Merge branch 'ubitworkmaster'
commit
93fa3777d2
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@ -37,6 +37,54 @@ namespace OpenSim.Framework
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{
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private bool m_parseError = false;
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public const uint createBasePermitions = (uint)(PermissionMask.All); // no export ?
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public const uint createNextPermitions = (uint)(PermissionMask.Copy | PermissionMask.Modify);
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public const uint allowedBasePermitions = (uint)(PermissionMask.Copy | PermissionMask.Modify);
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public const uint allowedNextPermitions = 0;
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public static void setCreateItemPermitions(InventoryItemBase it)
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{
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if (it == null)
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return;
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it.BasePermissions = createBasePermitions;
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it.CurrentPermissions = createBasePermitions;
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// it.GroupPermissions &= allowedPermitions;
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it.NextPermissions = createNextPermitions;
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// it.EveryOnePermissions &= allowedPermitions;
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it.GroupPermissions = 0;
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it.EveryOnePermissions = 0;
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}
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public static void enforceItemPermitions(InventoryItemBase it, bool IsCreator)
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{
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if (it == null)
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return;
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uint bp;
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uint np;
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if (IsCreator)
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{
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bp = createBasePermitions;
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np = createNextPermitions;
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}
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else
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{
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bp = allowedBasePermitions;
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np = allowedNextPermitions;
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}
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it.BasePermissions &= bp;
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it.CurrentPermissions &= bp;
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// it.GroupPermissions &= allowedPermitions;
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it.NextPermissions &= np;
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// it.EveryOnePermissions &= allowedPermitions;
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it.GroupPermissions = 0;
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it.EveryOnePermissions = 0;
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}
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public int AnimationCount { get; private set; }
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private Dictionary<string, KeyValuePair<string, UUID>> m_animations = new Dictionary<string, KeyValuePair<string, UUID>>();
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@ -1125,10 +1125,7 @@ namespace OpenSim.Region.ClientStack.Linden
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if (inType == (sbyte)CustomInventoryType.AnimationSet)
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{
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item.BasePermissions = (uint)(PermissionMask.Copy | PermissionMask.Modify);
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item.CurrentPermissions = (uint)(PermissionMask.Copy| PermissionMask.Modify);
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item.EveryOnePermissions = 0;
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item.NextPermissions = 0;
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AnimationSet.setCreateItemPermitions(item);
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}
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else if (restrictPerms)
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@ -4912,6 +4912,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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IEventQueue eq = Scene.RequestModuleInterface<IEventQueue>();
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if (eq != null)
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{
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OSD message_body = updateMessage.Serialize();
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// Add new fields here until OMV has them
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OSDMap bodyMap = (OSDMap)message_body;
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@ -4923,8 +4924,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OSDMap message = new OSDMap();
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message.Add("message", OSD.FromString("ParcelProperties"));
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message.Add("body", message_body);
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eq.Enqueue (message, this.AgentId);
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//eq.ParcelProperties(updateMessage, this.AgentId);
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// eq.ParcelProperties(updateMessage, this.AgentId);
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}
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else
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{
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@ -12420,8 +12423,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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uint regionY = 0;
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Utils.LongToUInts(m_scene.RegionInfo.RegionHandle, out regionX, out regionY);
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locx = Convert.ToSingle(args[0]) - (float)regionX;
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locy = Convert.ToSingle(args[1]) - (float)regionY;
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locx = (float)(Convert.ToDouble(args[0]) - (double)regionX);
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locy = (float)(Convert.ToDouble(args[1]) - (double)regionY);
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locz = Convert.ToSingle(args[2]);
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Action<Vector3, bool, bool> handlerAutoPilotGo = OnAutoPilotGo;
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@ -178,7 +178,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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sbyte assetType,
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byte wearableType, uint nextOwnerMask, int creationDate)
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{
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m_log.DebugFormat("[INVENTORY ACCESS MODULE]: Received request to create inventory item {0} in folder {1}", name, folderID);
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m_log.DebugFormat("[INVENTORY ACCESS MODULE]: Received request to create inventory item {0} in folder {1}, transactionID {2}", name,
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folderID, transactionID);
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if (!m_Scene.Permissions.CanCreateUserInventory(invType, remoteClient.AgentId))
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return;
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@ -1200,10 +1200,8 @@ namespace OpenSim.Region.CoreModules.World.Land
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{
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//the proprieties to who changed them
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land.SendLandProperties(0, true, LandChannel.LAND_RESULT_SINGLE, remote_client);
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land.SendLandProperties(0, false, LandChannel.LAND_RESULT_SINGLE, remote_client);
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if (needOverlay)
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{
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UUID parcelID = land.LandData.GlobalID;
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m_scene.ForEachScenePresence(delegate(ScenePresence avatar)
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{
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@ -1211,6 +1209,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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return;
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IClientAPI client = avatar.ControllingClient;
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if (needOverlay)
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SendParcelOverlay(client);
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if (avatar.IsChildAgent)
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@ -1227,7 +1226,6 @@ namespace OpenSim.Region.CoreModules.World.Land
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});
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}
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}
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}
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public void ClientOnParcelPropertiesUpdateRequest(LandUpdateArgs args, int localID, IClientAPI remote_client)
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{
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@ -1244,6 +1244,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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public void SetMediaUrl(string url)
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{
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LandData.MediaURL = url;
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m_scene.LandChannel.UpdateLandObject(LandData.LocalID, LandData);
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SendLandUpdateToAvatarsOverMe();
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}
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@ -1254,6 +1255,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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public void SetMusicUrl(string url)
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{
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LandData.MusicURL = url;
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m_scene.LandChannel.UpdateLandObject(LandData.LocalID, LandData);
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SendLandUpdateToAvatarsOverMe();
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}
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@ -58,17 +58,19 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public string CurrentMovementAnimation { get; private set; }
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private int m_animTickFall;
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public int m_animTickJump; // ScenePresence has to see this to control +Z force
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private int m_animTickLand;
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private int m_animTickJump;
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public bool m_jumping = false;
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public float m_jumpVelocity = 0f;
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// private int m_landing = 0;
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// private int m_landing = 0;
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/// <summary>
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/// Is the avatar falling?
