Esempio n. 1
0
    private Quaternion renderableRotation = Quaternion.identity;        // GENERATED

    public void SetRenderableRotation(Quaternion newRenderableRotation) // GENERATED
    {
        newRenderableRotation = newRenderableRotation.normalized;       // GENERATED
        if (renderableRotation.ApproxEquals(newRenderableRotation))     // GENERATED
        {
            return;                                                     // GENERATED
        }

        renderableRotation = newRenderableRotation; // GENERATED
        UpdateRenderableRotation();                 // GENERATED
    }
Esempio n. 2
0
        /// <summary>
        ///     Does the actual movement of the bot
        /// </summary>
        /// <param name="pos"></param>
        protected void walkTo(ScenePresence presence, Vector3 pos)
        {
            Vector3 bot_forward = new Vector3(2, 0, 0);
            Vector3 bot_toward  = Vector3.Zero;
            Vector3 dif         = pos - presence.AbsolutePosition;

            bool isJumping = (Math.Abs(dif.X) < 2 && Math.Abs(dif.Y) < 2 && Math.Abs(dif.Z) > 1.5f) || _amountOfTimesLeftToJump > 0;

            if (dif != Vector3.Zero)
            {
                try
                {
                    bot_toward = Util.GetNormalizedVector(dif);
                    Quaternion rot_result = llRotBetween(bot_forward, bot_toward);
                    m_bodyDirection = rot_result;
                }
                catch (ArgumentException)
                {
                }
            }

            //if the bot is being forced to turn around 180 degrees, it won't be able to and it will get stuck
            // and eventually teleport (mantis 2898). This detects when the vector is too close to zero and
            // needs to have help being turned around so that it can then go in the correct direction
            if (m_bodyDirection.ApproxEquals(new Quaternion(), 0.01f))
            {
                //Turn to the right until we move far enough away from zero that we will turn around on our own
                bot_toward = new Vector3(0, 1, 0);
                Quaternion rot_result = llRotBetween(bot_forward, bot_toward);
                m_bodyDirection = rot_result;
            }

            if (isJumping)
            {
                //Add UP_POS as well (meaning that we need to be able to move freely up as well as along the ground)
                m_movementFlag      = (uint)(AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_UP_POS);
                presence.ShouldJump = true;
                if (_amountOfTimesLeftToJump == 0)
                {
                    _amountOfTimesLeftToJump = 10;//Because we need the bot to apply force over multiple frames (just like agents do)
                }
                _amountOfTimesLeftToJump--;

                //Make sure that we aren't jumping too far (apply a constant to make sure of this)
                const double JUMP_CONST = 0.3;
                bot_toward = Util.GetNormalizedVector(dif);
                if (Math.Abs(bot_toward.X) < JUMP_CONST)
                {
                    bot_toward.X = (float)JUMP_CONST * (bot_toward.X < 0 ? -1 : 1);
                }
                if (Math.Abs(bot_toward.Y) < JUMP_CONST)
                {
                    bot_toward.Y = (float)JUMP_CONST * (bot_toward.Y < 0 ? -1 : 1);
                }

                if (presence.PhysicsActor.IsColliding)//After they leave the ground, don't use as much force so we don't send the bot flying into the air
                {
                    bot_forward = new Vector3(4, 0, 4);
                }
                else
                {
                    bot_forward = new Vector3(2, 0, 2);
                }

                Quaternion rot_result = llRotBetween(bot_forward, bot_toward);
                m_bodyDirection = rot_result;
            }
            else
            {
                m_movementFlag = (uint)(AgentManager.ControlFlags.AGENT_CONTROL_AT_POS);
            }

            if (presence.AllowMovement)
            {
                OnBotAgentUpdate(presence, bot_toward, m_movementFlag, m_bodyDirection);
            }
            else
            {
                OnBotAgentUpdate(presence, Vector3.Zero, (uint)AgentManager.ControlFlags.AGENT_CONTROL_STOP,
                                 Quaternion.Identity);
            }

