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author | Melanie Thielker | 2014-10-04 02:23:07 +0200 |
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committer | Melanie Thielker | 2014-10-04 02:23:07 +0200 |
commit | 307e49b3a7bfd79349f27d041720cae8cebefa34 (patch) | |
tree | 45fa747692465176918955d78c026570462fc321 | |
parent | Merge branch 'ubitworkmaster' (diff) | |
parent | added a missing angularVelocity.Zero on sitting, removed odd camera based (diff) | |
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Merge branch 'ubitworkmaster'
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 129 |
1 files changed, 68 insertions, 61 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 42d3684..dbeba9a 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -336,7 +336,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
336 | 336 | ||
337 | protected ulong crossingFromRegion; | 337 | protected ulong crossingFromRegion; |
338 | 338 | ||
339 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; | 339 | private readonly Vector3[] Dir_Vectors = new Vector3[12]; |
340 | 340 | ||
341 | protected Timer m_reprioritization_timer; | 341 | protected Timer m_reprioritization_timer; |
342 | protected bool m_reprioritizing; | 342 | protected bool m_reprioritizing; |
@@ -393,7 +393,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
393 | /// <summary> | 393 | /// <summary> |
394 | /// Implemented Control Flags | 394 | /// Implemented Control Flags |
395 | /// </summary> | 395 | /// </summary> |
396 | private enum Dir_ControlFlags | 396 | private enum Dir_ControlFlags:uint |
397 | { | 397 | { |
398 | DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS, | 398 | DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS, |
399 | DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG, | 399 | DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG, |
@@ -405,6 +405,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
405 | DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, | 405 | DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, |
406 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, | 406 | DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, |
407 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, | 407 | DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, |
408 | DIR_CONTROL_FLAG_UP_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS, | ||
408 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 409 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
409 | } | 410 | } |
410 | 411 | ||
@@ -728,24 +729,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
728 | // Scene.RegionInfo.RegionName, Name, m_velocity); | 729 | // Scene.RegionInfo.RegionName, Name, m_velocity); |
729 | } | 730 | } |
730 | } | 731 | } |
731 | /* | ||
732 | public override Vector3 AngularVelocity | ||
733 | { | ||
734 | get | ||
735 | { | ||
736 | if (PhysicsActor != null) | ||
737 | { | ||
738 | m_rotationalvelocity = PhysicsActor.RotationalVelocity; | ||
739 | 732 | ||
740 | // m_log.DebugFormat( | ||
741 | // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!", | ||
742 | // m_velocity, Name, Scene.RegionInfo.RegionName); | ||
743 | } | ||
744 | |||
745 | return m_rotationalvelocity; | ||
746 | } | ||
747 | } | ||
748 | */ | ||
749 | private Quaternion m_bodyRot = Quaternion.Identity; | 733 | private Quaternion m_bodyRot = Quaternion.Identity; |
750 | 734 | ||
751 | /// <summary> | 735 | /// <summary> |
@@ -915,13 +899,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
915 | } | 899 | } |
916 | } | 900 | } |
917 | 901 | ||
918 | private float m_speedModifier = 1.0f; | ||
919 | |||
920 | public float SpeedModifier | ||
921 | { | ||
922 | get { return m_speedModifier; } | ||
923 | set { m_speedModifier = value; } | ||
924 | } | ||
925 | 902 | ||
926 | /// <summary> | 903 | /// <summary> |
927 | /// Modifier for agent movement if we get an AGENT_CONTROL_STOP whilst walking or running | 904 | /// Modifier for agent movement if we get an AGENT_CONTROL_STOP whilst walking or running |
@@ -929,7 +906,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
929 | /// <remarks> | 906 | /// <remarks> |
930 | /// AGENT_CONTRL_STOP comes about if user holds down space key on viewers. | 907 | /// AGENT_CONTRL_STOP comes about if user holds down space key on viewers. |
