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authorJustin Clarke Casey2008-11-26 16:56:57 +0000
committerJustin Clarke Casey2008-11-26 16:56:57 +0000
commit7c2f8e2ee94529d317dba83fa52c6624af989270 (patch)
treefaff38839401da33b16becf396e3d1bdb87c056b /OpenSim/Region/Environment/Scenes
parentScriptSponsor and LSL_Api are now MarshalByRefObject (diff)
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* Get rid of the phenomena where the avatar sometimes reverts to the stand animation when flying across borders
* Applies to both standalone and grid mode * The slight retardation on border cross remains - this is a separate issue
Diffstat (limited to 'OpenSim/Region/Environment/Scenes')
-rw-r--r--OpenSim/Region/Environment/Scenes/EntityBase.cs2
-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs36
2 files changed, 31 insertions, 7 deletions
diff --git a/OpenSim/Region/Environment/Scenes/EntityBase.cs b/OpenSim/Region/Environment/Scenes/EntityBase.cs
index 7a3b9a7..3ae8cde 100644
--- a/OpenSim/Region/Environment/Scenes/EntityBase.cs
+++ b/OpenSim/Region/Environment/Scenes/EntityBase.cs
@@ -87,7 +87,7 @@ namespace OpenSim.Region.Environment.Scenes
87 protected Vector3 m_rotationalvelocity; 87 protected Vector3 m_rotationalvelocity;
88 88
89 /// <summary> 89 /// <summary>
90 /// 90 /// Current velocity of the entity.
91 /// </summary> 91 /// </summary>
92 public virtual Vector3 Velocity 92 public virtual Vector3 Velocity
93 { 93 {
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index 2c10a3f..c32691f 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -402,12 +402,12 @@ namespace OpenSim.Region.Environment.Scenes
402 } 402 }
403 403
404 m_pos = value; 404 m_pos = value;
405 m_parentPosition=new Vector3(0, 0, 0); 405 m_parentPosition = new Vector3(0, 0, 0);
406 } 406 }
407 } 407 }
408 408
409 /// <summary> 409 /// <summary>
410 /// Current Velocity of the avatar. 410 /// Current velocity of the avatar.
411 /// </summary> 411 /// </summary>
412 public override Vector3 Velocity 412 public override Vector3 Velocity
413 { 413 {
@@ -424,6 +424,8 @@ namespace OpenSim.Region.Environment.Scenes
424 } 424 }
425 set 425 set
426 { 426 {
427 //m_log.DebugFormat("In {0} setting velocity of {1} to {2}", m_scene.RegionInfo.RegionName, Name, value);
428
427 if (m_physicsActor != null) 429 if (m_physicsActor != null)
428 { 430 {
429 try 431 try
@@ -777,7 +779,11 @@ namespace OpenSim.Region.Environment.Scenes
777 779
778 AddToPhysicalScene(); 780 AddToPhysicalScene();
779 m_physicsActor.Flying = isFlying; 781 m_physicsActor.Flying = isFlying;
780 SendAnimPack(); 782
783 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
784 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
785 // elsewhere anyway
786 //SendAnimPack();
781 787
782 m_scene.SwapRootAgentCount(false); 788 m_scene.SwapRootAgentCount(false);
783 m_scene.CommsManager.UserProfileCacheService.RequestInventoryForUser(m_uuid); 789 m_scene.CommsManager.UserProfileCacheService.RequestInventoryForUser(m_uuid);
@@ -806,12 +812,14 @@ namespace OpenSim.Region.Environment.Scenes
806// "[SCENEPRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 812// "[SCENEPRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
807// Name, UUID, m_scene.RegionInfo.RegionName); 813// Name, UUID, m_scene.RegionInfo.RegionName);
808 814
809 Velocity = new Vector3(0, 0, 0); 815 // Don't zero out the velocity since this can cause problems when an avatar is making a region crossing,
816 // depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated.
817 //Velocity = new Vector3(0, 0, 0);
818
810 m_isChildAgent = true; 819 m_isChildAgent = true;
811 m_scene.SwapRootAgentCount(true); 820 m_scene.SwapRootAgentCount(true);
812 RemoveFromPhysicalScene(); 821 RemoveFromPhysicalScene();
813 m_scene.EventManager.TriggerOnMakeChildAgent(this); 822 m_scene.EventManager.TriggerOnMakeChildAgent(this);
814 //this.Pos = new Vector3(128, 128, 70);
815 } 823 }
816 824
817 /// <summary> 825 /// <summary>
@@ -1045,11 +1053,13 @@ namespace OpenSim.Region.Environment.Scenes
1045 bool oldflying = PhysicsActor.Flying; 1053 bool oldflying = PhysicsActor.Flying;
1046 1054
1047 PhysicsActor.Flying = ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1055 PhysicsActor.Flying = ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1056
1048 if (PhysicsActor.Flying != oldflying) 1057 if (PhysicsActor.Flying != oldflying)
1049 { 1058 {
1050 update_movementflag = true; 1059 update_movementflag = true;
1051 } 1060 }
1052 } 1061 }
1062
1053 if (q != m_bodyRot) 1063 if (q != m_bodyRot)
1054 { 1064 {
1055 m_bodyRot = q; 1065 m_bodyRot = q;
@@ -1071,6 +1081,7 @@ namespace OpenSim.Region.Environment.Scenes
1071 { 1081 {
1072 // Why did I get this? 1082 // Why did I get this?
1073 } 1083 }
1084
1074 if ((m_movementflag & (uint) DCF) == 0) 1085 if ((m_movementflag & (uint) DCF) == 0)
1075 { 1086 {
1076 m_movementflag += (byte) (uint) DCF; 1087 m_movementflag += (byte) (uint) DCF;
@@ -1088,6 +1099,7 @@ namespace OpenSim.Region.Environment.Scenes
1088 i++; 1099 i++;
1089 } 1100 }
1090 } 1101 }
1102
1091 // Cause the avatar to stop flying if it's colliding 1103 // Cause the avatar to stop flying if it's colliding
1092 // with something with the down arrow pressed. 1104 // with something with the down arrow pressed.
1093 1105
@@ -1109,6 +1121,10 @@ namespace OpenSim.Region.Environment.Scenes
1109 1121
1110 if (update_movementflag || (update_rotation && DCFlagKeyPressed)) 1122 if (update_movementflag || (update_rotation && DCFlagKeyPressed))
1111 { 1123 {
1124// m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed));
1125// m_log.DebugFormat(
1126// "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1127
1112 AddNewMovement(agent_control_v3, q); 1128 AddNewMovement(agent_control_v3, q);
1113 1129
1114 if (update_movementflag) 1130 if (update_movementflag)
@@ -1563,6 +1579,8 @@ namespace OpenSim.Region.Environment.Scenes
1563 /// </summary> 1579 /// </summary>
1564 protected void TrySetMovementAnimation(string anim) 1580 protected void TrySetMovementAnimation(string anim)
1565 { 1581 {
1582 //m_log.DebugFormat("Updating movement animation to {0}", anim);
1583
1566 if (m_animations.TrySetDefaultAnimation(anim, m_controllingClient.NextAnimationSequenceNumber)) 1584 if (m_animations.TrySetDefaultAnimation(anim, m_controllingClient.NextAnimationSequenceNumber))
1567 { 1585 {
1568 SendAnimPack(); 1586 SendAnimPack();
@@ -1638,9 +1656,13 @@ namespace OpenSim.Region.Environment.Scenes
1638 } 1656 }
1639 } 1657 }
1640 1658
1659 /// <summary>
1660 /// Update the movement animation of this avatar according to its current state
1661 /// </summary>
1641 protected void UpdateMovementAnimations() 1662 protected void UpdateMovementAnimations()
1642 { 1663 {
1643 TrySetMovementAnimation(GetMovementAnimation()); 1664 string animation = GetMovementAnimation();
1665 TrySetMovementAnimation(animation);
1644 } 1666 }
1645 1667
1646 /// <summary> 1668 /// <summary>
@@ -2040,6 +2062,8 @@ namespace OpenSim.Region.Environment.Scenes
2040 /// </summary> 2062 /// </summary>
2041 public void SendAnimPack() 2063 public void SendAnimPack()
2042 { 2064 {
2065 //m_log.Debug("Sending animation pack");
2066
2043 if (m_isChildAgent) 2067 if (m_isChildAgent)
2044 return; 2068 return;
2045 2069