            if (!isJumping)
            {
                m_movementFlag = (uint)AgentManager.ControlFlags.NONE;
            }
        }
Esempio n. 3
0
 public bool ApproxEquals(Pose other)
 {
     return(position.ApproxEquals(other.position) && rotation.ApproxEquals(other.rotation));
 }
Esempio n. 4
0
        /// <summary>
        /// Compare the value (not "reference") of the given property.
        /// Assumption: the caller has already checked if PhysActor exists
        /// if there are physics properties updated.
        /// If the value maintained here is different from that in SP data,
        /// synchronize the two:
        /// (1) if the cached value has a timestamp newer than lastUpdateByLocalTS
        /// overwrite the SP's property with the cached value (effectively
        /// undoing the local write operation that just happened).
        /// (2) otherwise, copy SP's data and update timestamp and syncID
        /// as indicated by "lastUpdateByLocalTS" and "syncID".
        /// </summary>
        /// <param name="sp"></param>
        /// <param name="property"></param>
        /// <param name="lastUpdateByLocalTS"></param>
        /// <param name="syncID"></param>
        /// <returns>Return true if the property's value maintained in this
        /// RegionSyncModule is replaced by SP's data.</returns>
        private bool CompareValue_UpdateByLocal(ScenePresence sp, SyncableProperties.Type property, long lastUpdateByLocalTS, string syncID)
        {
            //DebugLog.WarnFormat("[SYNC INFO PRESENCE] CompareValue_UpdateByLocal: Updating property {0} on sp {1}", property.ToString(), sp.UUID);
            // Check to see if this property is in the sync cache for this object.
            // If not, add it and initialize value to value in ScenePresence.
            bool ret = false;

            SyncedProperty syncedProperty;

            CurrentlySyncedProperties.TryGetValue(property, out syncedProperty);

            // If synced property is not in cache, add it now
            if (syncedProperty == null)
            {
                Object initValue = GetPropertyValue(sp, property);
                if (initValue != null)
                {
                    CurrentlySyncedProperties.Add(property, new SyncedProperty(property, initValue, lastUpdateByLocalTS, syncID));
                    ret = true;
                }
                return(ret);
            }

            // First, check if the value maintained here is different from that in SP's.
            // If different, next check if the timestamp in SyncInfo is newer than lastUpdateByLocalTS;
            // if so (although ideally should not happen, but due to things likc clock not so perfectly
            // sync'ed, it might happen), overwrite SP's value with what's maintained
            // in SyncInfo; otherwise, copy SP's data to SyncInfo.
            Object value = GetPropertyValue(sp, property);

            // If both null, no update needed
            if (syncedProperty.LastUpdateValue == null && value == null)
            {
                return(false);
            }

            switch (property)
            {
            default:
                // If one is null and the other is not, or if the references are different, the property was changed.
                // This will perform a value comparison for strings in C#. We could use String.Clone instead for string properties.
                if ((value == null && syncedProperty.LastUpdateValue != null) ||
                    (value != null && syncedProperty.LastUpdateValue == null) ||
                    (!value.Equals(syncedProperty.LastUpdateValue)))
                {
                    if (value != null)
                    {
                        // Some values, even if they are not 'equal', might be close enough to be equal.
                        // Note that the 'Equals()' above will most always return 'false' for lists and OSDMaps
                        //     since they are probably not the same object.
                        // Returning a 'false' here means the values don't need any updating (they are equal enough).
                        switch (property)
                        {
                        case SyncableProperties.Type.AvatarAppearance:
                            String stringValue     = OSDParser.SerializeJsonString((OSDMap)value);
                            String lastStringValue = OSDParser.SerializeJsonString((OSDMap)syncedProperty.LastUpdateValue);
                            if (stringValue == lastStringValue)
                            {
                                return(false);
                            }
                            break;

                        case SyncableProperties.Type.Animations:
                            if (syncedProperty.LastUpdateValue != null)
                            {
                                AnimationSet lastAnimations = new AnimationSet((OSDArray)syncedProperty.LastUpdateValue);

