diff options
Diffstat (limited to '')
4 files changed, 55 insertions, 47 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index a81ee79..ad2192d 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -5417,7 +5417,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5417 | presence.AbsolutePosition = presence.MoveToPositionTarget; | 5417 | presence.AbsolutePosition = presence.MoveToPositionTarget; |
5418 | presence.ResetMoveToTarget(); | 5418 | presence.ResetMoveToTarget(); |
5419 | 5419 | ||
5420 | if (presence.PhysicsActor.Flying) | 5420 | if (presence.Flying) |
5421 | { | 5421 | { |
5422 | // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot | 5422 | // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot |
5423 | // the target if flying. | 5423 | // the target if flying. |
@@ -5425,16 +5425,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
5425 | // least be able to set collision status once, rather than 5 times to give it enough | 5425 | // least be able to set collision status once, rather than 5 times to give it enough |
5426 | // weighting so that that PhysicsActor thinks it really is colliding. | 5426 | // weighting so that that PhysicsActor thinks it really is colliding. |
5427 | for (int i = 0; i < 5; i++) | 5427 | for (int i = 0; i < 5; i++) |
5428 | presence.PhysicsActor.IsColliding = true; | 5428 | presence.IsColliding = true; |
5429 | 5429 | ||
5430 | if (presence.LandAtTarget) | 5430 | if (presence.LandAtTarget) |
5431 | presence.PhysicsActor.Flying = false; | 5431 | presence.Flying = false; |
5432 | 5432 | ||
5433 | // Vector3 targetPos = presence.MoveToPositionTarget; | 5433 | // Vector3 targetPos = presence.MoveToPositionTarget; |
5434 | // float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; | 5434 | // float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; |
5435 | // if (targetPos.Z - terrainHeight < 0.2) | 5435 | // if (targetPos.Z - terrainHeight < 0.2) |
5436 | // { | 5436 | // { |
5437 | // presence.PhysicsActor.Flying = false; | 5437 | // presence.Flying = false; |
5438 | // } | 5438 | // } |
5439 | } | 5439 | } |
5440 | 5440 | ||
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 32e44fb..b1b2dc7 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -142,12 +142,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
142 | { | 142 | { |
143 | get { return m_userFlags; } | 143 | get { return m_userFlags; } |
144 | } | 144 | } |
145 | private bool m_flyingOld; // add for fly velocity control | 145 | |
146 | // Flying | ||
147 | public bool Flying | ||
148 | { | ||
149 | get { return PhysicsActor != null && PhysicsActor.Flying; } | ||
150 | set { PhysicsActor.Flying = value; } | ||
151 | } | ||
152 | |||
153 | // add for fly velocity control | ||
154 | private bool FlyingOld {get; set;} | ||
146 | public bool WasFlying | 155 | public bool WasFlying |
147 | { | 156 | { |
148 | get { return m_wasFlying; } | 157 | get; private set; |
158 | } | ||
159 | |||
160 | public bool IsColliding | ||
161 | { | ||
162 | get { return PhysicsActor != null && PhysicsActor.IsColliding; } | ||
163 | // We would expect setting IsColliding to be private but it's used by a hack in Scene | ||
164 | set { PhysicsActor.IsColliding = value; } | ||
149 | } | 165 | } |
150 | private bool m_wasFlying; // add for fly velocity control | ||
151 | 166 | ||
152 | // private int m_lastColCount = -1; //KF: Look for Collision chnages | 167 | // private int m_lastColCount = -1; //KF: Look for Collision chnages |
153 | // private int m_updateCount = 0; //KF: Update Anims for a while | 168 | // private int m_updateCount = 0; //KF: Update Anims for a while |
@@ -697,9 +712,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
697 | set { | 712 | set { |
698 | if(value) | 713 | if(value) |
699 | { | 714 | { |
700 | if ((PhysicsActor != null) && PhysicsActor.Flying) | 715 | if (Flying) |
701 | m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY; | 716 | m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY; |
702 | else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0) | 717 | else |
703 | m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY; | 718 | m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY; |
704 | } | 719 | } |
705 | m_inTransit = value; | 720 | m_inTransit = value; |
@@ -925,11 +940,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
925 | 940 | ||
926 | if (ForceFly) | 941 | if (ForceFly) |
927 | { | 942 | { |
928 | PhysicsActor.Flying = true; | 943 | Flying = true; |
929 | } | 944 | } |
930 | else if (FlyDisabled) | 945 | else if (FlyDisabled) |
931 | { | 946 | { |
932 | PhysicsActor.Flying = false; | 947 | Flying = false; |
933 | } | 948 | } |
934 | 949 | ||
935 | // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying | 950 | // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying |
@@ -1054,11 +1069,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1054 | /// <param name="pos"></param> | 1069 | /// <param name="pos"></param> |
1055 | public void Teleport(Vector3 pos) | 1070 | public void Teleport(Vector3 pos) |
1056 | { | 1071 | { |
1057 | bool isFlying = false; | 1072 | bool isFlying = Flying; |
1058 | if (PhysicsActor != null) | ||
1059 | isFlying = PhysicsActor.Flying; | ||
1060 | |||
1061 | m_log.DebugFormat("[SCENE PRESENCCE]: Local teleport, flying = {0}", isFlying); | ||
1062 | RemoveFromPhysicalScene(); | 1073 | RemoveFromPhysicalScene(); |
1063 | Velocity = Vector3.Zero; | 1074 | Velocity = Vector3.Zero; |
1064 | CheckLandingPoint(ref pos); | 1075 | CheckLandingPoint(ref pos); |
@@ -1070,10 +1081,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1070 | 1081 | ||
1071 | public void TeleportWithMomentum(Vector3 pos) | 1082 | public void TeleportWithMomentum(Vector3 pos) |
1072 | { | 1083 | { |
1073 | bool isFlying = false; | 1084 | bool isFlying = Flying; |
1074 | if (PhysicsActor != null) | ||
1075 | isFlying = PhysicsActor.Flying; | ||
1076 | |||
1077 | RemoveFromPhysicalScene(); | 1085 | RemoveFromPhysicalScene(); |
1078 | CheckLandingPoint(ref pos); | 1086 | CheckLandingPoint(ref pos); |
1079 | AbsolutePosition = pos; | 1087 | AbsolutePosition = pos; |
@@ -1208,8 +1216,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1208 | AbsolutePosition = pos; | 1216 | AbsolutePosition = pos; |
1209 | } | 1217 | } |
1210 | 1218 | ||
1211 | bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); | 1219 | bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); |
1212 | MakeRootAgent(AbsolutePosition, m_flying); | 1220 | MakeRootAgent(AbsolutePosition, flying); |
1213 | 1221 | ||
1214 | if ((m_callbackURI != null) && !m_callbackURI.Equals("")) | 1222 | if ((m_callbackURI != null) && !m_callbackURI.Equals("")) |
1215 | { | 1223 | { |
@@ -1434,7 +1442,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1434 | bool DCFlagKeyPressed = false; | 1442 | bool DCFlagKeyPressed = false; |
1435 | Vector3 agent_control_v3 = Vector3.Zero; | 1443 | Vector3 agent_control_v3 = Vector3.Zero; |
1436 | 1444 | ||
1437 | bool oldflying = PhysicsActor.Flying; | 1445 | bool oldflying = Flying; |
1438 | 1446 | ||
1439 | if (ForceFly) | 1447 | if (ForceFly) |
1440 | actor.Flying = true; | 1448 | actor.Flying = true; |
@@ -1454,7 +1462,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1454 | 1462 | ||
1455 | // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying | 1463 | // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying |
1456 | // this prevents 'jumping' in inappropriate situations. | 1464 | // this prevents 'jumping' in inappropriate situations. |
1457 | if ((m_mouseLook && !PhysicsActor.Flying) || (m_leftButtonDown && !PhysicsActor.Flying)) | 1465 | if (!Flying && (m_mouseLook || m_leftButtonDown)) |
1458 | dirVectors = GetWalkDirectionVectors(); | 1466 | dirVectors = GetWalkDirectionVectors(); |
1459 | else | 1467 | else |
1460 | dirVectors = Dir_Vectors; | 1468 | dirVectors = Dir_Vectors; |
@@ -1541,7 +1549,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1541 | // with something with the down arrow pressed. | 1549 | // with something with the down arrow pressed. |
1542 | 1550 | ||
1543 | // Only do this if we're flying | 1551 | // Only do this if we're flying |
1544 | if (PhysicsActor != null && PhysicsActor.Flying && !ForceFly) | 1552 | if (Flying && !ForceFly) |
