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authorUbitUmarov2018-01-04 23:59:47 +0000
committerUbitUmarov2018-01-04 23:59:47 +0000
commitce0aa53cc43a99ee9bb82cd912758629d278d46e (patch)
tree07b2af5c589f6346d7b688eaedc67b06ed66b30e /OpenSim
parentdisable some XmlResolver (diff)
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let tau do something in avatar MoveToTarget
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs296
1 files changed, 163 insertions, 133 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 6bce406..e10e787 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -101,7 +101,8 @@ namespace OpenSim.Region.Framework.Scenes
101 public bool IsGod { get; set; } 101 public bool IsGod { get; set; }
102 102
103 private PresenceType m_presenceType; 103 private PresenceType m_presenceType;
104 public PresenceType PresenceType { 104 public PresenceType PresenceType
105 {
105 get {return m_presenceType;} 106 get {return m_presenceType;}
106 private set 107 private set
107 { 108 {
@@ -368,8 +369,28 @@ namespace OpenSim.Region.Framework.Scenes
368 private Quaternion m_headrotation = Quaternion.Identity; 369 private Quaternion m_headrotation = Quaternion.Identity;
369 370
370 //PauPaw:Proper PID Controler for autopilot************ 371 //PauPaw:Proper PID Controler for autopilot************
371 public bool MovingToTarget { get; private set; } 372
372 public Vector3 MoveToPositionTarget { get; private set; } 373 private bool m_movingToTarget;
374 public bool MovingToTarget
375 {
376 get {return m_movingToTarget;}
377 private set {m_movingToTarget = value; }
378 }
379
380 private Vector3 m_moveToPositionTarget;
381 public Vector3 MoveToPositionTarget
382 {
383 get {return m_moveToPositionTarget;}
384 private set {m_moveToPositionTarget = value; }
385 }
386
387 private float m_moveToSpeed;
388 public float MoveToSpeed
389 {
390 get {return m_moveToSpeed;}
391 private set {m_moveToSpeed = value; }
392 }
393
373 private double m_delayedStop = -1.0; 394 private double m_delayedStop = -1.0;
374 395
375 /// <summary> 396 /// <summary>
@@ -1160,7 +1181,7 @@ namespace OpenSim.Region.Framework.Scenes
1160 ControllingClient.OnStopAnim += HandleStopAnim; 1181 ControllingClient.OnStopAnim += HandleStopAnim;
1161 ControllingClient.OnChangeAnim += avnHandleChangeAnim; 1182 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
1162 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 1183 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
1163 ControllingClient.OnAutoPilotGo += MoveToTarget; 1184 ControllingClient.OnAutoPilotGo += MoveToTargetHandle;
1164 ControllingClient.OnUpdateThrottles += RaiseUpdateThrottles; 1185 ControllingClient.OnUpdateThrottles += RaiseUpdateThrottles;
1165// ControllingClient.OnAgentFOV += HandleAgentFOV; 1186// ControllingClient.OnAgentFOV += HandleAgentFOV;
1166 1187
@@ -1180,7 +1201,7 @@ namespace OpenSim.Region.Framework.Scenes
1180 ControllingClient.OnStopAnim -= HandleStopAnim; 1201 ControllingClient.OnStopAnim -= HandleStopAnim;
1181 ControllingClient.OnChangeAnim -= avnHandleChangeAnim; 1202 ControllingClient.OnChangeAnim -= avnHandleChangeAnim;
1182 ControllingClient.OnForceReleaseControls -= HandleForceReleaseControls; 1203 ControllingClient.OnForceReleaseControls -= HandleForceReleaseControls;
1183 ControllingClient.OnAutoPilotGo -= MoveToTarget; 1204 ControllingClient.OnAutoPilotGo -= MoveToTargetHandle;
1184 ControllingClient.OnUpdateThrottles -= RaiseUpdateThrottles; 1205 ControllingClient.OnUpdateThrottles -= RaiseUpdateThrottles;
