From 94f42cef90a8d5732f4bf9e033ae5e9f5508ae7e Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Fri, 3 Oct 2014 18:32:52 +0100 Subject: [PATCH] added a missing angularVelocity.Zero on sitting, removed odd camera based movement vectors, plus little other things --- .../Region/Framework/Scenes/ScenePresence.cs | 125 +++++++++--------- 1 file changed, 66 insertions(+), 59 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 42d36843e9..dbeba9acaf 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -336,7 +336,7 @@ namespace OpenSim.Region.Framework.Scenes protected ulong crossingFromRegion; - private readonly Vector3[] Dir_Vectors = new Vector3[11]; + private readonly Vector3[] Dir_Vectors = new Vector3[12]; protected Timer m_reprioritization_timer; protected bool m_reprioritizing; @@ -393,7 +393,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// Implemented Control Flags /// - private enum Dir_ControlFlags + private enum Dir_ControlFlags:uint { DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS, DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG, @@ -405,6 +405,7 @@ namespace OpenSim.Region.Framework.Scenes DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, + DIR_CONTROL_FLAG_UP_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS, DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG } @@ -728,24 +729,7 @@ namespace OpenSim.Region.Framework.Scenes // Scene.RegionInfo.RegionName, Name, m_velocity); } } -/* - public override Vector3 AngularVelocity - { - get - { - if (PhysicsActor != null) - { - m_rotationalvelocity = PhysicsActor.RotationalVelocity; - // m_log.DebugFormat( - // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!", - // m_velocity, Name, Scene.RegionInfo.RegionName); - } - - return m_rotationalvelocity; - } - } -*/ private Quaternion m_bodyRot = Quaternion.Identity; /// @@ -915,13 +899,6 @@ namespace OpenSim.Region.Framework.Scenes } } - private float m_speedModifier = 1.0f; - - public float SpeedModifier - { - get { return m_speedModifier; } - set { m_speedModifier = value; } - } /// /// Modifier for agent movement if we get an AGENT_CONTROL_STOP whilst walking or running @@ -929,7 +906,20 @@ namespace OpenSim.Region.Framework.Scenes /// /// AGENT_CONTRL_STOP comes about if user holds down space key on viewers. /// - private float AgentControlStopSlowWhilstMoving = 0.2f; + private const float AgentControlStopSlowVel = 0.2f; + // velocities + public const float AgentControlNudgeVel = 1.0f; // setting this diferent from normal as no effect currently + public const float AgentControlNormalVel = 1.0f; + + // old normal speed was tuned to match sl normal plus Fast modifiers + // so we need to rescale it + private float m_speedModifier = 1.0f; + + public float SpeedModifier + { + get { return m_speedModifier; } + set { m_speedModifier = value; } + } private bool m_forceFly; @@ -1057,22 +1047,24 @@ namespace OpenSim.Region.Framework.Scenes private void SetDirectionVectors() { - Dir_Vectors[0] = Vector3.UnitX; //FORWARD - Dir_Vectors[1] = -Vector3.UnitX; //BACK - Dir_Vectors[2] = Vector3.UnitY; //LEFT - Dir_Vectors[3] = -Vector3.UnitY; //RIGHT - Dir_Vectors[4] = Vector3.UnitZ; //UP - Dir_Vectors[5] = -Vector3.UnitZ; //DOWN - Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE - Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE - Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE - Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE - Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge + Dir_Vectors[0] = new Vector3(AgentControlNormalVel,0,0); //FORWARD + Dir_Vectors[1] = new Vector3(-AgentControlNormalVel,0,0);; //BACK + Dir_Vectors[2] = new Vector3(0,AgentControlNormalVel,0); //LEFT + Dir_Vectors[3] = new Vector3(0,-AgentControlNormalVel,0); //RIGHT + Dir_Vectors[4] = new Vector3(0,0,AgentControlNormalVel); //UP + Dir_Vectors[5] = new Vector3(0,0,-AgentControlNormalVel); //DOWN + Dir_Vectors[6] = new Vector3(AgentControlNudgeVel, 0f, 0f); //FORWARD_NUDGE + Dir_Vectors[7] = new Vector3(-AgentControlNudgeVel, 0f, 0f); //BACK_NUDGE + Dir_Vectors[8] = new Vector3(0f, AgentControlNudgeVel, 0f); //LEFT_NUDGE + Dir_Vectors[9] = new Vector3(0f, -AgentControlNudgeVel, 0f); //RIGHT_NUDGE + Dir_Vectors[10] = new Vector3(0f, 0f, AgentControlNudgeVel); //UP_Nudge + Dir_Vectors[11] = new Vector3(0f, 0f, -AgentControlNudgeVel); //DOWN_Nudge } +/* dont see any use for this private Vector3[] GetWalkDirectionVectors() { - Vector3[] vector = new Vector3[11]; + Vector3[] vector = new Vector3[12]; vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD vector[1] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK vector[2] = Vector3.UnitY; //LEFT @@ -1083,10 +1075,11 @@ namespace OpenSim.Region.Framework.Scenes vector[7] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK_NUDGE vector[8] = Vector3.UnitY; //LEFT_NUDGE