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/// </summary>
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public bool Falling { get; private set; }
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private float m_fallHeight;
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private float m_lastFallVelocity;
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/// <value>
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/// The scene presence that this animator applies to
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@ -111,7 +113,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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if (animID == UUID.Zero)
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return;
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// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", animID, name, m_scenePresence.Name);
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// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", animID, name, m_scenePresence.Name);
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AddAnimation(animID, objectID);
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}
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@ -153,7 +155,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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else
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m_animations.Remove(animID, false);
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}
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if(sendPack)
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if (sendPack)
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SendAnimPack();
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}
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@ -205,7 +207,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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if (aoSitGndAnim != UUID.Zero)
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{
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avnChangeAnim(aoSitGndAnim, false, false);
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avnChangeAnim(aoSitGndAnim, false, true);
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aoSitGndAnim = UUID.Zero;
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}
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@ -238,9 +240,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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if (m_animations.TrySetDefaultAnimation(
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anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE ANIMATOR]: Updating movement animation to {0} for {1}",
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// anim, m_scenePresence.Name);
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// m_log.DebugFormat(
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// "[SCENE PRESENCE ANIMATOR]: Updating movement animation to {0} for {1}",
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// anim, m_scenePresence.Name);
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// 16384 is CHANGED_ANIMATION
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m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION });
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@ -258,83 +260,119 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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return ret;
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}
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public enum motionControlStates : byte
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{
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sitted = 0,
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flying,
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falling,
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jumping,
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landing,
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onsurface
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}
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public motionControlStates currentControlState = motionControlStates.onsurface;
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/// <summary>
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/// This method determines the proper movement related animation
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/// </summary>
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private string DetermineMovementAnimation()
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{
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const float FALL_DELAY = 800f;
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const float PREJUMP_DELAY = 200f;
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const float JUMP_PERIOD = 800f;
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const int FALL_DELAY = 800;
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const int PREJUMP_DELAY = 200;
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const int JUMP_PERIOD = 800;
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#region Inputs
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if (m_scenePresence.IsInTransit)
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return CurrentMovementAnimation;
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if (m_scenePresence.SitGround)
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{
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currentControlState = motionControlStates.sitted;
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return "SITGROUND";
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}
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if (m_scenePresence.ParentID != 0 || m_scenePresence.ParentUUID != UUID.Zero)
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{
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currentControlState = motionControlStates.sitted;
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return "SIT";
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}
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AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
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PhysicsActor actor = m_scenePresence.PhysicsActor;
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// Create forward and left vectors from the current avatar rotation
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Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_scenePresence.Rotation);
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Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix);
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Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
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const AgentManager.ControlFlags ANYXYMASK = (
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AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS |
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AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG |
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AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS |
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AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG
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);
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// Check control flags
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bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
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bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
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bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
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bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
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/* not in use
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bool heldForward = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)) != 0);
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bool heldBack = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG)) != 0);
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bool heldLeft = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS)) != 0);
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bool heldRight = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG)) != 0);
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*/
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bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
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bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
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bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
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bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG;
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// bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS)) != 0);
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// excluded nudge up so it doesn't trigger jump state
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bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS)) != 0);
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bool heldDown = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG)) != 0);
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//bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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//bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK;
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if (heldForward || heldBack || heldLeft || heldRight || heldUp || heldDown)
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bool heldOnXY = ((controlFlags & ANYXYMASK) != 0);
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if (heldOnXY || heldUp || heldDown)
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{
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heldTurnLeft = false;
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heldTurnRight = false;
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}
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// Direction in which the avatar is trying to move
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Vector3 move = Vector3.Zero;
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if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
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if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; }
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if (heldLeft) { move.X += left.X; move.Y += left.Y; }
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if (heldRight) { move.X -= left.X; move.Y -= left.Y; }
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if (heldUp) { move.Z += 1; }
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if (heldDown) { move.Z -= 1; }
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// Is the avatar trying to move?
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// bool moving = (move != Vector3.Zero);
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#endregion Inputs
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// no physics actor case
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if (actor == null)
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{
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// well what to do?
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currentControlState = motionControlStates.onsurface;
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if (heldOnXY)
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return "WALK";
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return "STAND";
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}
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#region Flying
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if (actor != null && actor.Flying)
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bool isColliding = actor.IsColliding;
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if (actor.Flying)
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{
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m_animTickFall = 0;
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m_animTickJump = 0;
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m_jumping = false;
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Falling = false;
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m_jumpVelocity = 0f;
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actor.Selected = false;
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m_fallHeight = actor.Position.Z; // save latest flying height
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if (move.X != 0f || move.Y != 0f)
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currentControlState = motionControlStates.flying;
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if (heldOnXY)
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{
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return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY");
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}
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else if (move.Z > 0f)
|
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else if (heldUp)
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{
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return "HOVER_UP";
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}
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else if (move.Z < 0f)
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else if (heldDown)
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{
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if (actor != null && actor.IsColliding)
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if (isColliding)
|
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{
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actor.Flying = false;
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currentControlState = motionControlStates.landing;
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m_animTickLand = Environment.TickCount;
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return "LAND";
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}
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else
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return "HOVER_DOWN";
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}
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|
@ -343,81 +381,88 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
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return "HOVER";
|
||||
}
|
||||
}
|
||||
else
|
||||
{
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if (isColliding && currentControlState == motionControlStates.flying)
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{
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currentControlState = motionControlStates.landing;
|
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m_animTickLand = Environment.TickCount;
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return "LAND";
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}
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}
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#endregion Flying
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#region Falling/Floating/Landing
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if ((actor == null || !actor.IsColliding) && !m_jumping)
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if (!isColliding && currentControlState != motionControlStates.jumping)
|
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{
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float fallElapsed = (float)(Environment.TickCount - m_animTickFall);
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float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
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float fallVelocity = actor.Velocity.Z;
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if (!m_jumping && (fallVelocity < -3.0f))
|
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if (fallVelocity < -2.5f)
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Falling = true;
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if (m_animTickFall == 0 || (fallVelocity >= 0.0f))
|
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if (m_animTickFall == 0 || (fallVelocity >= -0.5f))
|
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{
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// not falling yet, or going up
|
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// reset start of fall time
|
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m_animTickFall = Environment.TickCount;
|
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}
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else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.WasFlying))
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else
|
||||
{
|
||||
int fallElapsed = (Environment.TickCount - m_animTickFall);
|
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if ((fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f))
|
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{
|
||||
currentControlState = motionControlStates.falling;
|
||||
m_lastFallVelocity = fallVelocity;
|
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// Falling long enough to trigger the animation
|
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return "FALLDOWN";
|
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}
|
||||
}
|
||||
|
||||
// Check if the user has stopped walking just now
|
||||
if (CurrentMovementAnimation == "WALK" && (move == Vector3.Zero))
|
||||
if (CurrentMovementAnimation == "WALK" && !heldOnXY && !heldDown && !heldUp)
|
||||
return "STAND";
|
||||
|
||||
return CurrentMovementAnimation;
|
||||
}
|
||||
|
||||
#endregion Falling/Floating/Landing
|
||||
m_animTickFall = 0;
|
||||
|
||||
#endregion Falling/Floating/Landing
|
||||
|
||||
#region Jumping // section added for jumping...
