Add non-scripted sit, fix scripted sit.
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@ -89,7 +89,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
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/// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
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/// issue #1716
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/// issue #1716
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/// </summary>
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/// </summary>
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private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
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// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
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private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
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public UUID currentParcelUUID = UUID.Zero;
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public UUID currentParcelUUID = UUID.Zero;
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@ -114,6 +115,7 @@ namespace OpenSim.Region.Framework.Scenes
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public bool sentMessageAboutRestrictedParcelFlyingDown;
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public bool sentMessageAboutRestrictedParcelFlyingDown;
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public Vector4 CollisionPlane = Vector4.UnitW;
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public Vector4 CollisionPlane = Vector4.UnitW;
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private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
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private Vector3 m_lastPosition;
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private Vector3 m_lastPosition;
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private Quaternion m_lastRotation;
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private Quaternion m_lastRotation;
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private Vector3 m_lastVelocity;
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private Vector3 m_lastVelocity;
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@ -1531,7 +1533,7 @@ namespace OpenSim.Region.Framework.Scenes
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Velocity = Vector3.Zero;
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Velocity = Vector3.Zero;
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SendFullUpdateToAllClients();
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SendFullUpdateToAllClients();
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//HandleAgentSit(ControllingClient, m_requestedSitTargetUUID);
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HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
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}
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}
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//ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
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//ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
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m_requestedSitTargetUUID = UUID.Zero;
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m_requestedSitTargetUUID = UUID.Zero;
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@ -1644,7 +1646,7 @@ namespace OpenSim.Region.Framework.Scenes
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bool SitTargetisSet =
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bool SitTargetisSet =
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(!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
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(!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
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avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
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avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
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// this test is probably failing
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if (SitTargetisSet && SitTargetUnOccupied)
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if (SitTargetisSet && SitTargetUnOccupied)
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{
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{
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//switch the target to this prim
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//switch the target to this prim
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@ -1672,25 +1674,36 @@ namespace OpenSim.Region.Framework.Scenes
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// TODO: determine position to sit at based on scene geometry; don't trust offset from client
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// TODO: determine position to sit at based on scene geometry; don't trust offset from client
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// see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
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// see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
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// part is the prim to sit on
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// offset is the vector distance from that prim center to the click-spot
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// UUID is the UUID of the Avatar doing the clicking
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m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
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// Is a sit target available?
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// Is a sit target available?
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Vector3 avSitOffSet = part.SitTargetPosition;
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Vector3 avSitOffSet = part.SitTargetPosition;
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Quaternion avSitOrientation = part.SitTargetOrientation;
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Quaternion avSitOrientation = part.SitTargetOrientation;
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UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
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UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
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bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
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bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
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bool SitTargetisSet =
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// bool SitTargetisSet =
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(!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 0f &&
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// (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 0f &&
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avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f));
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// avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f));
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bool SitTargetisSet = ((Vector3.Zero != avSitOffSet) || (Quaternion.Identity != avSitOrientation));
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//Console.WriteLine("SendSitResponse offset=" + offset + " UnOccup=" + SitTargetUnOccupied +
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// " TargSet=" + SitTargetisSet);
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if (SitTargetisSet && SitTargetUnOccupied)
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if (SitTargetisSet && SitTargetUnOccupied)
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{
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{
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part.SetAvatarOnSitTarget(UUID);
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part.SetAvatarOnSitTarget(UUID);
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offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z);
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offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z);
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sitOrientation = avSitOrientation;
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sitOrientation = avSitOrientation;
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autopilot = false;
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autopilot = false; // Jump direct to scripted llSitPos()
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}
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}
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pos = part.AbsolutePosition + offset;
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pos = part.AbsolutePosition + offset; // Region position where clicked
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//if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1)
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//if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1)
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//{
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//{
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// offset = pos;
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// offset = pos;
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@ -1703,17 +1716,17 @@ namespace OpenSim.Region.Framework.Scenes
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m_sitAvatarHeight = m_physicsActor.Size.Z;
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m_sitAvatarHeight = m_physicsActor.Size.Z;
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if (autopilot)
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if (autopilot)
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{
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{ // its not a scripted sit
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if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5)