1185// ControllingClient.OnAgentFOV += HandleAgentFOV; 1206// ControllingClient.OnAgentFOV += HandleAgentFOV;
1186 } 1207 }
@@ -2587,11 +2608,12 @@ namespace OpenSim.Region.Framework.Scenes
2587 } 2608 }
2588 2609
2589 bool update_movementflag = false; 2610 bool update_movementflag = false;
2590 bool mvToTarget = MovingToTarget; 2611 bool mvToTarget = m_movingToTarget;
2591 if (agentData.UseClientAgentPosition) 2612 if (agentData.UseClientAgentPosition)
2592 { 2613 {
2593 MovingToTarget = (agentData.ClientAgentPosition - AbsolutePosition).LengthSquared() > 0.04f; 2614 m_movingToTarget = (agentData.ClientAgentPosition - AbsolutePosition).LengthSquared() > 0.04f;
2594 MoveToPositionTarget = agentData.ClientAgentPosition; 2615 m_moveToPositionTarget = agentData.ClientAgentPosition;
2616 m_moveToSpeed = -1f;
2595 } 2617 }
2596 2618
2597 int i = 0; 2619 int i = 0;
@@ -2686,7 +2708,7 @@ namespace OpenSim.Region.Framework.Scenes
2686 update_movementflag = true; 2708 update_movementflag = true;
2687 } 2709 }
2688 2710
2689 if (MovingToTarget) 2711 if (m_movingToTarget)
2690 { 2712 {
2691 // If the user has pressed a key then we want to cancel any move to target. 2713 // If the user has pressed a key then we want to cancel any move to target.
2692 if (DCFlagKeyPressed) 2714 if (DCFlagKeyPressed)
@@ -2787,7 +2809,7 @@ namespace OpenSim.Region.Framework.Scenes
2787 } 2809 }
2788 else 2810 else
2789 { 2811 {
2790 if(MovingToTarget || 2812 if(m_movingToTarget ||
2791 (Animator.currentControlState != ScenePresenceAnimator.motionControlStates.flying && 2813 (Animator.currentControlState != ScenePresenceAnimator.motionControlStates.flying &&
2792 Animator.currentControlState != ScenePresenceAnimator.motionControlStates.onsurface) 2814 Animator.currentControlState != ScenePresenceAnimator.motionControlStates.onsurface)
2793 ) 2815 )
@@ -2878,7 +2900,7 @@ namespace OpenSim.Region.Framework.Scenes
2878 2900
2879 bool updated = false; 2901 bool updated = false;
2880 2902
2881 Vector3 LocalVectorToTarget3D = MoveToPositionTarget - AbsolutePosition; 2903 Vector3 LocalVectorToTarget3D = m_moveToPositionTarget - AbsolutePosition;
2882 2904
2883// m_log.DebugFormat( 2905// m_log.DebugFormat(
2884// "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", 2906// "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}",
@@ -2891,9 +2913,8 @@ namespace OpenSim.Region.Framework.Scenes
2891 } 2913 }
2892 else 2914 else
2893 { 2915 {
2894 Vector3 hdist = LocalVectorToTarget3D; 2916 distanceToTarget = (float)Math.Sqrt(LocalVectorToTarget3D.X * LocalVectorToTarget3D.X +
2895 hdist.Z = 0; 2917 LocalVectorToTarget3D.Y * LocalVectorToTarget3D.Y);
2896 distanceToTarget = hdist.Length();
2897 } 2918 }
2898 2919
2899 // m_log.DebugFormat( 2920 // m_log.DebugFormat(
@@ -2905,128 +2926,126 @@ namespace OpenSim.Region.Framework.Scenes
2905 { 2926 {
2906 // We are close enough to the target 2927 // We are close enough to the target
2907 Velocity = Vector3.Zero; 2928 Velocity = Vector3.Zero;
2908 AbsolutePosition = MoveToPositionTarget; 2929 AbsolutePosition = m_moveToPositionTarget;
2909 if (Flying) 2930 if (Flying)
2910 { 2931 {
2911 if (LandAtTarget) 2932 if (LandAtTarget)
2912 Flying = false; 2933 Flying = false;
2913 2934
2914 // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot 2935 // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot
2915 // the target if flying. 2936 // the target if flying.