|
||||
|
||||
int jumptime;
|
||||
jumptime = Environment.TickCount - m_animTickJump;
|
||||
|
||||
if ((move.Z > 0f) && (!m_jumping))
|
||||
if (isColliding && heldUp && currentControlState != motionControlStates.jumping)
|
||||
{
|
||||
// Start jumping, prejump
|
||||
m_animTickFall = 0;
|
||||
currentControlState = motionControlStates.jumping;
|
||||
m_jumping = true;
|
||||
Falling = false;
|
||||
actor.Selected = true; // borrowed for jumping flag
|
||||
m_animTickJump = Environment.TickCount;
|
||||
m_jumpVelocity = 0.35f;
|
||||
return "PREJUMP";
|
||||
}
|
||||
|
||||
if (m_jumping)
|
||||
if (currentControlState == motionControlStates.jumping)
|
||||
{
|
||||
int jumptime = Environment.TickCount - m_animTickJump;
|
||||
if ((jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
|
||||
{
|
||||
// end jumping
|
||||
m_jumping = false;
|
||||
Falling = false;
|
||||
actor.Selected = false; // borrowed for jumping flag
|
||||
m_jumpVelocity = 0f;
|
||||
m_animTickFall = Environment.TickCount;
|
||||
m_animTickLand = Environment.TickCount;
|
||||
currentControlState = motionControlStates.landing;
|
||||
return "LAND";
|
||||
}
|
||||
else if (jumptime > JUMP_PERIOD)
|
||||
{
|
||||
// jump down
|
||||
m_jumpVelocity = 0f;
|
||||
return "JUMP";
|
||||
}
|
||||
else if (jumptime > PREJUMP_DELAY)
|
||||
{
|
||||
// jump up
|
||||
m_jumping = true;
|
||||
m_jumpVelocity = 10f;
|
||||
return "JUMP";
|
||||
}
|
||||
}
|
||||
|
@ -426,45 +471,52 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
|
||||
#region Ground Movement
|
||||
|
||||
if (CurrentMovementAnimation == "FALLDOWN")
|
||||
if (currentControlState == motionControlStates.falling)
|
||||
{
|
||||
Falling = false;
|
||||
m_animTickFall = Environment.TickCount;
|
||||
currentControlState = motionControlStates.landing;
|
||||
m_animTickLand = Environment.TickCount;
|
||||
// TODO: SOFT_LAND support
|
||||
float fallHeight = m_fallHeight - actor.Position.Z;
|
||||
if (fallHeight > 15.0f)
|
||||
float fallVsq = m_lastFallVelocity * m_lastFallVelocity;
|
||||
if (fallVsq > 300f) // aprox 20*h
|
||||
return "STANDUP";
|
||||
else if (fallHeight > 8.0f)
|
||||
else if (fallVsq > 160f)
|
||||
return "SOFT_LAND";
|
||||
else
|
||||
return "LAND";
|
||||
}
|
||||
else if ((CurrentMovementAnimation == "LAND") || (CurrentMovementAnimation == "SOFT_LAND") || (CurrentMovementAnimation == "STANDUP"))
|
||||
|
||||
|
||||
if (currentControlState == motionControlStates.landing)
|
||||
{
|
||||
int landElapsed = Environment.TickCount - m_animTickFall;
|
||||
Falling = false;
|
||||
int landElapsed = Environment.TickCount - m_animTickLand;
|
||||
int limit = 1000;
|
||||
if (CurrentMovementAnimation == "LAND")
|
||||
limit = 350;
|
||||
// NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
|
||||
|
||||
if ((m_animTickFall != 0) && (landElapsed <= limit))
|
||||
if ((m_animTickLand != 0) && (landElapsed <= limit))
|
||||
{
|
||||
return CurrentMovementAnimation;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_fallHeight = actor.Position.Z; // save latest flying height
|
||||
currentControlState = motionControlStates.onsurface;
|
||||
m_animTickLand = 0;
|
||||
return "STAND";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// next section moved outside paren. and realigned for jumping
|
||||
if (move.X != 0f || move.Y != 0f)
|
||||
|
||||
if (heldOnXY)
|
||||
{
|
||||
m_fallHeight = actor.Position.Z; // save latest flying height
|
||||
currentControlState = motionControlStates.onsurface;
|
||||
Falling = false;
|
||||
// Walking / crouchwalking / running
|
||||
if (move.Z < 0f)
|
||||
if (heldDown)
|
||||
{
|
||||
return "CROUCHWALK";
|
||||
}
|
||||
|
@ -480,9 +532,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
}
|
||||
else if (!m_jumping)
|
||||
{
|
||||
currentControlState = motionControlStates.onsurface;
|
||||
Falling = false;
|
||||
// Not walking
|
||||
if (move.Z < 0)
|
||||
if(heldDown)
|
||||
return "CROUCH";
|
||||
else if (heldTurnLeft)
|
||||
return "TURNLEFT";
|
||||
|
@ -493,8 +546,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
}
|
||||
#endregion Ground Movement
|
||||
|
||||
Falling = false;
|
||||
|
||||
return CurrentMovementAnimation;
|
||||
}
|
||||
|
||||
|
@ -504,7 +555,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
/// <returns>'true' if the animation was changed</returns>
|
||||
public bool UpdateMovementAnimations()
|
||||
{
|
||||
// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Updating movement animations for {0}", m_scenePresence.Name);
|
||||
// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Updating movement animations for {0}", m_scenePresence.Name);
|
||||
|
||||
bool ret = false;
|
||||
lock (m_animations)
|
||||
|
@ -558,13 +609,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
int rnditerations = 3;
|
||||
BinBVHAnimation anim = new BinBVHAnimation();
|
||||
List<string> parts = new List<string>();
|
||||
parts.Add("mPelvis");parts.Add("mHead");parts.Add("mTorso");
|
||||
