* Makes forward and backward key reactions faster by responding to the NUDGE type movements.
parent
2205d1c486
commit
16a64c400b
|
@ -156,7 +156,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
||||||
Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
|
Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
|
||||||
|
|
||||||
// Check control flags
|
// Check control flags
|
||||||
bool heldForward = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
|
bool heldForward =
|
||||||
|
(((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS));
|
||||||
bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG;
|
bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG;
|
||||||
bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS;
|
bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS;
|
||||||
bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
|
bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
|
||||||
|
|
|
@ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
protected RegionInfo m_regionInfo;
|
protected RegionInfo m_regionInfo;
|
||||||
protected ulong crossingFromRegion;
|
protected ulong crossingFromRegion;
|
||||||
|
|
||||||
private readonly Vector3[] Dir_Vectors = new Vector3[6];
|
private readonly Vector3[] Dir_Vectors = new Vector3[9];
|
||||||
|
|
||||||
// Position of agent's camera in world (region cordinates)
|
// Position of agent's camera in world (region cordinates)
|
||||||
protected Vector3 m_CameraCenter;
|
protected Vector3 m_CameraCenter;
|
||||||
|
@ -233,6 +233,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
|
DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
|
||||||
DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
|
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_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
|
||||||
|
DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
|
||||||
DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
|
DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -717,19 +719,23 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
|
Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
|
||||||
Dir_Vectors[4] = Vector3.UnitZ; //UP
|
Dir_Vectors[4] = Vector3.UnitZ; //UP
|
||||||
Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
|
Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
|
||||||
Dir_Vectors[5] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
|
Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
|
||||||
|
Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD
|
||||||
|
Dir_Vectors[7] = -Vector3.UnitX; //BACK
|
||||||
}
|
}
|
||||||
|
|
||||||
private Vector3[] GetWalkDirectionVectors()
|
private Vector3[] GetWalkDirectionVectors()
|
||||||
{
|
{
|
||||||
Vector3[] vector = new Vector3[6];
|
Vector3[] vector = new Vector3[9];
|
||||||
vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
|
vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
|
||||||
vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
|
vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
|
||||||
vector[2] = Vector3.UnitY; //LEFT
|
vector[2] = Vector3.UnitY; //LEFT
|
||||||
vector[3] = -Vector3.UnitY; //RIGHT
|
vector[3] = -Vector3.UnitY; //RIGHT
|
||||||
vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
|
vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
|
||||||
vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
|
vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
|
||||||
vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge
|
vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge
|
||||||
|
vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge
|
||||||
|
vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge
|
||||||
return vector;
|
return vector;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1306,6 +1312,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
else
|
else
|
||||||
dirVectors = Dir_Vectors;
|
dirVectors = Dir_Vectors;
|
||||||
|
|
||||||
|
// The fact that m_movementflag is a byte needs to be fixed
|
||||||
|
// it really should be a uint
|
||||||
|
uint nudgehack = 250;
|
||||||
foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
|
foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
|
||||||
{
|
{
|
||||||
if (((uint)flags & (uint)DCF) != 0)
|
if (((uint)flags & (uint)DCF) != 0)
|
||||||
|
@ -1315,24 +1324,40 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
agent_control_v3 += dirVectors[i];
|
agent_control_v3 += dirVectors[i];
|
||||||
|
//m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]);
|
||||||
}
|
}
|
||||||
catch (IndexOutOfRangeException)
|
catch (IndexOutOfRangeException)
|
||||||
{
|
{
|
||||||
// Why did I get this?
|
// Why did I get this?
|
||||||
}
|
}
|
||||||
|
|
||||||
if ((m_movementflag & (uint)DCF) == 0)
|
if ((m_movementflag & (byte)(uint)DCF) == 0)
|
||||||
{
|
{
|
||||||
|
if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
|
||||||
|
{
|
||||||
|
m_movementflag |= (byte)nudgehack;
|
||||||
|
}
|
||||||
m_movementflag += (byte)(uint)DCF;
|
m_movementflag += (byte)(uint)DCF;
|
||||||
update_movementflag = true;
|
update_movementflag = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if ((m_movementflag & (uint)DCF) != 0)
|
if ((m_movementflag & (byte)(uint)DCF) != 0 ||
|
||||||
|
((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
|
||||||
|
&& ((m_movementflag & (byte)nudgehack) == nudgehack))
|
||||||
|
) // This or is for Nudge forward
|
||||||
{
|
{
|
||||||
m_movementflag -= (byte)(uint)DCF;
|
m_movementflag -= ((byte)(uint)DCF);
|
||||||
|
|
||||||
update_movementflag = true;
|
update_movementflag = true;
|
||||||
|
/*
|
||||||
|
if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
|
||||||
|
&& ((m_movementflag & (byte)nudgehack) == nudgehack))
|
||||||
|
{
|
||||||
|
m_log.Debug("Removed Hack flag");
|
||||||
|
}
|
||||||
|
*/
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -1470,7 +1495,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (update_movementflag)
|
if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0))
|
||||||
Animator.UpdateMovementAnimations();
|
Animator.UpdateMovementAnimations();
|
||||||
|
|
||||||
m_scene.EventManager.TriggerOnClientMovement(this);
|
m_scene.EventManager.TriggerOnClientMovement(this);
|
||||||
|
|
Loading…
Reference in New Issue