Change comment formatting to match core for a cleaner diff
parent
bda7b3dffe
commit
1a6b2a6429
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@ -1681,21 +1681,21 @@ namespace OpenSim.Region.Framework.Scenes
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// which occurs later in the main scene loop
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// which occurs later in the main scene loop
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if (update_movementflag || (update_rotation && DCFlagKeyPressed))
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if (update_movementflag || (update_rotation && DCFlagKeyPressed))
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{
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{
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}",
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// "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}",
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// m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation);
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// m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation);
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AddNewMovement(agent_control_v3);
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AddNewMovement(agent_control_v3);
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}
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}
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// else
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// else
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// {
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// {
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// if (!update_movementflag)
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// if (!update_movementflag)
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// {
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// {
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false",
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// "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false",
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// m_scene.RegionInfo.RegionName, agent_control_v3, Name);
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// m_scene.RegionInfo.RegionName, agent_control_v3, Name);
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// }
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// }
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// }
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// }
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if (update_movementflag && ParentID == 0)
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if (update_movementflag && ParentID == 0)
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Animator.UpdateMovementAnimations();
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Animator.UpdateMovementAnimations();
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@ -1714,20 +1714,20 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns>True if movement has been updated in some way. False otherwise.</returns>
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/// <returns>True if movement has been updated in some way. False otherwise.</returns>
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public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3)
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public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3)
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{
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name);
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// m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name);
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bool updated = false;
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bool updated = false;
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}",
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// "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}",
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// allowUpdate, m_moveToPositionInProgress, m_autopilotMoving);
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// allowUpdate, m_moveToPositionInProgress, m_autopilotMoving);
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if (!m_autopilotMoving)
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if (!m_autopilotMoving)
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{
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{
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double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget);
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double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget);
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}",
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// "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}",
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// Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget);
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// Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget);
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// Check the error term of the current position in relation to the target position
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// Check the error term of the current position in relation to the target position
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if (distanceToTarget <= 1)
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if (distanceToTarget <= 1)
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@ -1750,7 +1750,7 @@ namespace OpenSim.Region.Framework.Scenes
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(MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
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(MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
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* Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords
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* Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords
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// Ignore z component of vector
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// Ignore z component of vector
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// Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
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// Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
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LocalVectorToTarget3D.Normalize();
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LocalVectorToTarget3D.Normalize();
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// update avatar movement flags. the avatar coordinate system is as follows:
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// update avatar movement flags. the avatar coordinate system is as follows:
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@ -1816,9 +1816,9 @@ namespace OpenSim.Region.Framework.Scenes
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updated = true;
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updated = true;
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}
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}
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}",
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// "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}",
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// LocalVectorToTarget3D, agent_control_v3, Name);
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// LocalVectorToTarget3D, agent_control_v3, Name);
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agent_control_v3 += LocalVectorToTarget3D;
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agent_control_v3 += LocalVectorToTarget3D;
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}
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}
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