parts.Add("mHipLeft");parts.Add("mHipRight");parts.Add("mHipLeft");parts.Add("mKneeLeft");
|
||||
parts.Add("mKneeRight");parts.Add("mCollarLeft");parts.Add("mCollarRight");parts.Add("mNeck");
|
||||
parts.Add("mElbowLeft");parts.Add("mElbowRight");parts.Add("mWristLeft");parts.Add("mWristRight");
|
||||
parts.Add("mShoulderLeft");parts.Add("mShoulderRight");parts.Add("mAnkleLeft");parts.Add("mAnkleRight");
|
||||
parts.Add("mEyeRight");parts.Add("mChest");parts.Add("mToeLeft");parts.Add("mToeRight");
|
||||
parts.Add("mFootLeft");parts.Add("mFootRight");parts.Add("mEyeLeft");
|
||||
parts.Add("mPelvis"); parts.Add("mHead"); parts.Add("mTorso");
|
||||
parts.Add("mHipLeft"); parts.Add("mHipRight"); parts.Add("mHipLeft"); parts.Add("mKneeLeft");
|
||||
parts.Add("mKneeRight"); parts.Add("mCollarLeft"); parts.Add("mCollarRight"); parts.Add("mNeck");
|
||||
parts.Add("mElbowLeft"); parts.Add("mElbowRight"); parts.Add("mWristLeft"); parts.Add("mWristRight");
|
||||
parts.Add("mShoulderLeft"); parts.Add("mShoulderRight"); parts.Add("mAnkleLeft"); parts.Add("mAnkleRight");
|
||||
parts.Add("mEyeRight"); parts.Add("mChest"); parts.Add("mToeLeft"); parts.Add("mToeRight");
|
||||
parts.Add("mFootLeft"); parts.Add("mFootRight"); parts.Add("mEyeLeft");
|
||||
anim.HandPose = 1;
|
||||
anim.InPoint = 0;
|
||||
anim.OutPoint = (rnditerations * .10f);
|
||||
|
@ -588,12 +639,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
for (int i = 0; i < rnditerations; i++)
|
||||
{
|
||||
anim.Joints[j].rotationkeys[i] = new binBVHJointKey();
|
||||
anim.Joints[j].rotationkeys[i].time = (i*.10f);
|
||||
anim.Joints[j].rotationkeys[i].key_element.X = ((float) rnd.NextDouble()*2 - 1);
|
||||
anim.Joints[j].rotationkeys[i].key_element.Y = ((float) rnd.NextDouble()*2 - 1);
|
||||
anim.Joints[j].rotationkeys[i].key_element.Z = ((float) rnd.NextDouble()*2 - 1);
|
||||
anim.Joints[j].rotationkeys[i].time = (i * .10f);
|
||||
anim.Joints[j].rotationkeys[i].key_element.X = ((float)rnd.NextDouble() * 2 - 1);
|
||||
anim.Joints[j].rotationkeys[i].key_element.Y = ((float)rnd.NextDouble() * 2 - 1);
|
||||
anim.Joints[j].rotationkeys[i].key_element.Z = ((float)rnd.NextDouble() * 2 - 1);
|
||||
anim.Joints[j].positionkeys[i] = new binBVHJointKey();
|
||||
anim.Joints[j].positionkeys[i].time = (i*.10f);
|
||||
anim.Joints[j].positionkeys[i].time = (i * .10f);
|
||||
anim.Joints[j].positionkeys[i].key_element.X = 0;
|
||||
anim.Joints[j].positionkeys[i].key_element.Y = 0;
|
||||
anim.Joints[j].positionkeys[i].key_element.Z = 0;
|
||||
|
@ -620,22 +671,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
/// <param name="objectIDs"></param>
|
||||
public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs)
|
||||
{
|
||||
/*
|
||||
if (m_scenePresence.IsChildAgent)
|
||||
return;
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE ANIMATOR]: Sending anim pack with animations '{0}', sequence '{1}', uuids '{2}'",
|
||||
// string.Join(",", Array.ConvertAll<UUID, string>(animations, a => a.ToString())),
|
||||
// string.Join(",", Array.ConvertAll<int, string>(seqs, s => s.ToString())),
|
||||
// string.Join(",", Array.ConvertAll<UUID, string>(objectIDs, o => o.ToString())));
|
||||
|
||||
m_scenePresence.Scene.ForEachClient(
|
||||
delegate(IClientAPI client)
|
||||
{
|
||||
client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs);
|
||||
});
|
||||
*/
|
||||
m_scenePresence.SendAnimPack(animations, seqs, objectIDs);
|
||||
}
|
||||
|
||||
|
@ -645,7 +680,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
sequenceNums = null;
|
||||
objectIDs = null;
|
||||
|
||||
if(m_animations != null)
|
||||
if (m_animations != null)
|
||||
m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
|
||||
}
|
||||
|
||||
|
@ -678,7 +713,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
|
||||
m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
|
||||
|
||||
// SendAnimPack(animIDs, sequenceNums, objectIDs);
|
||||
// SendAnimPack(animIDs, sequenceNums, objectIDs);
|
||||
m_scenePresence.SendAnimPack(animIDs, sequenceNums, objectIDs);
|
||||
}
|
||||
|
||||
|
|
|
@ -1063,6 +1063,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (!Permissions.CanCreateUserInventory(invType, remoteClient.AgentId))
|
||||
return;
|
||||
|
||||
if (type != (sbyte)AssetType.Link || type != (sbyte)AssetType.LinkFolder)
|
||||
return;
|
||||
|
||||
|
||||
ScenePresence presence;
|
||||
if (TryGetScenePresence(remoteClient.AgentId, out presence))
|
||||
{
|
||||
|
|
|
@ -287,13 +287,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
set { PhysicsActor.Flying = value; }
|
||||
}
|
||||
|
||||
// add for fly velocity control
|
||||
private bool FlyingOld {get; set;}
|
||||
public bool WasFlying
|
||||
{
|
||||
get; private set;
|
||||
}
|
||||
|
||||
public bool IsColliding
|
||||
{
|
||||
get { return PhysicsActor != null && PhysicsActor.IsColliding; }
|
||||
|
@ -936,7 +929,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <remarks>
|
||||
/// AGENT_CONTRL_STOP comes about if user holds down space key on viewers.
