* Implemented foot collision plane for avatars
* Fixed a NullReferenceException regression0.6.8-post-fixes
parent
3f2d6fe470
commit
5c894dac8b
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@ -91,6 +91,7 @@ namespace OpenSim.Region.Framework.Scenes
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//private SceneObjectPart proxyObjectPart = null;
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public Vector3 lastKnownAllowedPosition;
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public bool sentMessageAboutRestrictedParcelFlyingDown;
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public Vector4 CollisionPlane = Vector4.UnitW;
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private Vector3 m_lastPosition;
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private Quaternion m_lastRotation;
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@ -130,10 +131,8 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_setAlwaysRun;
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private string m_movementAnimation = "DEFAULT";
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private long m_animPersistUntil;
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private int m_animTickFall;
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private int m_animTickJump;
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private bool m_allowFalling;
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private bool m_useFlySlow;
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private bool m_usePreJump;
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private bool m_forceFly;
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@ -2044,209 +2043,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// This method determines the proper movement related animation
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/// </summary>
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public string GetMovementAnimation()
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{
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if ((m_animPersistUntil > 0) && (m_animPersistUntil > DateTime.Now.Ticks))
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{
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//We don't want our existing state to end yet.
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return m_movementAnimation;
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}
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else if (m_movementflag != 0)
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{
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//We're moving
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m_allowFalling = true;
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if (PhysicsActor != null && PhysicsActor.IsColliding)
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{
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//And colliding. Can you guess what it is yet?
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if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)
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{
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//Down key is being pressed.
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if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) + (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
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{
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return "CROUCHWALK";
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}
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else
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{
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return "CROUCH";
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}
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}
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else if (m_setAlwaysRun)
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{
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return "RUN";
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}
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else
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{
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//If we're prejumping then inhibit this, it's a problem
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//caused by a false positive on IsColliding
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if (m_movementAnimation == "PREJUMP")
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{
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return "PREJUMP";
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}
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else
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{
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return "WALK";
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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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//We're not colliding. Colliding isn't cool these days.
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if (PhysicsActor != null && PhysicsActor.Flying)
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{
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//Are we moving forwards or backwards?
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if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0)
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{
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//Then we really are flying
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if (m_setAlwaysRun)
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{
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return "FLY";
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}
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else
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{
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if (m_useFlySlow == false)
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{
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return "FLY";
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}
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else
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{
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return "FLYSLOW";
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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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if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
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{
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return "HOVER_UP";
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}
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else
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{
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return "HOVER_DOWN";
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}
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}
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}
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else if (m_movementAnimation == "JUMP")
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{
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//If we were already jumping, continue to jump until we collide
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return "JUMP";
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}
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else if (m_movementAnimation == "PREJUMP" && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == 0)
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{
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//If we were in a prejump, and the UP key is no longer being held down
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//then we're not going to fly, so we're jumping
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return "JUMP";
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}
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else if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
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{
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//They're pressing up, so we're either going to fly or jump
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return "PREJUMP";
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}
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else
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{
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//If we're moving and not flying and not jumping and not colliding..
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if (m_movementAnimation == "WALK" || m_movementAnimation == "RUN")
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{
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//Let's not enter a FALLDOWN state here, since we're probably
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//not colliding because we're going down hill.
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return m_movementAnimation;
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}
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//Record the time we enter this state so we know whether to "land" or not
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m_animPersistUntil = DateTime.Now.Ticks;
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return "FALLDOWN";
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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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//We're not moving.
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if (PhysicsActor != null && PhysicsActor.IsColliding)
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{
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//But we are colliding.