2916 // We really need to be more subtle (slow the avatar as it approaches the target) or at 2937 // We really need to be more subtle (slow the avatar as it approaches the target) or at
2917 // least be able to set collision status once, rather than 5 times to give it enough 2938 // least be able to set collision status once, rather than 5 times to give it enough
2918 // weighting so that that PhysicsActor thinks it really is colliding. 2939 // weighting so that that PhysicsActor thinks it really is colliding.
2919 for (int i = 0; i < 5; i++) 2940 for (int i = 0; i < 5; i++)
2920 IsColliding = true; 2941 IsColliding = true;
2921 } 2942 }
2922 ResetMoveToTarget(); 2943 ResetMoveToTarget();
2923 return false; 2944 return false;
2924 } 2945 }
2925 else
2926 {
2927 try
2928 {
2929 // move avatar in 3D at one meter/second towards target, in avatar coordinate frame.
2930 // This movement vector gets added to the velocity through AddNewMovement().
2931 // Theoretically we might need a more complex PID approach here if other
2932 // unknown forces are acting on the avatar and we need to adaptively respond
2933 // to such forces, but the following simple approach seems to works fine.
2934
2935 LocalVectorToTarget3D = LocalVectorToTarget3D * Quaternion.Inverse(Rotation); // change to avatar coords
2936 2946
2937 LocalVectorToTarget3D.Normalize(); 2947 if(m_moveToSpeed > 0 && distanceToTarget <= m_moveToSpeed * Scene.FrameTime)
2938 2948 m_moveToSpeed = distanceToTarget / Scene.FrameTime;
2939 // update avatar movement flags. the avatar coordinate system is as follows:
2940 //
2941 // +X (forward)
2942 //
2943 // ^
2944 // |
2945 // |
2946 // |
2947 // |
2948 // (left) +Y <--------o--------> -Y
2949 // avatar
2950 // |
2951 // |
2952 // |
2953 // |
2954 // v
2955 // -X
2956 //
2957
2958 // based on the above avatar coordinate system, classify the movement into
2959 // one of left/right/back/forward.
2960
2961 const uint noMovFlagsMask = (uint)(~(Dir_ControlFlags.DIR_CONTROL_FLAG_BACK |
2962 Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD | Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT |
2963 Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT | Dir_ControlFlags.DIR_CONTROL_FLAG_UP |
2964 Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN));
2965
2966 MovementFlag &= noMovFlagsMask;
2967 uint tmpAgentControlFlags = (uint)m_AgentControlFlags;
2968 tmpAgentControlFlags &= noMovFlagsMask;
2969
2970 if (LocalVectorToTarget3D.X < 0) //MoveBack
2971 {
2972 MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
2973 tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
2974 updated = true;
2975 }
2976 else if (LocalVectorToTarget3D.X > 0) //Move Forward
2977 {
2978 MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
2979 tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
2980 updated = true;
2981 }
2982
2983 if (LocalVectorToTarget3D.Y > 0) //MoveLeft
2984 {
2985 MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
2986 tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
2987 updated = true;
2988 }
2989 else if (LocalVectorToTarget3D.Y < 0) //MoveRight
2990 {
2991 MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
2992 tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
2993 updated = true;
2994 }
2995
2996 if (LocalVectorToTarget3D.Z > 0) //Up
2997 {
2998 // Don't set these flags for up or down - doing so will make the avatar crouch or
2999 // keep trying to jump even if walking along level ground
3000 //MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
3001 //AgentControlFlags
3002 //AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
3003 updated = true;
3004 }
3005 else if (LocalVectorToTarget3D.Z < 0) //Down
3006 {
3007 //MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN;
3008 //AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN;
3009 updated = true;
3010 }
3011 2949
2950 try
2951 {
2952 // move avatar in 3D towards target, in avatar coordinate frame.