|
||||
/// </remarks>
|
||||
private float AgentControlStopSlowWhilstMoving = 0.5f;
|
||||
private float AgentControlStopSlowWhilstMoving = 0.2f;
|
||||
|
||||
private bool m_forceFly;
|
||||
|
||||
|
@ -2174,7 +2167,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
bool DCFlagKeyPressed = false;
|
||||
Vector3 agent_control_v3 = Vector3.Zero;
|
||||
|
||||
bool newFlying = actor.Flying;
|
||||
bool newFlying = false;
|
||||
|
||||
if (ForceFly)
|
||||
newFlying = true;
|
||||
|
@ -2286,11 +2279,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (Flying && !ForceFly)
|
||||
{
|
||||
// Need to stop in mid air if user holds down AGENT_CONTROL_STOP
|
||||
if (AgentControlStopActive)
|
||||
{
|
||||
agent_control_v3 = Vector3.Zero;
|
||||
}
|
||||
else
|
||||
// if (AgentControlStopActive)
|
||||
// {
|
||||
// agent_control_v3 = Vector3.Zero;
|
||||
// }
|
||||
// else
|
||||
{
|
||||
// Landing detection code
|
||||
|
||||
|
@ -2321,6 +2314,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE);
|
||||
}
|
||||
|
||||
/*
|
||||
if (Flying && IsColliding && controlland)
|
||||
{
|
||||
// nesting this check because LengthSquared() is expensive and we don't
|
||||
|
@ -2328,8 +2322,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX))
|
||||
StopFlying();
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
else if (IsColliding && agent_control_v3.Z < 0f)
|
||||
agent_control_v3.Z = 0;
|
||||
// else if(AgentControlStopActive %% Velocity.Z <0.01f)
|
||||
|
||||
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: MovementFlag {0} for {1}", MovementFlag, Name);
|
||||
|
||||
|
@ -2342,32 +2341,22 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (update_movementflag
|
||||
|| (update_rotation && DCFlagKeyPressed && (!AgentControlStopActive || MovementFlag != 0)))
|
||||
{
|
||||
// if (update_movementflag || !AgentControlStopActive || MovementFlag != 0)
|
||||
// {
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, mf = {4}, ur = {5}",
|
||||
// m_scene.RegionInfo.RegionName, agent_control_v3, Name,
|
||||
// update_movementflag, MovementFlag, update_rotation);
|
||||
|
||||
float speedModifier;
|
||||
|
||||
if (AgentControlStopActive)
|
||||
speedModifier = AgentControlStopSlowWhilstMoving;
|
||||
else
|
||||
speedModifier = 1;
|
||||
|
||||
AddNewMovement(agent_control_v3, speedModifier);
|
||||
// }
|
||||
{
|
||||
// if (MovementFlag == 0 && Animator.Falling)
|
||||
if (MovementFlag == 0 && Animator.currentControlState == ScenePresenceAnimator.motionControlStates.falling)
|
||||
{
|
||||
AddNewMovement(agent_control_v3, AgentControlStopSlowWhilstMoving, true);
|
||||
}
|
||||
else
|
||||
AddNewMovement(agent_control_v3, AgentControlStopSlowWhilstMoving);
|
||||
}
|
||||
|
||||
else
|
||||
AddNewMovement(agent_control_v3);
|
||||
|
||||
}
|
||||
// else
|
||||
// {
|
||||
// if (!update_movementflag)
|
||||
// {
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false",
|
||||
// m_scene.RegionInfo.RegionName, agent_control_v3, Name);
|
||||
// }
|
||||
// }
|
||||
|
||||
if (update_movementflag && ParentID == 0)
|
||||
{
|
||||
|
@ -3246,68 +3235,55 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
|
||||
/// <param name="thisAddSpeedModifier">
|
||||
/// Optional additional speed modifier for this particular add. Default is 1</param>
|
||||
public void AddNewMovement(Vector3 vec, float thisAddSpeedModifier = 1)
|
||||
public void AddNewMovement(Vector3 vec, float thisAddSpeedModifier = 1, bool breaking = false)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}",
|
||||
// vec, Rotation, thisAddSpeedModifier, Name);
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}",
|
||||
// vec, Rotation, thisAddSpeedModifier, Name);
|
||||
|
||||
// rotate from avatar coord space to world
|
||||
// for now all controls assume this is only a rotation around Z
|
||||
// if not all checks below need to be done before this rotation
|
||||
Vector3 direc = vec * Rotation;
|
||||
direc.Normalize();
|
||||
|
||||
if (Flying != FlyingOld) // add for fly velocity control
|
||||
{
|
||||
FlyingOld = Flying; // add for fly velocity control
|
||||
if (!Flying)
|
||||
WasFlying = true; // add for fly velocity control
|
||||
}
|
||||
|
||||
if (IsColliding)
|
||||
WasFlying = false; // add for fly velocity control
|
||||
|
||||
// mouse look situation ?
|
||||
if ((vec.Z == 0f) && !Flying)
|
||||
direc.Z = 0f; // Prevent camera WASD up.
|
||||
|
||||
// odd rescalings
|
||||
direc *= 0.03f * 128f * SpeedModifier * thisAddSpeedModifier;
|
||||
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name);
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name);
|
||||
|
||||
if (PhysicsActor != null)
|
||||
if (Animator.currentControlState == ScenePresenceAnimator.motionControlStates.falling)
|
||||
{
|
||||
if (Flying)
|
||||
if (breaking)
|
||||
direc.Z = -9999f; //hack to tell physics to stop on Z
|
||||
else
|
||||
direc = Vector3.Zero;
|
||||
}
|
||||
else if (Flying)
|
||||
{
|
||||
if (IsColliding && direc.Z < 0)
|
||||
// landing situation, prevent avatar moving or it may fail to land
|
||||
// animator will handle this condition and do the land
|
||||
direc = Vector3.Zero;
|
||||
else
|
||||
direc *= 4.0f;
|
||||
//bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
|
||||
//if (controlland)
|
||||
// m_log.Info("[AGENT]: landCommand");
|
||||
//if (IsColliding)
|
||||
// m_log.Info("[AGENT]: colliding");
|
||||
//if (Flying && IsColliding && controlland)
|
||||
//{
|
||||
// StopFlying();
|
||||
// m_log.Info("[AGENT]: Stop Flying");
|
||||
//}
|
||||
}
|
||||
if (Animator.Falling && WasFlying) // if falling from flying, disable motion add
|
||||
else if (IsColliding)
|
||||
{
|
||||
direc *= 0.0f;
|
||||
}
|
||||
else if (!Flying && IsColliding)
|
||||
{
|
||||
if (direc.Z > 2.0f)
|
||||
if (direc.Z > 2.0f) // reinforce jumps
|
||||
{
|
||||
direc.Z *= 2.6f;
|
||||
|
||||
// TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
|
||||
// Animator.TrySetMovementAnimation("PREJUMP");
|
||||
// Animator.TrySetMovementAnimation("JUMP");
|
||||
}
|
||||
}
|
||||
else if (direc.Z < 0) // on a surface moving down (pg down) only changes animation
|
||||
direc.Z = 0;
|
||||
}
|
||||
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name);
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name);
|
||||
|
||||
// TODO: Add the force instead of only setting it to support multiple forces per frame?
