diff options
Diffstat (limited to 'OpenSim/Region/Framework')
3 files changed, 235 insertions, 220 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index db3b834..2d1b0df 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | |||
@@ -48,7 +48,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
48 | 48 | ||
49 | public AnimationSet Animations | 49 | public AnimationSet Animations |
50 | { | 50 | { |
51 | get { return m_animations; } | 51 | get { return m_animations; } |
52 | } | 52 | } |
53 | protected AnimationSet m_animations = new AnimationSet(); | 53 | protected AnimationSet m_animations = new AnimationSet(); |
54 | 54 | ||
@@ -56,25 +56,27 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
56 | /// The current movement animation | 56 | /// The current movement animation |
57 | /// </value> | 57 | /// </value> |
58 | public string CurrentMovementAnimation { get; private set; } | 58 | public string CurrentMovementAnimation { get; private set; } |
59 | 59 | ||
60 | private int m_animTickFall; | 60 | private int m_animTickFall; |
61 | public int m_animTickJump; // ScenePresence has to see this to control +Z force | 61 | private int m_animTickLand; |
62 | public bool m_jumping = false; | 62 | private int m_animTickJump; |
63 | public float m_jumpVelocity = 0f; | 63 | |
64 | // private int m_landing = 0; | 64 | public bool m_jumping = false; |
65 | |||
66 | // private int m_landing = 0; | ||
65 | 67 | ||
66 | /// <summary> | 68 | /// <summary> |
67 | /// Is the avatar falling? | 69 | /// Is the avatar falling? |
68 | /// </summary> | 70 | /// </summary> |
69 | public bool Falling { get; private set; } | 71 | public bool Falling { get; private set; } |
70 | 72 | ||
71 | private float m_fallHeight; | 73 | private float m_lastFallVelocity; |
72 | 74 | ||
73 | /// <value> | 75 | /// <value> |
74 | /// The scene presence that this animator applies to | 76 | /// The scene presence that this animator applies to |
75 | /// </value> | 77 | /// </value> |
76 | protected ScenePresence m_scenePresence; | 78 | protected ScenePresence m_scenePresence; |
77 | 79 | ||
78 | public ScenePresenceAnimator(ScenePresence sp) | 80 | public ScenePresenceAnimator(ScenePresence sp) |
79 | { | 81 | { |
80 | m_scenePresence = sp; | 82 | m_scenePresence = sp; |
@@ -89,7 +91,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
89 | // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name); | 91 | // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name); |
90 | if (m_scenePresence.Scene.DebugAnimations) | 92 | if (m_scenePresence.Scene.DebugAnimations) |
91 | m_log.DebugFormat( | 93 | m_log.DebugFormat( |
92 | "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", | 94 | "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", |
93 | GetAnimName(animID), animID, m_scenePresence.Name); | 95 | GetAnimName(animID), animID, m_scenePresence.Name); |
94 | 96 | ||
95 | if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) | 97 | if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) |
@@ -111,7 +113,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
111 | if (animID == UUID.Zero) | 113 | if (animID == UUID.Zero) |
112 | return; | 114 | return; |
113 | 115 | ||
114 | // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", animID, name, m_scenePresence.Name); | 116 | // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", animID, name, m_scenePresence.Name); |
115 | 117 | ||
116 | AddAnimation(animID, objectID); | 118 | AddAnimation(animID, objectID); |
117 | } | 119 | } |
@@ -131,7 +133,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
131 | 133 | ||
132 | if (m_scenePresence.Scene.DebugAnimations) | 134 | if (m_scenePresence.Scene.DebugAnimations) |
133 | m_log.DebugFormat( | 135 | m_log.DebugFormat( |
134 | "[SCENE PRESENCE ANIMATOR]: Removing animation {0} {1} for {2}", | 136 | "[SCENE PRESENCE ANIMATOR]: Removing animation {0} {1} for {2}", |
135 | GetAnimName(animID), animID, m_scenePresence.Name); | 137 | GetAnimName(animID), animID, m_scenePresence.Name); |
136 | 138 | ||
137 | if (m_animations.Remove(animID, allowNoDefault)) | 139 | if (m_animations.Remove(animID, allowNoDefault)) |
@@ -153,7 +155,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
153 | else | 155 | else |
154 | m_animations.Remove(animID, false); | 156 | m_animations.Remove(animID, false); |
155 | } | 157 | } |
156 | if(sendPack) | 158 | if (sendPack) |
157 | SendAnimPack(); | 159 | SendAnimPack(); |
158 | } | 160 | } |
159 | 161 | ||
@@ -205,7 +207,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
205 | 207 | ||
206 | if (aoSitGndAnim != UUID.Zero) | 208 | if (aoSitGndAnim != UUID.Zero) |
207 | { | 209 | { |
208 | avnChangeAnim(aoSitGndAnim, false, false); | 210 | avnChangeAnim(aoSitGndAnim, false, true); |
209 | aoSitGndAnim = UUID.Zero; | 211 | aoSitGndAnim = UUID.Zero; |
210 | } | 212 | } |
211 | 213 | ||
@@ -238,9 +240,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
238 | if (m_animations.TrySetDefaultAnimation( | 240 | if (m_animations.TrySetDefaultAnimation( |
239 | anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID)) | 241 | anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID)) |
240 | { | 242 | { |
241 | // m_log.DebugFormat( | 243 | // m_log.DebugFormat( |
