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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs60
1 files changed, 50 insertions, 10 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 3e5f947..471caa2 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -206,8 +206,8 @@ namespace OpenSim.Region.Framework.Scenes
206 206
207 private const float FLY_ROLL_MAX_RADIANS = 1.1f; 207 private const float FLY_ROLL_MAX_RADIANS = 1.1f;
208 208
209 private const float FLY_ROLL_RADIANS_PER_SECOND = 0.06f; 209 private const float FLY_ROLL_RADIANS_PER_UPDATE = 0.06f;
210 private const float FLY_ROLL_RESET_RADIANS_PER_SECOND = 0.02f; 210 private const float FLY_ROLL_RESET_RADIANS_PER_UPDATE = 0.02f;
211 211
212 private float m_health = 100f; 212 private float m_health = 100f;
213 213
@@ -1244,11 +1244,47 @@ namespace OpenSim.Region.Framework.Scenes
1244 /// Applies a roll accumulator to the avatar's angular velocity for the avatar fly roll effect. 1244 /// Applies a roll accumulator to the avatar's angular velocity for the avatar fly roll effect.
1245 /// </summary> 1245 /// </summary>
1246 /// <param name="amount">Postive or negative roll amount in radians</param> 1246 /// <param name="amount">Postive or negative roll amount in radians</param>
1247 private void ApplyFlyingRoll(float amount) 1247 private void ApplyFlyingRoll(float amount, bool PressingUp, bool PressingDown)
1248 { 1248 {
1249 float noise = ((float)(Util.RandomClass.NextDouble()*0.2f)-0.1f); 1249
1250 float rollAmount = Util.Clamp(m_AngularVelocity.Z + amount, -FLY_ROLL_MAX_RADIANS, FLY_ROLL_MAX_RADIANS) + noise; 1250 float rollAmount = Util.Clamp(m_AngularVelocity.Z + amount, -FLY_ROLL_MAX_RADIANS, FLY_ROLL_MAX_RADIANS);
1251 m_AngularVelocity.Z = rollAmount; 1251 m_AngularVelocity.Z = rollAmount;
1252
1253 // APPLY EXTRA consideration for flying up and flying down during this time.
1254 // if we're turning left
1255 if (amount > 0)
1256 {
1257
1258 // If we're at the max roll and pressing up, we want to swing BACK a bit
1259 // Automatically adds noise
1260 if (PressingUp)
1261 {
1262 if (m_AngularVelocity.Z >= FLY_ROLL_MAX_RADIANS - 0.04f)
1263 m_AngularVelocity.Z -= 0.9f;
1264 }
1265 // If we're at the max roll and pressing down, we want to swing MORE a bit
1266 if (PressingDown)
1267 {
1268 if (m_AngularVelocity.Z >= FLY_ROLL_MAX_RADIANS && m_AngularVelocity.Z < FLY_ROLL_MAX_RADIANS + 0.6f)
1269 m_AngularVelocity.Z += 0.6f;
1270 }
1271 }
1272 else // we're turning right.
1273 {
1274 // If we're at the max roll and pressing up, we want to swing BACK a bit
1275 // Automatically adds noise
1276 if (PressingUp)
1277 {
1278 if (m_AngularVelocity.Z <= (-FLY_ROLL_MAX_RADIANS))
1279 m_AngularVelocity.Z += 0.6f;
1280 }
1281 // If we're at the max roll and pressing down, we want to swing MORE a bit
1282 if (PressingDown)
1283 {
1284 if (m_AngularVelocity.Z >= -FLY_ROLL_MAX_RADIANS - 0.6f)
1285 m_AngularVelocity.Z -= 0.6f;
1286 }
1287 }
1252 } 1288 }
1253 1289
1254 /// <summary> 1290 /// <summary>
@@ -1800,26 +1836,30 @@ namespace OpenSim.Region.Framework.Scenes
1800 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 1836 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
1801 1837
1802 1838
1803 1839 //m_log.Debug("[CONTROL]: " +flags);
1804 // Applies a satisfying roll effect to the avatar when flying. 1840 // Applies a satisfying roll effect to the avatar when flying.
1805 if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0) && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)) 1841 if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0) && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0))
1806 { 1842 {
1807 ApplyFlyingRoll(FLY_ROLL_RADIANS_PER_SECOND); 1843
1844 ApplyFlyingRoll(FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0));
1845
1808 1846
1809 } 1847 }
1810 else if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0) && 1848 else if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0) &&
1811 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)) 1849 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0))
1812 { 1850 {
1813 ApplyFlyingRoll(-FLY_ROLL_RADIANS_PER_SECOND); 1851 ApplyFlyingRoll(-FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0));
1852
1814 1853
1815 } 1854 }
1816 else 1855 else
1817 { 1856 {
1818 if (m_AngularVelocity.Z != 0) 1857 if (m_AngularVelocity.Z != 0)
1819 m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_SECOND); 1858 m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE);
1820 1859
1821 } 1860 }
1822 1861
1862
1823 1863
1824 1864
1825 if (Flying && IsColliding && controlland) 1865 if (Flying && IsColliding && controlland)