From 7c4e0ff03c5ba9331feb777247594e94fc0f7ac1 Mon Sep 17 00:00:00 2001 From: teravus Date: Wed, 30 Jan 2013 06:22:05 -0500 Subject: * Adds a satisfying angular roll when an avatar is flying and turning. (General, not physics). Makes flying not feel as stiff. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 81 ++++++++++++++++++++++++ 1 file changed, 81 insertions(+) (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index a90872e..1d22560 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -200,6 +200,11 @@ namespace OpenSim.Region.Framework.Scenes private const int LAND_VELOCITYMAG_MAX = 12; + 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 float m_health = 100f; protected ulong crossingFromRegion; @@ -568,6 +573,14 @@ namespace OpenSim.Region.Framework.Scenes } } + // Used for limited viewer 'fake' user rotations. + private Vector3 m_AngularVelocity = Vector3.Zero; + + public Vector3 AngularVelocity + { + get { return m_AngularVelocity; } + } + public bool IsChildAgent { get; set; } /// @@ -690,6 +703,8 @@ namespace OpenSim.Region.Framework.Scenes #endregion + + #region Constructor(s) public ScenePresence( @@ -1033,6 +1048,49 @@ namespace OpenSim.Region.Framework.Scenes ControllingClient.StopFlying(this); } + /// + /// 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) + { + 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; + m_AngularVelocity.Z = rollAmount; + } + + /// + /// incrementally sets roll amount to zero + /// + /// Positive roll amount in radians + /// + private float CalculateFlyingRollResetToZero(float amount) + { + const float rollMinRadians = 0f; + + if (m_AngularVelocity.Z > 0) + { + + float leftOverToMin = m_AngularVelocity.Z - rollMinRadians; + if (amount > leftOverToMin) + return -leftOverToMin; + else + return -amount; + + } + else + { + + float leftOverToMin = -m_AngularVelocity.Z - rollMinRadians; + if (amount > leftOverToMin) + return leftOverToMin; + else + return amount; + } + } + + + // neighbouring regions we have enabled a child agent in // holds the seed cap for the child agent in that region private Dictionary m_knownChildRegions = new Dictionary(); @@ -1513,6 +1571,29 @@ namespace OpenSim.Region.Framework.Scenes bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); + + + // 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); + + } + else if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0) && + ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)) + { + ApplyFlyingRoll(-FLY_ROLL_RADIANS_PER_SECOND); + + } + else + { + if (m_AngularVelocity.Z != 0) + m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_SECOND); + + } + + + if (Flying && IsColliding && controlland) { // nesting this check because LengthSquared() is expensive and we don't -- cgit v1.1 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(-) (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs') 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) -- cgit v1.1