removed useless unreal inworld movement vector estimation. Do animation state using movement control flags only, on avatar frame of reference. This will hold
valid until the up direction is allowed to be diferent from the world one.avinationmerge
parent
49bf83ecb8
commit
4c8819a143
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@ -299,29 +299,44 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
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PhysicsActor actor = m_scenePresence.PhysicsActor;
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// there is no point on having this meaningless movement values, much less in world coordenates
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// situation may change if vertical Axis of avatar is allowed to rotate.
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// then jumping etc will need some care
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// Create forward and left vectors from the current avatar rotation
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/* yes matrix are better, but getting it from the Quaternion will kill the advantage
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Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_scenePresence.Rotation);
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Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix);
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Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
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*/
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// there is still a better way
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// Vector3 fwd = Vector3.UnitX * m_scenePresence.Rotation;
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// Vector3 left = Vector3.UnitY * m_scenePresence.Rotation;
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// Check control flags
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bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
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bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
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bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
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bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
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bool heldForward = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)) != 0);
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bool heldBack = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG)) != 0);
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bool heldLeft = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS)) != 0);
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bool heldRight = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG)) != 0);
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bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
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bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
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bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
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bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG;
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// bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS)) != 0);
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// excluded nudge up so it doesn't trigger jump state
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bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS)) != 0);
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bool heldDown = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG)) != 0);
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//bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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//bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK;
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if (heldForward || heldBack || heldLeft || heldRight || heldUp || heldDown)
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bool heldOnXY = (heldForward || heldBack || heldLeft || heldRight);
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if (heldOnXY || heldUp || heldDown)
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{
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heldTurnLeft = false;
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heldTurnRight = false;
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}
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// Direction in which the avatar is trying to move
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/*
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Vector3 move = Vector3.Zero;
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if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
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if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; }
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@ -329,6 +344,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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if (heldRight) { move.X -= left.X; move.Y -= left.Y; }
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if (heldUp) { move.Z += 1; }
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if (heldDown) { move.Z -= 1; }
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*/
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// Is the avatar trying to move?
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// bool moving = (move != Vector3.Zero);
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@ -340,13 +357,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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// well what to do?
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currentControlState = motionControlStates.onsurface;
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if (move.X != 0f || move.Y != 0f)
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// if (move.X != 0f || move.Y != 0f)
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if (heldOnXY)
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return "WALK";
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return "STAND";
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}
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#region Flying
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bool isColliding = actor.IsColliding;
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@ -360,15 +377,19 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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currentControlState = motionControlStates.flying;
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if (move.X != 0f || move.Y != 0f)
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// if (move.X != 0f || move.Y != 0f)
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if (heldOnXY)
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{
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return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY");
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}
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else if (move.Z > 0f)
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// else if (move.Z > 0f)
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else if (heldUp)
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{
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return "HOVER_UP";
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}
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else if (move.Z < 0f)
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// else if (move.Z < 0f)
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else if (heldDown)
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{
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if (isColliding)
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{
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@ -423,7 +444,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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}
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// Check if the user has stopped walking just now
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if (CurrentMovementAnimation == "WALK" && (move == Vector3.Zero))
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// if (CurrentMovementAnimation == "WALK" && move == Vector3.Zero))
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if (CurrentMovementAnimation == "WALK" && !heldOnXY && !heldDown && !heldUp)
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return "STAND";
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return CurrentMovementAnimation;
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@ -435,7 +457,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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#region Jumping // section added for jumping...
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if (isColliding && move.Z > 0f && currentControlState != motionControlStates.jumping)
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// if (isColliding && move.Z > 0f && currentControlState != motionControlStates.jumping)
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if (isColliding && heldUp && currentControlState != motionControlStates.jumping)
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{
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// Start jumping, prejump
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currentControlState = motionControlStates.jumping;
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@ -514,12 +537,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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// next section moved outside paren. and realigned for jumping
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if (move.X != 0f || move.Y != 0f)
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// if (move.X != 0f || move.Y != 0f)
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if (heldOnXY)
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{
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currentControlState = motionControlStates.onsurface;
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Falling = false;
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// Walking / crouchwalking / running
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if (move.Z < 0f)
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// if (move.Z < 0f)
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if (heldDown)
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{
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return "CROUCHWALK";
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}
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@ -538,7 +564,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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currentControlState = motionControlStates.onsurface;
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Falling = false;
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// Not walking
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if (move.Z < 0)
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// if (move.Z < 0)
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if(heldDown)
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return "CROUCH";
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else if (heldTurnLeft)
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return "TURNLEFT";
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