1545 | { | 1553 | { |
1546 | // Landing detection code | 1554 | // Landing detection code |
1547 | 1555 | ||
@@ -1549,7 +1557,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1549 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || | 1557 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || |
1550 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 1558 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
1551 | 1559 | ||
1552 | if (PhysicsActor.Flying && PhysicsActor.IsColliding && controlland) | 1560 | if (Flying && IsColliding && controlland) |
1553 | { | 1561 | { |
1554 | // nesting this check because LengthSquared() is expensive and we don't | 1562 | // nesting this check because LengthSquared() is expensive and we don't |
1555 | // want to do it every step when flying. | 1563 | // want to do it every step when flying. |
@@ -1762,9 +1770,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1762 | Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); | 1770 | Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); |
1763 | 1771 | ||
1764 | if (noFly) | 1772 | if (noFly) |
1765 | PhysicsActor.Flying = false; | 1773 | Flying = false; |
1766 | else if (pos.Z > terrainHeight) | 1774 | else if (pos.Z > terrainHeight) |
1767 | PhysicsActor.Flying = true; | 1775 | Flying = true; |
1768 | 1776 | ||
1769 | LandAtTarget = landAtTarget; | 1777 | LandAtTarget = landAtTarget; |
1770 | MovingToTarget = true; | 1778 | MovingToTarget = true; |
@@ -2330,42 +2338,42 @@ namespace OpenSim.Region.Framework.Scenes | |||
2330 | Vector3 direc = vec * Rotation; | 2338 | Vector3 direc = vec * Rotation; |
2331 | direc.Normalize(); | 2339 | direc.Normalize(); |
2332 | 2340 | ||
2333 | if (PhysicsActor.Flying != m_flyingOld) // add for fly velocity control | 2341 | if (Flying != FlyingOld) // add for fly velocity control |
2334 | { | 2342 | { |
2335 | m_flyingOld = PhysicsActor.Flying; // add for fly velocity control | 2343 | FlyingOld = Flying; // add for fly velocity control |
2336 | if (!PhysicsActor.Flying) | 2344 | if (!Flying) |
2337 | m_wasFlying = true; // add for fly velocity control | 2345 | WasFlying = true; // add for fly velocity control |
2338 | } | 2346 | } |
2339 | 2347 | ||
2340 | if (PhysicsActor.IsColliding == true) | 2348 | if (IsColliding) |
2341 | m_wasFlying = false; // add for fly velocity control | 2349 | WasFlying = false; // add for fly velocity control |
2342 | 2350 | ||
2343 | if ((vec.Z == 0f) && !PhysicsActor.Flying) | 2351 | if ((vec.Z == 0f) && !Flying) |
2344 | direc.Z = 0f; // Prevent camera WASD up. | 2352 | direc.Z = 0f; // Prevent camera WASD up. |
2345 | 2353 | ||
2346 | direc *= 0.03f * 128f * SpeedModifier; | 2354 | direc *= 0.03f * 128f * SpeedModifier; |
2347 | 2355 | ||
2348 | if (PhysicsActor != null) | 2356 | if (PhysicsActor != null) |
2349 | { | 2357 | { |
2350 | if (PhysicsActor.Flying) | 2358 | if (Flying) |
2351 | { | 2359 | { |
2352 | direc *= 4.0f; | 2360 | direc *= 4.0f; |
2353 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 2361 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
2354 | //if (controlland) | 2362 | //if (controlland) |
2355 | // m_log.Info("[AGENT]: landCommand"); | 2363 | // m_log.Info("[AGENT]: landCommand"); |
2356 | //if (PhysicsActor.IsColliding) | 2364 | //if (IsColliding) |
2357 | // m_log.Info("[AGENT]: colliding"); | 2365 | // m_log.Info("[AGENT]: colliding"); |
2358 | //if (PhysicsActor.Flying && PhysicsActor.IsColliding && controlland) | 2366 | //if (Flying && IsColliding && controlland) |
2359 | //{ | 2367 | //{ |
2360 | // StopFlying(); | 2368 | // StopFlying(); |
2361 | // m_log.Info("[AGENT]: Stop Flying"); | 2369 | // m_log.Info("[AGENT]: Stop Flying"); |
2362 | //} | 2370 | //} |
2363 | } | 2371 | } |
2364 | if (Animator.Falling && m_wasFlying) // if falling from flying, disable motion add | 2372 | if (Animator.Falling && WasFlying) // if falling from flying, disable motion add |
2365 | { | 2373 | { |
2366 | direc *= 0.0f; | 2374 | direc *= 0.0f; |
2367 | } | 2375 | } |
2368 | else if (!PhysicsActor.Flying && PhysicsActor.IsColliding) | 2376 | else if (!Flying && IsColliding) |