2953 // This movement vector gets added to the velocity through AddNewMovement().
2954 // Theoretically we might need a more complex PID approach here if other
2955 // unknown forces are acting on the avatar and we need to adaptively respond
2956 // to such forces, but the following simple approach seems to works fine.
2957
2958 float angle = 0.5f * (float)Math.Atan2(LocalVectorToTarget3D.Y, LocalVectorToTarget3D.X);
2959 Quaternion rot = new Quaternion(0,0, (float)Math.Sin(angle),(float)Math.Cos(angle));
2960 Rotation = rot;
2961 LocalVectorToTarget3D = LocalVectorToTarget3D * Quaternion.Inverse(rot); // change to avatar coords
2962 LocalVectorToTarget3D.Normalize();
2963
2964 // update avatar movement flags. the avatar coordinate system is as follows:
2965 //
2966 // +X (forward)
2967 //
2968 // ^
2969 // |
2970 // |
2971 // |
2972 // |
2973 // (left) +Y <--------o--------> -Y
2974 // avatar
2975 // |
2976 // |
2977 // |
2978 // |
2979 // v
2980 // -X
2981 //
2982
2983 // based on the above avatar coordinate system, classify the movement into
2984 // one of left/right/back/forward.
2985
2986 const uint noMovFlagsMask = (uint)(~(Dir_ControlFlags.DIR_CONTROL_FLAG_BACK |
2987 Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD | Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT |
2988 Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT | Dir_ControlFlags.DIR_CONTROL_FLAG_UP |
2989 Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN));
2990
2991 MovementFlag &= noMovFlagsMask;
2992 uint tmpAgentControlFlags = (uint)m_AgentControlFlags;
2993 tmpAgentControlFlags &= noMovFlagsMask;
2994
2995 if (LocalVectorToTarget3D.X < 0) //MoveBack
2996 {
2997 MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
2998 tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
2999 updated = true;
3000 }
3001 else if (LocalVectorToTarget3D.X > 0) //Move Forward
3002 {
3003 MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
3004 tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
3005 updated = true;
3006 }
3007
3008 if (LocalVectorToTarget3D.Y > 0) //MoveLeft
3009 {
3010 MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
3011 tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
3012 updated = true;
3013 }
3014 else if (LocalVectorToTarget3D.Y < 0) //MoveRight
3015 {
3016 MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
3017 tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
3018 updated = true;
3019 }
3020
3021 if (LocalVectorToTarget3D.Z > 0) //Up
3022 updated = true;
3023
3024 else if (LocalVectorToTarget3D.Z < 0) //Down
3025 updated = true;
3026
3012// m_log.DebugFormat( 3027// m_log.DebugFormat(
3013// "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}", 3028// "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}",
3014// LocalVectorToTarget3D, agent_control_v3, Name); 3029// LocalVectorToTarget3D, agent_control_v3, Name);
3015 3030
3016 m_AgentControlFlags = (AgentManager.ControlFlags) tmpAgentControlFlags; 3031 m_AgentControlFlags = (AgentManager.ControlFlags) tmpAgentControlFlags;
3032 if(updated)
3017 agent_control_v3 += LocalVectorToTarget3D; 3033 agent_control_v3 += LocalVectorToTarget3D;
3018 } 3034 }
3019 catch (Exception e) 3035 catch (Exception e)
3020 { 3036 {
3021 //Avoid system crash, can be slower but... 3037 //Avoid system crash, can be slower but...