931 | /// </remarks> | 908 | /// </remarks> |
932 | private float AgentControlStopSlowWhilstMoving = 0.2f; | 909 | private const float AgentControlStopSlowVel = 0.2f; |
910 | // velocities | ||
911 | public const float AgentControlNudgeVel = 1.0f; // setting this diferent from normal as no effect currently | ||
912 | public const float AgentControlNormalVel = 1.0f; | ||
913 | |||
914 | // old normal speed was tuned to match sl normal plus Fast modifiers | ||
915 | // so we need to rescale it | ||
916 | private float m_speedModifier = 1.0f; | ||
917 | |||
918 | public float SpeedModifier | ||
919 | { | ||
920 | get { return m_speedModifier; } | ||
921 | set { m_speedModifier = value; } | ||
922 | } | ||
933 | 923 | ||
934 | private bool m_forceFly; | 924 | private bool m_forceFly; |
935 | 925 | ||
@@ -1057,22 +1047,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1057 | 1047 | ||
1058 | private void SetDirectionVectors() | 1048 | private void SetDirectionVectors() |
1059 | { | 1049 | { |
1060 | Dir_Vectors[0] = Vector3.UnitX; //FORWARD | 1050 | Dir_Vectors[0] = new Vector3(AgentControlNormalVel,0,0); //FORWARD |
1061 | Dir_Vectors[1] = -Vector3.UnitX; //BACK | 1051 | Dir_Vectors[1] = new Vector3(-AgentControlNormalVel,0,0);; //BACK |
1062 | Dir_Vectors[2] = Vector3.UnitY; //LEFT | 1052 | Dir_Vectors[2] = new Vector3(0,AgentControlNormalVel,0); //LEFT |
1063 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | 1053 | Dir_Vectors[3] = new Vector3(0,-AgentControlNormalVel,0); //RIGHT |
1064 | Dir_Vectors[4] = Vector3.UnitZ; //UP | 1054 | Dir_Vectors[4] = new Vector3(0,0,AgentControlNormalVel); //UP |
1065 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | 1055 | Dir_Vectors[5] = new Vector3(0,0,-AgentControlNormalVel); //DOWN |
1066 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE | 1056 | Dir_Vectors[6] = new Vector3(AgentControlNudgeVel, 0f, 0f); //FORWARD_NUDGE |
1067 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE | 1057 | Dir_Vectors[7] = new Vector3(-AgentControlNudgeVel, 0f, 0f); //BACK_NUDGE |
1068 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE | 1058 | Dir_Vectors[8] = new Vector3(0f, AgentControlNudgeVel, 0f); //LEFT_NUDGE |
1069 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | 1059 | Dir_Vectors[9] = new Vector3(0f, -AgentControlNudgeVel, 0f); //RIGHT_NUDGE |
1070 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | 1060 | Dir_Vectors[10] = new Vector3(0f, 0f, AgentControlNudgeVel); //UP_Nudge |
1071 | } | 1061 | Dir_Vectors[11] = new Vector3(0f, 0f, -AgentControlNudgeVel); //DOWN_Nudge |
1072 | 1062 | } | |
1063 | |||
1064 | /* dont see any use for this | ||
1073 | private Vector3[] GetWalkDirectionVectors() | 1065 | private Vector3[] GetWalkDirectionVectors() |
1074 | { | 1066 | { |
1075 | Vector3[] vector = new Vector3[11]; | 1067 | Vector3[] vector = new Vector3[12]; |
1076 | vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD | 1068 | vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD |
1077 | vector[1] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK | 1069 | vector[1] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK |
1078 | vector[2] = Vector3.UnitY; //LEFT | 1070 | vector[2] = Vector3.UnitY; //LEFT |
@@ -1083,10 +1075,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1083 | vector[7] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK_NUDGE | 1075 | vector[7] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK_NUDGE |
1084 | vector[8] = Vector3.UnitY; //LEFT_NUDGE | 1076 | vector[8] = Vector3.UnitY; //LEFT_NUDGE |
1085 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | 1077 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE |
1086 | vector[10] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN_NUDGE | 1078 | vector[10] = new Vector3(CameraAtAxis.Z, 0f, CameraUpAxis.Z); //UP_NUDGE |
1079 | vector[11] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN_NUDGE | ||
1087 | return vector; | 1080 | return vector; |
1088 | } | 1081 | } |
1089 | 1082 | */ | |
1090 | #endregion | 1083 | #endregion |
1091 | 1084 | ||
1092 | #region Status Methods | 1085 | #region Status Methods |
@@ -2192,11 +2185,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2192 | 2185 | ||
