Minor cleanup/refactoring of ScenePresence.
Changes flying animation to hover when not moving (as per Teravus's suggestion).afrisby
parent
909fcd554f
commit
77841fe35e
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@ -98,7 +98,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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/// </summary>
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private enum Dir_ControlFlags
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private enum Dir_ControlFlags
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{
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{
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DIR_CONTROL_FLAG_FOWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
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DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
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DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
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DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
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DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS,
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DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS,
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DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
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DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
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@ -293,83 +293,49 @@ namespace OpenSim.Region.Environment.Scenes
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#region Constructor(s)
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#region Constructor(s)
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public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, byte[] visualParams,
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private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo)
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AvatarWearable[] wearables)
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{
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{
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//couldn't move the following into SetInitialValues as they are readonly
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m_regionHandle = reginfo.RegionHandle;
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m_regionHandle = reginfo.RegionHandle;
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m_controllingClient = client;
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m_controllingClient = client;
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m_firstname = m_controllingClient.FirstName;
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m_firstname = m_controllingClient.FirstName;
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m_lastname = m_controllingClient.LastName;
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m_lastname = m_controllingClient.LastName;
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SetInitialValues(client, world, reginfo);
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m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams);
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Animations = new AvatarAnimations();
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Animations.LoadAnims();
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m_animations.Add(Animations.AnimsLLUUID["STAND"]);
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m_animationSeqs.Add(1);
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RegisterToEvents();
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SetDirectionVectors();
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//m_textureEntry = new LLObject.TextureEntry(DefaultTexture, 0, DefaultTexture.Length);
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// m_textureEntry = GetDefaultTextureEntry();
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//temporary until we move some code into the body classes
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if (m_newAvatar)
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{
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//do we need to use newAvatar? not sure so have added this to kill the compile warning
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}
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m_scene.LandManager.sendLandUpdate(this);
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}
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public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance)
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{
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//couldn't move the following into SetInitialValues as they are readonly
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m_regionHandle = reginfo.RegionHandle;
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m_controllingClient = client;
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m_firstname = m_controllingClient.FirstName;
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m_lastname = m_controllingClient.LastName;
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SetInitialValues(client, world, reginfo);
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m_appearance = appearance;
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Animations = new AvatarAnimations();
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Animations.LoadAnims();
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m_animations.Add(Animations.AnimsLLUUID["STAND"]);
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m_animationSeqs.Add(1);
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RegisterToEvents();
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SetDirectionVectors();
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if (m_newAvatar)
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{
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//do we need to use newAvatar? not sure so have added this to kill the compile warning
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}
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m_scene.LandManager.sendLandUpdate(this);
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}
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private void SetInitialValues(IClientAPI client, Scene world, RegionInfo reginfo)
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{
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m_scene = world;
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m_scene = world;
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m_uuid = client.AgentId;
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m_uuid = client.AgentId;
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m_regionInfo = reginfo;
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m_regionInfo = reginfo;
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m_localId = m_scene.NextLocalId;
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m_localId = m_scene.NextLocalId;
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AbsolutePosition = m_controllingClient.StartPos;
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AbsolutePosition = m_controllingClient.StartPos;
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Animations = new AvatarAnimations();
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Animations.LoadAnims();
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// TODO: m_animations and m_animationSeqs should always be of the same length.
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// Move them into an object to (hopefully) avoid threading issues.
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m_animations.Add(Animations.AnimsLLUUID["STAND"]);
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m_animationSeqs.Add(1);
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RegisterToEvents();
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SetDirectionVectors();
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m_scene.LandManager.sendLandUpdate(this);
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}
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public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, byte[] visualParams,
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AvatarWearable[] wearables)
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: this(client, world, reginfo)
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{
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m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams);
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}
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public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance)
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: this(client, world, reginfo)
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{
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m_appearance = appearance;
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}
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}
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private void RegisterToEvents()
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private void RegisterToEvents()
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{
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{
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//register for events
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m_controllingClient.OnRequestWearables += SendOwnAppearance;
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m_controllingClient.OnRequestWearables += SendOwnAppearance;
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m_controllingClient.OnSetAppearance += SetAppearance;
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m_controllingClient.OnSetAppearance += SetAppearance;
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m_controllingClient.OnCompleteMovementToRegion += CompleteMovement;
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m_controllingClient.OnCompleteMovementToRegion += CompleteMovement;
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@ -382,12 +348,12 @@ namespace OpenSim.Region.Environment.Scenes
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m_controllingClient.OnStopAnim += HandleStopAnim;
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m_controllingClient.OnStopAnim += HandleStopAnim;
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// ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
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// ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
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//ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
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// ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
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}
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}
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private void SetDirectionVectors()
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private void SetDirectionVectors()
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{
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{
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Dir_Vectors[0] = new Vector3(1, 0, 0); //FOWARD
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Dir_Vectors[0] = new Vector3(1, 0, 0); //FORWARD
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Dir_Vectors[1] = new Vector3(-1, 0, 0); //BACK
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Dir_Vectors[1] = new Vector3(-1, 0, 0); //BACK
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Dir_Vectors[2] = new Vector3(0, 1, 0); //LEFT
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Dir_Vectors[2] = new Vector3(0, 1, 0); //LEFT
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Dir_Vectors[3] = new Vector3(0, -1, 0); //RIGHT
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Dir_Vectors[3] = new Vector3(0, -1, 0); //RIGHT
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@ -406,10 +372,12 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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// }
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// }
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}
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}
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public uint GenerateClientFlags(LLUUID ObjectID)
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public uint GenerateClientFlags(LLUUID ObjectID)
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{
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{
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return m_scene.PermissionsMngr.GenerateClientFlags(this.m_uuid, ObjectID);
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return m_scene.PermissionsMngr.GenerateClientFlags(this.m_uuid, ObjectID);
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}
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}
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public void SendPrimUpdates()
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public void SendPrimUpdates()
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{
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{
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// if (m_scene.QuadTree.GetNodeID(this.AbsolutePosition.X, this.AbsolutePosition.Y) != m_currentQuadNode)
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// if (m_scene.QuadTree.GetNodeID(this.AbsolutePosition.X, this.AbsolutePosition.Y) != m_currentQuadNode)
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@ -441,8 +409,6 @@ namespace OpenSim.Region.Environment.Scenes
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// could have been sent in the last update - we still need to send the
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// could have been sent in the last update - we still need to send the
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// second here.
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// second here.
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if (update.LastFullUpdateTime < part.TimeStampFull)
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if (update.LastFullUpdateTime < part.TimeStampFull)
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{
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{
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//need to do a full update
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//need to do a full update
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@ -458,8 +424,6 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
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else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
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{
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{
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part.SendTerseUpdate(ControllingClient);
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part.SendTerseUpdate(ControllingClient);
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update.LastTerseUpdateTime = part.TimeStampTerse;
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update.LastTerseUpdateTime = part.TimeStampTerse;
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@ -493,7 +457,6 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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/// </summary>
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public void MakeRootAgent(LLVector3 pos, bool isFlying)
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public void MakeRootAgent(LLVector3 pos, bool isFlying)
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{
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{
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m_newAvatar = true;
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m_newAvatar = true;
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m_isChildAgent = false;
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m_isChildAgent = false;
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@ -508,8 +471,8 @@ namespace OpenSim.Region.Environment.Scenes
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//m_scene.SendAllSceneObjectsToClient(this);
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//m_scene.SendAllSceneObjectsToClient(this);
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//m_gotAllObjectsInScene = true;
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//m_gotAllObjectsInScene = true;
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//}
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//}
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}
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}
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/// <summary>
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/// <summary>
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/// This turns a root agent into a child agent
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/// This turns a root agent into a child agent
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/// when an agent departs this region for a neighbor, this gets called.
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/// when an agent departs this region for a neighbor, this gets called.
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MakeRootAgent(AbsolutePosition, false);
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MakeRootAgent(AbsolutePosition, false);
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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/// This is the event handler for client movement. If a client is moving, this event is triggering.