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if (m_movementAnimation == "FALLDOWN")
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{
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//We're re-using the m_animPersistUntil value here to see how long we've been falling
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if ((DateTime.Now.Ticks - m_animPersistUntil) > TimeSpan.TicksPerSecond)
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{
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//Make sure we don't change state for a bit
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m_animPersistUntil = DateTime.Now.Ticks + TimeSpan.TicksPerSecond;
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return "LAND";
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}
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else
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{
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//We haven't been falling very long, we were probably just walking down hill
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return "STAND";
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}
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}
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else if (m_movementAnimation == "JUMP" || m_movementAnimation == "HOVER_DOWN")
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{
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//Make sure we don't change state for a bit
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m_animPersistUntil = DateTime.Now.Ticks + (1 * TimeSpan.TicksPerSecond);
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return "SOFT_LAND";
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}
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else if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
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{
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return "PREJUMP";
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}
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else if (PhysicsActor != null && PhysicsActor.Flying)
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{
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m_allowFalling = true;
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if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
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{
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return "HOVER_UP";
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}
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else if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)
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{
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return "HOVER_DOWN";
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}
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else
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{
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return "HOVER";
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}
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}
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else
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{
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return "STAND";
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}
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}
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else
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{
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//We're not colliding.
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if (PhysicsActor != null && PhysicsActor.Flying)
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{
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return "HOVER";
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}
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else if ((m_movementAnimation == "JUMP" || m_movementAnimation == "PREJUMP") && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == 0)
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{
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return "JUMP";
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}
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else
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{
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//Record the time we enter this state so we know whether to "land" or not
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m_animPersistUntil = DateTime.Now.Ticks;
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return "FALLDOWN"; // this falling animation is invoked too frequently when capsule tilt correction is used - why?
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}
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}
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}
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}
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public string GetMovementAnimation2()
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{
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const float FALL_DELAY = 0.33f;
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const float PREJUMP_DELAY = 0.25f;
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m_allowFalling = true;
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#region Inputs
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AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_AgentControlFlags;
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PhysicsActor actor = m_physicsActor;
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@ -2281,6 +2082,8 @@ namespace OpenSim.Region.Framework.Scenes
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bool moving = (move != Vector3.Zero);
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bool jumping = m_animTickJump != 0;
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#endregion Inputs
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#region Flying
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if (actor != null && actor.Flying)
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@ -2410,24 +2213,16 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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protected void UpdateMovementAnimations()
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{
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string movementAnimation = GetMovementAnimation2();
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m_movementAnimation = GetMovementAnimation();
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if (movementAnimation == "FALLDOWN" && m_allowFalling == false)
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if (m_movementAnimation == "PREJUMP" && !m_usePreJump)
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{
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movementAnimation = m_movementAnimation;
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}
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else
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{
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m_movementAnimation = movementAnimation;
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}
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if (movementAnimation == "PREJUMP" && m_usePreJump == false)
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{
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//This was the previous behavior before PREJUMP
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// This was the previous behavior before PREJUMP
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TrySetMovementAnimation("JUMP");
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}
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else
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{
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TrySetMovementAnimation(movementAnimation);
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TrySetMovementAnimation(m_movementAnimation);
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}
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}
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@ -2574,13 +2369,16 @@ namespace OpenSim.Region.Framework.Scenes
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{
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m_perfMonMS = Environment.TickCount;
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PhysicsActor actor = m_physicsActor;
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Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero;
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Vector3 pos = m_pos;
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pos.Z += m_appearance.HipOffset;
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//m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity);
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remoteClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_regionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
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pos, m_physicsActor.Velocity, Vector3.Zero, m_bodyRot, Vector4.UnitW, m_uuid, null, GetUpdatePriority(remoteClient)));
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pos, velocity, Vector3.Zero, m_bodyRot, CollisionPlane, m_uuid, null, GetUpdatePriority(remoteClient)));
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m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
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m_scene.StatsReporter.AddAgentUpdates(1);
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@ -3527,6 +3325,37 @@ namespace OpenSim.Region.Framework.Scenes
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CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
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Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
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CollisionPlane = Vector4.UnitW;
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if (coldata.Count != 0)
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{
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switch (m_movementAnimation)
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{
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case "STAND":
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case "WALK":
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case "RUN":
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case "CROUCH":
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case "CROUCHWALK":
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{
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ContactPoint lowest;
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lowest.SurfaceNormal = Vector3.Zero;
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lowest.Position = Vector3.Zero;
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lowest.Position.Z = Single.NaN;
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foreach (ContactPoint contact in coldata.Values)
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{
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if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z)
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{
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lowest = contact;
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}
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}
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CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal));
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}
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break;
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}
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}
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if (m_invulnerable)
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return;
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