242 | // "[SCENE PRESENCE ANIMATOR]: Updating movement animation to {0} for {1}", | 244 | // "[SCENE PRESENCE ANIMATOR]: Updating movement animation to {0} for {1}", |
243 | // anim, m_scenePresence.Name); | 245 | // anim, m_scenePresence.Name); |
244 | 246 | ||
245 | // 16384 is CHANGED_ANIMATION | 247 | // 16384 is CHANGED_ANIMATION |
246 | m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION }); | 248 | m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION }); |
@@ -258,83 +260,119 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
258 | return ret; | 260 | return ret; |
259 | } | 261 | } |
260 | 262 | ||
263 | public enum motionControlStates : byte | ||
264 | { | ||
265 | sitted = 0, | ||
266 | flying, | ||
267 | falling, | ||
268 | jumping, | ||
269 | landing, | ||
270 | onsurface | ||
271 | } | ||
272 | |||
273 | public motionControlStates currentControlState = motionControlStates.onsurface; | ||
274 | |||
261 | /// <summary> | 275 | /// <summary> |
262 | /// This method determines the proper movement related animation | 276 | /// This method determines the proper movement related animation |
263 | /// </summary> | 277 | /// </summary> |
264 | private string DetermineMovementAnimation() | 278 | private string DetermineMovementAnimation() |
265 | { | 279 | { |
266 | const float FALL_DELAY = 800f; | 280 | const int FALL_DELAY = 800; |
267 | const float PREJUMP_DELAY = 200f; | 281 | const int PREJUMP_DELAY = 200; |
268 | const float JUMP_PERIOD = 800f; | 282 | const int JUMP_PERIOD = 800; |
269 | #region Inputs | 283 | #region Inputs |
270 | 284 | ||
285 | if (m_scenePresence.IsInTransit) | ||
286 | return CurrentMovementAnimation; | ||
287 | |||
271 | if (m_scenePresence.SitGround) | 288 | if (m_scenePresence.SitGround) |
289 | { | ||
290 | currentControlState = motionControlStates.sitted; | ||
272 | return "SITGROUND"; | 291 | return "SITGROUND"; |
292 | } | ||
273 | if (m_scenePresence.ParentID != 0 || m_scenePresence.ParentUUID != UUID.Zero) | 293 | if (m_scenePresence.ParentID != 0 || m_scenePresence.ParentUUID != UUID.Zero) |
294 | { | ||
295 | currentControlState = motionControlStates.sitted; | ||
274 | return "SIT"; | 296 | return "SIT"; |
297 | } | ||
275 | 298 | ||
276 | AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; | 299 | AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; |
277 | PhysicsActor actor = m_scenePresence.PhysicsActor; | 300 | PhysicsActor actor = m_scenePresence.PhysicsActor; |
278 | 301 | ||
279 | // Create forward and left vectors from the current avatar rotation | 302 | const AgentManager.ControlFlags ANYXYMASK = ( |
280 | Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_scenePresence.Rotation); | 303 | AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS | |
281 | Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix); | 304 | AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG | |
282 | Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); | 305 | AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS | |
306 | AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG | ||
307 | ); | ||
283 | 308 | ||
284 | // Check control flags | 309 | // Check control flags |
285 | bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS); | 310 | /* not in use |
286 | bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); | 311 | bool heldForward = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)) != 0); |
287 | bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); | 312 | bool heldBack = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG)) != 0); |
288 | bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG); | 313 | bool heldLeft = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS)) != 0); |
314 | bool heldRight = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG)) != 0); | ||
315 | */ | ||
289 | bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; | 316 | bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; |
290 | bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; | 317 | bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; |
291 | bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; | 318 | // bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS)) != 0); |
292 | bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; | 319 | // excluded nudge up so it doesn't trigger jump state |
320 | bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS)) != 0); | ||
321 | bool heldDown = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG)) != 0); | ||
293 | //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; | 322 | //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; |
294 | //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; | 323 | //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; |
295 | if (heldForward || heldBack || heldLeft || heldRight || heldUp || heldDown) | 324 | |
325 | bool heldOnXY = ((controlFlags & ANYXYMASK) != 0); | ||
326 | if (heldOnXY || heldUp || heldDown) | ||
296 | { | 327 | { |
297 | heldTurnLeft = false; | 328 | heldTurnLeft = false; |
298 | heldTurnRight = false; | 329 | heldTurnRight = false; |
299 | } | 330 | } |
300 | 331 | ||
301 | // Direction in which the avatar is trying to move | ||
302 | Vector3 move = Vector3.Zero; | ||