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if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5)
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{
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{
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autopilot = false;
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autopilot = false; // close enough
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RemoveFromPhysicalScene();
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RemoveFromPhysicalScene();
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AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
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AbsolutePosition = pos + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to Prim
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}
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} // else the autopilot will get us close
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}
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}
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else
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else
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{
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{ // its a scripted sit
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RemoveFromPhysicalScene();
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RemoveFromPhysicalScene();
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}
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}
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}
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}
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@ -1816,26 +1829,41 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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if (part.GetAvatarOnSitTarget() == UUID)
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if (part.GetAvatarOnSitTarget() == UUID)
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{
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{
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// Scripted sit
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Vector3 sitTargetPos = part.SitTargetPosition;
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Vector3 sitTargetPos = part.SitTargetPosition;
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Quaternion sitTargetOrient = part.SitTargetOrientation;
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Quaternion sitTargetOrient = part.SitTargetOrientation;
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//Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
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//Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
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//Quaternion result = (sitTargetOrient * vq) * nq;
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m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
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m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
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m_pos += SIT_TARGET_ADJUSTMENT;
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m_pos += SIT_TARGET_ADJUSTMENT;
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m_bodyRot = sitTargetOrient;
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m_bodyRot = sitTargetOrient;
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//Rotation = sitTargetOrient;
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m_parentPosition = part.AbsolutePosition;
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m_parentPosition = part.AbsolutePosition;
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//SendTerseUpdateToAllClients();
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}
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}
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else
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else
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{
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{
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m_pos -= part.AbsolutePosition;
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// Non-scripted sit by Kitto Flora 21Nov09
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// Calculate angle of line from prim to Av
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float y_diff = (m_avInitialPos.Y - part.AbsolutePosition.Y);
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float x_diff = ( m_avInitialPos.X - part.AbsolutePosition.X);
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if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
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if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
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float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
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Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
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// NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
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// Av sits at world euler <0,0, z>, translated by part rotation
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m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
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m_pos = new Vector3(0f, 0f, 0.05f) +
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(new Vector3(0.0f, 0f, 0.625f) * partIRot) +
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(new Vector3(0.25f, 0f, 0.0f) * m_bodyRot); // sit at center of prim
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m_parentPosition = part.AbsolutePosition;
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m_parentPosition = part.AbsolutePosition;
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//Set up raytrace to find top surface of prim
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Vector3 size = part.Scale;
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float mag = 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
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Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
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Vector3 down = new Vector3(0f, 0f, -1f);
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m_scene.PhysicsScene.RaycastWorld(
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start, // Vector3 position,
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down, // Vector3 direction,
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mag, // float length,
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SitAltitudeCallback); // retMethod
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}
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}
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}
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}
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else
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else
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@ -1850,12 +1878,23 @@ namespace OpenSim.Region.Framework.Scenes
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Animator.TrySetMovementAnimation(sitAnimation);
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Animator.TrySetMovementAnimation(sitAnimation);
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SendFullUpdateToAllClients();
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SendFullUpdateToAllClients();
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// This may seem stupid, but Our Full updates don't send avatar rotation :P
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// So we're also sending a terse update (which has avatar rotation)
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// [Update] We do now.
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//SendTerseUpdateToAllClients();
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}
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}
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public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance)
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{
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// Console.WriteLine("[RAYCASTRESULT]: Hit={0}, Point={1}, ID={2}, Dist={3}", hitYN, collisionPoint, localid, distance);
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if(hitYN)
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{
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// m_pos = Av offset from prim center to make look like on center
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// m_parentPosition = Actual center pos of prim
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// collisionPoint = spot on prim where we want to sit
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SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
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Vector3 offset = (collisionPoint - m_parentPosition) * Quaternion.Inverse(part.RotationOffset);
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m_pos += offset;
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// Console.WriteLine("m_pos={0}, offset={1} newsit={2}", m_pos, offset, newsit);
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}
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}
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/// <summary>
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/// <summary>
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/// Event handler for the 'Always run' setting on the client
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/// Event handler for the 'Always run' setting on the client
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/// Tells the physics plugin to increase speed of movement.
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/// Tells the physics plugin to increase speed of movement.
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