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authorMelanie Thielker2014-10-05 20:50:09 +0200
committerMelanie Thielker2014-10-05 20:50:09 +0200
commit241257cf55b6e757da98a24b5a9370e72d961020 (patch)
tree059b757d749318f442197ae494d949d65af098ba
parentMerge branch 'ubitworkmaster' (diff)
parent reduce some avatar engine strenght (diff)
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Merge branch 'ubitworkmaster'
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs2
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs21
3 files changed, 26 insertions, 21 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 2d1b0df..ade908d 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -307,15 +307,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
307 ); 307 );
308 308
309 // Check control flags 309 // Check control flags
310/* not in use 310 /* not in use
311 bool heldForward = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)) != 0); 311 bool heldForward = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)) != 0);
312 bool heldBack = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG)) != 0); 312 bool heldBack = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG)) != 0);
313 bool heldLeft = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS)) != 0); 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); 314 bool heldRight = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG)) != 0);
315*/ 315 */
316 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;
317 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;
318// bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS)) != 0); 318 // bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS)) != 0);
319 // excluded nudge up so it doesn't trigger jump state 319 // excluded nudge up so it doesn't trigger jump state
320 bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS)) != 0); 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); 321 bool heldDown = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG)) != 0);
@@ -328,7 +328,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
328 heldTurnLeft = false; 328 heldTurnLeft = false;
329 heldTurnRight = false; 329 heldTurnRight = false;
330 } 330 }
331 331
332 #endregion Inputs 332 #endregion Inputs
333 333
334 // no physics actor case 334 // no physics actor case
@@ -432,7 +432,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
432 #region Jumping // section added for jumping... 432 #region Jumping // section added for jumping...
433 433
434 if (isColliding && heldUp && currentControlState != motionControlStates.jumping) 434 if (isColliding && heldUp && currentControlState != motionControlStates.jumping)
435 { 435 {
436 // Start jumping, prejump 436 // Start jumping, prejump
437 currentControlState = motionControlStates.jumping; 437 currentControlState = motionControlStates.jumping;
438 m_jumping = true; 438 m_jumping = true;
@@ -465,6 +465,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
465 m_jumping = true; 465 m_jumping = true;
466 return "JUMP"; 466 return "JUMP";
467 } 467 }
468 return CurrentMovementAnimation;
468 } 469 }
469 470
470 #endregion Jumping 471 #endregion Jumping
@@ -508,7 +509,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
508 } 509 }
509 } 510 }
510 511
511
512 // next section moved outside paren. and realigned for jumping 512 // next section moved outside paren. and realigned for jumping
513 513
514 if (heldOnXY) 514 if (heldOnXY)
@@ -530,12 +530,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
530 return "WALK"; 530 return "WALK";
531 } 531 }
532 } 532 }
533 else if (!m_jumping) 533 else
534 { 534 {
535 currentControlState = motionControlStates.onsurface; 535 currentControlState = motionControlStates.onsurface;
536 Falling = false; 536 Falling = false;
537 // Not walking 537 // Not walking
538 if(heldDown) 538 if (heldDown)
539 return "CROUCH"; 539 return "CROUCH";
540 else if (heldTurnLeft) 540 else if (heldTurnLeft)
541 return "TURNLEFT"; 541 return "TURNLEFT";
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 6daa109..3fc741c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -666,6 +666,8 @@ namespace OpenSim.Region.Framework.Scenes
