRotation;
private Vector3 m_lastVelocity; private Vector3 m_lastVelocity;
@ -1644,9 +1645,9 @@ namespace OpenSim.Region.Framework.Scenes
{ {
AddToPhysicalScene(false); AddToPhysicalScene(false);
} }
m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight);
m_parentPosition = Vector3.Zero; m_parentPosition = Vector3.Zero;
//Console.WriteLine("Stand Pos {0}", m_pos);
m_parentID = 0; m_parentID = 0;
SendFullUpdateToAllClients(); SendFullUpdateToAllClients();
@ -1740,21 +1741,37 @@ namespace OpenSim.Region.Framework.Scenes
//Console.WriteLine("SendSitResponse offset=" + offset + " UnOccup=" + SitTargetUnOccupied + //Console.WriteLine("SendSitResponse offset=" + offset + " UnOccup=" + SitTargetUnOccupied +
// " TargSet=" + SitTargetisSet); // " TargSet=" + SitTargetisSet);
// Sit analysis rewritten by KF 091125
if (SitTargetisSet && SitTargetUnOccupied) if (SitTargetisSet) // scipted sit
{ {
part.SetAvatarOnSitTarget(UUID); if (SitTargetUnOccupied)
offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); {
sitOrientation = avSitOrientation; part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
autopilot = false; // Jump direct to scripted llSitPos() offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
} sitOrientation = avSitOrientation; // Change rotatione to the scripted one
autopilot = false; // Jump direct to scripted llSitPos()
}
else return;
}
else // Not Scripted
{
if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) // large prim
{
Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
m_avUnscriptedSitPos = offset * partIRot; // sit where clicked
pos = part.AbsolutePosition + (offset * partIRot);
}
else // small prim
{
if (SitTargetUnOccupied)
{
m_avUnscriptedSitPos = Vector3.Zero; // Sit on unoccupied small prim center
pos = part.AbsolutePosition;
}
else return; // occupied small
} // end large/small
} // end Scripted/not
pos = part.AbsolutePosition + offset; // Region position where clicked
//if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1)
//{
// offset = pos;
//autopilot = false;
//}
if (m_physicsActor != null) if (m_physicsActor != null)
{ {
// If we're not using the client autopilot, we're immediately warping the avatar to the location // If we're not using the client autopilot, we're immediately warping the avatar to the location
@ -1887,8 +1904,9 @@ namespace OpenSim.Region.Framework.Scenes
{ {
// Non-scripted sit by Kitto Flora 21Nov09 // Non-scripted sit by Kitto Flora 21Nov09
// Calculate angle of line from prim to Av // Calculate angle of line from prim to Av
float y_diff = (m_avInitialPos.Y - part.AbsolutePosition.Y); Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
float x_diff = ( m_avInitialPos.X - part.AbsolutePosition.X); float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
@ -1896,23 +1914,30 @@ namespace OpenSim.Region.Framework.Scenes
// NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
// Av sits at world euler <0,0, z>, translated by part rotation // Av sits at world euler <0,0, z>, translated by part rotation
m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
m_pos = new Vector3(0f, 0f, 0.05f) +
(new Vector3(0.0f, 0f, 0.625f) * partIRot) +
(new Vector3(0.25f, 0f, 0.0f) * m_bodyRot); // sit at center of prim
m_parentPosition = part.AbsolutePosition; m_parentPosition = part.AbsolutePosition;
//Set up raytrace to find top surface of prim if(m_avUnscriptedSitPos != Vector3.Zero)
Vector3 size = part.Scale; { // sit where clicked on big prim
float mag = 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); m_pos = m_avUnscriptedSitPos + (new Vector3(0.0f, 0f, 0.625f) * partIRot);
Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); }
Vector3 down = new Vector3(0f, 0f, -1f); else
m_scene.PhysicsScene.RaycastWorld( { // sit at center of small prim
start, // Vector3 position, m_pos = new Vector3(0f, 0f, 0.05f) +
down, // Vector3 direction, (new Vector3(0.0f, 0f, 0.625f) * partIRot) +
mag, // float length, (new Vector3(0.25f, 0f, 0.0f) * m_bodyRot);
SitAltitudeCallback); // retMethod //Set up raytrace to find top surface of prim
} Vector3 size = part.Scale;
float mag = 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
Vector3 down = new Vector3(0f, 0f, -1f);
m_scene.PhysicsScene.RaycastWorld(
start, // Vector3 position,
down, // Vector3 direction,
mag, // float length,
SitAltitudeCallback); // retMethod
} // end small/big
} // end scripted/not
} }
else else // no Av
{ {
return; return;
} }