diff options
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 60 |
1 files changed, 30 insertions, 30 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index e982bfe..ec6bb89 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -341,8 +341,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
341 | /// <summary> | 341 | /// <summary> |
342 | /// Position of agent's camera in world (region cordinates) | 342 | /// Position of agent's camera in world (region cordinates) |
343 | /// </summary> | 343 | /// </summary> |
344 | protected Vector3 m_lastCameraPosition; | 344 | protected Vector3 m_lastCameraPosition; |
345 | 345 | ||
346 | public Vector3 CameraPosition { get; set; } | 346 | public Vector3 CameraPosition { get; set; } |
347 | 347 | ||
348 | public Quaternion CameraRotation | 348 | public Quaternion CameraRotation |
@@ -352,9 +352,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
352 | 352 | ||
353 | // Use these three vectors to figure out what the agent is looking at | 353 | // Use these three vectors to figure out what the agent is looking at |
354 | // Convert it to a Matrix and/or Quaternion | 354 | // Convert it to a Matrix and/or Quaternion |
355 | // | 355 | // |
356 | public Vector3 CameraAtAxis { get; set; } | 356 | public Vector3 CameraAtAxis { get; set; } |
357 | public Vector3 CameraLeftAxis { get; set; } | 357 | public Vector3 CameraLeftAxis { get; set; } |
358 | public Vector3 CameraUpAxis { get; set; } | 358 | public Vector3 CameraUpAxis { get; set; } |
359 | 359 | ||
360 | public Vector3 Lookat | 360 | public Vector3 Lookat |
@@ -371,14 +371,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
371 | } | 371 | } |
372 | #endregion | 372 | #endregion |
373 | 373 | ||
374 | public string Firstname { get; private set; } | 374 | public string Firstname { get; private set; } |
375 | public string Lastname { get; private set; } | 375 | public string Lastname { get; private set; } |
376 | 376 | ||
377 | public string Grouptitle { get; set; } | 377 | public string Grouptitle { get; set; } |
378 | 378 | ||
379 | // Agent's Draw distance. | 379 | // Agent's Draw distance. |
380 | public float DrawDistance { get; set; } | 380 | public float DrawDistance { get; set; } |
381 | 381 | ||
382 | public bool AllowMovement { get; set; } | 382 | public bool AllowMovement { get; set; } |
383 | 383 | ||
384 | private bool m_setAlwaysRun; | 384 | private bool m_setAlwaysRun; |
@@ -404,8 +404,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
404 | PhysicsActor.SetAlwaysRun = value; | 404 | PhysicsActor.SetAlwaysRun = value; |
405 | } | 405 | } |
406 | } | 406 | } |
407 | } | 407 | } |
408 | 408 | ||
409 | public byte State { get; set; } | 409 | public byte State { get; set; } |
410 | 410 | ||
411 | private AgentManager.ControlFlags m_AgentControlFlags; | 411 | private AgentManager.ControlFlags m_AgentControlFlags; |
@@ -414,15 +414,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
414 | { | 414 | { |
415 | get { return (uint)m_AgentControlFlags; } | 415 | get { return (uint)m_AgentControlFlags; } |
416 | set { m_AgentControlFlags = (AgentManager.ControlFlags)value; } | 416 | set { m_AgentControlFlags = (AgentManager.ControlFlags)value; } |
417 | } | 417 | } |
418 | 418 | ||
419 | public IClientAPI ControllingClient { get; set; } | 419 | public IClientAPI ControllingClient { get; set; } |
420 | 420 | ||
421 | public IClientCore ClientView | 421 | public IClientCore ClientView |
422 | { | 422 | { |
423 | get { return (IClientCore)ControllingClient; } | 423 | get { return (IClientCore)ControllingClient; } |
424 | } | 424 | } |
425 | 425 | ||
426 | public Vector3 ParentPosition { get; set; } | 426 | public Vector3 ParentPosition { get; set; } |
427 | 427 | ||
428 | /// <summary> | 428 | /// <summary> |
@@ -683,7 +683,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
683 | IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type) | 683 | IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type) |
684 | { | 684 | { |
685 | AttachmentsSyncLock = new Object(); | 685 | AttachmentsSyncLock = new Object(); |
