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