Merge branch 'link-sitting'
commit
ca079c378a
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@ -5079,6 +5079,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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ScenePresence presence = (ScenePresence)entity;
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// m_log.DebugFormat(
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// "[LLCLIENTVIEW]: Sending terse update to {0} with position {1} in {2}", Name, presence.OffsetPosition, m_scene.Name);
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attachPoint = presence.State;
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collisionPlane = presence.CollisionPlane;
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position = presence.OffsetPosition;
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@ -5198,6 +5201,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data)
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{
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// m_log.DebugFormat(
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// "[LLCLIENTVIEW]: Sending full update to {0} with position {1} in {2}", Name, data.OffsetPosition, m_scene.Name);
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byte[] objectData = new byte[76];
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data.CollisionPlane.ToBytes(objectData, 0);
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@ -5218,7 +5224,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " +
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data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle);
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update.ObjectData = objectData;
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update.ParentID = data.ParentID;
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SceneObjectPart parentPart = data.ParentPart;
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if (parentPart != null)
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update.ParentID = parentPart.ParentGroup.LocalId;
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else
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update.ParentID = 0;
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update.PathCurve = 16;
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update.PathScaleX = 100;
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update.PathScaleY = 100;
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@ -12643,6 +12655,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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if (p is ScenePresence)
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{
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// m_log.DebugFormat(
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// "[LLCLIENTVIEW]: Immediately sending terse agent update for {0} to {1} in {2}",
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// p.Name, Name, Scene.Name);
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// It turns out to get the agent to stop flying, you have to feed it stop flying velocities
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// There's no explicit message to send the client to tell it to stop flying.. it relies on the
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// velocity, collision plane and avatar height
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@ -499,6 +499,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Fetching abs pos where PhysicsActor == null and parent part {0} for {1}", Name, Scene.Name);
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// Obtain the correct position of a seated avatar.
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// In addition to providing the correct position while
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// the avatar is seated, this value will also
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@ -522,7 +523,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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set
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Setting position of {0} in {1} to {2}", Name, Scene.Name, value);
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// m_log.DebugFormat("[SCENE PRESENCE]: Setting position of {0} to {1} in {2}", Name, value, Scene.Name);
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// Util.PrintCallStack();
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if (PhysicsActor != null)
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@ -2173,13 +2174,12 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
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SitGround = false;
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if (PhysicsActor == null)
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AddToPhysicalScene(false);
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if (ParentID != 0)
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{
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bool satOnObject = IsSatOnObject;
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SceneObjectPart part = ParentPart;
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SitGround = false;
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if (satOnObject)
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{
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TaskInventoryDictionary taskIDict = part.TaskInventory;
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if (taskIDict != null)
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{
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@ -2198,17 +2198,61 @@ namespace OpenSim.Region.Framework.Scenes
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ParentPosition = part.GetWorldPosition();
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ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
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m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
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ParentPosition = Vector3.Zero;
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ParentID = 0;
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ParentPart = null;
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Quaternion standRotation;
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if (part.SitTargetAvatar == UUID)
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{
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standRotation = part.GetWorldRotation();
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if (!part.IsRoot)
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standRotation = standRotation * part.SitTargetOrientation;
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// standRotation = part.RotationOffset * part.SitTargetOrientation;
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// else
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// standRotation = part.SitTargetOrientation;
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}
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else
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{
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standRotation = Rotation;
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}
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//Vector3 standPos = ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
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//Vector3 standPos = ParentPosition;
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// Vector3 standPositionAdjustment
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// = part.SitTargetPosition + new Vector3(0.5f, 0f, m_sitAvatarHeight / 2f);
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Vector3 adjustmentForSitPosition = part.SitTargetPosition * part.GetWorldRotation();
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// XXX: This is based on the physics capsule sizes. Need to find a better way to read this rather than
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// hardcoding here.
