change camera collision check rules

melanie
UbitUmarov 2016-11-14 22:13:02 +00:00
parent a858804b42
commit 8196f21af9
1 changed files with 34 additions and 23 deletions

View File

@ -2313,25 +2313,23 @@ namespace OpenSim.Region.Framework.Scenes
{ {
Vector3 posAdjusted = AbsolutePosition; Vector3 posAdjusted = AbsolutePosition;
// posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f; // posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f;
// not good for tiny or huge avatars
posAdjusted.Z += 1.0f; // viewer current camera focus point posAdjusted.Z += 1.0f; // viewer current camera focus point
Vector3 tocam = CameraPosition - posAdjusted; 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);
float distTocamlen = tocam.Length(); float distTocamlen = tocam.LengthSquared();
if (distTocamlen > 0.3f) if (distTocamlen > 0.08f && distTocamlen < 400)
{ {
distTocamlen = (float)Math.Sqrt(distTocamlen);
tocam *= (1.0f / distTocamlen); tocam *= (1.0f / distTocamlen);
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_doingCamRayCast = true;
m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback); m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback);
return;
} }
} }
else if (CameraConstraintActive)
if (CameraConstraintActive)
{ {
Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right... Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right...
UpdateCameraCollisionPlane(plane); UpdateCameraCollisionPlane(plane);
@ -2350,17 +2348,14 @@ namespace OpenSim.Region.Framework.Scenes
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 ROTATION_TOLERANCE = 0.02f; // const float ROTATION_TOLERANCE = 0.02f;
m_doingCamRayCast = false;
if (hitYN && localid != LocalId) if (hitYN && localid != LocalId)
{ {
SceneObjectGroup group = m_scene.GetGroupByPrim(localid); if (localid != 0)
bool IsPrim = group != null;
if (IsPrim)
{ {
SceneObjectPart part = group.GetPart(localid); SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
if (part != null && !part.VolumeDetectActive) if (part != null && !part.VolumeDetectActive)
{ {
CameraConstraintActive = true; CameraConstraintActive = true;
@ -2393,13 +2388,16 @@ namespace OpenSim.Region.Framework.Scenes
UpdateCameraCollisionPlane(plane); UpdateCameraCollisionPlane(plane);
} }
} }
else if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || // else if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) // !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
else if(CameraConstraintActive)
{ {
Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -9000f); // not right... Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -9000f); // not right...
UpdateCameraCollisionPlane(plane); UpdateCameraCollisionPlane(plane);
CameraConstraintActive = false; CameraConstraintActive = false;
} }
m_doingCamRayCast = false;
} }
/// <summary> /// <summary>
@ -2767,7 +2765,7 @@ namespace OpenSim.Region.Framework.Scenes
// Use these three vectors to figure out what the agent is looking at // Use these three vectors to figure out what the agent is looking at
// Convert it to a Matrix and/or Quaternion // Convert it to a Matrix and/or Quaternion
// this my need lock // this may need lock
CameraAtAxis = agentData.CameraAtAxis; CameraAtAxis = agentData.CameraAtAxis;
CameraLeftAxis = agentData.CameraLeftAxis; CameraLeftAxis = agentData.CameraLeftAxis;
CameraUpAxis = agentData.CameraUpAxis; CameraUpAxis = agentData.CameraUpAxis;
@ -2781,11 +2779,24 @@ namespace OpenSim.Region.Framework.Scenes
DrawDistance = agentData.Far; DrawDistance = agentData.Far;
// 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) // Check if Client has camera in 'follow cam' or 'build' mode.
&& (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; // Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
m_followCamAuto = false;
if(!m_mouseLook)
{
if((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f))
{
Vector3 camdif = new Vector3(1f, 0f, 0f) * Rotation;
float ftmp = camdif.X - CameraAtAxis.X;
if(Math.Abs(ftmp) < 0.1f)
{
ftmp = camdif.Y - CameraAtAxis.Y;
if(Math.Abs(ftmp) < 0.1f)
m_followCamAuto = true;
}
}
}
if(agentData.NeedsCameraCollision) if(agentData.NeedsCameraCollision)
checkCameraCollision(); checkCameraCollision();