vector[9] = -Vector3.UnitY; //RIGHT_NUDGE - vector[10] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN_NUDGE + vector[10] = new Vector3(CameraAtAxis.Z, 0f, CameraUpAxis.Z); //UP_NUDGE + vector[11] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN_NUDGE return vector; } - +*/ #endregion #region Status Methods @@ -2192,11 +2185,12 @@ namespace OpenSim.Region.Framework.Scenes // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying // this prevents 'jumping' in inappropriate situations. - if (!Flying && (m_mouseLook || m_leftButtonDown)) - dirVectors = GetWalkDirectionVectors(); - else +// if (!Flying && (m_mouseLook || m_leftButtonDown)) +// dirVectors = GetWalkDirectionVectors(); +// else dirVectors = Dir_Vectors; + // A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction. foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) { @@ -2214,10 +2208,10 @@ namespace OpenSim.Region.Framework.Scenes // Why did I get this? } - if (((MovementFlag & (uint)DCF) == 0) & !AgentControlStopActive) + if (((MovementFlag & (uint)DCF) == 0)) { //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF); - MovementFlag += (uint)DCF; + MovementFlag |= (uint)DCF; update_movementflag = true; } } @@ -2226,7 +2220,7 @@ namespace OpenSim.Region.Framework.Scenes if ((MovementFlag & (uint)DCF) != 0) { //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF); - MovementFlag -= (uint)DCF; + MovementFlag &= (uint)~DCF; update_movementflag = true; /* @@ -2344,17 +2338,18 @@ namespace OpenSim.Region.Framework.Scenes if (AgentControlStopActive) { -// if (MovementFlag == 0 && Animator.Falling) + // if (MovementFlag == 0 && Animator.Falling) if (MovementFlag == 0 && Animator.currentControlState == ScenePresenceAnimator.motionControlStates.falling) { - AddNewMovement(agent_control_v3, AgentControlStopSlowWhilstMoving, true); + AddNewMovement(agent_control_v3, AgentControlStopSlowVel, true); } else - AddNewMovement(agent_control_v3, AgentControlStopSlowWhilstMoving); + AddNewMovement(agent_control_v3, AgentControlStopSlowVel); } - else + { AddNewMovement(agent_control_v3); + } } @@ -2453,11 +2448,13 @@ namespace OpenSim.Region.Framework.Scenes bool updated = false; + Vector3 LocalVectorToTarget3D = MoveToPositionTarget - AbsolutePosition; + // m_log.DebugFormat( // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); - double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget); + double distanceToTarget = LocalVectorToTarget3D.Length(); // m_log.DebugFormat( // "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", @@ -2480,11 +2477,11 @@ namespace OpenSim.Region.Framework.Scenes // Theoretically we might need a more complex PID approach here if other // unknown forces are acting on the avatar and we need to adaptively respond // to such forces, but the following simple approach seems to works fine. - Vector3 LocalVectorToTarget3D = - (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords - * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords + + LocalVectorToTarget3D = LocalVectorToTarget3D * Quaternion.Inverse(Rotation); // change to avatar coords // Ignore z component of vector // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); + LocalVectorToTarget3D.Normalize(); // update avatar movement flags. the avatar coordinate system is as follows: @@ -2508,28 +2505,37 @@ namespace OpenSim.Region.Framework.Scenes // based on the above avatar coordinate system, classify the movement into // one of left/right/back/forward. + + const uint noMovFlagsMask = (uint)(~(Dir_ControlFlags.DIR_CONTROL_FLAG_BACK | + Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD | Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT | + Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT | Dir_ControlFlags.DIR_CONTROL_FLAG_UP | + Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN)); + + MovementFlag &= noMovFlagsMask; + AgentControlFlags &= noMovFlagsMask; + if (LocalVectorToTarget3D.X < 0) //MoveBack { - MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; + MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; updated = true; } else if (LocalVectorToTarget3D.X > 0) //Move Forward { - MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; + MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; updated = true; } if (LocalVectorToTarget3D.Y > 0) //MoveLeft { - MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; + MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; updated = true; } else if (LocalVectorToTarget3D.Y < 0) //MoveRight { - MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; + MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; updated = true; } @@ -3016,6 +3022,7 @@ namespace OpenSim.Region.Framework.Scenes ResetMoveToTarget(); Velocity = Vector3.Zero; + m_AngularVelocity = Vector3.Zero; part.AddSittingAvatar(UUID);