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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs24
2 files changed, 19 insertions, 9 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index e4e5ab6..175e8ed 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Threading;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using log4net; 32using log4net;
@@ -169,6 +170,7 @@ TrySetMovementAnimation("STAND");
169 #region Inputs 170 #region Inputs
170 171
171 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 172 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
173// m_log.DebugFormat("[ANIM]: Control flags: {0}", controlFlags);
172 PhysicsActor actor = m_scenePresence.PhysicsActor; 174 PhysicsActor actor = m_scenePresence.PhysicsActor;
173 175
174 // Create forward and left vectors from the current avatar rotation 176 // Create forward and left vectors from the current avatar rotation
@@ -190,12 +192,12 @@ TrySetMovementAnimation("STAND");
190 192
191 // Direction in which the avatar is trying to move 193 // Direction in which the avatar is trying to move
192 Vector3 move = Vector3.Zero; 194 Vector3 move = Vector3.Zero;
193 if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
194 if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } 195 if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; }
195 if (heldLeft) { move.X += left.X; move.Y += left.Y; } 196 if (heldLeft) { move.X += left.X; move.Y += left.Y; }
196 if (heldRight) { move.X -= left.X; move.Y -= left.Y; } 197 if (heldRight) { move.X -= left.X; move.Y -= left.Y; }
197 if (heldUp) { move.Z += 1; } 198 if (heldUp) { move.Z += 1; }
198 if (heldDown) { move.Z -= 1; } 199 if (heldDown) { move.Z -= 1; }
200 if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
199 201
200 // Is the avatar trying to move? 202 // Is the avatar trying to move?
201// bool moving = (move != Vector3.Zero); 203// bool moving = (move != Vector3.Zero);
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 9884acd..d43f67f 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1486,6 +1486,10 @@ namespace OpenSim.Region.Framework.Scenes
1486 1486
1487 #endregion Inputs 1487 #endregion Inputs
1488 1488
1489 // Make anims work for client side autopilot
1490 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
1491 m_updateCount = UPDATE_COUNT;
1492
1489 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) 1493 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
1490 { 1494 {
1491 StandUp(); 1495 StandUp();
@@ -1856,9 +1860,12 @@ namespace OpenSim.Region.Framework.Scenes
1856 /// </param> 1860 /// </param>
1857 public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget) 1861 public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget)
1858 { 1862 {
1859 m_log.DebugFormat( 1863 if (SitGround)
1860 "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}", 1864 StandUp();
1861 Name, pos, m_scene.RegionInfo.RegionName); 1865
1866// m_log.DebugFormat(
1867// "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
1868// Name, pos, m_scene.RegionInfo.RegionName);
1862 1869
1863 if (pos.X < 0 || pos.X >= Constants.RegionSize 1870 if (pos.X < 0 || pos.X >= Constants.RegionSize
1864 || pos.Y < 0 || pos.Y >= Constants.RegionSize 1871 || pos.Y < 0 || pos.Y >= Constants.RegionSize
@@ -1884,9 +1891,9 @@ namespace OpenSim.Region.Framework.Scenes
1884 if (pos.Z - terrainHeight < 0.2) 1891 if (pos.Z - terrainHeight < 0.2)
1885 pos.Z = terrainHeight; 1892 pos.Z = terrainHeight;
1886 1893
1887 m_log.DebugFormat( 1894// m_log.DebugFormat(
1888 "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", 1895// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
1889 Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); 1896// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
1890 1897
1891 if (noFly) 1898 if (noFly)
1892 PhysicsActor.Flying = false; 1899 PhysicsActor.Flying = false;
@@ -1922,7 +1929,7 @@ namespace OpenSim.Region.Framework.Scenes
1922 /// </summary> 1929 /// </summary>
1923 public void ResetMoveToTarget() 1930 public void ResetMoveToTarget()
1924 { 1931 {
1925 m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); 1932// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name);
1926 1933
1927 MovingToTarget = false; 1934 MovingToTarget = false;
1928 MoveToPositionTarget = Vector3.Zero; 1935 MoveToPositionTarget = Vector3.Zero;
@@ -2061,7 +2068,8 @@ namespace OpenSim.Region.Framework.Scenes
2061 SendAvatarDataToAllAgents(); 2068 SendAvatarDataToAllAgents();
2062 m_requestedSitTargetID = 0; 2069 m_requestedSitTargetID = 0;
2063 } 2070 }
2064 Animator.TrySetMovementAnimation("STAND"); 2071
2072 Animator.UpdateMovementAnimations();
2065 } 2073 }
2066 2074
2067 private SceneObjectPart FindNextAvailableSitTarget(UUID targetID) 2075 private SceneObjectPart FindNextAvailableSitTarget(UUID targetID)