Merge branch 'careminster' into careminster-presence-refactor
commit
420dd78fb7
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@ -56,7 +56,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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// protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
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protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
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private int m_animTickFall;
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private int m_animTickJump;
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// private int m_animTickJump;
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public int m_animTickJump; // ScenePresence has to see this to control +Z force
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/// <value>
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/// The scene presence that this animator applies to
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@ -123,22 +124,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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/// </summary>
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public void TrySetMovementAnimation(string anim)
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{
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//Console.WriteLine("Updating movement animation to {0}", anim);
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if (!m_scenePresence.IsChildAgent)
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{
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if (m_animations.TrySetDefaultAnimation(
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anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
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{
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//Console.WriteLine("TSMA {0} success.", anim);
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// 16384 is CHANGED_ANIMATION
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m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 });
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SendAnimPack();
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}
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else
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{
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//Console.WriteLine("TSMA {0} fail.", anim);
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}
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}
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}
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@ -267,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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m_animTickJump = Environment.TickCount;
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return "PREJUMP";
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}
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else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f)
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else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
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{
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// Start actual jump
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if (m_animTickJump == -1)
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@ -317,7 +311,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public void UpdateMovementAnimations()
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{
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m_movementAnimation = GetMovementAnimation();
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//Console.WriteLine("UMA got {0}", m_movementAnimation);
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if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
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{
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// This was the previous behavior before PREJUMP
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@ -727,7 +727,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
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// TODO: Change default to true once the feature is supported
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m_usePreJump = startupConfig.GetBoolean("enableprejump", false);
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m_usePreJump = true; // Above line fails!?
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m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
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if (RegionInfo.NonphysPrimMax > 0)
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{
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@ -678,7 +678,7 @@ namespace OpenSim.Region.Framework.Scenes
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CreateSceneViewer();
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m_animator = new ScenePresenceAnimator(this);
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}
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private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
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{
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m_rootRegionHandle = reginfo.RegionHandle;
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@ -1468,7 +1468,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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i++;
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}
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//Paupaw:Do Proper PID for Autopilot here
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if (bResetMoveToPosition)
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{
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@ -2447,10 +2446,11 @@ Console.WriteLine("Scripted Sit ofset {0}", m_pos);
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Rotation = rotation;
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Vector3 direc = vec * rotation;
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direc.Normalize();
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PhysicsActor actor = m_physicsActor;
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if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
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direc *= 0.03f * 128f * m_speedModifier;
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PhysicsActor actor = m_physicsActor;
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if (actor != null)
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{
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if (actor.Flying)
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@ -2472,11 +2472,18 @@ Console.WriteLine("Scripted Sit ofset {0}", m_pos);
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{
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if (direc.Z > 2.0f)
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{
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direc.Z *= 3.0f;
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// TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
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Animator.TrySetMovementAnimation("PREJUMP");
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Animator.TrySetMovementAnimation("JUMP");
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if(m_animator.m_animTickJump == -1)
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{
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direc.Z *= 3.0f; // jump
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}
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else
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{
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direc.Z *= 0.1f; // prejump
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}
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/* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
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Animator.TrySetMovementAnimation("PREJUMP");
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Animator.TrySetMovementAnimation("JUMP");
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*/
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}
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}
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}
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@ -142,7 +142,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// unique UUID of this character object
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public UUID m_uuid;
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public bool bad = false;
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public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
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{
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m_uuid = UUID.Random();
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@ -892,7 +892,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// If the PID Controller isn't active then we set our force
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// calculating base velocity to the current position
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if (Body == IntPtr.Zero)
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return;
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@ -972,8 +972,17 @@ namespace OpenSim.Region.Physics.OdePlugin
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// Prim to avatar collisions
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d.Vector3 pos = d.BodyGetPosition(Body);
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vec.X = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
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vec.Y = (_target_velocity.Y - vel.Y)*(PID_D) + (_zeroPosition.Y - pos.Y)* (PID_P * 2);
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float errX = _zeroPosition.X - pos.X;
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float errY = _zeroPosition.Y - pos.Y;
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if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
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{
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vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
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vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
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}
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else
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{ // close, jump to lateral destination
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d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
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}
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if (flying)
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{
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vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
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@ -1056,11 +1065,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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if (vec.IsFinite())
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{
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doForce(vec);
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if (!_zeroFlag)
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{
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AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
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}
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if (!vec.ApproxEquals(Vector3.Zero, 0.01f))
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{
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doForce(vec);
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if (!_zeroFlag)
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{
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AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
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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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