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Vector3 adjustmentForSitPose = new Vector3(0.74f, 0f, 0f) * standRotation;
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Vector3 standPos = ParentPosition + adjustmentForSitPosition + adjustmentForSitPose;
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m_log.DebugFormat(
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"[SCENE PRESENCE]: Setting stand to pos {0}, (adjustmentForSitPosition {1}, adjustmentForSitPose {2}) rotation {3} for {4} in {5}",
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standPos, adjustmentForSitPosition, adjustmentForSitPose, standRotation, Name, Scene.Name);
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Rotation = standRotation;
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AbsolutePosition = standPos;
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ParentPosition = Vector3.Zero;
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}
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// We need to wait until we have calculated proper stand positions before sitting up the physical
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// avatar to avoid race conditions.
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if (PhysicsActor == null)
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AddToPhysicalScene(false);
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if (satOnObject)
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{
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SendAvatarDataToAllAgents();
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m_requestedSitTargetID = 0;
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part.RemoveSittingAvatar(UUID);
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if (part != null)
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part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
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}
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@ -2267,7 +2311,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_sitAvatarHeight = PhysicsActor.Size.Z;
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bool canSit = false;
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Vector3 pos = part.AbsolutePosition + offset;
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if (part.IsSitTargetSet && part.SitTargetAvatar == UUID.Zero)
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{
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@ -2277,10 +2320,23 @@ namespace OpenSim.Region.Framework.Scenes
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offset = part.SitTargetPosition;
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sitOrientation = part.SitTargetOrientation;
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if (!part.IsRoot)
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{
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// m_log.DebugFormat("Old sit orient {0}", sitOrientation);
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sitOrientation = part.RotationOffset * sitOrientation;
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// m_log.DebugFormat("New sit orient {0}", sitOrientation);
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// m_log.DebugFormat("Old sit offset {0}", offset);
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offset = offset * part.RotationOffset;
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// m_log.DebugFormat("New sit offset {0}", offset);
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}
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canSit = true;
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}
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else
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{
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Vector3 pos = part.AbsolutePosition + offset;
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if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10)
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{
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// m_log.DebugFormat(
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@ -2312,8 +2368,12 @@ namespace OpenSim.Region.Framework.Scenes
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cameraEyeOffset = part.GetCameraEyeOffset();
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forceMouselook = part.GetForceMouselook();
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// An viewer expects to specify sit positions as offsets to the root prim, even if a child prim is
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// being sat upon.
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offset += part.OffsetPosition;
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ControllingClient.SendSitResponse(
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part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
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part.ParentGroup.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
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m_requestedSitTargetUUID = part.UUID;
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@ -2586,13 +2646,31 @@ namespace OpenSim.Region.Framework.Scenes
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//Quaternion result = (sitTargetOrient * vq) * nq;
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m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT;
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Rotation = sitTargetOrient;
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Vector3 newPos = sitTargetPos + SIT_TARGET_ADJUSTMENT;
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Quaternion newRot;
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if (part.IsRoot)
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{
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newRot = sitTargetOrient;
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}
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else
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{
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newPos = newPos * part.RotationOffset;
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newRot = part.RotationOffset * sitTargetOrient;
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}
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newPos += part.OffsetPosition;
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m_pos = newPos;
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Rotation = newRot;
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ParentPosition = part.AbsolutePosition;
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}
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else
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{
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m_pos -= part.AbsolutePosition;
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// An viewer expects to specify sit positions as offsets to the root prim, even if a child prim is
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// being sat upon.
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m_pos -= part.GroupPosition;
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ParentPosition = part.AbsolutePosition;
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// m_log.DebugFormat(
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@ -2825,6 +2903,7 @@ namespace OpenSim.Region.Framework.Scenes
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lastTerseUpdateToAllClientsTick = currentTick;
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lastPositionSentToAllClients = OffsetPosition;
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// Console.WriteLine("Scheduled update for {0} in {1}", Name, Scene.Name);
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m_scene.ForEachClient(SendTerseUpdateToClient);
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}
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TriggerScenePresenceUpdated();
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