303 | if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; } | ||
304 | if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } | ||
305 | if (heldLeft) { move.X += left.X; move.Y += left.Y; } | ||
306 | if (heldRight) { move.X -= left.X; move.Y -= left.Y; } | ||
307 | if (heldUp) { move.Z += 1; } | ||
308 | if (heldDown) { move.Z -= 1; } | ||
309 | |||
310 | // Is the avatar trying to move? | ||
311 | // bool moving = (move != Vector3.Zero); | ||
312 | #endregion Inputs | 332 | #endregion Inputs |
313 | 333 | ||
334 | // no physics actor case | ||
335 | if (actor == null) | ||
336 | { | ||
337 | // well what to do? | ||
338 | |||
339 | currentControlState = motionControlStates.onsurface; | ||
340 | if (heldOnXY) | ||
341 | return "WALK"; | ||
342 | |||
343 | return "STAND"; | ||
344 | } | ||
345 | |||
314 | #region Flying | 346 | #region Flying |
315 | 347 | ||
316 | if (actor != null && actor.Flying) | 348 | bool isColliding = actor.IsColliding; |
349 | |||
350 | if (actor.Flying) | ||
317 | { | 351 | { |
318 | m_animTickFall = 0; | 352 | m_animTickFall = 0; |
319 | m_animTickJump = 0; | 353 | m_animTickJump = 0; |
320 | m_jumping = false; | 354 | m_jumping = false; |
321 | Falling = false; | 355 | Falling = false; |
322 | m_jumpVelocity = 0f; | ||
323 | actor.Selected = false; | ||
324 | m_fallHeight = actor.Position.Z; // save latest flying height | ||
325 | 356 | ||
326 | if (move.X != 0f || move.Y != 0f) | 357 | currentControlState = motionControlStates.flying; |
358 | |||
359 | if (heldOnXY) | ||
327 | { | 360 | { |
328 | return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY"); | 361 | return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY"); |
329 | } | 362 | } |
330 | else if (move.Z > 0f) | 363 | else if (heldUp) |
331 | { | 364 | { |
332 | return "HOVER_UP"; | 365 | return "HOVER_UP"; |
333 | } | 366 | } |
334 | else if (move.Z < 0f) | 367 | else if (heldDown) |
335 | { | 368 | { |
336 | if (actor != null && actor.IsColliding) | 369 | if (isColliding) |
370 | { | ||
371 | actor.Flying = false; | ||
372 | currentControlState = motionControlStates.landing; | ||
373 | m_animTickLand = Environment.TickCount; | ||
337 | return "LAND"; | 374 | return "LAND"; |
375 | } | ||
338 | else | 376 | else |
339 | return "HOVER_DOWN"; | 377 | return "HOVER_DOWN"; |
340 | } | 378 | } |
@@ -343,81 +381,88 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
343 | return "HOVER"; | 381 | return "HOVER"; |
344 | } | 382 | } |
345 | } | 383 | } |
384 | else | ||
385 | { | ||
386 | if (isColliding && currentControlState == motionControlStates.flying) | ||
387 | { | ||
388 | currentControlState = motionControlStates.landing; | ||
389 | m_animTickLand = Environment.TickCount; | ||
390 | return "LAND"; | ||
391 | } | ||
392 | } | ||
346 | 393 | ||
347 | #endregion Flying | 394 | #endregion Flying |
348 | 395 | ||
349 | #region Falling/Floating/Landing | 396 | #region Falling/Floating/Landing |
350 | 397 | ||
351 | if ((actor == null || !actor.IsColliding) && !m_jumping) | 398 | if (!isColliding && currentControlState != motionControlStates.jumping) |
352 | { | 399 | { |
353 | float fallElapsed = (float)(Environment.TickCount - m_animTickFall); | 400 | float fallVelocity = actor.Velocity.Z; |
354 | float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; | ||
355 | 401 | ||
356 | if (!m_jumping && (fallVelocity < -3.0f)) | 402 | if (fallVelocity < -2.5f) |
357 | Falling = true; | 403 | Falling = true; |
358 | 404 | ||
359 | if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) | 405 | if (m_animTickFall == 0 || (fallVelocity >= -0.5f)) |
360 | { | 406 | { |
361 | // not falling yet, or going up | ||
362 | // reset start of fall time | ||
363 | m_animTickFall = Environment.TickCount; | 407 | m_animTickFall = Environment.TickCount; |
364 | } | 408 | } |
365 | else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.WasFlying)) | 409 | else |
366 | { | 410 | { |
367 | // Falling long enough to trigger the animation | 411 | int fallElapsed = (Environment.TickCount - m_animTickFall); |
368 | return "FALLDOWN"; | 412 | if ((fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f)) |
413 | { | ||
414 | currentControlState = motionControlStates.falling; | ||
415 | m_lastFallVelocity = fallVelocity; | ||
416 | // Falling long enough to trigger the animation | ||
417 | return "FALLDOWN"; | ||
418 | } | ||
369 | } | 419 | } |
370 | 420 | ||
371 | // Check if the user has stopped walking just now | 421 | // Check if the user has stopped walking just now |
372 | if (CurrentMovementAnimation == "WALK" && (move == Vector3.Zero)) | 422 | if (CurrentMovementAnimation == "WALK" && !heldOnXY && !heldDown && !heldUp) |
373 | return "STAND"; | 423 | return "STAND"; |
374 | 424 | ||
375 | return CurrentMovementAnimation; | 425 | return CurrentMovementAnimation; |
376 | } | 426 | } |
377 | 427 | ||
378 | #endregion Falling/Floating/Landing | 428 | m_animTickFall = 0; |
379 | 429 | ||
430 | #endregion Falling/Floating/Landing | ||
380 | 431 | ||
381 | #region Jumping // section added for jumping... | 432 | #region Jumping // section added for jumping... |
382 | 433 | ||
383 | int jumptime; | 434 | if (isColliding && heldUp && currentControlState != motionControlStates.jumping) |