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/// This is the event handler for client movement. If a client is moving, this event is triggering.
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/// </summary>
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/// </summary>
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@ -734,7 +698,7 @@ namespace OpenSim.Region.Environment.Scenes
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SendFullUpdateToAllClients();
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SendFullUpdateToAllClients();
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}
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}
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UpdateMovementAnimations(true);
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SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
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}
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}
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private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset)
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private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset)
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@ -777,13 +741,13 @@ namespace OpenSim.Region.Environment.Scenes
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public void HandleAgentRequestSit(IClientAPI remoteClient, LLUUID agentID, LLUUID targetID, LLVector3 offset)
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public void HandleAgentRequestSit(IClientAPI remoteClient, LLUUID agentID, LLUUID targetID, LLVector3 offset)
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{
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{
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SendSitResponse(remoteClient, targetID, offset);
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if (m_parentID != 0)
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if (m_parentID != 0)
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{
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{
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StandUp();
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StandUp();
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}
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}
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SendSitResponse(remoteClient, targetID, offset);
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SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
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SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
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if (part != null)
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if (part != null)
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@ -815,6 +779,7 @@ namespace OpenSim.Region.Environment.Scenes
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SetMovementAnimation(Animations.AnimsLLUUID["SIT"], 1);
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SetMovementAnimation(Animations.AnimsLLUUID["SIT"], 1);
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SendFullUpdateToAllClients();
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SendFullUpdateToAllClients();
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}
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}
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/// <summary>
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/// <summary>
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/// Event handler for the 'Always run' setting on the client
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/// Event handler for the 'Always run' setting on the client
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/// Tells the physics plugin to increase speed of movement.
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/// Tells the physics plugin to increase speed of movement.
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@ -878,6 +843,7 @@ namespace OpenSim.Region.Environment.Scenes
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SendAnimPack();
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SendAnimPack();
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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/// This method handles agent movement related animations
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/// This method handles agent movement related animations
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/// </summary>
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/// </summary>
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if (m_movementflag != 0)
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if (m_movementflag != 0)
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{
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{
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// We are moving
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// We are moving
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// Are we flying
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if (m_physicsActor.Flying)
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if (m_physicsActor.Flying)
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{
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{
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// We are flying
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SetMovementAnimation(Animations.AnimsLLUUID["FLY"], 1);
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SetMovementAnimation(Animations.AnimsLLUUID["FLY"], 1);
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}
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}
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else if (((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
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else if (((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
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}
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}
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else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
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else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
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{
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{
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// client is moving, and colliding and pressing the page up button but isn't flying
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// Client is moving, and colliding and pressing the page up button but isn't flying
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SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
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SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
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}
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}
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else if (m_setAlwaysRun)
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else if (m_setAlwaysRun)
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SetMovementAnimation(Animations.AnimsLLUUID["RUN"], 1);
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SetMovementAnimation(Animations.AnimsLLUUID["RUN"], 1);
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}
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}
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else
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else
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{
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// We're moving, but we're not doing anything else.. so play the stand animation
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SetMovementAnimation(Animations.AnimsLLUUID["WALK"], 1);
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SetMovementAnimation(Animations.AnimsLLUUID["WALK"], 1);
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}
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}
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}
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else
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else
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{
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{
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}
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}
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else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying)
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else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying)
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{
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{
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// Not colliding, and we're not flying and we're falling at a speed of 6m per unit
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// Not colliding and not flying, and we're falling at high speed
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SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"], 1);
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SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"], 1);
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}
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}
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else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
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else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
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}
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}
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else if (m_physicsActor.Flying)
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else if (m_physicsActor.Flying)
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{
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{
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// This should probably be HOVER and not Fly
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// We're flying but not moving
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// We're not moving and flying
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SetMovementAnimation(Animations.AnimsLLUUID["HOVER"], 1);
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SetMovementAnimation(Animations.AnimsLLUUID["FLY"], 1);
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}
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}
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else
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else
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{
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// We're not moving.. and we're not doing anything.. so play the stand animation
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SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
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SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
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// We're not moving.. and we're not doing anything.. so play the stand animation
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}
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}
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}
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}
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}
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}
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}
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@ -991,6 +962,7 @@ namespace OpenSim.Region.Environment.Scenes
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newVelocity.Z = direc.z;
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newVelocity.Z = direc.z;
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m_forcesList.Add(newVelocity);
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m_forcesList.Add(newVelocity);
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}
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}
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/// <summary>
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/// <summary>
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/// Sets whether or not the agent is typing.
