* DAnger, TEST * change camera plane collision detection. Still bounces on

* prim edges due to camera lag
avinationmerge
UbitUmarov 2013-01-08 00:21:09 +00:00
parent d2cb2da790
commit d5066ae678
2 changed files with 88 additions and 61 deletions

View File

@ -227,8 +227,6 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary> /// </summary>
public bool LandAtTarget { get; private set; } public bool LandAtTarget { get; private set; }
private bool m_followCamAuto;
private int m_movementUpdateCount; private int m_movementUpdateCount;
private const int NumMovementsBetweenRayCast = 5; private const int NumMovementsBetweenRayCast = 5;
@ -357,6 +355,9 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary> /// </summary>
protected Vector3 m_lastCameraPosition; protected Vector3 m_lastCameraPosition;
private Vector4 m_lastCameraCollisionPlane = new Vector4(0f, 0f, 0f, 1);
private bool m_doingCamRayCast = false;
public Vector3 CameraPosition { get; set; } public Vector3 CameraPosition { get; set; }
public Quaternion CameraRotation public Quaternion CameraRotation
@ -1407,38 +1408,42 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="collisionPoint"></param> /// <param name="collisionPoint"></param>
/// <param name="localid"></param> /// <param name="localid"></param>
/// <param name="distance"></param> /// <param name="distance"></param>
///
private void UpdateCameraCollisionPlane(Vector4 plane)
{
if (m_lastCameraCollisionPlane != plane)
{
m_lastCameraCollisionPlane = plane;
ControllingClient.SendCameraConstraint(plane);
}
}
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; m_doingCamRayCast = false;
const float VELOCITY_TOLERANCE = 0.02f;
const float ROTATION_TOLERANCE = 0.02f;
if (m_followCamAuto)
{
if (hitYN && localid != LocalId) if (hitYN && localid != LocalId)
{ {
CameraConstraintActive = true; CameraConstraintActive = true;
//m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance); pNormal.X = (float)Math.Round(pNormal.X, 2);
pNormal.Y = (float)Math.Round(pNormal.Y, 2);
pNormal.Z = (float)Math.Round(pNormal.Z, 2);
pNormal.Normalize();
collisionPoint.X = (float)Math.Round(collisionPoint.X, 1);
collisionPoint.Y = (float)Math.Round(collisionPoint.Y, 1);
collisionPoint.Z = (float)Math.Round(collisionPoint.Z, 1);
Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint); Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z, Vector3.Dot(collisionPoint, pNormal));
ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint))); UpdateCameraCollisionPlane(plane);
} }
else else
{ {
if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -9000f); // not right...
!Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || UpdateCameraCollisionPlane(plane);
!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
{
if (CameraConstraintActive)
{
ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f));
CameraConstraintActive = false; CameraConstraintActive = false;
} }
} }
}
}
}
/// <summary> /// <summary>
/// This is the event handler for client movement. If a client is moving, this event is triggering. /// This is the event handler for client movement. If a client is moving, this event is triggering.
@ -1511,12 +1516,6 @@ namespace OpenSim.Region.Framework.Scenes
// DrawDistance = agentData.Far; // DrawDistance = agentData.Far;
DrawDistance = Scene.DefaultDrawDistance; DrawDistance = Scene.DefaultDrawDistance;
// 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)
&& (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
@ -1536,26 +1535,37 @@ namespace OpenSim.Region.Framework.Scenes
StandUp(); StandUp();
} }
//m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
// Raycast from the avatar's head to the camera to see if there's anything blocking the view // Raycast from the avatar's head to the camera to see if there's anything blocking the view
if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) // this exclude checks may not be complete
{
if (m_followCamAuto)
{
// Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
// m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT; if (!m_doingCamRayCast && !m_mouseLook && m_scene.PhysicsScene.SupportsRayCast() && ParentID == 0)
Vector3 distTocam = CameraPosition - posAdjusted;
float distTocamlen = distTocam.Length();
if (distTocamlen > 0)
{ {
distTocam *= 1.0f / distTocamlen; Vector3 posAdjusted = AbsolutePosition;
m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback); posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f;
}
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();
if (distTocamlen > 0.3f)
{
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_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback);
} }
} }
else if (CameraConstraintActive && (m_mouseLook || ParentID != 0) )
{
Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right...
UpdateCameraCollisionPlane(plane);
CameraConstraintActive = false;
}
uint flagsForScripts = (uint)flags; uint flagsForScripts = (uint)flags;
flags = RemoveIgnoredControls(flags, IgnoredControls); flags = RemoveIgnoredControls(flags, IgnoredControls);