|
||||
m_forceToApply = direc;
|
||||
Animator.UpdateMovementAnimations();
|
||||
}
|
||||
|
|
|
@ -79,6 +79,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
private Vector3 _acceleration;
|
||||
private Vector3 m_rotationalVelocity;
|
||||
private Vector3 m_size;
|
||||
private Vector3 m_collideNormal;
|
||||
private Quaternion m_orientation;
|
||||
private Quaternion m_orientation2D;
|
||||
private float m_mass = 80f;
|
||||
|
@ -109,6 +110,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
private bool _zeroFlag = false;
|
||||
|
||||
|
||||
private uint m_localID = 0;
|
||||
public bool m_returnCollisions = false;
|
||||
// taints and their non-tainted counterparts
|
||||
|
@ -155,8 +157,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
float mu;
|
||||
|
||||
|
||||
|
||||
public OdeCharacter(uint localID, String avName, OdeScene parent_scene, Vector3 pos, Vector3 pSize, float pfeetOffset, float density, float walk_divisor, float rundivisor)
|
||||
{
|
||||
m_uuid = UUID.Random();
|
||||
|
@ -865,10 +865,11 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
y = tx * sin + y * cos;
|
||||
}
|
||||
|
||||
|
||||
public bool Collide(IntPtr me,IntPtr other, bool reverse, ref d.ContactGeom contact, ref bool feetcollision)
|
||||
public bool Collide(IntPtr me, IntPtr other, bool reverse, ref d.ContactGeom contact,
|
||||
ref d.ContactGeom altContact , ref bool useAltcontact, ref bool feetcollision)
|
||||
{
|
||||
feetcollision = false;
|
||||
useAltcontact = false;
|
||||
|
||||
if (me == capsule)
|
||||
{
|
||||
|
@ -899,31 +900,78 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
feetcollision = true;
|
||||
if (h < boneOff)
|
||||
{
|
||||
m_collideNormal.X = contact.normal.X;
|
||||
m_collideNormal.Y = contact.normal.Y;
|
||||
m_collideNormal.Z = contact.normal.Z;
|
||||
IsColliding = true;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
/*
|
||||
d.AABB aabb;
|
||||
d.GeomGetAABB(other,out aabb);
|
||||
float othertop = aabb.MaxZ - _position.Z;
|
||||
*/
|
||||
// if (offset.Z > 0 || othertop > -feetOff || contact.normal.Z > 0.35f)
|
||||
if (offset.Z > 0 || contact.normal.Z > 0.35f)
|
||||
{
|
||||
if (offset.Z <= 0)
|
||||
{
|
||||
feetcollision = true;
|
||||
if (h < boneOff)
|
||||
{
|
||||
m_collideNormal.X = contact.normal.X;
|
||||
m_collideNormal.Y = contact.normal.Y;
|
||||
m_collideNormal.Z = contact.normal.Z;
|
||||
IsColliding = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (contact.normal.Z < 0.2f)
|
||||
{
|
||||
contact.normal.Z = 0;
|
||||
float t = contact.normal.X * contact.normal.X + contact.normal.Y * contact.normal.Y;
|
||||
if (t > 0)
|
||||
{
|
||||
t = 1.0f / t;
|
||||
contact.normal.X *= t;
|
||||
contact.normal.Y *= t;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
if (offset.Z > 0)
|
||||
return true;
|
||||
altContact = contact;
|
||||
useAltcontact = true;
|
||||
|
||||
offset.Normalize();
|
||||
|
||||
if (contact.depth > 0.1f)
|
||||
contact.depth = 0.1f;
|
||||
|
||||
if (reverse)
|
||||
{
|
||||
contact.normal.X = offset.X;
|
||||
contact.normal.Y = offset.Y;
|
||||
contact.normal.Z = offset.Z;
|
||||
altContact.normal.X = offset.X;
|
||||
altContact.normal.Y = offset.Y;
|
||||
altContact.normal.Z = offset.Z;
|
||||
}
|
||||
else
|
||||
{
|
||||
contact.normal.X = -offset.X;
|
||||
contact.normal.Y = -offset.Y;
|
||||
contact.normal.Z = -offset.Z;
|
||||
altContact.normal.X = -offset.X;
|
||||
altContact.normal.Y = -offset.Y;
|
||||
altContact.normal.Z = -offset.Z;
|
||||
}
|
||||
|
||||
feetcollision = true;
|
||||
if (h < boneOff)
|
||||
{
|
||||
m_collideNormal.X = contact.normal.X;
|
||||
m_collideNormal.Y = contact.normal.Y;
|
||||
m_collideNormal.Z = contact.normal.Z;
|
||||
IsColliding = true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -1003,6 +1051,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
|
||||
float velLengthSquared = vel.LengthSquared();
|
||||
|
||||
|
||||
Vector3 ctz = _target_velocity;
|
||||
|
||||
float movementdivisor = 1f;
|
||||
//Ubit change divisions into multiplications below
|
||||
if (!m_alwaysRun)
|
||||
|
@ -1010,13 +1061,16 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
else
|
||||
movementdivisor = 1 / runDivisor;
|
||||
|
||||
ctz.X *= movementdivisor;
|
||||
ctz.Y *= movementdivisor;
|
||||
|
||||
//******************************************
|
||||
// colide with land
|
||||
|
||||
d.AABB aabb;
|
||||
// d.GeomGetAABB(feetbox, out aabb);
|
||||
d.GeomGetAABB(capsule, out aabb);
|
||||
float chrminZ = aabb.MinZ; ; // move up a bit
|
||||
float chrminZ = aabb.MinZ; // move up a bit
|
||||
Vector3 posch = localpos;
|
||||
|
||||
float ftmp;
|
||||
|
@ -1031,15 +1085,18 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
|
||||
if (chrminZ < terrainheight)
|
||||
{
|
||||
if (ctz.Z < 0)
|
||||
ctz.Z = 0;
|
||||
|
||||
Vector3 n = _parent_scene.GetTerrainNormalAtXY(posch.X, posch.Y);
|
||||
float depth = terrainheight - chrminZ;
|
||||
if (!flying)
|
||||
{
|
||||
vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50;
|
||||
}
|
||||
else
|
||||
|
||||
vec.Z = depth * PID_P * 50;
|
||||
|
||||
if (depth < 0.1f)
|
||||
if (!flying)
|
||||
vec.Z += -vel.Z * PID_D;
|
||||
|
||||
