From 94f42cef90a8d5732f4bf9e033ae5e9f5508ae7e Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Fri, 3 Oct 2014 18:32:52 +0100
Subject: added a missing angularVelocity.Zero on sitting, removed odd camera
based movement vectors, plus little other things
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 129 ++++++++++++-----------
1 file changed, 68 insertions(+), 61 deletions(-)
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 42d3684..dbeba9a 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -336,7 +336,7 @@ namespace OpenSim.Region.Framework.Scenes
protected ulong crossingFromRegion;
- private readonly Vector3[] Dir_Vectors = new Vector3[11];
+ private readonly Vector3[] Dir_Vectors = new Vector3[12];
protected Timer m_reprioritization_timer;
protected bool m_reprioritizing;
@@ -393,7 +393,7 @@ namespace OpenSim.Region.Framework.Scenes
///
/// Implemented Control Flags
///
- private enum Dir_ControlFlags
+ private enum Dir_ControlFlags:uint
{
DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
@@ -405,6 +405,7 @@ namespace OpenSim.Region.Framework.Scenes
DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
+ DIR_CONTROL_FLAG_UP_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS,
DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
}
@@ -728,24 +729,7 @@ namespace OpenSim.Region.Framework.Scenes
// Scene.RegionInfo.RegionName, Name, m_velocity);
}
}
-/*
- public override Vector3 AngularVelocity
- {
- get
- {
- if (PhysicsActor != null)
- {
- m_rotationalvelocity = PhysicsActor.RotationalVelocity;
- // m_log.DebugFormat(
- // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
- // m_velocity, Name, Scene.RegionInfo.RegionName);
- }
-
- return m_rotationalvelocity;
- }
- }
-*/
private Quaternion m_bodyRot = Quaternion.Identity;
///
@@ -915,13 +899,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
- private float m_speedModifier = 1.0f;
-
- public float SpeedModifier
- {
- get { return m_speedModifier; }
- set { m_speedModifier = value; }
- }
///
/// Modifier for agent movement if we get an AGENT_CONTROL_STOP whilst walking or running
@@ -929,7 +906,20 @@ namespace OpenSim.Region.Framework.Scenes
///
/// AGENT_CONTRL_STOP comes about if user holds down space key on viewers.
///
- private float AgentControlStopSlowWhilstMoving = 0.2f;
+ private const float AgentControlStopSlowVel = 0.2f;
+ // velocities
+ public const float AgentControlNudgeVel = 1.0f; // setting this diferent from normal as no effect currently
+ public const float AgentControlNormalVel = 1.0f;
+
+ // old normal speed was tuned to match sl normal plus Fast modifiers
+ // so we need to rescale it
+ private float m_speedModifier = 1.0f;
+
+ public float SpeedModifier
+ {
+ get { return m_speedModifier; }
+ set { m_speedModifier = value; }
+ }
private bool m_forceFly;
@@ -1057,22 +1047,24 @@ namespace OpenSim.Region.Framework.Scenes
private void SetDirectionVectors()
{
- Dir_Vectors[0] = Vector3.UnitX; //FORWARD
- Dir_Vectors[1] = -Vector3.UnitX; //BACK
- Dir_Vectors[2] = Vector3.UnitY; //LEFT
- Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
- Dir_Vectors[4] = Vector3.UnitZ; //UP
- Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
- Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
- Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
- Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
- Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
- Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
- }
-
+ Dir_Vectors[0] = new Vector3(AgentControlNormalVel,0,0); //FORWARD
+ Dir_Vectors[1] = new Vector3(-AgentControlNormalVel,0,0);; //BACK
+ Dir_Vectors[2] = new Vector3(0,AgentControlNormalVel,0); //LEFT
+ Dir_Vectors[3] = new Vector3(0,-AgentControlNormalVel,0); //RIGHT
+ Dir_Vectors[4] = new Vector3(0,0,AgentControlNormalVel); //UP
+ Dir_Vectors[5] = new Vector3(0,0,-AgentControlNormalVel); //DOWN
+ Dir_Vectors[6] = new Vector3(AgentControlNudgeVel, 0f, 0f); //FORWARD_NUDGE
+ Dir_Vectors[7] = new Vector3(-AgentControlNudgeVel, 0f, 0f); //BACK_NUDGE
+ Dir_Vectors[8] = new Vector3(0f, AgentControlNudgeVel, 0f); //LEFT_NUDGE
+ Dir_Vectors[9] = new Vector3(0f, -AgentControlNudgeVel, 0f); //RIGHT_NUDGE
+ Dir_Vectors[10] = new Vector3(0f, 0f, AgentControlNudgeVel); //UP_Nudge
+ Dir_Vectors[11] = new Vector3(0f, 0f, -AgentControlNudgeVel); //DOWN_Nudge
+ }
+
+/* dont see any use for this
private Vector3[] GetWalkDirectionVectors()
{
- Vector3[] vector = new Vector3[11];
+ Vector3[] vector = new Vector3[12];
vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD
vector[1] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK
vector[2] = Vector3.UnitY; //LEFT
@@ -1083,10 +1075,11 @@ namespace OpenSim.Region.Framework.Scenes
vector[7] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK_NUDGE
vector[8] = Vector3.UnitY; //LEFT_NUDGE
vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
- vector[10] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN_NUDGE
+ vector[10] = new Vector3(CameraAtAxis.Z, 0f, CameraUpAxis.Z); //UP_NUDGE
+ vector[11] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN_NUDGE
return vector;
}
-
+*/
#endregion
#region Status Methods
@@ -2192,11 +2185,12 @@ namespace OpenSim.Region.Framework.Scenes
// use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying
// this prevents 'jumping' in inappropriate situations.
