Fixes to JUMP system.
parent
35d6181b78
commit
16814dd8f1
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@ -58,7 +58,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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private int m_animTickFall;
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// private int m_animTickJump;
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public int m_animTickJump; // ScenePresence has to see this to control +Z force
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public bool m_jumping = false; // Add for jumping
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public float m_jumpVelocity = 0f; // Add for jumping
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private int m_landing = 0; // Add for jumping
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/// <value>
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/// The scene presence that this animator applies to
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/// </value>
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@ -141,9 +144,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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/// </summary>
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public string GetMovementAnimation()
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{
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//Console.WriteLine("GMA-------"); //##
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const float FALL_DELAY = 0.33f;
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const float PREJUMP_DELAY = 0.25f;
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//rm for jumping const float PREJUMP_DELAY = 0.25f;
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const float PREJUMP_DELAY = 200f; // mS add for jumping
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const float JUMP_PERIOD = 800f; // mS add for jumping
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#region Inputs
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AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
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@ -177,8 +182,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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// Is the avatar trying to move?
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// bool moving = (move != Vector3.Zero);
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bool jumping = m_animTickJump != 0;
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// rm for jumping bool jumping = m_animTickJump != 0;
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#endregion Inputs
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#region Flying
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@ -187,6 +191,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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{
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m_animTickFall = 0;
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m_animTickJump = 0;
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m_jumping = false; //add for jumping flag
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m_jumpVelocity = 0f; //add for jumping flag
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actor.Selected = false; //add for jumping flag
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if (move.X != 0f || move.Y != 0f)
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{
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@ -213,8 +220,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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#region Falling/Floating/Landing
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if (actor == null || !actor.IsColliding)
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// rm for jumping if (actor == null || !actor.IsColliding)
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if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping
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{
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//Console.WriteLine("FFL"); //##
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float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
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float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
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@ -223,7 +232,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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// Just started falling
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m_animTickFall = Environment.TickCount;
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}
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else if (!jumping && fallElapsed > FALL_DELAY)
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// else if (!jumping && fallElapsed > FALL_DELAY)
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else if (!m_jumping && fallElapsed > FALL_DELAY) // add for jumping
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{
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// Falling long enough to trigger the animation
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return "FALLDOWN";
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@ -234,6 +244,67 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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#endregion Falling/Floating/Landing
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#region Jumping // section added for jumping...
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Vector3 vj = Vector3.Zero;
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int jumptime;
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jumptime = Environment.TickCount - m_animTickJump;
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if ((move.Z > 0f) && (!m_jumping))
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{
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//Console.WriteLine("PJ {0}", jumptime); //##
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// Start jumping, prejump
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m_animTickFall = 0;
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m_jumping = true;
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actor.Selected = true; // borrowed for jmping flag
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m_animTickJump = Environment.TickCount;
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vj.Z = 0.35f;
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m_jumpVelocity = 0.35f;
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vj += actor.Velocity;
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// #@ actor.Velocity = vj;
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return "PREJUMP";
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}
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if(m_jumping)
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{
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if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
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{
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//Console.WriteLine("LA {0}", jumptime); //##
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// end jumping
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m_jumping = false;
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actor.Selected = false; // borrowed for jumping flag
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m_jumpVelocity = 0f;
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m_animTickFall = Environment.TickCount;
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return "LAND";
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}
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else if (jumptime > JUMP_PERIOD)
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{
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//Console.WriteLine("JD {0}", jumptime); //##
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// jump down
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vj = actor.Velocity;
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vj.Z = 0f;
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m_jumpVelocity = 0f;
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// #@ actor.Velocity = vj;
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return "JUMP";
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}
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else if (jumptime > PREJUMP_DELAY)
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{
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//Console.WriteLine("JU {0}", jumptime); //##
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// jump up
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m_jumping = true;
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vj.Z = 10f;
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m_jumpVelocity = 10f;
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vj.X = actor.Velocity.X;
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vj.Y = actor.Velocity.Y;
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// #@ actor.Velocity = vj;
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return "JUMP";
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}
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}
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#endregion Jumping // end added section
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#region Ground Movement
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if (m_movementAnimation == "FALLDOWN")
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@ -245,11 +316,26 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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}
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else if (m_movementAnimation == "LAND")
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{
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float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
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if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
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// rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
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int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
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// rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
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/* Try change ##
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if ((m_animTickFall != 0) && (landElapsed <= 500)) // add for jumping
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return "LAND";
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*/
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// NB if this is set too long a weird anim reset from some place prevents STAND from being sent to client
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if ((m_animTickFall != 0) && (landElapsed <= 300)) // add for jumping
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{
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//Console.WriteLine("LAND"); //##
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return "LAND";
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}
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else
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{
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//Console.WriteLine("STAND"); //##
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return "STAND";
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}
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}
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/* This section removed, replaced by jumping section
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m_animTickFall = 0;
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if (move.Z > 0f)
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@ -279,27 +365,28 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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{
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// Not jumping
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m_animTickJump = 0;
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if (move.X != 0f || move.Y != 0f)
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{
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// Walking / crouchwalking / running
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if (move.Z < 0f)
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return "CROUCHWALK";
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else if (m_scenePresence.SetAlwaysRun)
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return "RUN";