384 | jumptime = Environment.TickCount - m_animTickJump; | 435 | { |
385 | |||
386 | if ((move.Z > 0f) && (!m_jumping)) | ||
387 | { | ||
388 | // Start jumping, prejump | 436 | // Start jumping, prejump |
389 | m_animTickFall = 0; | 437 | currentControlState = motionControlStates.jumping; |
390 | m_jumping = true; | 438 | m_jumping = true; |
391 | Falling = false; | 439 | Falling = false; |
392 | actor.Selected = true; // borrowed for jumping flag | ||
393 | m_animTickJump = Environment.TickCount; | 440 | m_animTickJump = Environment.TickCount; |
394 | m_jumpVelocity = 0.35f; | ||
395 | return "PREJUMP"; | 441 | return "PREJUMP"; |
396 | } | 442 | } |
397 | 443 | ||
398 | if (m_jumping) | 444 | if (currentControlState == motionControlStates.jumping) |
399 | { | 445 | { |
446 | int jumptime = Environment.TickCount - m_animTickJump; | ||
400 | if ((jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding) | 447 | if ((jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding) |
401 | { | 448 | { |
402 | // end jumping | 449 | // end jumping |
403 | m_jumping = false; | 450 | m_jumping = false; |
404 | Falling = false; | 451 | Falling = false; |
405 | actor.Selected = false; // borrowed for jumping flag | 452 | actor.Selected = false; // borrowed for jumping flag |
406 | m_jumpVelocity = 0f; | 453 | m_animTickLand = Environment.TickCount; |
407 | m_animTickFall = Environment.TickCount; | 454 | currentControlState = motionControlStates.landing; |
408 | return "LAND"; | 455 | return "LAND"; |
409 | } | 456 | } |
410 | else if (jumptime > JUMP_PERIOD) | 457 | else if (jumptime > JUMP_PERIOD) |
411 | { | 458 | { |
412 | // jump down | 459 | // jump down |
413 | m_jumpVelocity = 0f; | ||
414 | return "JUMP"; | 460 | return "JUMP"; |
415 | } | 461 | } |
416 | else if (jumptime > PREJUMP_DELAY) | 462 | else if (jumptime > PREJUMP_DELAY) |
417 | { | 463 | { |
418 | // jump up | 464 | // jump up |
419 | m_jumping = true; | 465 | m_jumping = true; |
420 | m_jumpVelocity = 10f; | ||
421 | return "JUMP"; | 466 | return "JUMP"; |
422 | } | 467 | } |
423 | } | 468 | } |
@@ -426,45 +471,52 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
426 | 471 | ||
427 | #region Ground Movement | 472 | #region Ground Movement |
428 | 473 | ||
429 | if (CurrentMovementAnimation == "FALLDOWN") | 474 | if (currentControlState == motionControlStates.falling) |
430 | { | 475 | { |
431 | Falling = false; | 476 | Falling = false; |
432 | m_animTickFall = Environment.TickCount; | 477 | currentControlState = motionControlStates.landing; |
478 | m_animTickLand = Environment.TickCount; | ||
433 | // TODO: SOFT_LAND support | 479 | // TODO: SOFT_LAND support |
434 | float fallHeight = m_fallHeight - actor.Position.Z; | 480 | float fallVsq = m_lastFallVelocity * m_lastFallVelocity; |
435 | if (fallHeight > 15.0f) | 481 | if (fallVsq > 300f) // aprox 20*h |
436 | return "STANDUP"; | 482 | return "STANDUP"; |
437 | else if (fallHeight > 8.0f) | 483 | else if (fallVsq > 160f) |
438 | return "SOFT_LAND"; | 484 | return "SOFT_LAND"; |
439 | else | 485 | else |
440 | return "LAND"; | 486 | return "LAND"; |
441 | } | 487 | } |
442 | else if ((CurrentMovementAnimation == "LAND") || (CurrentMovementAnimation == "SOFT_LAND") || (CurrentMovementAnimation == "STANDUP")) | 488 | |
489 | |||
490 | if (currentControlState == motionControlStates.landing) | ||
443 | { | 491 | { |
444 | int landElapsed = Environment.TickCount - m_animTickFall; | 492 | Falling = false; |
493 | int landElapsed = Environment.TickCount - m_animTickLand; | ||
445 | int limit = 1000; | 494 | int limit = 1000; |
446 | if (CurrentMovementAnimation == "LAND") | 495 | if (CurrentMovementAnimation == "LAND") |
447 | limit = 350; | 496 | limit = 350; |
448 | // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client | 497 | // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client |
449 | 498 | ||
450 | if ((m_animTickFall != 0) && (landElapsed <= limit)) | 499 | if ((m_animTickLand != 0) && (landElapsed <= limit)) |
451 | { | 500 | { |
452 | return CurrentMovementAnimation; | 501 | return CurrentMovementAnimation; |
453 | } | 502 | } |
454 | else | 503 | else |
455 | { | 504 | { |
456 | m_fallHeight = actor.Position.Z; // save latest flying height | 505 | currentControlState = motionControlStates.onsurface; |
506 | m_animTickLand = 0; | ||
457 | return "STAND"; | 507 | return "STAND"; |
458 | } | 508 | } |
459 | } | 509 | } |
460 | 510 | ||
511 | |||
461 | // next section moved outside paren. and realigned for jumping | 512 | // next section moved outside paren. and realigned for jumping |
462 | if (move.X != 0f || move.Y != 0f) | 513 | |
514 | if (heldOnXY) | ||
463 | { | 515 | { |
464 | m_fallHeight = actor.Position.Z; // save latest flying height | 516 | currentControlState = motionControlStates.onsurface; |
465 | Falling = false; | 517 | Falling = false; |
466 | // Walking / crouchwalking / running | 518 | // Walking / crouchwalking / running |
467 | if (move.Z < 0f) | 519 | if (heldDown) |
468 | { | 520 | { |
469 | return "CROUCHWALK"; | 521 | return "CROUCHWALK"; |
470 | } | 522 | } |
@@ -480,9 +532,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
480 | } | 532 | } |
481 | else if (!m_jumping) | 533 | else if (!m_jumping) |