3022 m_log.DebugFormat("Crash! {0}", e.ToString()); 3038 m_log.DebugFormat("Crash! {0}", e.ToString());
3023 }
3024 } 3039 }
3025 3040
3026 return updated; 3041 return updated;
3027// AddNewMovement(agent_control_v3); 3042// AddNewMovement(agent_control_v3);
3028 } 3043 }
3029 3044
3045 public void MoveToTargetHandle(Vector3 pos, bool noFly, bool landAtTarget)
3046 {
3047 MoveToTarget(pos, noFly, landAtTarget);
3048 }
3030 /// <summary> 3049 /// <summary>
3031 /// Move to the given target over time. 3050 /// Move to the given target over time.
3032 /// </summary> 3051 /// </summary>
@@ -3039,8 +3058,8 @@ namespace OpenSim.Region.Framework.Scenes
3039 /// <param name="landAtTarget"> 3058 /// <param name="landAtTarget">
3040 /// If true and the avatar starts flying during the move then land at the target. 3059 /// If true and the avatar starts flying during the move then land at the target.
3041 /// </param> 3060 /// </param>
3042 public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget) 3061 public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget, float tau = -1f)
3043 { 3062 {
3044 m_delayedStop = -1; 3063 m_delayedStop = -1;
3045 3064
3046 if (SitGround) 3065 if (SitGround)
@@ -3073,30 +3092,36 @@ namespace OpenSim.Region.Framework.Scenes
3073// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", 3092// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
3074// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); 3093// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
3075 3094
3095 terrainHeight += Appearance.AvatarHeight; // so 1.5 * AvatarHeight above ground at target
3076 bool shouldfly = Flying; 3096 bool shouldfly = Flying;
3077 if (noFly) 3097 if (noFly)
3078 shouldfly = false; 3098 shouldfly = false;
3079 else if (pos.Z > terrainHeight || Flying) 3099 else if (pos.Z > terrainHeight || Flying)
3080 shouldfly = true; 3100 shouldfly = true;
3081 3101
3082 LandAtTarget = landAtTarget;
3083 MovingToTarget = true;
3084 MoveToPositionTarget = pos;
3085 Flying = shouldfly;
3086
3087 // Rotate presence around the z-axis to point in same direction as movement.
3088 // Ignore z component of vector
3089 Vector3 localVectorToTarget3D = pos - AbsolutePosition; 3102 Vector3 localVectorToTarget3D = pos - AbsolutePosition;
3090 3103
3091// m_log.DebugFormat("[SCENE PRESENCE]: Local vector to target is {0},[1}", localVectorToTarget3D.X,localVectorToTarget3D.Y); 3104// m_log.DebugFormat("[SCENE PRESENCE]: Local vector to target is {0},[1}", localVectorToTarget3D.X,localVectorToTarget3D.Y);
3105
3106 m_movingToTarget = true;
3107 LandAtTarget = landAtTarget;
3108 m_moveToPositionTarget = pos;
3109 if(tau > 0)
3110 {
3111 if(tau < Scene.FrameTime)
3112 tau = Scene.FrameTime;
3113 m_moveToSpeed = localVectorToTarget3D.Length() / tau;
3114 if(m_moveToSpeed < 0.5f) //to tune
3115 m_moveToSpeed = 0.5f;
3116 else if(m_moveToSpeed > 50f)
3117 m_moveToSpeed = 50f;
3092 3118
3093 // Calculate the yaw. 3119 SetAlwaysRun = false;
3094 Vector3 angle = new Vector3(0, 0, (float)(Math.Atan2(localVectorToTarget3D.Y, localVectorToTarget3D.X))); 3120 }
3095 3121 else
3096// m_log.DebugFormat("[SCENE PRESENCE]: Angle is {0}", angle); 3122 m_moveToSpeed = 4.096f * m_speedModifier;
3097 3123
3098 Rotation = Quaternion.CreateFromEulers(angle); 3124 Flying = shouldfly;