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else
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return "WALK";
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}
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*/
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// next section moved outside paren. and realigned for jumping
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if (move.X != 0f || move.Y != 0f)
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{
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// Walking / crouchwalking / running
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if (move.Z < 0f)
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return "CROUCHWALK";
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else if (m_scenePresence.SetAlwaysRun)
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return "RUN";
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else
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{
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// Not walking
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if (move.Z < 0f)
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return "CROUCH";
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else
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return "STAND";
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}
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return "WALK";
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}
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// rm for jumping else
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else if (!m_jumping) // add for jumping
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{
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// Not walking
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if (move.Z < 0f)
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return "CROUCH";
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else
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return "STAND";
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}
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// end section realign for jumping
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#endregion Ground Movement
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return m_movementAnimation;
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@ -311,15 +398,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public void UpdateMovementAnimations()
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{
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m_movementAnimation = GetMovementAnimation();
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if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
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/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
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{
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// This was the previous behavior before PREJUMP
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TrySetMovementAnimation("JUMP");
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}
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else
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{
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{ removed for jumping */
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TrySetMovementAnimation(m_movementAnimation);
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}
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// rm for jumping }
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}
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public UUID[] GetAnimationArray()
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@ -1471,6 +1471,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (actor.Flying != oldflying)
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update_movementflag = true;
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if (m_animator.m_jumping) // add for jumping
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update_movementflag = true;
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if (q != m_bodyRot)
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{
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m_bodyRot = q;
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@ -2580,6 +2583,7 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.Info("[AGENT]: Stop FLying");
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//}
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}
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/* This jumping section removed to SPA
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else if (!actor.Flying && actor.IsColliding)
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{
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if (direc.Z > 2.0f)
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@ -2592,12 +2596,12 @@ namespace OpenSim.Region.Framework.Scenes
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{
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direc.Z *= 0.1f; // prejump
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}
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/* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
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/ * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
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Animator.TrySetMovementAnimation("PREJUMP");
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Animator.TrySetMovementAnimation("JUMP");
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*/
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* /
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}
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}
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} */
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}
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// TODO: Add the force instead of only setting it to support multiple forces per frame?
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@ -3543,28 +3547,46 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public override void UpdateMovement()
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{
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if (m_forceToApply.HasValue)
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{
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if (Animator!=null) // add for jumping
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{ // add for jumping
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// if (!m_animator.m_jumping) // add for jumping
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// { // add for jumping
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Vector3 force = m_forceToApply.Value;
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m_updateflag = true;
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Velocity = force;
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if (m_forceToApply.HasValue) // this section realigned
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{
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m_forceToApply = null;
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}
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else
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{
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if (m_isNudging)
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{
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Vector3 force = Vector3.Zero;
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Vector3 force = m_forceToApply.Value;
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m_updateflag = true;
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if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
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Velocity = force;
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//Console.WriteLine("UM1 {0}", Velocity);
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m_forceToApply = null;
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}
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else
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{
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if (m_isNudging)
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{
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Vector3 force = Vector3.Zero;
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m_updateflag = true;
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Velocity = force;
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m_isNudging = false;
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m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
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}
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}
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}
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m_updateflag = true;
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if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
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Velocity = force;
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//Console.WriteLine("UM2 {0}", Velocity);
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m_isNudging = false;
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m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
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}
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else // add for jumping
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{ // add for jumping
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Vector3 force = Vector3.Zero; // add for jumping
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if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
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//Console.WriteLine("UM3 {0}", Velocity);
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Velocity = force; // add for jumping
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}
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}
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// } // end realign
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} // add for jumping
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} // add for jumping
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/// <summary>
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/// Adds a physical representation of the avatar to the Physics plugin
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@ -90,6 +90,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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public float walkDivisor = 1.3f;
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public float runDivisor = 0.8f;
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private bool flying = false;
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private bool jumping = false; // add for jumping
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private bool m_iscolliding = false;
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private bool m_iscollidingGround = false;
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private bool m_wascolliding = false;
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@ -229,7 +230,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override bool Selected
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{
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set { return; }
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// set { return; }
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set { jumping = value; } // add for jumping flag
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}
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public override float Buoyancy
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@ -1018,7 +1020,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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{ // close, jump to lateral destination
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d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
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}
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if (flying)
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// if (flying)
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if (flying || jumping) // add for jumping
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{
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vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
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}
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