666 m_isSelected = value; 666 m_isSelected = value;
667 if (ParentGroup != null) 667 if (ParentGroup != null)
668 ParentGroup.PartSelectChanged(value); 668 ParentGroup.PartSelectChanged(value);
669 if (!m_isSelected && m_angularVelocity != Vector3.Zero)
670 ScheduleTerseUpdate();
669 } 671 }
670 } 672 }
671 673
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
index 992fae7..af7ca1d 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -928,7 +928,7 @@ namespace OpenSim.Region.Physics.OdePlugin
928 IsColliding = true; 928 IsColliding = true;
929 } 929 }
930 } 930 }
931 931/*
932 if (contact.normal.Z < 0.2f) 932 if (contact.normal.Z < 0.2f)
933 { 933 {
934 contact.normal.Z = 0; 934 contact.normal.Z = 0;
@@ -940,12 +940,15 @@ namespace OpenSim.Region.Physics.OdePlugin
940 contact.normal.Y *= t; 940 contact.normal.Y *= t;
941 } 941 }
942 } 942 }
943 */
943 return true; 944 return true;
944 } 945 }
945 946
946 altContact = contact; 947 altContact = contact;
947 useAltcontact = true; 948 useAltcontact = true;
948 949
950 offset.Z -= 0.2f;
951
949 offset.Normalize(); 952 offset.Normalize();
950 953
951 if (contact.depth > 0.1f) 954 if (contact.depth > 0.1f)
@@ -1201,8 +1204,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1201 // Avatar to Avatar collisions 1204 // Avatar to Avatar collisions
1202 // Prim to avatar collisions 1205 // Prim to avatar collisions
1203 1206
1204 vec.X = -vel.X * PID_D * 2 + (_zeroPosition.X - localpos.X) * (PID_P * 5); 1207 vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 5);
1205 vec.Y = -vel.Y * PID_D * 2 + (_zeroPosition.Y - localpos.Y) * (PID_P * 5); 1208 vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 5);
1206 if (flying) 1209 if (flying)
1207 { 1210 {
1208 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P; 1211 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
@@ -1223,7 +1226,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1223 if (ctz.Z > 0f) 1226 if (ctz.Z > 0f)
1224 { 1227 {
1225 // moving up or JUMPING 1228 // moving up or JUMPING
1226 vec.Z += (ctz.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P; 1229 vec.Z += (ctz.Z - vel.Z) * PID_D;
1227 vec.X += (ctz.X - vel.X) * (PID_D); 1230 vec.X += (ctz.X - vel.X) * (PID_D);
1228 vec.Y += (ctz.Y - vel.Y) * (PID_D); 1231 vec.Y += (ctz.Y - vel.Y) * (PID_D);
1229 } 1232 }
@@ -1233,7 +1236,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1233 if (ctz.Z == 0) 1236 if (ctz.Z == 0)
1234 { 1237 {
1235 if (vel.Z > 0) 1238 if (vel.Z > 0)
1236 vec.Z -= vel.Z * PID_D * 2.0f; 1239 vec.Z -= vel.Z * PID_D;
1237 vec.X += (ctz.X - vel.X) * (PID_D); 1240 vec.X += (ctz.X - vel.X) * (PID_D);
1238 vec.Y += (ctz.Y - vel.Y) * (PID_D); 1241 vec.Y += (ctz.Y - vel.Y) * (PID_D);
1239 } 1242 }
@@ -1241,7 +1244,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1241 else 1244 else
1242 { 1245 {
1243 if (ctz.Z < vel.Z) 1246 if (ctz.Z < vel.Z)
1244 vec.Z += (ctz.Z - vel.Z) * PID_D * 2.0f; 1247 vec.Z += (ctz.Z - vel.Z) * PID_D;
1245 else 1248 else
1246 { 1249 {
1247 } 1250 }
@@ -1260,7 +1263,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1260 // We're flying and colliding with something 1263 // We're flying and colliding with something
1261 vec.X += (ctz.X - vel.X) * (PID_D * 0.0625f); 1264 vec.X += (ctz.X - vel.X) * (PID_D * 0.0625f);
1262 vec.Y += (ctz.Y - vel.Y) * (PID_D * 0.0625f); 1265 vec.Y += (ctz.Y - vel.Y) * (PID_D * 0.0625f);
1263 vec.Z += (ctz.Z - vel.Z) * (PID_D); 1266 vec.Z += (ctz.Z - vel.Z) * (PID_D * 0.0625f);
1264 } 1267 }
1265 } 1268 }
1266 else // ie not colliding 1269 else // ie not colliding
@@ -1268,8 +1271,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1268 if (flying) //(!m_iscolliding && flying) 1271 if (flying) //(!m_iscolliding && flying)
1269 { 1272 {
1270 // we're in mid air suspended 1273 // we're in mid air suspended
1271 vec.X += (ctz.X - vel.X) * (PID_D * 1.667f); 1274 vec.X += (ctz.X - vel.X) * (PID_D);
1272 vec.Y += (ctz.Y - vel.Y) * (PID_D * 1.667f); 1275 vec.Y += (ctz.Y - vel.Y) * (PID_D);
1273 vec.Z += (ctz.Z - vel.Z) * (PID_D); 1276 vec.Z += (ctz.Z - vel.Z) * (PID_D);
1274 } 1277 }
1275 1278