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authorteravus2013-01-30 07:34:48 -0500
committerteravus2013-01-30 07:34:48 -0500
commit52ea6eadaed5e5d2d43807999e6bb805c60056fd (patch)
treeb3e13945ce4ed1e94421c1a609ba013c117dd654
parent* Adds a satisfying angular roll when an avatar is flying and turning. (Gene... (diff)
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* This adds a bit more to the previous flying roll effect by adding additional roll when pressing page down, and reducing your roll when pressing page up to make it feel more responsive and give the user more visual feedback.
Diffstat (limited to '')
-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 1d22560..e0dfb34 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -202,8 +202,8 @@ namespace OpenSim.Region.Framework.Scenes
202 202
203 private const float FLY_ROLL_MAX_RADIANS = 1.1f; 203 private const float FLY_ROLL_MAX_RADIANS = 1.1f;
204 204
205 private const float FLY_ROLL_RADIANS_PER_SECOND = 0.06f; 205 private const float FLY_ROLL_RADIANS_PER_UPDATE = 0.06f;
206 private const float FLY_ROLL_RESET_RADIANS_PER_SECOND = 0.02f; 206 private const float FLY_ROLL_RESET_RADIANS_PER_UPDATE = 0.02f;
207 207
208 private float m_health = 100f; 208 private float m_health = 100f;
209 209
@@ -1052,11 +1052,47 @@ namespace OpenSim.Region.Framework.Scenes
1052 /// Applies a roll accumulator to the avatar's angular velocity for the avatar fly roll effect. 1052 /// Applies a roll accumulator to the avatar's angular velocity for the avatar fly roll effect.
1053 /// </summary> 1053 /// </summary>
1054 /// <param name="amount">Postive or negative roll amount in radians</param> 1054 /// <param name="amount">Postive or negative roll amount in radians</param>
1055 private void ApplyFlyingRoll(float amount) 1055 private void ApplyFlyingRoll(float amount, bool PressingUp, bool PressingDown)
1056 { 1056 {
1057 float noise = ((float)(Util.RandomClass.NextDouble()*0.2f)-0.1f); 1057
1058 float rollAmount = Util.Clamp(m_AngularVelocity.Z + amount, -FLY_ROLL_MAX_RADIANS, FLY_ROLL_MAX_RADIANS) + noise; 1058 float rollAmount = Util.Clamp(m_AngularVelocity.Z + amount, -FLY_ROLL_MAX_RADIANS, FLY_ROLL_MAX_RADIANS);
1059 m_AngularVelocity.Z = rollAmount; 1059 m_AngularVelocity.Z = rollAmount;
1060
1061 // APPLY EXTRA consideration for flying up and flying down during this time.
1062 // if we're turning left
1063 if (amount > 0)
1064 {
1065
1066 // If we're at the max roll and pressing up, we want to swing BACK a bit
1067 // Automatically adds noise
1068 if (PressingUp)
1069 {
1070 if (m_AngularVelocity.Z >= FLY_ROLL_MAX_RADIANS - 0.04f)
1071 m_AngularVelocity.Z -= 0.9f;
1072 }
1073 // If we're at the max roll and pressing down, we want to swing MORE a bit
1074 if (PressingDown)
1075 {
1076 if (m_AngularVelocity.Z >= FLY_ROLL_MAX_RADIANS && m_AngularVelocity.Z < FLY_ROLL_MAX_RADIANS + 0.6f)
1077 m_AngularVelocity.Z += 0.6f;
1078 }
1079 }
1080 else // we're turning right.
1081 {
1082 // If we're at the max roll and pressing up, we want to swing BACK a bit
1083 // Automatically adds noise
1084 if (PressingUp)
1085 {
1086 if (m_AngularVelocity.Z <= (-FLY_ROLL_MAX_RADIANS))
1087 m_AngularVelocity.Z += 0.6f;
1088 }
1089 // If we're at the max roll and pressing down, we want to swing MORE a bit
1090 if (PressingDown)
1091 {
1092 if (m_AngularVelocity.Z >= -FLY_ROLL_MAX_RADIANS - 0.6f)
1093 m_AngularVelocity.Z -= 0.6f;
1094 }
1095 }
1060 } 1096 }
1061 1097
1062 /// <summary> 1098 /// <summary>
@@ -1572,26 +1608,30 @@ namespace OpenSim.Region.Framework.Scenes
1572 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 1608 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
1573 1609
1574 1610
1575 1611 //m_log.Debug("[CONTROL]: " +flags);
1576 // Applies a satisfying roll effect to the avatar when flying. 1612 // Applies a satisfying roll effect to the avatar when flying.
1577 if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0) && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)) 1613 if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0) && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0))
1578 { 1614 {
1579 ApplyFlyingRoll(FLY_ROLL_RADIANS_PER_SECOND); 1615
1616 ApplyFlyingRoll(FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0));
1617
1580 1618
1581 } 1619 }
1582 else if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0) && 1620 else if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0) &&
1583 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)) 1621 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0))
1584 { 1622 {
1585 ApplyFlyingRoll(-FLY_ROLL_RADIANS_PER_SECOND); 1623 ApplyFlyingRoll(-FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0));
1624
1586 1625
1587 } 1626 }
1588 else 1627 else
1589 { 1628 {
1590 if (m_AngularVelocity.Z != 0) 1629 if (m_AngularVelocity.Z != 0)
1591 m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_SECOND); 1630 m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE);
1592 1631
1593 } 1632 }
1594 1633
1634
1595 1635
1596 1636
1597 if (Flying && IsColliding && controlland) 1637 if (Flying && IsColliding && controlland)