2369 | { | 2377 | { |
2370 | if (direc.Z > 2.0f) | 2378 | if (direc.Z > 2.0f) |
2371 | { | 2379 | { |
@@ -2835,7 +2843,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2835 | { | 2843 | { |
2836 | if (m_requestedSitTargetUUID == UUID.Zero) | 2844 | if (m_requestedSitTargetUUID == UUID.Zero) |
2837 | { | 2845 | { |
2838 | bool isFlying = PhysicsActor.Flying; | 2846 | bool isFlying = Flying; |
2839 | RemoveFromPhysicalScene(); | 2847 | RemoveFromPhysicalScene(); |
2840 | 2848 | ||
2841 | Vector3 pos = AbsolutePosition; | 2849 | Vector3 pos = AbsolutePosition; |
@@ -2862,7 +2870,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2862 | { | 2870 | { |
2863 | if (m_requestedSitTargetUUID == UUID.Zero) | 2871 | if (m_requestedSitTargetUUID == UUID.Zero) |
2864 | { | 2872 | { |
2865 | bool isFlying = PhysicsActor.Flying; | 2873 | bool isFlying = Flying; |
2866 | RemoveFromPhysicalScene(); | 2874 | RemoveFromPhysicalScene(); |
2867 | 2875 | ||
2868 | Vector3 pos = AbsolutePosition; | 2876 | Vector3 pos = AbsolutePosition; |
@@ -2912,7 +2920,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2912 | { | 2920 | { |
2913 | try | 2921 | try |
2914 | { | 2922 | { |
2915 | return m_scene.CrossAgentToNewRegion(this, PhysicsActor.Flying); | 2923 | return m_scene.CrossAgentToNewRegion(this, Flying); |
2916 | } | 2924 | } |
2917 | catch | 2925 | catch |
2918 | { | 2926 | { |
@@ -3188,7 +3196,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3188 | Appearance = new AvatarAppearance(cAgent.Appearance); | 3196 | Appearance = new AvatarAppearance(cAgent.Appearance); |
3189 | if (PhysicsActor != null) | 3197 | if (PhysicsActor != null) |
3190 | { | 3198 | { |
3191 | bool isFlying = PhysicsActor.Flying; | 3199 | bool isFlying = Flying; |
3192 | RemoveFromPhysicalScene(); | 3200 | RemoveFromPhysicalScene(); |
3193 | AddToPhysicalScene(isFlying); | 3201 | AddToPhysicalScene(isFlying); |
3194 | } | 3202 | } |
@@ -3291,7 +3299,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3291 | 3299 | ||
3292 | private void OutOfBoundsCall(Vector3 pos) | 3300 | private void OutOfBoundsCall(Vector3 pos) |
3293 | { | 3301 | { |
3294 | //bool flying = PhysicsActor.Flying; | 3302 | //bool flying = Flying; |
3295 | //RemoveFromPhysicalScene(); | 3303 | //RemoveFromPhysicalScene(); |
3296 | 3304 | ||
3297 | //AddToPhysicalScene(flying); | 3305 | //AddToPhysicalScene(flying); |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAnimationTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAnimationTests.cs index 4a0533c..89f8007 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAnimationTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAnimationTests.cs | |||
@@ -61,7 +61,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
61 | 61 | ||
62 | TestScene scene = SceneHelpers.SetupScene(); | 62 | TestScene scene = SceneHelpers.SetupScene(); |
63 | ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)); | 63 | ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)); |
64 | sp.PhysicsActor.Flying = true; | 64 | sp.Flying = true; |
65 | sp.PhysicsCollisionUpdate(new CollisionEventUpdate()); | 65 | sp.PhysicsCollisionUpdate(new CollisionEventUpdate()); |
66 | 66 | ||
67 | Assert.That(sp.Animator.CurrentMovementAnimation, Is.EqualTo("HOVER")); | 67 | Assert.That(sp.Animator.CurrentMovementAnimation, Is.EqualTo("HOVER")); |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs index 64c36ff..442cb8b 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs | |||
@@ -79,7 +79,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
79 | // Vector3 startPos = new Vector3(128, 128, 30); | 79 | // Vector3 startPos = new Vector3(128, 128, 30); |
80 | 80 | ||
81 | // For now, we'll make the scene presence fly to simplify this test, but this needs to change. | 81 | // For now, we'll make the scene presence fly to simplify this test, but this needs to change. |
82 | sp.PhysicsActor.Flying = true; | 82 | sp.Flying = true; |
83 | 83 | ||
84 | m_scene.Update(); | 84 | m_scene.Update(); |
85 | Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); | 85 | Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); |