- if (!Flying && (m_mouseLook || m_leftButtonDown))
- dirVectors = GetWalkDirectionVectors();
- else
+// if (!Flying && (m_mouseLook || m_leftButtonDown))
+// dirVectors = GetWalkDirectionVectors();
+// else
dirVectors = Dir_Vectors;
+
// A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction.
foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
{
@@ -2214,10 +2208,10 @@ namespace OpenSim.Region.Framework.Scenes
// Why did I get this?
}
- if (((MovementFlag & (uint)DCF) == 0) & !AgentControlStopActive)
+ if (((MovementFlag & (uint)DCF) == 0))
{
//m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF);
- MovementFlag += (uint)DCF;
+ MovementFlag |= (uint)DCF;
update_movementflag = true;
}
}
@@ -2226,7 +2220,7 @@ namespace OpenSim.Region.Framework.Scenes
if ((MovementFlag & (uint)DCF) != 0)
{
//m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF);
- MovementFlag -= (uint)DCF;
+ MovementFlag &= (uint)~DCF;
update_movementflag = true;
/*
@@ -2344,17 +2338,18 @@ namespace OpenSim.Region.Framework.Scenes
if (AgentControlStopActive)
{
-// if (MovementFlag == 0 && Animator.Falling)
+ // if (MovementFlag == 0 && Animator.Falling)
if (MovementFlag == 0 && Animator.currentControlState == ScenePresenceAnimator.motionControlStates.falling)
{
- AddNewMovement(agent_control_v3, AgentControlStopSlowWhilstMoving, true);
+ AddNewMovement(agent_control_v3, AgentControlStopSlowVel, true);
}
else
- AddNewMovement(agent_control_v3, AgentControlStopSlowWhilstMoving);
+ AddNewMovement(agent_control_v3, AgentControlStopSlowVel);
}
-
else
+ {
AddNewMovement(agent_control_v3);
+ }
}
@@ -2453,11 +2448,13 @@ namespace OpenSim.Region.Framework.Scenes
bool updated = false;
+ Vector3 LocalVectorToTarget3D = MoveToPositionTarget - AbsolutePosition;
+
// m_log.DebugFormat(
// "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}",
// allowUpdate, m_moveToPositionInProgress, m_autopilotMoving);
- double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget);
+ double distanceToTarget = LocalVectorToTarget3D.Length();
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}",
@@ -2480,11 +2477,11 @@ namespace OpenSim.Region.Framework.Scenes
// Theoretically we might need a more complex PID approach here if other
// unknown forces are acting on the avatar and we need to adaptively respond
// to such forces, but the following simple approach seems to works fine.
- Vector3 LocalVectorToTarget3D =
- (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
- * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords
+
+ LocalVectorToTarget3D = LocalVectorToTarget3D * Quaternion.Inverse(Rotation); // change to avatar coords
// Ignore z component of vector
// Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
+
LocalVectorToTarget3D.Normalize();
// update avatar movement flags. the avatar coordinate system is as follows:
@@ -2508,28 +2505,37 @@ namespace OpenSim.Region.Framework.Scenes
// based on the above avatar coordinate system, classify the movement into
// one of left/right/back/forward.
+
+ const uint noMovFlagsMask = (uint)(~(Dir_ControlFlags.DIR_CONTROL_FLAG_BACK |
+ Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD | Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT |
+ Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT | Dir_ControlFlags.DIR_CONTROL_FLAG_UP |
+ Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN));
+
+ MovementFlag &= noMovFlagsMask;
+ AgentControlFlags &= noMovFlagsMask;
+
if (LocalVectorToTarget3D.X < 0) //MoveBack
{
- MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
+ MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
updated = true;
}
else if (LocalVectorToTarget3D.X > 0) //Move Forward
{
- MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
+ MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
updated = true;
}
if (LocalVectorToTarget3D.Y > 0) //MoveLeft
{
- MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
+ MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
updated = true;
}
else if (LocalVectorToTarget3D.Y < 0) //MoveRight
{
- MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
+ MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
updated = true;
}
@@ -3016,6 +3022,7 @@ namespace OpenSim.Region.Framework.Scenes
ResetMoveToTarget();
Velocity = Vector3.Zero;
+ m_AngularVelocity = Vector3.Zero;
part.AddSittingAvatar(UUID);
--
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