2193 | // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying | 2186 | // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying |
2194 | // this prevents 'jumping' in inappropriate situations. | 2187 | // this prevents 'jumping' in inappropriate situations. |
2195 | if (!Flying && (m_mouseLook || m_leftButtonDown)) | 2188 | // if (!Flying && (m_mouseLook || m_leftButtonDown)) |
2196 | dirVectors = GetWalkDirectionVectors(); | 2189 | // dirVectors = GetWalkDirectionVectors(); |
2197 | else | 2190 | // else |
2198 | dirVectors = Dir_Vectors; | 2191 | dirVectors = Dir_Vectors; |
2199 | 2192 | ||
2193 | |||
2200 | // A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction. | 2194 | // A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction. |
2201 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 2195 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
2202 | { | 2196 | { |
@@ -2214,10 +2208,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2214 | // Why did I get this? | 2208 | // Why did I get this? |
2215 | } | 2209 | } |
2216 | 2210 | ||
2217 | if (((MovementFlag & (uint)DCF) == 0) & !AgentControlStopActive) | 2211 | if (((MovementFlag & (uint)DCF) == 0)) |
2218 | { | 2212 | { |
2219 | //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF); | 2213 | //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF); |
2220 | MovementFlag += (uint)DCF; | 2214 | MovementFlag |= (uint)DCF; |
2221 | update_movementflag = true; | 2215 | update_movementflag = true; |
2222 | } | 2216 | } |
2223 | } | 2217 | } |
@@ -2226,7 +2220,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2226 | if ((MovementFlag & (uint)DCF) != 0) | 2220 | if ((MovementFlag & (uint)DCF) != 0) |
2227 | { | 2221 | { |
2228 | //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF); | 2222 | //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF); |
2229 | MovementFlag -= (uint)DCF; | 2223 | MovementFlag &= (uint)~DCF; |
2230 | update_movementflag = true; | 2224 | update_movementflag = true; |
2231 | 2225 | ||
2232 | /* | 2226 | /* |
@@ -2344,17 +2338,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2344 | 2338 | ||
2345 | if (AgentControlStopActive) | 2339 | if (AgentControlStopActive) |
2346 | { | 2340 | { |
2347 | // if (MovementFlag == 0 && Animator.Falling) | 2341 | // if (MovementFlag == 0 && Animator.Falling) |
2348 | if (MovementFlag == 0 && Animator.currentControlState == ScenePresenceAnimator.motionControlStates.falling) | 2342 | if (MovementFlag == 0 && Animator.currentControlState == ScenePresenceAnimator.motionControlStates.falling) |
2349 | { | 2343 | { |
2350 | AddNewMovement(agent_control_v3, AgentControlStopSlowWhilstMoving, true); | 2344 | AddNewMovement(agent_control_v3, AgentControlStopSlowVel, true); |
2351 | } | 2345 | } |
2352 | else | 2346 | else |
2353 | AddNewMovement(agent_control_v3, AgentControlStopSlowWhilstMoving); | 2347 | AddNewMovement(agent_control_v3, AgentControlStopSlowVel); |
2354 | } | 2348 | } |
2355 | |||
2356 | else | 2349 | else |
2350 | { | ||
2357 | AddNewMovement(agent_control_v3); | 2351 | AddNewMovement(agent_control_v3); |
2352 | } | ||
2358 | 2353 | ||
2359 | } | 2354 | } |
2360 | 2355 | ||
@@ -2453,11 +2448,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2453 | 2448 | ||
2454 | bool updated = false; | 2449 | bool updated = false; |
2455 | 2450 | ||
2451 | Vector3 LocalVectorToTarget3D = MoveToPositionTarget - AbsolutePosition; | ||
2452 | |||
2456 | // m_log.DebugFormat( | 2453 | // m_log.DebugFormat( |
2457 | // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", | 2454 | // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", |
2458 | // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); | 2455 | // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); |
2459 | 2456 | ||
2460 | double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget); | 2457 | double distanceToTarget = LocalVectorToTarget3D.Length(); |
2461 | 2458 | ||
2462 | // m_log.DebugFormat( | 2459 | // m_log.DebugFormat( |
2463 | // "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", | 2460 | // "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", |
@@ -2480,11 +2477,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2480 | // Theoretically we might need a more complex PID approach here if other | 2477 | // Theoretically we might need a more complex PID approach here if other |