482 | { | 534 | { |
535 | currentControlState = motionControlStates.onsurface; | ||
483 | Falling = false; | 536 | Falling = false; |
484 | // Not walking | 537 | // Not walking |
485 | if (move.Z < 0) | 538 | if(heldDown) |
486 | return "CROUCH"; | 539 | return "CROUCH"; |
487 | else if (heldTurnLeft) | 540 | else if (heldTurnLeft) |
488 | return "TURNLEFT"; | 541 | return "TURNLEFT"; |
@@ -493,8 +546,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
493 | } | 546 | } |
494 | #endregion Ground Movement | 547 | #endregion Ground Movement |
495 | 548 | ||
496 | Falling = false; | ||
497 | |||
498 | return CurrentMovementAnimation; | 549 | return CurrentMovementAnimation; |
499 | } | 550 | } |
500 | 551 | ||
@@ -504,7 +555,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
504 | /// <returns>'true' if the animation was changed</returns> | 555 | /// <returns>'true' if the animation was changed</returns> |
505 | public bool UpdateMovementAnimations() | 556 | public bool UpdateMovementAnimations() |
506 | { | 557 | { |
507 | // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Updating movement animations for {0}", m_scenePresence.Name); | 558 | // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Updating movement animations for {0}", m_scenePresence.Name); |
508 | 559 | ||
509 | bool ret = false; | 560 | bool ret = false; |
510 | lock (m_animations) | 561 | lock (m_animations) |
@@ -552,19 +603,19 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
552 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); | 603 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); |
553 | return animIDs; | 604 | return animIDs; |
554 | } | 605 | } |
555 | 606 | ||
556 | public BinBVHAnimation GenerateRandomAnimation() | 607 | public BinBVHAnimation GenerateRandomAnimation() |
557 | { | 608 | { |
558 | int rnditerations = 3; | 609 | int rnditerations = 3; |
559 | BinBVHAnimation anim = new BinBVHAnimation(); | 610 | BinBVHAnimation anim = new BinBVHAnimation(); |
560 | List<string> parts = new List<string>(); | 611 | List<string> parts = new List<string>(); |
561 | parts.Add("mPelvis");parts.Add("mHead");parts.Add("mTorso"); | 612 | parts.Add("mPelvis"); parts.Add("mHead"); parts.Add("mTorso"); |
562 | parts.Add("mHipLeft");parts.Add("mHipRight");parts.Add("mHipLeft");parts.Add("mKneeLeft"); | 613 | parts.Add("mHipLeft"); parts.Add("mHipRight"); parts.Add("mHipLeft"); parts.Add("mKneeLeft"); |
563 | parts.Add("mKneeRight");parts.Add("mCollarLeft");parts.Add("mCollarRight");parts.Add("mNeck"); | 614 | parts.Add("mKneeRight"); parts.Add("mCollarLeft"); parts.Add("mCollarRight"); parts.Add("mNeck"); |
564 | parts.Add("mElbowLeft");parts.Add("mElbowRight");parts.Add("mWristLeft");parts.Add("mWristRight"); | 615 | parts.Add("mElbowLeft"); parts.Add("mElbowRight"); parts.Add("mWristLeft"); parts.Add("mWristRight"); |
565 | parts.Add("mShoulderLeft");parts.Add("mShoulderRight");parts.Add("mAnkleLeft");parts.Add("mAnkleRight"); | 616 | parts.Add("mShoulderLeft"); parts.Add("mShoulderRight"); parts.Add("mAnkleLeft"); parts.Add("mAnkleRight"); |
566 | parts.Add("mEyeRight");parts.Add("mChest");parts.Add("mToeLeft");parts.Add("mToeRight"); | 617 | parts.Add("mEyeRight"); parts.Add("mChest"); parts.Add("mToeLeft"); parts.Add("mToeRight"); |
567 | parts.Add("mFootLeft");parts.Add("mFootRight");parts.Add("mEyeLeft"); | 618 | parts.Add("mFootLeft"); parts.Add("mFootRight"); parts.Add("mEyeLeft"); |
568 | anim.HandPose = 1; | 619 | anim.HandPose = 1; |
569 | anim.InPoint = 0; | 620 | anim.InPoint = 0; |
570 | anim.OutPoint = (rnditerations * .10f); | 621 | anim.OutPoint = (rnditerations * .10f); |
@@ -588,12 +639,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
588 | for (int i = 0; i < rnditerations; i++) | 639 | for (int i = 0; i < rnditerations; i++) |
589 | { | 640 | { |
590 | anim.Joints[j].rotationkeys[i] = new binBVHJointKey(); | 641 | anim.Joints[j].rotationkeys[i] = new binBVHJointKey(); |
591 | anim.Joints[j].rotationkeys[i].time = (i*.10f); | 642 | anim.Joints[j].rotationkeys[i].time = (i * .10f); |
592 | anim.Joints[j].rotationkeys[i].key_element.X = ((float) rnd.NextDouble()*2 - 1); | 643 | anim.Joints[j].rotationkeys[i].key_element.X = ((float)rnd.NextDouble() * 2 - 1); |
593 | anim.Joints[j].rotationkeys[i].key_element.Y = ((float) rnd.NextDouble()*2 - 1); | 644 | anim.Joints[j].rotationkeys[i].key_element.Y = ((float)rnd.NextDouble() * 2 - 1); |
594 | anim.Joints[j].rotationkeys[i].key_element.Z = ((float) rnd.NextDouble()*2 - 1); | 645 | anim.Joints[j].rotationkeys[i].key_element.Z = ((float)rnd.NextDouble() * 2 - 1); |
595 | anim.Joints[j].positionkeys[i] = new binBVHJointKey(); | 646 | anim.Joints[j].positionkeys[i] = new binBVHJointKey(); |
596 | anim.Joints[j].positionkeys[i].time = (i*.10f); | 647 | anim.Joints[j].positionkeys[i].time = (i * .10f); |
597 | anim.Joints[j].positionkeys[i].key_element.X = 0; | 648 | anim.Joints[j].positionkeys[i].key_element.X = 0; |
598 | anim.Joints[j].positionkeys[i].key_element.Y = 0; | 649 | anim.Joints[j].positionkeys[i].key_element.Y = 0; |
599 | anim.Joints[j].positionkeys[i].key_element.Z = 0; | 650 | anim.Joints[j].positionkeys[i].key_element.Z = 0; |
@@ -620,22 +671,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
