diff options
Diffstat (limited to '')
-rw-r--r-- | src/world/Avatar.cs | 103 |
1 files changed, 90 insertions, 13 deletions
diff --git a/src/world/Avatar.cs b/src/world/Avatar.cs index c09c008..facfeee 100644 --- a/src/world/Avatar.cs +++ b/src/world/Avatar.cs | |||
@@ -11,15 +11,17 @@ namespace OpenSim.world | |||
11 | { | 11 | { |
12 | public class Avatar : Entity | 12 | public class Avatar : Entity |
13 | { | 13 | { |
14 | public static bool PhysicsEngineFlying; | ||
14 | public string firstname; | 15 | public string firstname; |
15 | public string lastname; | 16 | public string lastname; |
16 | public OpenSimClient ControllingClient; | 17 | public OpenSimClient ControllingClient; |
17 | private PhysicsActor _physActor; | 18 | private PhysicsActor _physActor; |
18 | private static libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock AvatarTemplate; | 19 | private static libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock AvatarTemplate; |
19 | private bool updateflag; | 20 | private bool updateflag; |
20 | private bool walking; | 21 | private byte movementflag; |
21 | private List<NewForce> forcesList = new List<NewForce>(); | 22 | private List<NewForce> forcesList = new List<NewForce>(); |
22 | private short _updateCount; | 23 | private short _updateCount; |
24 | private Axiom.MathLib.Quaternion bodyRot; | ||
23 | 25 | ||
24 | public Avatar(OpenSimClient TheClient) { | 26 | public Avatar(OpenSimClient TheClient) { |
25 | ServerConsole.MainConsole.Instance.WriteLine("Avatar.cs - Loading details from grid (DUMMY)"); | 27 | ServerConsole.MainConsole.Instance.WriteLine("Avatar.cs - Loading details from grid (DUMMY)"); |
@@ -77,14 +79,14 @@ namespace OpenSim.world | |||
77 | } | 79 | } |
78 | 80 | ||
79 | updateflag =false; | 81 | updateflag =false; |
80 | this._updateCount = 0; | 82 | //this._updateCount = 0; |
81 | } | 83 | } |
82 | else | 84 | else |
83 | { | 85 | { |
84 | if(walking) | 86 | //if((movementflag & 1) !=0) |
85 | { | 87 | //{ |
86 | _updateCount++; | 88 | _updateCount++; |
87 | if(_updateCount>3) | 89 | if(( (!PhysicsEngineFlying) && (_updateCount>3)) || (_updateCount>0)) |
88 | { | 90 | { |
89 | //It has been a while since last update was sent so lets send one. | 91 | //It has been a while since last update was sent so lets send one. |
90 | ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseBlock = CreateTerseBlock(); | 92 | ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseBlock = CreateTerseBlock(); |
@@ -98,7 +100,7 @@ namespace OpenSim.world | |||
98 | } | 100 | } |
99 | _updateCount = 0; | 101 | _updateCount = 0; |
100 | } | 102 | } |
101 | } | 103 | //} |
102 | } | 104 | } |
103 | } | 105 | } |
104 | 106 | ||
@@ -249,36 +251,111 @@ namespace OpenSim.world | |||
249 | } | 251 | } |
250 | 252 | ||
251 | public void HandleUpdate(AgentUpdatePacket pack) { | 253 | public void HandleUpdate(AgentUpdatePacket pack) { |
252 | if(((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_AT_POS) !=0) { | 254 | if(((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_FLY) !=0) |
253 | if(!walking) | 255 | { |
256 | this._physActor.Flying = true; | ||
257 | } | ||
258 | else | ||
259 | { | ||
260 | this._physActor.Flying = false; | ||
261 | } | ||
262 | if(((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_AT_POS) !=0) { | ||
263 | Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z); | ||
264 | if(((movementflag & 1) ==0) || (q!= this.bodyRot)) | ||
254 | { | 265 | { |
255 | //we should add a new force to the list | 266 | //we should add a new force to the list |
256 | // but for now we will deal with velocities | 267 | // but for now we will deal with velocities |
257 | NewForce newVelocity = new NewForce(); | 268 | NewForce newVelocity = new NewForce(); |
258 | Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(1, 0, 0); | 269 | Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(1, 0, 0); |
259 | Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z); | ||