View File

@ -173,8 +173,13 @@ namespace OpenSim.Region.Physics.OdePlugin
d.GeomRaySetClosestHit(ray, closestHit); d.GeomRaySetClosestHit(ray, closestHit);
if (req.callbackMethod is RaycastCallback) if (req.callbackMethod is RaycastCallback)
{
// if we only want one get only one per Collision pair saving memory // if we only want one get only one per Collision pair saving memory
CurrentRayFilter |= RayFilterFlags.ClosestHit; CurrentRayFilter |= RayFilterFlags.ClosestHit;
d.GeomRaySetClosestHit(ray, 1);
}
else
d.GeomRaySetClosestHit(ray, closestHit);
} }
if ((CurrentRayFilter & RayFilterFlags.ContactsUnImportant) != 0) if ((CurrentRayFilter & RayFilterFlags.ContactsUnImportant) != 0)
@ -555,10 +560,13 @@ namespace OpenSim.Region.Physics.OdePlugin
ContactResult collisionresult = new ContactResult(); ContactResult collisionresult = new ContactResult();
collisionresult.ConsumerID = ID; collisionresult.ConsumerID = ID;
collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z); collisionresult.Pos.X = curcontact.pos.X;
collisionresult.Pos.Y = curcontact.pos.Y;
collisionresult.Pos.Z = curcontact.pos.Z;
collisionresult.Depth = curcontact.depth; collisionresult.Depth = curcontact.depth;
collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y, collisionresult.Normal.X = curcontact.normal.X;
curcontact.normal.Z); collisionresult.Normal.Y = curcontact.normal.Y;
collisionresult.Normal.Z = curcontact.normal.Z;
lock (m_contactResults) lock (m_contactResults)
{ {
m_contactResults.Add(collisionresult); m_contactResults.Add(collisionresult);
@ -581,10 +589,13 @@ namespace OpenSim.Region.Physics.OdePlugin
if (curcontact.depth < collisionresult.Depth) if (curcontact.depth < collisionresult.Depth)
{ {
collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z); collisionresult.Pos.X = curcontact.pos.X;
collisionresult.Pos.Y = curcontact.pos.Y;
collisionresult.Pos.Z = curcontact.pos.Z;
collisionresult.Depth = curcontact.depth; collisionresult.Depth = curcontact.depth;
collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y, collisionresult.Normal.X = curcontact.normal.X;
curcontact.normal.Z); collisionresult.Normal.Y = curcontact.normal.Y;
collisionresult.Normal.Z = curcontact.normal.Z;
} }
} }
@ -699,10 +710,13 @@ namespace OpenSim.Region.Physics.OdePlugin
ContactResult collisionresult = new ContactResult(); ContactResult collisionresult = new ContactResult();
collisionresult.ConsumerID = ID; collisionresult.ConsumerID = ID;
collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z); collisionresult.Pos.X = curcontact.pos.X;
collisionresult.Pos.Y = curcontact.pos.Y;
collisionresult.Pos.Z = curcontact.pos.Z;
collisionresult.Depth = curcontact.depth; collisionresult.Depth = curcontact.depth;
collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y, collisionresult.Normal.X = curcontact.normal.X;
curcontact.normal.Z); collisionresult.Normal.Y = curcontact.normal.Y;
collisionresult.Normal.Z = curcontact.normal.Z;
lock (m_contactResults) lock (m_contactResults)
{ {
m_contactResults.Add(collisionresult); m_contactResults.Add(collisionresult);
@ -725,10 +739,13 @@ namespace OpenSim.Region.Physics.OdePlugin
if (curcontact.depth < collisionresult.Depth) if (curcontact.depth < collisionresult.Depth)
{ {
collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z); collisionresult.Pos.X = curcontact.pos.X;
collisionresult.Pos.Y = curcontact.pos.Y;
collisionresult.Pos.Z = curcontact.pos.Z;
collisionresult.Depth = curcontact.depth; collisionresult.Depth = curcontact.depth;
collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y, collisionresult.Normal.X = curcontact.normal.X;
curcontact.normal.Z); collisionresult.Normal.Y = curcontact.normal.Y;
collisionresult.Normal.Z = curcontact.normal.Z;
} }
} }