620 | /// <param name="objectIDs"></param> | 671 | /// <param name="objectIDs"></param> |
621 | public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs) | 672 | public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs) |
622 | { | 673 | { |
623 | /* | ||
624 | if (m_scenePresence.IsChildAgent) | ||
625 | return; | ||
626 | |||
627 | // m_log.DebugFormat( | ||
628 | // "[SCENE PRESENCE ANIMATOR]: Sending anim pack with animations '{0}', sequence '{1}', uuids '{2}'", | ||
629 | // string.Join(",", Array.ConvertAll<UUID, string>(animations, a => a.ToString())), | ||
630 | // string.Join(",", Array.ConvertAll<int, string>(seqs, s => s.ToString())), | ||
631 | // string.Join(",", Array.ConvertAll<UUID, string>(objectIDs, o => o.ToString()))); | ||
632 | |||
633 | m_scenePresence.Scene.ForEachClient( | ||
634 | delegate(IClientAPI client) | ||
635 | { | ||
636 | client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs); | ||
637 | }); | ||
638 | */ | ||
639 | m_scenePresence.SendAnimPack(animations, seqs, objectIDs); | 674 | m_scenePresence.SendAnimPack(animations, seqs, objectIDs); |
640 | } | 675 | } |
641 | 676 | ||
@@ -645,7 +680,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
645 | sequenceNums = null; | 680 | sequenceNums = null; |
646 | objectIDs = null; | 681 | objectIDs = null; |
647 | 682 | ||
648 | if(m_animations != null) | 683 | if (m_animations != null) |
649 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); | 684 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); |
650 | } | 685 | } |
651 | 686 | ||
@@ -668,7 +703,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
668 | public void SendAnimPack() | 703 | public void SendAnimPack() |
669 | { | 704 | { |
670 | //m_log.Debug("Sending animation pack to all"); | 705 | //m_log.Debug("Sending animation pack to all"); |
671 | 706 | ||
672 | if (m_scenePresence.IsChildAgent) | 707 | if (m_scenePresence.IsChildAgent) |
673 | return; | 708 | return; |
674 | 709 | ||
@@ -678,7 +713,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
678 | 713 | ||
679 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); | 714 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); |
680 | 715 | ||
681 | // SendAnimPack(animIDs, sequenceNums, objectIDs); | 716 | // SendAnimPack(animIDs, sequenceNums, objectIDs); |
682 | m_scenePresence.SendAnimPack(animIDs, sequenceNums, objectIDs); | 717 | m_scenePresence.SendAnimPack(animIDs, sequenceNums, objectIDs); |
683 | } | 718 | } |
684 | 719 | ||
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index e003a59..5197f58 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -1063,6 +1063,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1063 | if (!Permissions.CanCreateUserInventory(invType, remoteClient.AgentId)) | 1063 | if (!Permissions.CanCreateUserInventory(invType, remoteClient.AgentId)) |
1064 | return; | 1064 | return; |
1065 | 1065 | ||
1066 | if (type != (sbyte)AssetType.Link || type != (sbyte)AssetType.LinkFolder) | ||
1067 | return; | ||
1068 | |||
1069 | |||
1066 | ScenePresence presence; | 1070 | ScenePresence presence; |
1067 | if (TryGetScenePresence(remoteClient.AgentId, out presence)) | 1071 | if (TryGetScenePresence(remoteClient.AgentId, out presence)) |
1068 | { | 1072 | { |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 5946979..42d3684 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -287,14 +287,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
287 | set { PhysicsActor.Flying = value; } | 287 | set { PhysicsActor.Flying = value; } |
288 | } | 288 | } |
289 | 289 | ||
290 | // add for fly velocity control | 290 | public bool IsColliding |
291 | private bool FlyingOld {get; set;} | ||
292 | public bool WasFlying | ||
293 | { | ||
294 | get; private set; | ||
295 | } | ||
296 | |||
297 | public bool IsColliding | ||
298 | { | 291 | { |
299 | get { return PhysicsActor != null && PhysicsActor.IsColliding; } | 292 | get { return PhysicsActor != null && PhysicsActor.IsColliding; } |
300 | // We would expect setting IsColliding to be private but it's used by a hack in Scene | 293 | // We would expect setting IsColliding to be private but it's used by a hack in Scene |
@@ -936,7 +929,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
936 | /// <remarks> | 929 | /// <remarks> |
937 | /// AGENT_CONTRL_STOP comes about if user holds down space key on viewers. | 930 | /// AGENT_CONTRL_STOP comes about if user holds down space key on viewers. |
938 | /// </remarks> | 931 | /// </remarks> |
939 | private float AgentControlStopSlowWhilstMoving = 0.5f; | 932 | private float AgentControlStopSlowWhilstMoving = 0.2f; |
940 | 933 | ||
941 | private bool m_forceFly; | 934 | private bool m_forceFly; |
942 | 935 | ||
@@ -2174,7 +2167,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2174 | bool DCFlagKeyPressed = false; | 2167 | bool DCFlagKeyPressed = false; |
2175 | Vector3 agent_control_v3 = Vector3.Zero; | 2168 | Vector3 agent_control_v3 = Vector3.Zero; |
2176 | 2169 | ||
2177 | bool newFlying = actor.Flying; | 2170 | bool newFlying = false; |
2178 | 2171 | ||
2179 | if (ForceFly) | 2172 | if (ForceFly) |
2180 | newFlying = true; | 2173 | newFlying = true; |
@@ -2286,11 +2279,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2286 | if (Flying && !ForceFly) | 2279 | if (Flying && !ForceFly) |