686 | 686 | AllowMovement = true; | |
687 | IsChildAgent = true; | 687 | IsChildAgent = true; |
688 | m_sendCourseLocationsMethod = SendCoarseLocationsDefault; | 688 | m_sendCourseLocationsMethod = SendCoarseLocationsDefault; |
689 | Animator = new ScenePresenceAnimator(this); | 689 | Animator = new ScenePresenceAnimator(this); |
@@ -761,17 +761,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
761 | 761 | ||
762 | private Vector3[] GetWalkDirectionVectors() | 762 | private Vector3[] GetWalkDirectionVectors() |
763 | { | 763 | { |
764 | Vector3[] vector = new Vector3[11]; | 764 | Vector3[] vector = new Vector3[11]; |
765 | vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD | 765 | vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD |
766 | vector[1] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK | 766 | vector[1] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK |
767 | vector[2] = Vector3.UnitY; //LEFT | 767 | vector[2] = Vector3.UnitY; //LEFT |
768 | vector[3] = -Vector3.UnitY; //RIGHT | 768 | vector[3] = -Vector3.UnitY; //RIGHT |
769 | vector[4] = new Vector3(CameraAtAxis.Z, 0f, CameraUpAxis.Z); //UP | 769 | vector[4] = new Vector3(CameraAtAxis.Z, 0f, CameraUpAxis.Z); //UP |
770 | vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN | 770 | vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN |
771 | vector[6] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD_NUDGE | 771 | vector[6] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD_NUDGE |
772 | vector[7] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK_NUDGE | 772 | vector[7] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK_NUDGE |
773 | vector[8] = Vector3.UnitY; //LEFT_NUDGE | 773 | vector[8] = Vector3.UnitY; //LEFT_NUDGE |
774 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | 774 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE |
775 | vector[10] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN_NUDGE | 775 | vector[10] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN_NUDGE |
776 | return vector; | 776 | return vector; |
777 | } | 777 | } |
@@ -1279,8 +1279,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1279 | DrawDistance = Scene.DefaultDrawDistance; | 1279 | DrawDistance = Scene.DefaultDrawDistance; |
1280 | 1280 | ||
1281 | // Check if Client has camera in 'follow cam' or 'build' mode. | 1281 | // Check if Client has camera in 'follow cam' or 'build' mode. |
1282 | Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation); | 1282 | Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation); |
1283 | 1283 | ||
1284 | m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f) | 1284 | m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f) |
1285 | && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; | 1285 | && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; |
1286 | 1286 | ||
@@ -3013,7 +3013,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3013 | cAgent.Velocity = m_velocity; | 3013 | cAgent.Velocity = m_velocity; |
3014 | cAgent.Center = CameraPosition; | 3014 | cAgent.Center = CameraPosition; |
3015 | cAgent.AtAxis = CameraAtAxis; | 3015 | cAgent.AtAxis = CameraAtAxis; |
3016 | cAgent.LeftAxis = CameraLeftAxis; | 3016 | cAgent.LeftAxis = CameraLeftAxis; |
3017 | cAgent.UpAxis = CameraUpAxis; | 3017 | cAgent.UpAxis = CameraUpAxis; |
3018 | 3018 | ||
3019 | cAgent.Far = DrawDistance; | 3019 | cAgent.Far = DrawDistance; |
@@ -3099,7 +3099,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3099 | m_velocity = cAgent.Velocity; | 3099 | m_velocity = cAgent.Velocity; |
3100 | CameraPosition = cAgent.Center; | 3100 | CameraPosition = cAgent.Center; |
3101 | CameraAtAxis = cAgent.AtAxis; | 3101 | CameraAtAxis = cAgent.AtAxis; |
3102 | CameraLeftAxis = cAgent.LeftAxis; | 3102 | CameraLeftAxis = cAgent.LeftAxis; |
3103 | CameraUpAxis = cAgent.UpAxis; | 3103 | CameraUpAxis = cAgent.UpAxis; |
3104 | 3104 | ||
3105 | // When we get to the point of re-computing neighbors everytime this | 3105 | // When we get to the point of re-computing neighbors everytime this |