3099// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation);
3100 3125
3101 Vector3 control = Vector3.Zero; 3126 Vector3 control = Vector3.Zero;
3102 if(HandleMoveToTargetUpdate(1f, ref control)) 3127 if(HandleMoveToTargetUpdate(1f, ref control))
@@ -3110,7 +3135,8 @@ namespace OpenSim.Region.Framework.Scenes
3110 { 3135 {
3111// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); 3136// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name);
3112 3137
3113 MovingToTarget = false; 3138 m_movingToTarget = false;
3139 m_moveToSpeed = -1f;
3114// MoveToPositionTarget = Vector3.Zero; 3140// MoveToPositionTarget = Vector3.Zero;
3115// lock(m_forceToApplyLock) 3141// lock(m_forceToApplyLock)
3116// m_forceToApplyValid = false; // cancel possible last action 3142// m_forceToApplyValid = false; // cancel possible last action
@@ -3294,7 +3320,7 @@ namespace OpenSim.Region.Framework.Scenes
3294 RemoveFromPhysicalScene(); 3320 RemoveFromPhysicalScene();
3295 } 3321 }
3296 3322
3297 if (MovingToTarget) 3323 if (m_movingToTarget)
3298 ResetMoveToTarget(); 3324 ResetMoveToTarget();
3299 3325
3300 Velocity = Vector3.Zero; 3326 Velocity = Vector3.Zero;
@@ -3436,7 +3462,7 @@ namespace OpenSim.Region.Framework.Scenes
3436 3462
3437 RemoveFromPhysicalScene(); 3463 RemoveFromPhysicalScene();
3438 3464
3439 if (MovingToTarget) 3465 if (m_movingToTarget)
3440 ResetMoveToTarget(); 3466 ResetMoveToTarget();
3441 3467
3442 Velocity = Vector3.Zero; 3468 Velocity = Vector3.Zero;
@@ -3716,8 +3742,12 @@ namespace OpenSim.Region.Framework.Scenes
3716 if ((vec.Z == 0f) && !Flying) 3742 if ((vec.Z == 0f) && !Flying)
3717 direc.Z = 0f; // Prevent camera WASD up. 3743 direc.Z = 0f; // Prevent camera WASD up.
3718 3744
3745 bool notmvtrgt = !m_movingToTarget || m_moveToSpeed <= 0;
3719 // odd rescalings 3746 // odd rescalings
3720 direc *= 0.032f * 128f * SpeedModifier * thisAddSpeedModifier; 3747 if(notmvtrgt)
3748 direc *= 4.096f * SpeedModifier * thisAddSpeedModifier;
3749 else
3750 direc *= m_moveToSpeed;
3721 3751
3722 // m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name); 3752 // m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name);
3723 3753
@@ -3735,12 +3765,12 @@ namespace OpenSim.Region.Framework.Scenes
3735 // landing situation, prevent avatar moving or it may fail to land 3765 // landing situation, prevent avatar moving or it may fail to land
3736 // animator will handle this condition and do the land 3766 // animator will handle this condition and do the land
3737 direc = Vector3.Zero; 3767 direc = Vector3.Zero;
3738 else 3768 else if(notmvtrgt)
3739 direc *= 4.0f; 3769 direc *= 4.0f;
3740 } 3770 }
3741 else if (IsColliding) 3771 else if (IsColliding)
3742 { 3772 {
3743 if (direc.Z > 2.0f) // reinforce jumps 3773 if (direc.Z > 2.0f && notmvtrgt) // reinforce jumps
3744 { 3774 {
3745 direc.Z *= 2.6f; 3775 direc.Z *= 2.6f;
3746 } 3776 }
@@ -3780,7 +3810,7 @@ namespace OpenSim.Region.Framework.Scenes
3780 if (IsInTransit || IsLoggingIn) 3810 if (IsInTransit || IsLoggingIn)
3781 return; 3811 return;
3782 3812
3783 if(MovingToTarget) 3813 if(m_movingToTarget)
3784 { 3814 {
3785 m_delayedStop = -1; 3815 m_delayedStop = -1;
3786 Vector3 control = Vector3.Zero; 3816 Vector3 control = Vector3.Zero;