2481 | // unknown forces are acting on the avatar and we need to adaptively respond | 2478 | // unknown forces are acting on the avatar and we need to adaptively respond |
2482 | // to such forces, but the following simple approach seems to works fine. | 2479 | // to such forces, but the following simple approach seems to works fine. |
2483 | Vector3 LocalVectorToTarget3D = | 2480 | |
2484 | (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords | 2481 | LocalVectorToTarget3D = LocalVectorToTarget3D * Quaternion.Inverse(Rotation); // change to avatar coords |
2485 | * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords | ||
2486 | // Ignore z component of vector | 2482 | // Ignore z component of vector |
2487 | // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); | 2483 | // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); |
2484 | |||
2488 | LocalVectorToTarget3D.Normalize(); | 2485 | LocalVectorToTarget3D.Normalize(); |
2489 | 2486 | ||
2490 | // update avatar movement flags. the avatar coordinate system is as follows: | 2487 | // update avatar movement flags. the avatar coordinate system is as follows: |
@@ -2508,28 +2505,37 @@ namespace OpenSim.Region.Framework.Scenes | |||
2508 | 2505 | ||
2509 | // based on the above avatar coordinate system, classify the movement into | 2506 | // based on the above avatar coordinate system, classify the movement into |
2510 | // one of left/right/back/forward. | 2507 | // one of left/right/back/forward. |
2508 | |||
2509 | const uint noMovFlagsMask = (uint)(~(Dir_ControlFlags.DIR_CONTROL_FLAG_BACK | | ||
2510 | Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD | Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT | | ||
2511 | Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT | Dir_ControlFlags.DIR_CONTROL_FLAG_UP | | ||
2512 | Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN)); | ||
2513 | |||
2514 | MovementFlag &= noMovFlagsMask; | ||
2515 | AgentControlFlags &= noMovFlagsMask; | ||
2516 | |||
2511 | if (LocalVectorToTarget3D.X < 0) //MoveBack | 2517 | if (LocalVectorToTarget3D.X < 0) //MoveBack |
2512 | { | 2518 | { |
2513 | MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; | 2519 | MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; |
2514 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; | 2520 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; |
2515 | updated = true; | 2521 | updated = true; |
2516 | } | 2522 | } |
2517 | else if (LocalVectorToTarget3D.X > 0) //Move Forward | 2523 | else if (LocalVectorToTarget3D.X > 0) //Move Forward |
2518 | { | 2524 | { |
2519 | MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; | 2525 | MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; |
2520 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; | 2526 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; |
2521 | updated = true; | 2527 | updated = true; |
2522 | } | 2528 | } |
2523 | 2529 | ||
2524 | if (LocalVectorToTarget3D.Y > 0) //MoveLeft | 2530 | if (LocalVectorToTarget3D.Y > 0) //MoveLeft |
2525 | { | 2531 | { |
2526 | MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; | 2532 | MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; |
2527 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; | 2533 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; |
2528 | updated = true; | 2534 | updated = true; |
2529 | } | 2535 | } |
2530 | else if (LocalVectorToTarget3D.Y < 0) //MoveRight | 2536 | else if (LocalVectorToTarget3D.Y < 0) //MoveRight |
2531 | { | 2537 | { |
2532 | MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; | 2538 | MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; |
2533 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; | 2539 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; |
2534 | updated = true; | 2540 | updated = true; |
2535 | } | 2541 | } |
@@ -3016,6 +3022,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3016 | ResetMoveToTarget(); | 3022 | ResetMoveToTarget(); |
3017 | 3023 | ||
3018 | Velocity = Vector3.Zero; | 3024 | Velocity = Vector3.Zero; |
3025 | m_AngularVelocity = Vector3.Zero; | ||
3019 | 3026 | ||
3020 | part.AddSittingAvatar(UUID); | 3027 | part.AddSittingAvatar(UUID); |
3021 | 3028 | ||