260 | Axiom.MathLib.Vector3 direc = q * v3; | 270 | Axiom.MathLib.Vector3 direc = q * v3; |
261 | direc.Normalize(); | 271 | direc.Normalize(); |
262 | 272 | ||
263 | //work out velocity for sim physics system | 273 | //work out velocity for sim physics system |
264 | direc = direc * ((0.03f) * 128f); | 274 | direc = direc * ((0.03f) * 128f); |
275 | if(this._physActor.Flying) | ||
276 | direc *=2; | ||
277 | |||
278 | newVelocity.X = direc.x; | ||
279 | newVelocity.Y = direc.y; | ||
280 | newVelocity.Z = direc.z; | ||
281 | this.forcesList.Add(newVelocity); | ||
282 | movementflag = 1; | ||
283 | this.bodyRot = q; | ||
284 | } | ||
285 | } | ||
286 | else if((((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_UP_POS) !=0) &&(PhysicsEngineFlying)) { | ||
287 | if(((movementflag & 2) ==0) && this._physActor.Flying) | ||
288 | { | ||
289 | //we should add a new force to the list | ||
290 | // but for now we will deal with velocities | ||
291 | NewForce newVelocity = new NewForce(); | ||
292 | Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(0, 0, 1); | ||
293 | Axiom.MathLib.Vector3 direc = v3; | ||
294 | direc.Normalize(); | ||
295 | |||
296 | //work out velocity for sim physics system | ||
297 | direc = direc * ((0.03f) * 128f *2); | ||
298 | newVelocity.X = direc.x; | ||
299 | newVelocity.Y = direc.y; | ||
300 | newVelocity.Z = direc.z; | ||
301 | this.forcesList.Add(newVelocity); | ||
302 | movementflag = 2; | ||
303 | } | ||
304 | } | ||
305 | else if((((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_UP_NEG) !=0) && (PhysicsEngineFlying)) { | ||
306 | if(((movementflag & 4) ==0) && this._physActor.Flying) | ||
307 | { | ||
308 | //we should add a new force to the list | ||
309 | // but for now we will deal with velocities | ||
310 | NewForce newVelocity = new NewForce(); | ||
311 | Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(0, 0, -1); | ||
312 | //Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z); | ||
313 | Axiom.MathLib.Vector3 direc = v3; | ||
314 | direc.Normalize(); | ||
315 | |||
316 | //work out velocity for sim physics system | ||
317 | direc = direc * ((0.03f) * 128f *2); | ||
318 | newVelocity.X = direc.x; | ||
319 | newVelocity.Y = direc.y; | ||
320 | newVelocity.Z = direc.z; | ||
321 | this.forcesList.Add(newVelocity); | ||
322 | movementflag = 4; | ||
323 | } | ||
324 | } | ||
325 | else if(((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_AT_NEG) !=0) { | ||
326 | Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z); | ||
327 | if(((movementflag & 8) ==0) || (q!= this.bodyRot)) | ||
328 | { | ||
329 | //we should add a new force to the list | ||
330 | // but for now we will deal with velocities | ||
331 | NewForce newVelocity = new NewForce(); | ||
332 | Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(-1, 0, 0); | ||
333 | Axiom.MathLib.Vector3 direc = q * v3; | ||
334 | direc.Normalize(); | ||
335 | |||
336 | //work out velocity for sim physics system | ||
337 | direc = direc * ((0.03f) * 128f); | ||
338 | if(this._physActor.Flying) | ||
339 | direc *=2; | ||
340 | |||
265 | newVelocity.X = direc.x; | 341 | newVelocity.X = direc.x; |
266 | newVelocity.Y = direc.y; | 342 | newVelocity.Y = direc.y; |
267 | newVelocity.Z = direc.z; | 343 | newVelocity.Z = direc.z; |
268 | this.forcesList.Add(newVelocity); | 344 | this.forcesList.Add(newVelocity); |
269 | walking=true; | 345 | movementflag = 8; |
346 | this.bodyRot = q; | ||
270 | } | 347 | } |
271 | } | 348 | } |
272 | else | 349 | else |
273 | { | 350 | { |
274 | if(walking) | 351 | if((movementflag) !=0) |
275 | { | 352 | { |
276 | NewForce newVelocity = new NewForce(); | 353 | NewForce newVelocity = new NewForce(); |
277 | newVelocity.X = 0; | 354 | newVelocity.X = 0; |
278 | newVelocity.Y = 0; | 355 | newVelocity.Y = 0; |
279 | newVelocity.Z = 0; | 356 | newVelocity.Z = 0; |
280 | this.forcesList.Add(newVelocity); | 357 | this.forcesList.Add(newVelocity); |
281 | walking = false; | 358 | movementflag = 0; |
282 | } | 359 | } |
283 | } | 360 | } |
284 | } | 361 | } |