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authorMelanie2011-11-05 21:41:16 +0000
committerMelanie2011-11-05 21:41:16 +0000
commit2dc452b4a71be8359a7ff66b52c9bfc62d0c12ac (patch)
tree3c2a570b2196fbc2d11a9c66939a70a280f9424d /OpenSim/Region/Framework/Scenes
parentChnaging the sit target adjustment to a more precise approximation of SL. Som... (diff)
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ScenePresence part of the Avination animator fixes.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs61
1 files changed, 58 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 1809b84..f0776a9 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -137,6 +138,18 @@ namespace OpenSim.Region.Framework.Scenes
137 //private int m_lastTerseSent; 138 //private int m_lastTerseSent;
138 139
139 private Vector3? m_forceToApply; 140 private Vector3? m_forceToApply;
141 private int m_userFlags;
142 public int UserFlags
143 {
144 get { return m_userFlags; }
145 }
146 private bool m_flyingOld; // add for fly velocity control
147 public bool m_wasFlying; // add for fly velocity control
148
149 private int m_lastColCount = -1; //KF: Look for Collision chnages
150 private int m_updateCount = 0; //KF: Update Anims for a while
151 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
152
140 private TeleportFlags m_teleportFlags; 153 private TeleportFlags m_teleportFlags;
141 public TeleportFlags TeleportFlags 154 public TeleportFlags TeleportFlags
142 { 155 {
@@ -756,6 +769,7 @@ namespace OpenSim.Region.Framework.Scenes
756 m_localId = m_scene.AllocateLocalId(); 769 m_localId = m_scene.AllocateLocalId();
757 770
758 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); 771 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
772 m_userFlags = account.UserFlags;
759 773
760 if (account != null) 774 if (account != null)
761 UserLevel = account.UserLevel; 775 UserLevel = account.UserLevel;
@@ -1033,7 +1047,7 @@ namespace OpenSim.Region.Framework.Scenes
1033 /// <summary> 1047 /// <summary>
1034 /// Removes physics plugin scene representation of this agent if it exists. 1048 /// Removes physics plugin scene representation of this agent if it exists.
1035 /// </summary> 1049 /// </summary>
1036 private void RemoveFromPhysicalScene() 1050 public void RemoveFromPhysicalScene()
1037 { 1051 {
1038 if (PhysicsActor != null) 1052 if (PhysicsActor != null)
1039 { 1053 {
@@ -1362,6 +1376,10 @@ namespace OpenSim.Region.Framework.Scenes
1362 1376
1363 #endregion Inputs 1377 #endregion Inputs
1364 1378
1379 // Make anims work for client side autopilot
1380 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
1381 m_updateCount = UPDATE_COUNT;
1382
1365 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) 1383 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
1366 { 1384 {
1367 StandUp(); 1385 StandUp();
@@ -1392,6 +1410,9 @@ namespace OpenSim.Region.Framework.Scenes
1392 1410
1393 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1411 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1394 { 1412 {
1413 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1414 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1415
1395 // TODO: This doesn't prevent the user from walking yet. 1416 // TODO: This doesn't prevent the user from walking yet.
1396 // Setting parent ID would fix this, if we knew what value 1417 // Setting parent ID would fix this, if we knew what value
1397 // to use. Or we could add a m_isSitting variable. 1418 // to use. Or we could add a m_isSitting variable.
@@ -1726,6 +1747,9 @@ namespace OpenSim.Region.Framework.Scenes
1726 /// </param> 1747 /// </param>
1727 public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget) 1748 public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget)
1728 { 1749 {
1750 if (SitGround)
1751 StandUp();
1752
1729 m_log.DebugFormat( 1753 m_log.DebugFormat(
1730 "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}", 1754 "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
1731 Name, pos, m_scene.RegionInfo.RegionName); 1755 Name, pos, m_scene.RegionInfo.RegionName);
@@ -2361,6 +2385,19 @@ namespace OpenSim.Region.Framework.Scenes
2361 Vector3 direc = vec * Rotation; 2385 Vector3 direc = vec * Rotation;
2362 direc.Normalize(); 2386 direc.Normalize();
2363 2387
2388 if (PhysicsActor.Flying != m_flyingOld) // add for fly velocity control
2389 {
2390 m_flyingOld = PhysicsActor.Flying; // add for fly velocity control
2391 if (!PhysicsActor.Flying)
2392 m_wasFlying = true; // add for fly velocity control
2393 }
2394
2395 if (PhysicsActor.IsColliding == true)
2396 m_wasFlying = false; // add for fly velocity control
2397
2398 if ((vec.Z == 0f) && !PhysicsActor.Flying)
2399 direc.Z = 0f; // Prevent camera WASD up.
2400
2364 direc *= 0.03f * 128f * SpeedModifier; 2401 direc *= 0.03f * 128f * SpeedModifier;
2365 2402
2366 if (PhysicsActor != null) 2403 if (PhysicsActor != null)
@@ -2379,7 +2416,7 @@ namespace OpenSim.Region.Framework.Scenes
2379 // m_log.Info("[AGENT]: Stop Flying"); 2416 // m_log.Info("[AGENT]: Stop Flying");
2380 //} 2417 //}
2381 } 2418 }
2382 else if (!PhysicsActor.Flying && PhysicsActor.IsColliding) 2419 if (!PhysicsActor.Flying && PhysicsActor.IsColliding)
2383 { 2420 {
2384 if (direc.Z > 2.0f) 2421 if (direc.Z > 2.0f)
2385 { 2422 {
@@ -3303,13 +3340,27 @@ namespace OpenSim.Region.Framework.Scenes
3303 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents( 3340 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3304 // as of this comment the interval is set in AddToPhysicalScene 3341 // as of this comment the interval is set in AddToPhysicalScene
3305 if (Animator != null) 3342 if (Animator != null)
3306 Animator.UpdateMovementAnimations(); 3343 {
3344 if (m_updateCount > 0)
3345 {
3346 Animator.UpdateMovementAnimations();
3347 m_updateCount--;
3348 }
3349 }
3307 3350
3308 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3351 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3309 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3352 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3310 3353
3311 CollisionPlane = Vector4.UnitW; 3354 CollisionPlane = Vector4.UnitW;
3312 3355
3356 // No collisions at all means we may be flying. Update always
3357 // to make falling work
3358 if (m_lastColCount != coldata.Count || coldata.Count == 0)
3359 {
3360 m_updateCount = UPDATE_COUNT;
3361 m_lastColCount = coldata.Count;
3362 }
3363
3313 if (coldata.Count != 0 && Animator != null) 3364 if (coldata.Count != 0 && Animator != null)
3314 { 3365 {
3315 switch (Animator.CurrentMovementAnimation) 3366 switch (Animator.CurrentMovementAnimation)
@@ -3410,6 +3461,10 @@ namespace OpenSim.Region.Framework.Scenes
3410 { 3461 {
3411 lock (m_attachments) 3462 lock (m_attachments)
3412 { 3463 {
3464 // This may be true when the attachment comes back
3465 // from serialization after login. Clear it.
3466 gobj.IsDeleted = false;
3467
3413 m_attachments.Add(gobj); 3468 m_attachments.Add(gobj);
3414 } 3469 }
3415 } 3470 }