2287 | { | 2280 | { |
2288 | // Need to stop in mid air if user holds down AGENT_CONTROL_STOP | 2281 | // Need to stop in mid air if user holds down AGENT_CONTROL_STOP |
2289 | if (AgentControlStopActive) | 2282 | // if (AgentControlStopActive) |
2290 | { | 2283 | // { |
2291 | agent_control_v3 = Vector3.Zero; | 2284 | // agent_control_v3 = Vector3.Zero; |
2292 | } | 2285 | // } |
2293 | else | 2286 | // else |
2294 | { | 2287 | { |
2295 | // Landing detection code | 2288 | // Landing detection code |
2296 | 2289 | ||
@@ -2298,38 +2291,44 @@ namespace OpenSim.Region.Framework.Scenes | |||
2298 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || | 2291 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || |
2299 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 2292 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
2300 | 2293 | ||
2301 | //m_log.Debug("[CONTROL]: " +flags); | 2294 | //m_log.Debug("[CONTROL]: " +flags); |
2302 | // Applies a satisfying roll effect to the avatar when flying. | 2295 | // Applies a satisfying roll effect to the avatar when flying. |
2303 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0 && (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) | 2296 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0 && (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) |
2304 | { | 2297 | { |
2305 | ApplyFlyingRoll( | 2298 | ApplyFlyingRoll( |
2306 | FLY_ROLL_RADIANS_PER_UPDATE, | 2299 | FLY_ROLL_RADIANS_PER_UPDATE, |
2307 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, | 2300 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, |
2308 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); | 2301 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); |
2309 | } | 2302 | } |
2310 | else if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0 && | 2303 | else if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0 && |
2311 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) | 2304 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) |
2312 | { | 2305 | { |
2313 | ApplyFlyingRoll( | 2306 | ApplyFlyingRoll( |
2314 | -FLY_ROLL_RADIANS_PER_UPDATE, | 2307 | -FLY_ROLL_RADIANS_PER_UPDATE, |
2315 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, | 2308 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, |
2316 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); | 2309 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); |
2317 | } | 2310 | } |
2318 | else | 2311 | else |
2319 | { | 2312 | { |
2320 | if (m_AngularVelocity.Z != 0) | 2313 | if (m_AngularVelocity.Z != 0) |
2321 | m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); | 2314 | m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); |
2322 | } | ||
2323 | |||
2324 | if (Flying && IsColliding && controlland) | ||
2325 | { | ||
2326 | // nesting this check because LengthSquared() is expensive and we don't | ||
2327 | // want to do it every step when flying. | ||
2328 | if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX)) | ||
2329 | StopFlying(); | ||
2330 | } | 2315 | } |
2316 | |||
2317 | /* | ||
2318 | if (Flying && IsColliding && controlland) | ||
2319 | { | ||
2320 | // nesting this check because LengthSquared() is expensive and we don't | ||
2321 | // want to do it every step when flying. | ||
2322 | if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX)) | ||
2323 | StopFlying(); | ||
2324 | } | ||
2325 | */ | ||
2331 | } | 2326 | } |
2332 | } | 2327 | } |
2328 | else if (IsColliding && agent_control_v3.Z < 0f) | ||
2329 | agent_control_v3.Z = 0; | ||
2330 | // else if(AgentControlStopActive %% Velocity.Z <0.01f) | ||
2331 | |||
2333 | 2332 | ||
2334 | // m_log.DebugFormat("[SCENE PRESENCE]: MovementFlag {0} for {1}", MovementFlag, Name); | 2333 | // m_log.DebugFormat("[SCENE PRESENCE]: MovementFlag {0} for {1}", MovementFlag, Name); |
2335 | 2334 | ||
@@ -2342,32 +2341,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
2342 | if (update_movementflag | 2341 | if (update_movementflag |
2343 | || (update_rotation && DCFlagKeyPressed && (!AgentControlStopActive || MovementFlag != 0))) | 2342 | || (update_rotation && DCFlagKeyPressed && (!AgentControlStopActive || MovementFlag != 0))) |
2344 | { | 2343 | { |
2345 | // if (update_movementflag || !AgentControlStopActive || MovementFlag != 0) | ||
2346 | // { | ||
2347 | // m_log.DebugFormat( | ||
2348 | // "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, mf = {4}, ur = {5}", | ||
2349 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name, | ||
2350 | // update_movementflag, MovementFlag, update_rotation); | ||
2351 | |||
2352 | float speedModifier; | ||
2353 | 2344 | ||
2354 | if (AgentControlStopActive) | 2345 | if (AgentControlStopActive) |
2355 | speedModifier = AgentControlStopSlowWhilstMoving; | 2346 | { |
2347 | // if (MovementFlag == 0 && Animator.Falling) | ||
2348 | if (MovementFlag == 0 && Animator.currentControlState == ScenePresenceAnimator.motionControlStates.falling) | ||
2349 | { | ||
2350 | AddNewMovement(agent_control_v3, AgentControlStopSlowWhilstMoving, true); | ||
2351 | } | ||
2356 | else | 2352 | else |
2357 | speedModifier = 1; | 2353 | AddNewMovement(agent_control_v3, AgentControlStopSlowWhilstMoving); |
