added a missing angularVelocity.Zero on sitting, removed odd camera based

movement vectors, plus little other things
avinationmerge
UbitUmarov 2014-10-03 18:32:52 +01:00
parent 6d1f1103f3
commit 94f42cef90
1 changed files with 66 additions and 59 deletions

View File

@ -336,7 +336,7 @@ namespace OpenSim.Region.Framework.Scenes
protected ulong crossingFromRegion;
private readonly Vector3[] Dir_Vectors = new Vector3[11];
private readonly Vector3[] Dir_Vectors = new Vector3[12];
protected Timer m_reprioritization_timer;
protected bool m_reprioritizing;
@ -393,7 +393,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Implemented Control Flags
/// </summary>
private enum Dir_ControlFlags
private enum Dir_ControlFlags:uint
{
DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
@ -405,6 +405,7 @@ namespace OpenSim.Region.Framework.Scenes
DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
DIR_CONTROL_FLAG_UP_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS,
DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
}
@ -728,24 +729,7 @@ namespace OpenSim.Region.Framework.Scenes
// Scene.RegionInfo.RegionName, Name, m_velocity);
}
}
/*
public override Vector3 AngularVelocity
{
get
{
if (PhysicsActor != null)
{
m_rotationalvelocity = PhysicsActor.RotationalVelocity;
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
// m_velocity, Name, Scene.RegionInfo.RegionName);
}
return m_rotationalvelocity;
}
}
*/
private Quaternion m_bodyRot = Quaternion.Identity;
/// <summary>
@ -915,13 +899,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
private float m_speedModifier = 1.0f;
public float SpeedModifier
{
get { return m_speedModifier; }
set { m_speedModifier = value; }
}
/// <summary>
/// Modifier for agent movement if we get an AGENT_CONTROL_STOP whilst walking or running
@ -929,7 +906,20 @@ namespace OpenSim.Region.Framework.Scenes
/// <remarks>
/// AGENT_CONTRL_STOP comes about if user holds down space key on viewers.
/// </remarks>
private float AgentControlStopSlowWhilstMoving = 0.2f;
private const float AgentControlStopSlowVel = 0.2f;
// velocities
public const float AgentControlNudgeVel = 1.0f; // setting this diferent from normal as no effect currently
public const float AgentControlNormalVel = 1.0f;
// old normal speed was tuned to match sl normal plus Fast modifiers
// so we need to rescale it
private float m_speedModifier = 1.0f;
public float SpeedModifier
{
get { return m_speedModifier; }
set { m_speedModifier = value; }
}
private bool m_forceFly;
@ -1057,22 +1047,24 @@ namespace OpenSim.Region.Framework.Scenes
private void SetDirectionVectors()
{
Dir_Vectors[0] = Vector3.UnitX; //FORWARD
Dir_Vectors[1] = -Vector3.UnitX; //BACK
Dir_Vectors[2] = Vector3.UnitY; //LEFT
Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
Dir_Vectors[4] = Vector3.UnitZ; //UP
Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
Dir_Vectors[0] = new Vector3(AgentControlNormalVel,0,0); //FORWARD
Dir_Vectors[1] = new Vector3(-AgentControlNormalVel,0,0);; //BACK
Dir_Vectors[2] = new Vector3(0,AgentControlNormalVel,0); //LEFT
Dir_Vectors[3] = new Vector3(0,-AgentControlNormalVel,0); //RIGHT
Dir_Vectors[4] = new Vector3(0,0,AgentControlNormalVel); //UP
Dir_Vectors[5] = new Vector3(0,0,-AgentControlNormalVel); //DOWN
Dir_Vectors[6] = new Vector3(AgentControlNudgeVel, 0f, 0f); //FORWARD_NUDGE
Dir_Vectors[7] = new Vector3(-AgentControlNudgeVel, 0f, 0f); //BACK_NUDGE
Dir_Vectors[8] = new Vector3(0f, AgentControlNudgeVel, 0f); //LEFT_NUDGE
Dir_Vectors[9] = new Vector3(0f, -AgentControlNudgeVel, 0f); //RIGHT_NUDGE
Dir_Vectors[10] = new Vector3(0f, 0f, AgentControlNudgeVel); //UP_Nudge
Dir_Vectors[11] = new Vector3(0f, 0f, -AgentControlNudgeVel); //DOWN_Nudge
}
/* dont see any use for this
private Vector3[] GetWalkDirectionVectors()
{
Vector3[] vector = new Vector3[11];
Vector3[] vector = new Vector3[12];
vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD
vector[1] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK
vector[2] = Vector3.UnitY; //LEFT
@ -1083,10 +1075,11 @@ namespace OpenSim.Region.Framework.Scenes
vector[7] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK_NUDGE
vector[8] = Vector3.UnitY; //LEFT_NUDGE
vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
vector[10] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN_NUDGE
vector[10] = new Vector3(CameraAtAxis.Z, 0f, CameraUpAxis.Z); //UP_NUDGE
