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author | UbitUmarov | 2017-12-13 01:10:21 +0000 |
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committer | UbitUmarov | 2017-12-13 01:10:21 +0000 |
commit | b35a10e2be2b1ef5ddfb4a5541dd139046f23a62 (patch) | |
tree | c791952819a661d80051e4964c2b58ea5b1b75a5 | |
parent | commit what i did so far for core mutes module, befere i lose it (diff) | |
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mantis 8250: try to work around timing issues
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 17 |
1 files changed, 10 insertions, 7 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 018c2e2..6bce406 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -2587,10 +2587,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2587 | } | 2587 | } |
2588 | 2588 | ||
2589 | bool update_movementflag = false; | 2589 | bool update_movementflag = false; |
2590 | 2590 | bool mvToTarget = MovingToTarget; | |
2591 | if (agentData.UseClientAgentPosition) | 2591 | if (agentData.UseClientAgentPosition) |
2592 | { | 2592 | { |
2593 | MovingToTarget = (agentData.ClientAgentPosition - AbsolutePosition).Length() > 0.2f; | 2593 | MovingToTarget = (agentData.ClientAgentPosition - AbsolutePosition).LengthSquared() > 0.04f; |
2594 | MoveToPositionTarget = agentData.ClientAgentPosition; | 2594 | MoveToPositionTarget = agentData.ClientAgentPosition; |
2595 | } | 2595 | } |
2596 | 2596 | ||
@@ -2604,6 +2604,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2604 | newFlying = true; | 2604 | newFlying = true; |
2605 | else if (FlyDisabled) | 2605 | else if (FlyDisabled) |
2606 | newFlying = false; | 2606 | newFlying = false; |
2607 | else if(mvToTarget) | ||
2608 | newFlying = actor.Flying; | ||
2607 | else | 2609 | else |
2608 | newFlying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); | 2610 | newFlying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); |
2609 | 2611 | ||
@@ -3071,24 +3073,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
3071 | // "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", | 3073 | // "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", |
3072 | // Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); | 3074 | // Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); |
3073 | 3075 | ||
3076 | bool shouldfly = Flying; | ||
3074 | if (noFly) | 3077 | if (noFly) |
3075 | Flying = false; | 3078 | shouldfly = false; |
3076 | else if (pos.Z > terrainHeight || Flying) | 3079 | else if (pos.Z > terrainHeight || Flying) |
3077 | Flying = true; | 3080 | shouldfly = true; |
3078 | 3081 | ||
3079 | LandAtTarget = landAtTarget; | 3082 | LandAtTarget = landAtTarget; |
3080 | MovingToTarget = true; | 3083 | MovingToTarget = true; |
3081 | MoveToPositionTarget = pos; | 3084 | MoveToPositionTarget = pos; |
3085 | Flying = shouldfly; | ||
3082 | 3086 | ||
3083 | // Rotate presence around the z-axis to point in same direction as movement. | 3087 | // Rotate presence around the z-axis to point in same direction as movement. |
3084 | // Ignore z component of vector | 3088 | // Ignore z component of vector |
3085 | Vector3 localVectorToTarget3D = pos - AbsolutePosition; | 3089 | Vector3 localVectorToTarget3D = pos - AbsolutePosition; |
3086 | Vector3 localVectorToTarget2D = new Vector3((float)(localVectorToTarget3D.X), (float)(localVectorToTarget3D.Y), 0f); | ||
3087 | 3090 | ||
3088 | // m_log.DebugFormat("[SCENE PRESENCE]: Local vector to target is {0}", localVectorToTarget2D); | 3091 | // m_log.DebugFormat("[SCENE PRESENCE]: Local vector to target is {0},[1}", localVectorToTarget3D.X,localVectorToTarget3D.Y); |
3089 | 3092 | ||
3090 | // Calculate the yaw. | 3093 | // Calculate the yaw. |
3091 | Vector3 angle = new Vector3(0, 0, (float)(Math.Atan2(localVectorToTarget2D.Y, localVectorToTarget2D.X))); | 3094 | Vector3 angle = new Vector3(0, 0, (float)(Math.Atan2(localVectorToTarget3D.Y, localVectorToTarget3D.X))); |
3092 | 3095 | ||
3093 | // m_log.DebugFormat("[SCENE PRESENCE]: Angle is {0}", angle); | 3096 | // m_log.DebugFormat("[SCENE PRESENCE]: Angle is {0}", angle); |
3094 | 3097 | ||