2354 | } | ||
2355 | |||
2356 | else | ||
2357 | AddNewMovement(agent_control_v3); | ||
2358 | 2358 | ||
2359 | AddNewMovement(agent_control_v3, speedModifier); | ||
2360 | // } | ||
2361 | } | 2359 | } |
2362 | // else | ||
2363 | // { | ||
2364 | // if (!update_movementflag) | ||
2365 | // { | ||
2366 | // m_log.DebugFormat( | ||
2367 | // "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false", | ||
2368 | // m_scene.RegionInfo.RegionName, agent_control_v3, Name); | ||
2369 | // } | ||
2370 | // } | ||
2371 | 2360 | ||
2372 | if (update_movementflag && ParentID == 0) | 2361 | if (update_movementflag && ParentID == 0) |
2373 | { | 2362 | { |
@@ -3246,68 +3235,55 @@ namespace OpenSim.Region.Framework.Scenes | |||
3246 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 3235 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
3247 | /// <param name="thisAddSpeedModifier"> | 3236 | /// <param name="thisAddSpeedModifier"> |
3248 | /// Optional additional speed modifier for this particular add. Default is 1</param> | 3237 | /// Optional additional speed modifier for this particular add. Default is 1</param> |
3249 | public void AddNewMovement(Vector3 vec, float thisAddSpeedModifier = 1) | 3238 | public void AddNewMovement(Vector3 vec, float thisAddSpeedModifier = 1, bool breaking = false) |
3250 | { | 3239 | { |
3251 | // m_log.DebugFormat( | 3240 | // m_log.DebugFormat( |
3252 | // "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}", | 3241 | // "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}", |
3253 | // vec, Rotation, thisAddSpeedModifier, Name); | 3242 | // vec, Rotation, thisAddSpeedModifier, Name); |
3254 | 3243 | ||
3244 | // rotate from avatar coord space to world | ||
3245 | // for now all controls assume this is only a rotation around Z | ||
3246 | // if not all checks below need to be done before this rotation | ||
3255 | Vector3 direc = vec * Rotation; | 3247 | Vector3 direc = vec * Rotation; |
3256 | direc.Normalize(); | 3248 | direc.Normalize(); |
3257 | 3249 | ||
3258 | if (Flying != FlyingOld) // add for fly velocity control | 3250 | // mouse look situation ? |
3259 | { | ||
3260 | FlyingOld = Flying; // add for fly velocity control | ||
3261 | if (!Flying) | ||
3262 | WasFlying = true; // add for fly velocity control | ||
3263 | } | ||
3264 | |||
3265 | if (IsColliding) | ||
3266 | WasFlying = false; // add for fly velocity control | ||
3267 | |||
3268 | if ((vec.Z == 0f) && !Flying) | 3251 | if ((vec.Z == 0f) && !Flying) |
3269 | direc.Z = 0f; // Prevent camera WASD up. | 3252 | direc.Z = 0f; // Prevent camera WASD up. |
3270 | 3253 | ||
3254 | // odd rescalings | ||
3271 | direc *= 0.03f * 128f * SpeedModifier * thisAddSpeedModifier; | 3255 | direc *= 0.03f * 128f * SpeedModifier * thisAddSpeedModifier; |
3272 | 3256 | ||
3273 | // m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name); | 3257 | // m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name); |
3274 | 3258 | ||
3275 | if (PhysicsActor != null) | 3259 | if (Animator.currentControlState == ScenePresenceAnimator.motionControlStates.falling) |
3276 | { | 3260 | { |
3277 | if (Flying) | 3261 | if (breaking) |
3278 | { | 3262 | direc.Z = -9999f; //hack to tell physics to stop on Z |
3263 | else | ||
3264 | direc = Vector3.Zero; | ||
3265 | } | ||
3266 | else if (Flying) | ||
3267 | { | ||
3268 | if (IsColliding && direc.Z < 0) | ||
3269 | // landing situation, prevent avatar moving or it may fail to land | ||
3270 | // animator will handle this condition and do the land | ||
3271 | direc = Vector3.Zero; | ||
3272 | else | ||
3279 | direc *= 4.0f; | 3273 | direc *= 4.0f; |
3280 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 3274 | } |
3281 | //if (controlland) | 3275 | else if (IsColliding) |
3282 | // m_log.Info("[AGENT]: landCommand"); | 3276 | { |
3283 | //if (IsColliding) | 3277 | if (direc.Z > 2.0f) // reinforce jumps |
3284 | // m_log.Info("[AGENT]: colliding"); | ||
3285 | //if (Flying && IsColliding && controlland) | ||
3286 | //{ | ||
3287 | // StopFlying(); | ||
3288 | // m_log.Info("[AGENT]: Stop Flying"); | ||
3289 | //} | ||
3290 | } | ||
3291 | if (Animator.Falling && WasFlying) // if falling from flying, disable motion add | ||
3292 | { | ||
3293 | direc *= 0.0f; | ||
3294 | } | ||
3295 | else if (!Flying && IsColliding) | ||
3296 | { | 3278 | { |
3297 | if (direc.Z > 2.0f) | 3279 | direc.Z *= 2.6f; |
3298 | { | ||
3299 | direc.Z *= 2.6f; | ||
3300 | |||
3301 | // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. | ||
3302 | // Animator.TrySetMovementAnimation("PREJUMP"); | ||
3303 | // Animator.TrySetMovementAnimation("JUMP"); | ||
3304 | } | ||
3305 | } | 3280 | } |
3281 | else if (direc.Z < 0) // on a surface moving down (pg down) only changes animation | ||
3282 | direc.Z = 0; | ||
3306 | } | 3283 | } |
3307 | 3284 | ||
3308 | // m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name); | 3285 | // m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name); |
3309 | 3286 | ||
3310 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | ||
3311 | m_forceToApply = direc; | 3287 | m_forceToApply = direc; |
3312 | Animator.UpdateMovementAnimations(); | 3288 | Animator.UpdateMovementAnimations(); |
3313 | } | 3289 | } |