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authorMelanie2013-01-31 02:53:11 +0000
committerMelanie2013-01-31 02:53:11 +0000
commit9a4de546fe92105c570d6861377ec47d32b4186e (patch)
treeedfb86074fc7c78126203a2c05a38e260c0d4076 /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentMerge branch 'avination' into careminster (diff)
parentAdd JsonTestStore to determine if a JsonStore is associated with (diff)
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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs121
1 files changed, 121 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index f024f52..6005f07 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -204,6 +204,11 @@ namespace OpenSim.Region.Framework.Scenes
204 204
205 private const int LAND_VELOCITYMAG_MAX = 12; 205 private const int LAND_VELOCITYMAG_MAX = 12;
206 206
207 private const float FLY_ROLL_MAX_RADIANS = 1.1f;
208
209 private const float FLY_ROLL_RADIANS_PER_UPDATE = 0.06f;
210 private const float FLY_ROLL_RESET_RADIANS_PER_UPDATE = 0.02f;
211
207 private float m_health = 100f; 212 private float m_health = 100f;
208 213
209 protected ulong crossingFromRegion; 214 protected ulong crossingFromRegion;
@@ -604,6 +609,14 @@ namespace OpenSim.Region.Framework.Scenes
604 } 609 }
605 } 610 }
606 611
612 // Used for limited viewer 'fake' user rotations.
613 private Vector3 m_AngularVelocity = Vector3.Zero;
614
615 public Vector3 AngularVelocity
616 {
617 get { return m_AngularVelocity; }
618 }
619
607 public bool IsChildAgent { get; set; } 620 public bool IsChildAgent { get; set; }
608 public bool IsLoggingIn { get; set; } 621 public bool IsLoggingIn { get; set; }
609 622
@@ -734,6 +747,8 @@ namespace OpenSim.Region.Framework.Scenes
734 747
735 #endregion 748 #endregion
736 749
750
751
737 #region Constructor(s) 752 #region Constructor(s)
738 753
739 public ScenePresence( 754 public ScenePresence(
@@ -1223,6 +1238,85 @@ namespace OpenSim.Region.Framework.Scenes
1223 ControllingClient.StopFlying(this); 1238 ControllingClient.StopFlying(this);
1224 } 1239 }
1225 1240
1241 /// <summary>
1242 /// Applies a roll accumulator to the avatar's angular velocity for the avatar fly roll effect.
1243 /// </summary>
1244 /// <param name="amount">Postive or negative roll amount in radians</param>
1245 private void ApplyFlyingRoll(float amount, bool PressingUp, bool PressingDown)
1246 {
1247
1248 float rollAmount = Util.Clamp(m_AngularVelocity.Z + amount, -FLY_ROLL_MAX_RADIANS, FLY_ROLL_MAX_RADIANS);
1249 m_AngularVelocity.Z = rollAmount;
1250
1251 // APPLY EXTRA consideration for flying up and flying down during this time.
1252 // if we're turning left
1253 if (amount > 0)
1254 {
1255
1256 // If we're at the max roll and pressing up, we want to swing BACK a bit
1257 // Automatically adds noise
1258 if (PressingUp)
1259 {
1260 if (m_AngularVelocity.Z >= FLY_ROLL_MAX_RADIANS - 0.04f)
1261 m_AngularVelocity.Z -= 0.9f;
1262 }
1263 // If we're at the max roll and pressing down, we want to swing MORE a bit
1264 if (PressingDown)
1265 {
1266 if (m_AngularVelocity.Z >= FLY_ROLL_MAX_RADIANS && m_AngularVelocity.Z < FLY_ROLL_MAX_RADIANS + 0.6f)
1267 m_AngularVelocity.Z += 0.6f;
1268 }
1269 }
1270 else // we're turning right.
1271 {
1272 // If we're at the max roll and pressing up, we want to swing BACK a bit
1273 // Automatically adds noise
1274 if (PressingUp)
1275 {
1276 if (m_AngularVelocity.Z <= (-FLY_ROLL_MAX_RADIANS))
1277 m_AngularVelocity.Z += 0.6f;
1278 }
1279 // If we're at the max roll and pressing down, we want to swing MORE a bit
1280 if (PressingDown)
1281 {
1282 if (m_AngularVelocity.Z >= -FLY_ROLL_MAX_RADIANS - 0.6f)
1283 m_AngularVelocity.Z -= 0.6f;
1284 }
1285 }
1286 }
1287
1288 /// <summary>
1289 /// incrementally sets roll amount to zero
1290 /// </summary>
1291 /// <param name="amount">Positive roll amount in radians</param>
1292 /// <returns></returns>
1293 private float CalculateFlyingRollResetToZero(float amount)
1294 {
1295 const float rollMinRadians = 0f;
1296
1297 if (m_AngularVelocity.Z > 0)
1298 {
1299
1300 float leftOverToMin = m_AngularVelocity.Z - rollMinRadians;
1301 if (amount > leftOverToMin)
1302 return -leftOverToMin;
1303 else
1304 return -amount;
1305
1306 }
1307 else
1308 {
1309
1310 float leftOverToMin = -m_AngularVelocity.Z - rollMinRadians;
1311 if (amount > leftOverToMin)
1312 return leftOverToMin;
1313 else
1314 return amount;
1315 }
1316 }
1317
1318
1319
1226 // neighbouring regions we have enabled a child agent in 1320 // neighbouring regions we have enabled a child agent in
1227 // holds the seed cap for the child agent in that region 1321 // holds the seed cap for the child agent in that region
1228 private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>(); 1322 private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>();
@@ -1739,6 +1833,33 @@ namespace OpenSim.Region.Framework.Scenes
1739 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || 1833 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
1740 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 1834 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
1741 1835
1836
1837 //m_log.Debug("[CONTROL]: " +flags);
1838 // Applies a satisfying roll effect to the avatar when flying.
1839 if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0) && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0))
1840 {
1841
1842 ApplyFlyingRoll(FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0));
1843
1844
1845 }
1846 else if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0) &&
1847 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0))
1848 {
1849 ApplyFlyingRoll(-FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0));
1850
1851
1852 }
1853 else
1854 {
1855 if (m_AngularVelocity.Z != 0)
1856 m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE);
1857
1858 }
1859
1860
1861
1862
1742 if (Flying && IsColliding && controlland) 1863 if (Flying && IsColliding && controlland)
1743 { 1864 {
1744 // nesting this check because LengthSquared() is expensive and we don't 1865 // nesting this check because LengthSquared() is expensive and we don't