vector[11] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN_NUDGE
return vector;
}
*/
#endregion
#region Status Methods
@ -2192,11 +2185,12 @@ namespace OpenSim.Region.Framework.Scenes
// use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying
// this prevents 'jumping' in inappropriate situations.
if (!Flying && (m_mouseLook || m_leftButtonDown))
dirVectors = GetWalkDirectionVectors();
else
// if (!Flying && (m_mouseLook || m_leftButtonDown))
// dirVectors = GetWalkDirectionVectors();
// else
dirVectors = Dir_Vectors;
// A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction.
foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
{
@ -2214,10 +2208,10 @@ namespace OpenSim.Region.Framework.Scenes
// Why did I get this?
}
if (((MovementFlag & (uint)DCF) == 0) & !AgentControlStopActive)
if (((MovementFlag & (uint)DCF) == 0))
{
//m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF);
MovementFlag += (uint)DCF;
MovementFlag |= (uint)DCF;
update_movementflag = true;
}
}
@ -2226,7 +2220,7 @@ namespace OpenSim.Region.Framework.Scenes
if ((MovementFlag & (uint)DCF) != 0)
{
//m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF);
MovementFlag -= (uint)DCF;
MovementFlag &= (uint)~DCF;
update_movementflag = true;
/*
@ -2344,17 +2338,18 @@ namespace OpenSim.Region.Framework.Scenes
if (AgentControlStopActive)
{
// if (MovementFlag == 0 && Animator.Falling)
// if (MovementFlag == 0 && Animator.Falling)
if (MovementFlag == 0 && Animator.currentControlState == ScenePresenceAnimator.motionControlStates.falling)
{
AddNewMovement(agent_control_v3, AgentControlStopSlowWhilstMoving, true);
AddNewMovement(agent_control_v3, AgentControlStopSlowVel, true);
}
else
AddNewMovement(agent_control_v3, AgentControlStopSlowWhilstMoving);
AddNewMovement(agent_control_v3, AgentControlStopSlowVel);
}
else
{
AddNewMovement(agent_control_v3);
}
}
@ -2453,11 +2448,13 @@ namespace OpenSim.Region.Framework.Scenes
bool updated = false;
Vector3 LocalVectorToTarget3D = MoveToPositionTarget - AbsolutePosition;
// m_log.DebugFormat(
// "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}",
// allowUpdate, m_moveToPositionInProgress, m_autopilotMoving);
double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget);
double distanceToTarget = LocalVectorToTarget3D.Length();
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}",
@ -2480,11 +2477,11 @@ namespace OpenSim.Region.Framework.Scenes
// Theoretically we might need a more complex PID approach here if other
// unknown forces are acting on the avatar and we need to adaptively respond
// to such forces, but the following simple approach seems to works fine.
Vector3 LocalVectorToTarget3D =
(MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
* Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords
LocalVectorToTarget3D = LocalVectorToTarget3D * Quaternion.Inverse(Rotation); // change to avatar coords
// Ignore z component of vector
// Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
LocalVectorToTarget3D.Normalize();
// update avatar movement flags. the avatar coordinate system is as follows:
@ -2508,28 +2505,37 @@ namespace OpenSim.Region.Framework.Scenes
// based on the above avatar coordinate system, classify the movement into
// one of left/right/back/forward.
const uint noMovFlagsMask = (uint)(~(Dir_ControlFlags.DIR_CONTROL_FLAG_BACK |
Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD | Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT |
Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT | Dir_ControlFlags.DIR_CONTROL_FLAG_UP |
Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN));
MovementFlag &= noMovFlagsMask;
AgentControlFlags &= noMovFlagsMask;
if (LocalVectorToTarget3D.X < 0) //MoveBack
{
MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
updated = true;
}
else if (LocalVectorToTarget3D.X > 0) //Move Forward
{
MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
updated = true;
}
if (LocalVectorToTarget3D.Y > 0) //MoveLeft
{
MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
updated = true;
}
else if (LocalVectorToTarget3D.Y < 0) //MoveRight
{
MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
updated = true;
}
@ -3016,6 +3022,7 @@ namespace OpenSim.Region.Framework.Scenes
ResetMoveToTarget();
Velocity = Vector3.Zero;
m_AngularVelocity = Vector3.Zero;
part.AddSittingAvatar(UUID);