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/// Sets whether or not the agent is typing.
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/// </summary>
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/// </summary>
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@ -1059,8 +1031,8 @@ namespace OpenSim.Region.Environment.Scenes
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/// <summary>
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/// <summary>
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/// Sends a location update to the client connected to this scenePresence
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/// Sends a location update to the client connected to this scenePresence
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/// </summary>
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/// </summary>
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/// <param name="RemoteClient"></param>
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/// <param name="remoteClient"></param>
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public void SendTerseUpdateToClient(IClientAPI RemoteClient)
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public void SendTerseUpdateToClient(IClientAPI remoteClient)
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{
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{
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LLVector3 pos = m_pos;
|
LLVector3 pos = m_pos;
|
||||||
LLVector3 vel = Velocity;
|
LLVector3 vel = Velocity;
|
||||||
|
@ -1069,7 +1041,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
rot.Y = m_bodyRot.y;
|
rot.Y = m_bodyRot.y;
|
||||||
rot.Z = m_bodyRot.z;
|
rot.Z = m_bodyRot.z;
|
||||||
rot.W = m_bodyRot.w;
|
rot.W = m_bodyRot.w;
|
||||||
RemoteClient.SendAvatarTerseUpdate(m_regionHandle, 64096, LocalId, new LLVector3(pos.X, pos.Y, pos.Z),
|
remoteClient.SendAvatarTerseUpdate(m_regionHandle, 64096, LocalId, new LLVector3(pos.X, pos.Y, pos.Z),
|
||||||
new LLVector3(vel.X, vel.Y, vel.Z), rot);
|
new LLVector3(vel.X, vel.Y, vel.Z), rot);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1110,6 +1082,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid,
|
remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid,
|
||||||
LocalId, m_pos, m_appearance.TextureEntry.ToBytes(), m_parentID);
|
LocalId, m_pos, m_appearance.TextureEntry.ToBytes(), m_parentID);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Tell *ALL* agents about this agent
|
/// Tell *ALL* agents about this agent
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -1191,7 +1164,6 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
m_appearance.SetWearable(ControllingClient, wearableId, wearable);
|
m_appearance.SetWearable(ControllingClient, wearableId, wearable);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
///
|
///
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -1336,6 +1308,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
respondPacket.AgentData = adb;
|
respondPacket.AgentData = adb;
|
||||||
ControllingClient.OutPacket(respondPacket, ThrottleOutPacketType.Task);
|
ControllingClient.OutPacket(respondPacket, ThrottleOutPacketType.Task);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// This updates important decision making data about a child agent
|
/// This updates important decision making data about a child agent
|
||||||
/// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
|
/// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
|
||||||
|
@ -1351,9 +1324,8 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
//cAgentData.AVHeight;
|
//cAgentData.AVHeight;
|
||||||
//cAgentData.regionHandle;
|
//cAgentData.regionHandle;
|
||||||
//m_velocity = cAgentData.Velocity;
|
//m_velocity = cAgentData.Velocity;
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
///
|
///
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -1362,7 +1334,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// handles part of the PID controller function for moving an avatar.
|
/// Handles part of the PID controller function for moving an avatar.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public override void UpdateMovement()
|
public override void UpdateMovement()
|
||||||
{
|
{
|
||||||
|
@ -1450,6 +1422,5 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
{
|
{
|
||||||
RemoveFromPhysicalScene();
|
RemoveFromPhysicalScene();
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue