Add non-scripted sit, fix scripted sit.

avinationmerge
KittoFlora 2009-11-22 08:31:35 +01:00
parent 251d1b8fbb
commit f1522e6204
1 changed files with 69 additions and 30 deletions

View File

@ -89,7 +89,8 @@ namespace OpenSim.Region.Framework.Scenes
/// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
/// issue #1716
/// </summary>
private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
public UUID currentParcelUUID = UUID.Zero;
@ -113,7 +114,8 @@ namespace OpenSim.Region.Framework.Scenes
public Vector3 lastKnownAllowedPosition;
public bool sentMessageAboutRestrictedParcelFlyingDown;
public Vector4 CollisionPlane = Vector4.UnitW;
private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
private Vector3 m_lastPosition;
private Quaternion m_lastRotation;
private Vector3 m_lastVelocity;
@ -1531,7 +1533,7 @@ namespace OpenSim.Region.Framework.Scenes
Velocity = Vector3.Zero;
SendFullUpdateToAllClients();
//HandleAgentSit(ControllingClient, m_requestedSitTargetUUID);
HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
}
//ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
m_requestedSitTargetUUID = UUID.Zero;
@ -1644,7 +1646,7 @@ namespace OpenSim.Region.Framework.Scenes
bool SitTargetisSet =
(!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
// this test is probably failing
if (SitTargetisSet && SitTargetUnOccupied)
{
//switch the target to this prim
@ -1671,26 +1673,37 @@ namespace OpenSim.Region.Framework.Scenes
{
// TODO: determine position to sit at based on scene geometry; don't trust offset from client
// see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
// part is the prim to sit on
// offset is the vector distance from that prim center to the click-spot
// UUID is the UUID of the Avatar doing the clicking
m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
// Is a sit target available?
Vector3 avSitOffSet = part.SitTargetPosition;
Quaternion avSitOrientation = part.SitTargetOrientation;
UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
bool SitTargetisSet =
(!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 0f &&
avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f));
// bool SitTargetisSet =
// (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 0f &&
// avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f));
bool SitTargetisSet = ((Vector3.Zero != avSitOffSet) || (Quaternion.Identity != avSitOrientation));
//Console.WriteLine("SendSitResponse offset=" + offset + " UnOccup=" + SitTargetUnOccupied +
// " TargSet=" + SitTargetisSet);
if (SitTargetisSet && SitTargetUnOccupied)
{
part.SetAvatarOnSitTarget(UUID);
offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z);
sitOrientation = avSitOrientation;
autopilot = false;
autopilot = false; // Jump direct to scripted llSitPos()
}
pos = part.AbsolutePosition + offset;
pos = part.AbsolutePosition + offset; // Region position where clicked
//if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1)
//{
// offset = pos;
@ -1703,17 +1716,17 @@ namespace OpenSim.Region.Framework.Scenes
m_sitAvatarHeight = m_physicsActor.Size.Z;
if (autopilot)
{
{ // its not a scripted sit
if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5)
{
autopilot = false;
autopilot = false; // close enough
RemoveFromPhysicalScene();
AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
}
AbsolutePosition = pos + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to Prim
} // else the autopilot will get us close
}
else
{
{ // its a scripted sit
RemoveFromPhysicalScene();
}
}
@ -1816,26 +1829,41 @@ namespace OpenSim.Region.Framework.Scenes
{
if (part.GetAvatarOnSitTarget() == UUID)
{
// Scripted sit
Vector3 sitTargetPos = part.SitTargetPosition;
Quaternion sitTargetOrient = part.SitTargetOrientation;
//Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
//Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
//Quaternion result = (sitTargetOrient * vq) * nq;
m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
m_pos += SIT_TARGET_ADJUSTMENT;
m_bodyRot = sitTargetOrient;
//Rotation = sitTargetOrient;
m_parentPosition = part.AbsolutePosition;
//SendTerseUpdateToAllClients();
}
else
{
m_pos -= part.AbsolutePosition;
// Non-scripted sit by Kitto Flora 21Nov09
// Calculate angle of line from prim to Av
float y_diff = (m_avInitialPos.Y - part.AbsolutePosition.Y);
float x_diff = ( m_avInitialPos.X - part.AbsolutePosition.X);
if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
// NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
// Av sits at world euler <0,0, z>, translated by part rotation
m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
m_pos = new Vector3(0f, 0f, 0.05f) +
(new Vector3(0.0f, 0f, 0.625f) * partIRot) +
(new Vector3(0.25f, 0f, 0.0f) * m_bodyRot); // sit at center of prim
m_parentPosition = part.AbsolutePosition;
//Set up raytrace to find top surface of prim
Vector3 size = part.Scale;
float mag = 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
Vector3 down = new Vector3(0f, 0f, -1f);
m_scene.PhysicsScene.RaycastWorld(
start, // Vector3 position,
down, // Vector3 direction,
mag, // float length,
SitAltitudeCallback); // retMethod
}
}
else
@ -1850,11 +1878,22 @@ namespace OpenSim.Region.Framework.Scenes
Animator.TrySetMovementAnimation(sitAnimation);
SendFullUpdateToAllClients();
// This may seem stupid, but Our Full updates don't send avatar rotation :P
// So we're also sending a terse update (which has avatar rotation)
// [Update] We do now.
//SendTerseUpdateToAllClients();
}
public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance)
{
// Console.WriteLine("[RAYCASTRESULT]: Hit={0}, Point={1}, ID={2}, Dist={3}", hitYN, collisionPoint, localid, distance);
if(hitYN)
{
// m_pos = Av offset from prim center to make look like on center
// m_parentPosition = Actual center pos of prim
// collisionPoint = spot on prim where we want to sit
SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
Vector3 offset = (collisionPoint - m_parentPosition) * Quaternion.Inverse(part.RotationOffset);
m_pos += offset;
// Console.WriteLine("m_pos={0}, offset={1} newsit={2}", m_pos, offset, newsit);
}
}
/// <summary>
/// Event handler for the 'Always run' setting on the client
@ -3578,4 +3617,4 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
}
}