if (depth < 0.2f)
|
||||
{
|
||||
m_colliderGroundfilter++;
|
||||
if (m_colliderGroundfilter > 2)
|
||||
|
@ -1053,50 +1110,83 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
m_freemove = false;
|
||||
}
|
||||
|
||||
m_collideNormal.X = n.X;
|
||||
m_collideNormal.Y = n.Y;
|
||||
m_collideNormal.Z = n.Z;
|
||||
|
||||
m_iscollidingGround = true;
|
||||
|
||||
|
||||
ContactPoint contact = new ContactPoint();
|
||||
contact.PenetrationDepth = depth;
|
||||
contact.Position.X = localpos.X;
|
||||
contact.Position.Y = localpos.Y;
|
||||
contact.Position.Z = terrainheight;
|
||||
contact.SurfaceNormal.X = 0.0f;
|
||||
contact.SurfaceNormal.Y = 0.0f;
|
||||
contact.SurfaceNormal.Z = -1f;
|
||||
contact.SurfaceNormal.X = -n.X;
|
||||
contact.SurfaceNormal.Y = -n.Y;
|
||||
contact.SurfaceNormal.Z = -n.Z;
|
||||
contact.RelativeSpeed = -vel.Z;
|
||||
contact.CharacterFeet = true;
|
||||
AddCollisionEvent(0, contact);
|
||||
|
||||
vec.Z *= 0.5f;
|
||||
// vec.Z *= 0.5f;
|
||||
}
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
m_colliderGroundfilter -= 5;
|
||||
if (m_colliderGroundfilter <= 0)
|
||||
{
|
||||
m_colliderGroundfilter = 0;
|
||||
m_iscollidingGround = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_colliderGroundfilter -= 5;
|
||||
if (m_colliderGroundfilter <= 0)
|
||||
{
|
||||
m_colliderGroundfilter = 0;
|
||||
m_iscollidingGround = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//******************************************
|
||||
if (!m_iscolliding)
|
||||
m_collideNormal.Z = 0;
|
||||
|
||||
bool tviszero = (ctz.X == 0.0f && ctz.Y == 0.0f && ctz.Z == 0.0f);
|
||||
|
||||
|
||||
bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f);
|
||||
|
||||
// if (!tviszero || m_iscolliding || velLengthSquared <0.01)
|
||||
if (!tviszero)
|
||||
{
|
||||
m_freemove = false;
|
||||
|
||||
// movement relative to surface if moving on it
|
||||
// dont disturbe vertical movement, ie jumps
|
||||
if (m_iscolliding && !flying && ctz.Z == 0 && m_collideNormal.Z > 0.2f && m_collideNormal.Z < 0.94f)
|
||||
{
|
||||
float p = ctz.X * m_collideNormal.X + ctz.Y * m_collideNormal.Y;
|
||||
ctz.X *= (float)Math.Sqrt(1 - m_collideNormal.X * m_collideNormal.X);
|
||||
ctz.Y *= (float)Math.Sqrt(1 - m_collideNormal.Y * m_collideNormal.Y);
|
||||
ctz.Z -= p;
|
||||
if (ctz.Z < 0)
|
||||
ctz.Z *= 2;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (!m_freemove)
|
||||
{
|
||||
|
||||
// if velocity is zero, use position control; otherwise, velocity control
|
||||
if (tviszero && m_iscolliding)
|
||||
if (tviszero && m_iscolliding && !flying)
|
||||
{
|
||||
// keep track of where we stopped. No more slippin' & slidin'
|
||||
if (!_zeroFlag)
|
||||
|
@ -1129,22 +1219,48 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
if (!flying)
|
||||
{
|
||||
if (_target_velocity.Z > 0.0f)
|
||||
// we are on a surface
|
||||
if (ctz.Z > 0f)
|
||||
{
|
||||
// We're colliding with something and we're not flying but we're moving
|
||||
// This means we're walking or running. JUMPING
|
||||
vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
|
||||
// moving up or JUMPING
|
||||
vec.Z += (ctz.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
|
||||
vec.X += (ctz.X - vel.X) * (PID_D);
|
||||
vec.Y += (ctz.Y - vel.Y) * (PID_D);
|
||||
}
|
||||
else
|
||||
{
|
||||
// we are moving down on a surface
|
||||
if (ctz.Z == 0)
|
||||
{
|
||||
if (vel.Z > 0)
|
||||
vec.Z -= vel.Z * PID_D * 2.0f;
|
||||
vec.X += (ctz.X - vel.X) * (PID_D);
|
||||
vec.Y += (ctz.Y - vel.Y) * (PID_D);
|
||||
}
|
||||
// intencionally going down
|
||||
else
|
||||
{
|
||||
if (ctz.Z < vel.Z)
|
||||
vec.Z += (ctz.Z - vel.Z) * PID_D * 2.0f;
|
||||
else
|
||||
{
|
||||
}
|
||||
|
||||
if (Math.Abs(ctz.X) > Math.Abs(vel.X))
|
||||
vec.X += (ctz.X - vel.X) * (PID_D);
|
||||
if (Math.Abs(ctz.Y) > Math.Abs(vel.Y))
|
||||
vec.Y += (ctz.Y - vel.Y) * (PID_D);
|
||||
}
|
||||
}
|
||||
|
||||
// We're standing on something
|
||||
vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
|
||||
vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
|
||||
}
|
||||
else
|
||||
{
|
||||
// We're flying and colliding with something
|
||||
vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
|
||||
vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
|
||||
vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
|
||||
vec.X += (ctz.X - vel.X) * (PID_D * 0.0625f);
|
||||
vec.Y += (ctz.Y - vel.Y) * (PID_D * 0.0625f);
|
||||
vec.Z += (ctz.Z - vel.Z) * (PID_D);
|
||||
}
|
||||
}
|
||||
else // ie not colliding
|
||||
|
@ -1152,9 +1268,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (flying) //(!m_iscolliding && flying)
|
||||
{
|
||||
// we're in mid air suspended
|
||||
vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
|
||||
vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
|
||||
vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
|
||||
vec.X += (ctz.X - vel.X) * (PID_D * 1.667f);
|
||||
vec.Y += (ctz.Y - vel.Y) * (PID_D * 1.667f);
|
||||
vec.Z += (ctz.Z - vel.Z) * (PID_D);
|
||||
}
|
||||
|
||||
else
|
||||
|
@ -1163,8 +1279,11 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// m_iscolliding includes collisions with the ground.
