Merge branch 'ubitworkmaster'
commit
241257cf55
|
@ -307,15 +307,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
);
|
||||
|
||||
// Check control flags
|
||||
/* not in use
|
||||
bool heldForward = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)) != 0);
|
||||
bool heldBack = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG)) != 0);
|
||||
bool heldLeft = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS)) != 0);
|
||||
bool heldRight = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG)) != 0);
|
||||
*/
|
||||
/* not in use
|
||||
bool heldForward = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)) != 0);
|
||||
bool heldBack = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG)) != 0);
|
||||
bool heldLeft = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS)) != 0);
|
||||
bool heldRight = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG)) != 0);
|
||||
*/
|
||||
bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
|
||||
bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
|
||||
// bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS)) != 0);
|
||||
// bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS)) != 0);
|
||||
// excluded nudge up so it doesn't trigger jump state
|
||||
bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS)) != 0);
|
||||
bool heldDown = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG)) != 0);
|
||||
|
@ -328,7 +328,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
heldTurnLeft = false;
|
||||
heldTurnRight = false;
|
||||
}
|
||||
|
||||
|
||||
#endregion Inputs
|
||||
|
||||
// no physics actor case
|
||||
|
@ -432,7 +432,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
#region Jumping // section added for jumping...
|
||||
|
||||
if (isColliding && heldUp && currentControlState != motionControlStates.jumping)
|
||||
{
|
||||
{
|
||||
// Start jumping, prejump
|
||||
currentControlState = motionControlStates.jumping;
|
||||
m_jumping = true;
|
||||
|
@ -465,6 +465,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
m_jumping = true;
|
||||
return "JUMP";
|
||||
}
|
||||
return CurrentMovementAnimation;
|
||||
}
|
||||
|
||||
#endregion Jumping
|
||||
|
@ -508,7 +509,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
// next section moved outside paren. and realigned for jumping
|
||||
|
||||
if (heldOnXY)
|
||||
|
@ -530,12 +530,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
return "WALK";
|
||||
}
|
||||
}
|
||||
else if (!m_jumping)
|
||||
else
|
||||
{
|
||||
currentControlState = motionControlStates.onsurface;
|
||||
Falling = false;
|
||||
// Not walking
|
||||
if(heldDown)
|
||||
if (heldDown)
|
||||
return "CROUCH";
|
||||
else if (heldTurnLeft)
|
||||
return "TURNLEFT";
|
||||
|
|
|
@ -666,6 +666,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_isSelected = value;
|
||||
if (ParentGroup != null)
|
||||
ParentGroup.PartSelectChanged(value);
|
||||
if (!m_isSelected && m_angularVelocity != Vector3.Zero)
|
||||
ScheduleTerseUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -928,7 +928,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
IsColliding = true;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
if (contact.normal.Z < 0.2f)
|
||||
{
|
||||
contact.normal.Z = 0;
|
||||
|
@ -940,12 +940,15 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
contact.normal.Y *= t;
|
||||
}
|
||||
}
|
||||
*/
|
||||
return true;
|
||||
}
|
||||
|
||||
altContact = contact;
|
||||
useAltcontact = true;
|
||||
|
||||
offset.Z -= 0.2f;
|
||||
|
||||
offset.Normalize();
|
||||
|
||||
if (contact.depth > 0.1f)
|
||||
|
@ -1201,8 +1204,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// Avatar to Avatar collisions
|
||||
// Prim to avatar collisions
|
||||
|
||||
vec.X = -vel.X * PID_D * 2 + (_zeroPosition.X - localpos.X) * (PID_P * 5);
|
||||
vec.Y = -vel.Y * PID_D * 2 + (_zeroPosition.Y - localpos.Y) * (PID_P * 5);
|
||||
vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 5);
|
||||
vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 5);
|
||||
if (flying)
|
||||
{
|
||||
vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
|
||||
|
@ -1223,7 +1226,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (ctz.Z > 0f)
|
||||
{
|
||||
// moving up or JUMPING
|
||||
vec.Z += (ctz.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
|
||||
vec.Z += (ctz.Z - vel.Z) * PID_D;
|
||||
vec.X += (ctz.X - vel.X) * (PID_D);
|
||||
vec.Y += (ctz.Y - vel.Y) * (PID_D);
|
||||
}
|
||||
|
@ -1233,7 +1236,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (ctz.Z == 0)
|
||||
{
|
||||
if (vel.Z > 0)
|
||||
vec.Z -= vel.Z * PID_D * 2.0f;
|
||||
vec.Z -= vel.Z * PID_D;
|
||||
vec.X += (ctz.X - vel.X) * (PID_D);
|
||||
vec.Y += (ctz.Y - vel.Y) * (PID_D);
|
||||
}
|
||||
|
@ -1241,7 +1244,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
else
|
||||
{
|
||||
if (ctz.Z < vel.Z)
|
||||
vec.Z += (ctz.Z - vel.Z) * PID_D * 2.0f;
|
||||
vec.Z += (ctz.Z - vel.Z) * PID_D;
|
||||
else
|
||||
{
|
||||
}
|
||||
|
@ -1260,7 +1263,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// We're flying and colliding with something
|
||||
vec.X += (ctz.X - vel.X) * (PID_D * 0.0625f);
|
||||
vec.Y += (ctz.Y - vel.Y) * (PID_D * 0.0625f);
|
||||
vec.Z += (ctz.Z - vel.Z) * (PID_D);
|
||||
vec.Z += (ctz.Z - vel.Z) * (PID_D * 0.0625f);
|
||||
}
|
||||
}
|
||||
else // ie not colliding
|
||||
|
@ -1268,8 +1271,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (flying) //(!m_iscolliding && flying)
|
||||
{
|
||||
// we're in mid air suspended
|
||||
vec.X += (ctz.X - vel.X) * (PID_D * 1.667f);
|
||||
vec.Y += (ctz.Y - vel.Y) * (PID_D * 1.667f);
|
||||
vec.X += (ctz.X - vel.X) * (PID_D);
|
||||
vec.Y += (ctz.Y - vel.Y) * (PID_D);
|
||||
vec.Z += (ctz.Z - vel.Z) * (PID_D);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue