Chnaging the sit target adjustment to a more precise approximation of SL. Some small

fixes ported from Avination. Some white space fixes.
remove-scene-viewer
Melanie 2011-11-05 21:24:36 +00:00
parent e8a8e462ed
commit b6df9e9fe4
1 changed files with 35 additions and 24 deletions

View File

@ -89,7 +89,7 @@ namespace OpenSim.Region.Framework.Scenes
/// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
/// issue #1716
/// </summary>
public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
/// <summary>
/// Movement updates for agents in neighboring regions are sent directly to clients.
@ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
protected ulong crossingFromRegion;
private readonly Vector3[] Dir_Vectors = new Vector3[9];
private readonly Vector3[] Dir_Vectors = new Vector3[11];
protected Timer m_reprioritization_timer;
@ -241,6 +241,8 @@ namespace OpenSim.Region.Framework.Scenes
DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
}
@ -479,7 +481,7 @@ namespace OpenSim.Region.Framework.Scenes
{
get
{
if (PhysicsActor != null)
if (PhysicsActor != null && m_parentID == 0)
{
m_pos = PhysicsActor.Position;
@ -507,7 +509,7 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
if (part != null)
{
return ParentPosition + (m_pos * part.GetWorldRotation());
return part.AbsolutePosition + (m_pos * part.GetWorldRotation());
}
else
{
@ -816,23 +818,27 @@ namespace OpenSim.Region.Framework.Scenes
Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
Dir_Vectors[4] = Vector3.UnitZ; //UP
Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD
Dir_Vectors[7] = -Vector3.UnitX; //BACK
Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
}
private Vector3[] GetWalkDirectionVectors()
{
Vector3[] vector = new Vector3[9];
vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD
vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK
Vector3[] vector = new Vector3[11];
vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
vector[2] = Vector3.UnitY; //LEFT
vector[3] = -Vector3.UnitY; //RIGHT
vector[4] = new Vector3(CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
vector[8] = new Vector3(-CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge
vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -CameraAtAxis.Z) * 2); //FORWARD Nudge
vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK Nudge
vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
vector[8] = Vector3.UnitY; //LEFT_NUDGE
vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
return vector;
}
@ -1031,12 +1037,17 @@ namespace OpenSim.Region.Framework.Scenes
{
if (PhysicsActor != null)
{
PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
PhysicsActor.UnSubscribeEvents();
PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
PhysicsActor = null;
try
{
PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
PhysicsActor.UnSubscribeEvents();
PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
PhysicsActor = null;
}
catch
{ }
}
}
@ -2049,9 +2060,9 @@ namespace OpenSim.Region.Framework.Scenes
m_requestedSitTargetID = part.LocalId;
//m_requestedSitOffset = offset;
m_requestedSitTargetUUID = targetID;
m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
if (m_scene.PhysicsScene.SupportsRayCast())
{
//m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback());
@ -2270,7 +2281,7 @@ namespace OpenSim.Region.Framework.Scenes
HandleAgentSit(remoteClient, agentID, "SIT");
}
}
public void HandleAgentSit(IClientAPI remoteClient, UUID agentID, string sitAnimation)
{
SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);