From 52ea6eadaed5e5d2d43807999e6bb805c60056fd Mon Sep 17 00:00:00 2001
From: teravus
Date: Wed, 30 Jan 2013 07:34:48 -0500
Subject: * This adds a bit more to the previous flying roll effect by adding
additional roll when pressing page down, and reducing your roll when pressing
page up to make it feel more responsive and give the user more visual
feedback.
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 60 ++++++++++++++++++++----
1 file changed, 50 insertions(+), 10 deletions(-)
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 1d22560..e0dfb34 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -202,8 +202,8 @@ namespace OpenSim.Region.Framework.Scenes
private const float FLY_ROLL_MAX_RADIANS = 1.1f;
- private const float FLY_ROLL_RADIANS_PER_SECOND = 0.06f;
- private const float FLY_ROLL_RESET_RADIANS_PER_SECOND = 0.02f;
+ private const float FLY_ROLL_RADIANS_PER_UPDATE = 0.06f;
+ private const float FLY_ROLL_RESET_RADIANS_PER_UPDATE = 0.02f;
private float m_health = 100f;
@@ -1052,11 +1052,47 @@ namespace OpenSim.Region.Framework.Scenes
/// Applies a roll accumulator to the avatar's angular velocity for the avatar fly roll effect.
///
/// Postive or negative roll amount in radians
- private void ApplyFlyingRoll(float amount)
+ private void ApplyFlyingRoll(float amount, bool PressingUp, bool PressingDown)
{
- float noise = ((float)(Util.RandomClass.NextDouble()*0.2f)-0.1f);
- float rollAmount = Util.Clamp(m_AngularVelocity.Z + amount, -FLY_ROLL_MAX_RADIANS, FLY_ROLL_MAX_RADIANS) + noise;
+
+ float rollAmount = Util.Clamp(m_AngularVelocity.Z + amount, -FLY_ROLL_MAX_RADIANS, FLY_ROLL_MAX_RADIANS);
m_AngularVelocity.Z = rollAmount;
+
+ // APPLY EXTRA consideration for flying up and flying down during this time.
+ // if we're turning left
+ if (amount > 0)
+ {
+
+ // If we're at the max roll and pressing up, we want to swing BACK a bit
+ // Automatically adds noise
+ if (PressingUp)
+ {
+ if (m_AngularVelocity.Z >= FLY_ROLL_MAX_RADIANS - 0.04f)
+ m_AngularVelocity.Z -= 0.9f;
+ }
+ // If we're at the max roll and pressing down, we want to swing MORE a bit
+ if (PressingDown)
+ {
+ if (m_AngularVelocity.Z >= FLY_ROLL_MAX_RADIANS && m_AngularVelocity.Z < FLY_ROLL_MAX_RADIANS + 0.6f)
+ m_AngularVelocity.Z += 0.6f;
+ }
+ }
+ else // we're turning right.
+ {
+ // If we're at the max roll and pressing up, we want to swing BACK a bit
+ // Automatically adds noise
+ if (PressingUp)
+ {
+ if (m_AngularVelocity.Z <= (-FLY_ROLL_MAX_RADIANS))
+ m_AngularVelocity.Z += 0.6f;
+ }
+ // If we're at the max roll and pressing down, we want to swing MORE a bit
+ if (PressingDown)
+ {
+ if (m_AngularVelocity.Z >= -FLY_ROLL_MAX_RADIANS - 0.6f)
+ m_AngularVelocity.Z -= 0.6f;
+ }
+ }
}
///
@@ -1572,26 +1608,30 @@ namespace OpenSim.Region.Framework.Scenes
((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
-
+ //m_log.Debug("[CONTROL]: " +flags);
// Applies a satisfying roll effect to the avatar when flying.
if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0) && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0))
{
- ApplyFlyingRoll(FLY_ROLL_RADIANS_PER_SECOND);
+
+ ApplyFlyingRoll(FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0));
+
}
else if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0) &&
((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0))
{
- ApplyFlyingRoll(-FLY_ROLL_RADIANS_PER_SECOND);
+ ApplyFlyingRoll(-FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0));
+
}
else
{
if (m_AngularVelocity.Z != 0)
- m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_SECOND);
+ m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE);
}
-
+
+
if (Flying && IsColliding && controlland)
--
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