Improve z axis move to/autopilot so the avatar does alternative crouch/huzzah when walking along the ground

Moving a flying avatar to a ground point doesn't yet land the avatar.  This may or may not be the best thing
bulletsim
Justin Clark-Casey (justincc) 2011-08-03 02:59:49 +01:00
parent 30e816bfa2
commit 68a5fe0431
2 changed files with 30 additions and 12 deletions

View File

@ -27,6 +27,8 @@
using System;
using System.Collections.Generic;
using System.Reflection;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
@ -40,6 +42,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
/// </summary>
public class ScenePresenceAnimator
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public AnimationSet Animations
{
get { return m_animations; }
@ -262,7 +266,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
m_animTickFall = 0;
if (move.Z > 0f)
if (move.Z > 0.2f)
{
// Jumping
if (!jumping)
@ -323,6 +327,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
public void UpdateMovementAnimations()
{
m_movementAnimation = GetMovementAnimation();
// m_log.DebugFormat(
// "[SCENE PRESENCE ANIMATOR]: Got animation {0} for {1}", m_movementAnimation, m_scenePresence.Name);
TrySetMovementAnimation(m_movementAnimation);
}

View File

@ -1522,7 +1522,11 @@ namespace OpenSim.Region.Framework.Scenes
AddNewMovement(agent_control_v3, q);
}
if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround)
if (update_movementflag
&& ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0)
&& (m_parentID == 0)
&& !SitGround
&& !m_moveToPositionInProgress)
Animator.UpdateMovementAnimations();
}
@ -1559,9 +1563,9 @@ namespace OpenSim.Region.Framework.Scenes
if (allowUpdate && (m_moveToPositionInProgress && !m_autopilotMoving))
{
double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget);
m_log.DebugFormat(
"[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}",
Name, AbsolutePosition, m_moveToPositionTarget, distanceToTarget);
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}",
// Name, AbsolutePosition, m_moveToPositionTarget, distanceToTarget);
// Check the error term of the current position in relation to the target position
if (distanceToTarget <= 1)
@ -1637,15 +1641,15 @@ namespace OpenSim.Region.Framework.Scenes
if (LocalVectorToTarget3D.Z > 0) //Up
{
m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
//m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
//AgentControlFlags
AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
//AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
updated = true;
}
else if (LocalVectorToTarget3D.Z < 0) //Down
{
m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN;
AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN;
//m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN;
//AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN;
updated = true;
}
@ -1694,16 +1698,24 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="pos"></param>
public void DoMoveToPosition(uint not_used, Vector3 pos, IClientAPI remote_client)
{
m_log.DebugFormat(
"[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
Name, pos, m_scene.RegionInfo.RegionName);
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
// Name, pos, m_scene.RegionInfo.RegionName);
if (pos.X < 0 || pos.X >= Constants.RegionSize
|| pos.Y < 0 || pos.Y >= Constants.RegionSize
|| pos.Z < 0)
return;
Vector3 heightAdjust = new Vector3(0, 0, Appearance.AvatarHeight / 2);
pos += heightAdjust;
// Anti duck-walking measure
if (Math.Abs(pos.Z - AbsolutePosition.Z) < 0.2f)
{
// m_log.DebugFormat("[SCENE PRESENCE]: Adjusting MoveToPosition from {0} to {1}", pos, AbsolutePosition);
pos.Z = AbsolutePosition.Z;
}
m_moveToPositionInProgress = true;
m_moveToPositionTarget = pos;