From e008c3e4a941eb3631976f77f38a82c7d8e04533 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Wed, 26 Dec 2007 00:57:37 +0000 Subject: * Added the ability to land automatically on prim by pressing the page down button when over them and colliding * Reverted the avatar portion of the inter-penetration physics scene explosion management, it needs more work. --- OpenSim/Region/Environment/Scenes/ScenePresence.cs | 53 +++++++++++++++++++++- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 14 +++--- 2 files changed, 58 insertions(+), 9 deletions(-) diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs index e30c564..5874aab 100644 --- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs @@ -85,6 +85,9 @@ namespace OpenSim.Region.Environment.Scenes protected Vector3 m_CameraAtAxis = new Vector3(0, 0, 0); protected Vector3 m_CameraLeftAxis = new Vector3(0, 0, 0); protected Vector3 m_CameraUpAxis = new Vector3(0, 0, 0); + private uint m_AgentControlFlags = (uint)0; + private LLQuaternion m_headrotation = new LLQuaternion(); + private byte m_state = (byte)0; // Agent's Draw distance. protected float m_DrawDistance = 0f; @@ -104,7 +107,8 @@ namespace OpenSim.Region.Environment.Scenes DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS, DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, - DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG + DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, + DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG } /// @@ -360,6 +364,7 @@ namespace OpenSim.Region.Environment.Scenes Dir_Vectors[3] = new Vector3(0, -1, 0); //RIGHT Dir_Vectors[4] = new Vector3(0, 0, 1); //UP Dir_Vectors[5] = new Vector3(0, 0, -1); //DOWN + Dir_Vectors[5] = new Vector3(0, 0, -0.5f); //DOWN_Nudge } #endregion @@ -526,6 +531,12 @@ namespace OpenSim.Region.Environment.Scenes public void StopMovement() { } + public void StopFlying() + { + MainLog.Instance.Verbose("AGENT","VEL:" + Velocity.ToString()); + AbsolutePosition = AbsolutePosition + new LLVector3(0, 0, (m_avHeight/2)); + SendFullUpdateToAllClients(); + } public void AddNeighbourRegion(ulong regionHandle) { @@ -637,6 +648,12 @@ namespace OpenSim.Region.Environment.Scenes // m_parentID = (what should this be?) SetMovementAnimation(Animations.AnimsLLUUID["SIT_GROUND"], 1); } + // In the future, these values might need to go global. + // Here's where you get them. + + // m_AgentControlFlags = flags; + // m_headrotation = agentData.AgentData.HeadRotation; + // m_state = agentData.AgentData.State; if (m_allowMovement) { @@ -685,7 +702,27 @@ namespace OpenSim.Region.Environment.Scenes i++; } } + // Cause the avatar to stop flying if it's colliding + // with something with the down arrow pressed. + + // Skip if there's no physicsactor + if (m_physicsActor != null) + { + // Only do this if we're flying + if (m_physicsActor.Flying) + { + // Are the landing controls requirements filled? + bool controlland = (((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); + + // Are the collision requirements fulfilled? + bool colliding = (m_physicsActor.IsColliding == true); + if (m_physicsActor.Flying && colliding && controlland) + { + StopFlying(); + } + } + } if ((update_movementflag) || (update_rotation && DCFlagKeyPressed)) { AddNewMovement(agent_control_v3, q); @@ -947,7 +984,7 @@ namespace OpenSim.Region.Environment.Scenes Console.WriteLine("DEBUG: AddNewMovement: child agent"); return; } - + m_rotation = rotation; NewForce newVelocity = new NewForce(); Vector3 direc = rotation * vec; direc.Normalize(); @@ -956,6 +993,17 @@ namespace OpenSim.Region.Environment.Scenes if (m_physicsActor.Flying) { direc *= 4; + bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); + bool colliding = (m_physicsActor.IsColliding==true); + if (controlland) + MainLog.Instance.Verbose("AGENT","landCommand"); + if (colliding ) + MainLog.Instance.Verbose("AGENT","colliding"); + if (m_physicsActor.Flying && colliding && controlland) + { + StopFlying(); + MainLog.Instance.Verbose("AGENT", "Stop FLying"); + } } else { @@ -971,6 +1019,7 @@ namespace OpenSim.Region.Environment.Scenes SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1); } } + } newVelocity.X = direc.x; diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index b4336c3..83190c4 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -296,9 +296,9 @@ namespace OpenSim.Region.Physics.OdePlugin if (p2.PhysicsActorType == (int)ActorTypes.Agent) { p2.CollidingObj = true; - contacts[i].depth = 0.003f; - p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); - contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); + //contacts[i].depth = 0.003f; + //p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); + //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); } else @@ -308,13 +308,13 @@ namespace OpenSim.Region.Physics.OdePlugin if (p1.PhysicsActorType == (int)ActorTypes.Agent) { p1.CollidingObj = true; - contacts[i].depth = 0.003f; - p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); - contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); + //contacts[i].depth = 0.003f; + //p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); + //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); } else { - contacts[i].depth = 0.0000000f; + //contacts[i].depth = 0.0000000f; } } // If you interpenetrate a prim with another prim -- cgit v1.1