diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 26 |
1 files changed, 19 insertions, 7 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 98e90b9..17b55bf 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -217,8 +217,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
217 | private string m_nextSitAnimation = String.Empty; | 217 | private string m_nextSitAnimation = String.Empty; |
218 | 218 | ||
219 | //PauPaw:Proper PID Controler for autopilot************ | 219 | //PauPaw:Proper PID Controler for autopilot************ |
220 | private bool m_moveToPositionInProgress; | 220 | public bool MovingToTarget { get; private set; } |
221 | |||
222 | public Vector3 MoveToPositionTarget { get; private set; } | 221 | public Vector3 MoveToPositionTarget { get; private set; } |
223 | 222 | ||
224 | private bool m_followCamAuto; | 223 | private bool m_followCamAuto; |
@@ -1385,7 +1384,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1385 | 1384 | ||
1386 | if (agentData.UseClientAgentPosition) | 1385 | if (agentData.UseClientAgentPosition) |
1387 | { | 1386 | { |
1388 | m_moveToPositionInProgress = (agentData.ClientAgentPosition - AbsolutePosition).Length() > 0.2f; | 1387 | MovingToTarget = (agentData.ClientAgentPosition - AbsolutePosition).Length() > 0.2f; |
1389 | MoveToPositionTarget = agentData.ClientAgentPosition; | 1388 | MoveToPositionTarget = agentData.ClientAgentPosition; |
1390 | } | 1389 | } |
1391 | 1390 | ||
@@ -1484,7 +1483,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1484 | i++; | 1483 | i++; |
1485 | } | 1484 | } |
1486 | 1485 | ||
1487 | if (m_moveToPositionInProgress) | 1486 | if (MovingToTarget) |
1488 | { | 1487 | { |
1489 | // If the user has pressed a key then we want to cancel any move to target. | 1488 | // If the user has pressed a key then we want to cancel any move to target. |
1490 | if (DCFlagKeyPressed) | 1489 | if (DCFlagKeyPressed) |
@@ -1539,7 +1538,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1539 | && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) | 1538 | && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) |
1540 | && (m_parentID == 0) | 1539 | && (m_parentID == 0) |
1541 | && !SitGround | 1540 | && !SitGround |
1542 | && !m_moveToPositionInProgress) | 1541 | && !MovingToTarget) |
1543 | Animator.UpdateMovementAnimations(); | 1542 | Animator.UpdateMovementAnimations(); |
1544 | } | 1543 | } |
1545 | 1544 | ||
@@ -1706,7 +1705,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1706 | float terrainHeight = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; | 1705 | float terrainHeight = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; |
1707 | pos.Z = Math.Max(terrainHeight, pos.Z); | 1706 | pos.Z = Math.Max(terrainHeight, pos.Z); |
1708 | 1707 | ||
1709 | m_moveToPositionInProgress = true; | 1708 | // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is |
1709 | // always slightly higher than the actual terrain height. | ||
1710 | // FIXME: This constrains NOC movements as well, so should be somewhere else. | ||
1711 | if (pos.Z - terrainHeight < 0.2) | ||
1712 | pos.Z = terrainHeight; | ||
1713 | |||
1714 | // m_log.DebugFormat( | ||
1715 | // "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", | ||
1716 | // Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); | ||
1717 | |||
1718 | if (pos.Z > terrainHeight) | ||
1719 | PhysicsActor.Flying = true; | ||
1720 | |||
1721 | MovingToTarget = true; | ||
1710 | MoveToPositionTarget = pos; | 1722 | MoveToPositionTarget = pos; |
1711 | 1723 | ||
1712 | Vector3 agent_control_v3 = new Vector3(); | 1724 | Vector3 agent_control_v3 = new Vector3(); |
@@ -1721,7 +1733,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1721 | { | 1733 | { |
1722 | m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); | 1734 | m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); |
1723 | 1735 | ||
1724 | m_moveToPositionInProgress = false; | 1736 | MovingToTarget = false; |
1725 | MoveToPositionTarget = Vector3.Zero; | 1737 | MoveToPositionTarget = Vector3.Zero; |
1726 | } | 1738 | } |
1727 | 1739 | ||