|
||||
|
||||
// d.Vector3 pos = d.BodyGetPosition(Body);
|
||||
vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
|
||||
vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
|
||||
vec.X += (ctz.X - vel.X) * PID_D * 0.833f;
|
||||
vec.Y += (ctz.Y - vel.Y) * PID_D * 0.833f;
|
||||
// hack for breaking on fall
|
||||
if (ctz.Z == -9999f)
|
||||
vec.Z += -vel.Z * PID_D - _parent_scene.gravityz * m_mass;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -935,18 +935,22 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
SharedTmpcontact.surface.mu = mu;
|
||||
SharedTmpcontact.surface.bounce = bounce;
|
||||
|
||||
d.ContactGeom altContact = new d.ContactGeom();
|
||||
bool useAltcontact = false;
|
||||
bool noskip = true;
|
||||
|
||||
while (true)
|
||||
{
|
||||
// if (!(IgnoreNegSides && curContact.side1 < 0))
|
||||
{
|
||||
bool noskip = true;
|
||||
noskip = true;
|
||||
useAltcontact = false;
|
||||
|
||||
if (dop1ava)
|
||||
{
|
||||
if (!(((OdeCharacter)p1).Collide(g1, g2, false, ref curContact, ref FeetCollision)))
|
||||
noskip = false;
|
||||
else
|
||||
if ((((OdeCharacter)p1).Collide(g1, g2, false, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision)))
|
||||
{
|
||||
if(p2.PhysicsActorType == (int)ActorTypes.Agent)
|
||||
if (p2.PhysicsActorType == (int)ActorTypes.Agent)
|
||||
{
|
||||
p1.CollidingObj = true;
|
||||
p2.CollidingObj = true;
|
||||
|
@ -954,18 +958,32 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
else if (p2.Velocity.LengthSquared() > 0.0f)
|
||||
p2.CollidingObj = true;
|
||||
}
|
||||
else
|
||||
noskip = false;
|
||||
}
|
||||
else if (dop2ava)
|
||||
{
|
||||
if (!(((OdeCharacter)p2).Collide(g2,g1, true, ref curContact, ref FeetCollision)))
|
||||
noskip = false;
|
||||
else if (p1.Velocity.LengthSquared() > 0.0f)
|
||||
if ((((OdeCharacter)p2).Collide(g2, g1, true, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision)))
|
||||
{
|
||||
if (p1.PhysicsActorType == (int)ActorTypes.Agent)
|
||||
{
|
||||
p1.CollidingObj = true;
|
||||
p2.CollidingObj = true;
|
||||
}
|
||||
else if (p2.Velocity.LengthSquared() > 0.0f)
|
||||
p1.CollidingObj = true;
|
||||
}
|
||||
else
|
||||
noskip = false;
|
||||
}
|
||||
|
||||
if (noskip)
|
||||
{
|
||||
if(useAltcontact)
|
||||
Joint = CreateContacJoint(ref altContact);
|
||||
else
|
||||
Joint = CreateContacJoint(ref curContact);
|
||||
|
||||
if (Joint == IntPtr.Zero)
|
||||
break;
|
||||
|
||||
|
@ -1924,12 +1942,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
dy = 0;
|
||||
}
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
// we still have square fixed size regions
|
||||
// also flip x and y because of how map is done for ODE fliped axis
|
||||
// so ix,iy,dx and dy are inter exchanged
|
||||
|
||||
if (x < regsize - 1)
|
||||
{
|
||||
iy = (int)x;
|
||||
|
@ -1976,7 +1994,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
*/
|
||||
h0 = ((float)heights[iy]); // 0,0 vertice
|
||||
|
||||
if ((dy > dx))
|
||||
if (dy>dx)
|
||||
{
|
||||
iy += regsize;
|
||||
h2 = (float)heights[iy]; // 0,1 vertice
|
||||
|
@ -1994,6 +2012,133 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
return h0 + h1 + h2;
|
||||
}
|
||||
|
||||
public Vector3 GetTerrainNormalAtXY(float x, float y)
|
||||
{
|
||||
int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
|
||||
int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
|
||||
|
||||
IntPtr heightFieldGeom = IntPtr.Zero;
|
||||
Vector3 norm = new Vector3(0, 0, 1);
|
||||
|
||||
// get region map
|
||||
if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
|
||||
return norm;
|
||||
|
||||
if (heightFieldGeom == IntPtr.Zero)
|
||||
return norm;
|
||||
|
||||
if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
|
||||
return norm;
|
||||
|
||||
// TerrainHeightField for ODE as offset 1m
|
||||
x += 1f - offsetX;
|
||||
y += 1f - offsetY;
|
||||
|
||||
// make position fit into array
|
||||
if (x < 0)
|
||||
x = 0;
|
||||
if (y < 0)
|
||||
y = 0;
|
||||
|
||||
// integer indexs
|
||||
int ix;
|
||||
int iy;
|
||||
// interpolators offset
|
||||
float dx;
|
||||
float dy;
|
||||
|
||||
|
||||
int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
|
||||
int xstep = 1;
|
||||
int ystep = regsize;
|
||||
bool firstTri = false;
|
||||
|
||||
if (OdeUbitLib)
|
||||
{
|
||||
if (x < regsize - 1)
|
||||
{
|
||||
ix = (int)x;
|
||||
dx = x - (float)ix;
|
||||
}
|
||||
else // out world use external height
|
||||
{
|
||||
ix = regsize - 2;
|
||||
dx = 0;
|
||||
}
|
||||
if (y < regsize - 1)
|
||||
{
|
||||
iy = (int)y;
|
||||
dy = y - (float)iy;
|
||||
}
|
||||
else
|
||||
{
|
||||
iy = regsize - 2;
|
||||
dy = 0;
|
||||
}
|
||||
firstTri = dy > dx;
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
xstep = regsize;
|
||||
ystep = 1;
|
||||
// we still have square fixed size regions
|
||||
// also flip x and y because of how map is done for ODE fliped axis
|
||||
// so ix,iy,dx and dy are inter exchanged
|
||||
if (x < regsize - 1)
|
||||
{
|
||||
iy = (int)x;
|
||||
dy = x - (float)iy;
|
||||
}
|
||||
else // out world use external height
|
||||
{
|
||||
iy = regsize - 2;
|
||||
dy = 0;
|
||||
}
|
||||
if (y < regsize - 1)
|
||||
{
|
||||
ix = (int)y;
|
||||
dx = y - (float)ix;
|
||||
}
|
||||
else
|
||||
{
|
||||
ix = regsize - 2;
|
||||
dx = 0;
|
||||
}
|
||||
firstTri = dx > dy;
|
||||
}
|
||||
|
||||
float h0;
|
||||
float h1;
|
||||
float h2;
|
||||
|
||||
iy *= regsize;
|
||||
iy += ix; // all indexes have iy + ix
|
||||
|
||||
float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
|
||||
|
||||
if (firstTri)
|
||||
{
|
||||
h1 = ((float)heights[iy]); // 0,0 vertice
|
||||
iy += ystep;
|
||||
h0 = (float)heights[iy]; // 0,1
|
||||
h2 = (float)heights[iy+xstep]; // 1,1 vertice
|
||||
norm.X = h0 - h2;
|
||||
norm.Y = h1 - h0;
|
||||
}
|
||||
else
|
||||
{
|
||||
h2 = ((float)heights[iy]); // 0,0 vertice
|
||||
iy += xstep;
|
||||
h0 = ((float)heights[iy]); // 1,0 vertice
|
||||
h1 = (float)heights[iy+ystep]; // vertice 1,1
|
||||
norm.X = h2 - h0;
|
||||
norm.Y = h0 - h1;
|
||||
}
|
||||
norm.Z = 1;
|
||||
norm.Normalize();
|
||||
return norm;
|
||||
}
|
||||
|
||||
public override void SetTerrain(float[] heightMap)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue