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author | Melanie | 2013-01-31 20:37:58 +0000 |
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committer | Melanie | 2013-01-31 20:37:58 +0000 |
commit | cc1781926b4c49c72977d4ddb16cc583a9ffeb80 (patch) | |
tree | 68dc63b18069129fdc1696473a13decc19ca0768 /OpenSim/Region/Framework | |
parent | Change keyframe motion to use a single timer for all objects. This is required (diff) | |
download | opensim-SC_OLD-cc1781926b4c49c72977d4ddb16cc583a9ffeb80.zip opensim-SC_OLD-cc1781926b4c49c72977d4ddb16cc583a9ffeb80.tar.gz opensim-SC_OLD-cc1781926b4c49c72977d4ddb16cc583a9ffeb80.tar.bz2 opensim-SC_OLD-cc1781926b4c49c72977d4ddb16cc583a9ffeb80.tar.xz |
* Adds a satisfying angular roll when an avatar is flying and turning. (General, not physics). Makes flying not feel as stiff.
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index a9195f7..3e5f947 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -204,6 +204,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
204 | 204 | ||
205 | private const int LAND_VELOCITYMAG_MAX = 12; | 205 | private const int LAND_VELOCITYMAG_MAX = 12; |
206 | 206 | ||
207 | private const float FLY_ROLL_MAX_RADIANS = 1.1f; | ||
208 | |||
209 | private const float FLY_ROLL_RADIANS_PER_SECOND = 0.06f; | ||
210 | private const float FLY_ROLL_RESET_RADIANS_PER_SECOND = 0.02f; | ||
211 | |||
207 | private float m_health = 100f; | 212 | private float m_health = 100f; |
208 | 213 | ||
209 | protected ulong crossingFromRegion; | 214 | protected ulong crossingFromRegion; |
@@ -606,6 +611,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
606 | } | 611 | } |
607 | } | 612 | } |
608 | 613 | ||
614 | // Used for limited viewer 'fake' user rotations. | ||
615 | private Vector3 m_AngularVelocity = Vector3.Zero; | ||
616 | |||
617 | public Vector3 AngularVelocity | ||
618 | { | ||
619 | get { return m_AngularVelocity; } | ||
620 | } | ||
621 | |||
609 | public bool IsChildAgent { get; set; } | 622 | public bool IsChildAgent { get; set; } |
610 | public bool IsLoggingIn { get; set; } | 623 | public bool IsLoggingIn { get; set; } |
611 | 624 | ||
@@ -736,6 +749,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
736 | 749 | ||
737 | #endregion | 750 | #endregion |
738 | 751 | ||
752 | |||
753 | |||
739 | #region Constructor(s) | 754 | #region Constructor(s) |
740 | 755 | ||
741 | public ScenePresence( | 756 | public ScenePresence( |
@@ -1225,6 +1240,49 @@ namespace OpenSim.Region.Framework.Scenes | |||
1225 | ControllingClient.StopFlying(this); | 1240 | ControllingClient.StopFlying(this); |
1226 | } | 1241 | } |
1227 | 1242 | ||
1243 | /// <summary> | ||
1244 | /// Applies a roll accumulator to the avatar's angular velocity for the avatar fly roll effect. | ||
1245 | /// </summary> | ||
1246 | /// <param name="amount">Postive or negative roll amount in radians</param> | ||
1247 | private void ApplyFlyingRoll(float amount) | ||
1248 | { | ||
1249 | float noise = ((float)(Util.RandomClass.NextDouble()*0.2f)-0.1f); | ||
1250 | float rollAmount = Util.Clamp(m_AngularVelocity.Z + amount, -FLY_ROLL_MAX_RADIANS, FLY_ROLL_MAX_RADIANS) + noise; | ||
1251 | m_AngularVelocity.Z = rollAmount; | ||
1252 | } | ||
1253 | |||
1254 | /// <summary> | ||
1255 | /// incrementally sets roll amount to zero | ||
1256 | /// </summary> | ||
1257 | /// <param name="amount">Positive roll amount in radians</param> | ||
1258 | /// <returns></returns> | ||
1259 | private float CalculateFlyingRollResetToZero(float amount) | ||
1260 | { | ||
1261 | const float rollMinRadians = 0f; | ||
1262 | |||
1263 | if (m_AngularVelocity.Z > 0) | ||
1264 | { | ||
1265 | |||
1266 | float leftOverToMin = m_AngularVelocity.Z - rollMinRadians; | ||
1267 | if (amount > leftOverToMin) | ||
1268 | return -leftOverToMin; | ||
1269 | else | ||
1270 | return -amount; | ||
1271 | |||
1272 | } | ||
1273 | else | ||
1274 | { | ||
1275 | |||
1276 | float leftOverToMin = -m_AngularVelocity.Z - rollMinRadians; | ||
1277 | if (amount > leftOverToMin) | ||
1278 | return leftOverToMin; | ||
1279 | else | ||
1280 | return amount; | ||
1281 | } | ||
1282 | } | ||
1283 | |||
1284 | |||
1285 | |||
1228 | // neighbouring regions we have enabled a child agent in | 1286 | // neighbouring regions we have enabled a child agent in |
1229 | // holds the seed cap for the child agent in that region | 1287 | // holds the seed cap for the child agent in that region |
1230 | private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>(); | 1288 | private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>(); |
@@ -1741,6 +1799,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
1741 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || | 1799 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || |
1742 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 1800 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
1743 | 1801 | ||
1802 | |||
1803 | |||
1804 | // Applies a satisfying roll effect to the avatar when flying. | ||
1805 | if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0) && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)) | ||
1806 | { | ||
1807 | ApplyFlyingRoll(FLY_ROLL_RADIANS_PER_SECOND); | ||
1808 | |||
1809 | } | ||
1810 | else if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0) && | ||
1811 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)) | ||
1812 | { | ||
1813 | ApplyFlyingRoll(-FLY_ROLL_RADIANS_PER_SECOND); | ||
1814 | |||
1815 | } | ||
1816 | else | ||
1817 | { | ||
1818 | if (m_AngularVelocity.Z != 0) | ||
1819 | m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_SECOND); | ||
1820 | |||
1821 | } | ||
1822 | |||
1823 | |||
1824 | |||
1744 | if (Flying && IsColliding && controlland) | 1825 | if (Flying && IsColliding && controlland) |
1745 | { | 1826 | { |
1746 | // nesting this check because LengthSquared() is expensive and we don't | 1827 | // nesting this check because LengthSquared() is expensive and we don't |