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