                                // Get the home region for this presence (the client manager the presence is connected to).
                                string cachedRealRegionName = (string)(CurrentlySyncedProperties[SyncableProperties.Type.RealRegion].LastUpdateValue);
                                if (cachedRealRegionName != Scene.Name && sp.Animator.Animations.ToArray().Length == 0)
                                {
                                    // If this is not the originating region for this presence and there is no additional
                                    //   animations being added, this simulator does not change the animation.
                                    // THIS IS A HORRIBLE KLUDGE. FIGURE OUT THE REAL SOLUTION!!
                                    // The problem is that animations are changed by every simulator (setting default
                                    //   sit and stand when parentID changes) and the updates conflict/override the real
                                    //   settings (like a scripted sit animation).
                                    // DebugLog.DebugFormat("{0} CompareValue_UpdateByLocal. Not home sim or no anim change. spID={1}, homeSim={2}, thisSim={3}, anims={4}",
                                    //                     LogHeader, sp.LocalId, cachedRealRegionName, Scene.Name, sp.Animator.Animations.ToArray().Length); // DEBUG DEBUG

                                    return(false);
                                }

                                if (lastAnimations.Equals(sp.Animator.Animations))
                                {
                                    // DebugLog.DebugFormat("{0} CompareValue_UpdateByLocal. Equal anims. spID={1}, sp.Anim={2}, lastAnim={3}",
                                    //                     LogHeader, sp.LocalId, sp.Animator.Animations, lastAnimations); // DEBUG DEBUG
                                    return(false);
                                }
                                else
                                {
                                    // If locally storing a new value of the animation, don't check for the time.
                                    // DebugLog.DebugFormat("{0} CompareValue_UpdateByLocal. Not equal anims. spID={1}, sp.Anim={2}, lastAnim={3}",
                                    //                     LogHeader, sp.LocalId, sp.Animator.Animations, lastAnimations); // DEBUG DEBUG
                                    syncedProperty.UpdateSyncInfoByLocal(lastUpdateByLocalTS, syncID, value);
                                    return(true);
                                }
                            }
                            break;

                        case SyncableProperties.Type.Velocity:
                        case SyncableProperties.Type.PA_Velocity:
                        case SyncableProperties.Type.PA_TargetVelocity:
                        case SyncableProperties.Type.RotationalVelocity:
                        case SyncableProperties.Type.AngularVelocity:
                        {
                            Vector3 partVal = (Vector3)value;
                            Vector3 lastVal = (Vector3)syncedProperty.LastUpdateValue;
                            // If velocity difference is small but not zero, don't update
                            if (partVal.ApproxEquals(lastVal, VELOCITY_TOLERANCE) && !partVal.Equals(Vector3.Zero))
                            {
                                return(false);
                            }
                            break;
                        }

                        case SyncableProperties.Type.RotationOffset:
                        case SyncableProperties.Type.Orientation:
                        {
                            Quaternion partVal = (Quaternion)value;
                            Quaternion lastVal = (Quaternion)syncedProperty.LastUpdateValue;
                            if (partVal.ApproxEquals(lastVal, ROTATION_TOLERANCE))
                            {
                                return(false);
                            }
                            break;
                        }

                        case SyncableProperties.Type.OffsetPosition:
                        case SyncableProperties.Type.AbsolutePosition:
                        case SyncableProperties.Type.Position:
                        case SyncableProperties.Type.GroupPosition:
                        {
                            Vector3 partVal = (Vector3)value;
                            Vector3 lastVal = (Vector3)syncedProperty.LastUpdateValue;
                            if (partVal.ApproxEquals(lastVal, POSITION_TOLERANCE))
                            {
                                return(false);
                            }
                            break;
                        }
                        }
                    }

                    // If we get here, the values are not equal and we need to update the cached value if the
                    //     new value is timestamp newer.
                    if (lastUpdateByLocalTS >= syncedProperty.LastUpdateTimeStamp)
                    {
                        // DebugLog.DebugFormat("{0} CompareValue_UpdateByLocal (property={1}): TS >= lastTS (updating SyncInfo)", LogHeader, property);
                        syncedProperty.UpdateSyncInfoByLocal(lastUpdateByLocalTS, syncID, value);
                        return(true);
                    }
                }
                break;
            }
            return(false);
        }