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; 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 Timer m_reprioritization_timer;
protected bool m_reprioritizing; protected bool m_reprioritizing;
@ -393,7 +393,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary> /// <summary>
/// Implemented Control Flags /// Implemented Control Flags
/// </summary> /// </summary>
private enum Dir_ControlFlags private enum Dir_ControlFlags:uint
{ {
DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS, DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG, 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_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, 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_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 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); // 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; private Quaternion m_bodyRot = Quaternion.Identity;
/// <summary> /// <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> /// <summary>
/// Modifier for agent movement if we get an AGENT_CONTROL_STOP whilst walking or running /// 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> /// <remarks>
/// AGENT_CONTRL_STOP comes about if user holds down space key on viewers. /// AGENT_CONTRL_STOP comes about if user holds down space key on viewers.
/// </remarks> /// </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; private bool m_forceFly;
@ -1057,22 +1047,24 @@ namespace OpenSim.Region.Framework.Scenes
private void SetDirectionVectors() private void SetDirectionVectors()
{ {
Dir_Vectors[0] = Vector3.UnitX; //FORWARD Dir_Vectors[0] = new Vector3(AgentControlNormalVel,0,0); //FORWARD
Dir_Vectors[1] = -Vector3.UnitX; //BACK Dir_Vectors[1] = new Vector3(-AgentControlNormalVel,0,0);; //BACK
Dir_Vectors[2] = Vector3.UnitY; //LEFT Dir_Vectors[2] = new Vector3(0,AgentControlNormalVel,0); //LEFT
Dir_Vectors[3] = -Vector3.UnitY; //RIGHT Dir_Vectors[3] = new Vector3(0,-AgentControlNormalVel,0); //RIGHT
Dir_Vectors[4] = Vector3.UnitZ; //UP Dir_Vectors[4] = new Vector3(0,0,AgentControlNormalVel); //UP
Dir_Vectors[5] = -Vector3.UnitZ; //DOWN Dir_Vectors[5] = new Vector3(0,0,-AgentControlNormalVel); //DOWN
Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE Dir_Vectors[6] = new Vector3(AgentControlNudgeVel, 0f, 0f); //FORWARD_NUDGE
Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE Dir_Vectors[7] = new Vector3(-AgentControlNudgeVel, 0f, 0f); //BACK_NUDGE
Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE Dir_Vectors[8] = new Vector3(0f, AgentControlNudgeVel, 0f); //LEFT_NUDGE
Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE Dir_Vectors[9] = new Vector3(0f, -AgentControlNudgeVel, 0f); //RIGHT_NUDGE
Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_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() private Vector3[] GetWalkDirectionVectors()
{ {
Vector3[] vector = new Vector3[11]; Vector3[] vector = new Vector3[12];
vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD
vector[1] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK vector[1] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK
vector[2] = Vector3.UnitY; //LEFT 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[7] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK_NUDGE
vector[8] = Vector3.UnitY; //LEFT_NUDGE vector[8] = Vector3.UnitY; //LEFT_NUDGE
vector[9] = -Vector3.UnitY; //RIGHT_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; return vector;
} }
*/
#endregion #endregion
#region Status Methods #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 // 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. // this prevents 'jumping' in inappropriate situations.
if (!Flying && (m_mouseLook || m_leftButtonDown)) // if (!Flying && (m_mouseLook || m_leftButtonDown))
dirVectors = GetWalkDirectionVectors(); // dirVectors = GetWalkDirectionVectors();
else // else
dirVectors = Dir_Vectors; dirVectors = Dir_Vectors;
// A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction. // A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction.
foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
{ {
@ -2214,10 +2208,10 @@ namespace OpenSim.Region.Framework.Scenes
// Why did I get this? // 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); //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF);
MovementFlag += (uint)DCF; MovementFlag |= (uint)DCF;
update_movementflag = true; update_movementflag = true;
} }
} }
@ -2226,7 +2220,7 @@ namespace OpenSim.Region.Framework.Scenes
if ((MovementFlag & (uint)DCF) != 0) if ((MovementFlag & (uint)DCF) != 0)
{ {
//m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF); //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF);
MovementFlag -= (uint)DCF; MovementFlag &= (uint)~DCF;
update_movementflag = true; update_movementflag = true;
/* /*
@ -2347,14 +2341,15 @@ namespace OpenSim.Region.Framework.Scenes
// if (MovementFlag == 0 && Animator.Falling) // if (MovementFlag == 0 && Animator.Falling)
if (MovementFlag == 0 && Animator.currentControlState == ScenePresenceAnimator.motionControlStates.falling) if (MovementFlag == 0 && Animator.currentControlState == ScenePresenceAnimator.motionControlStates.falling)
{ {
AddNewMovement(agent_control_v3, AgentControlStopSlowWhilstMoving, true); AddNewMovement(agent_control_v3, AgentControlStopSlowVel, true);
} }
else else
AddNewMovement(agent_control_v3, AgentControlStopSlowWhilstMoving); AddNewMovement(agent_control_v3, AgentControlStopSlowVel);
} }
else else
{
AddNewMovement(agent_control_v3); AddNewMovement(agent_control_v3);
}
} }
@ -2453,11 +2448,13 @@ namespace OpenSim.Region.Framework.Scenes
bool updated = false; bool updated = false;
Vector3 LocalVectorToTarget3D = MoveToPositionTarget - AbsolutePosition;
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}",
// allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving);
double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget); double distanceToTarget = LocalVectorToTarget3D.Length();
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", // "[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 // 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 // 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. // 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 LocalVectorToTarget3D = LocalVectorToTarget3D * Quaternion.Inverse(Rotation); // change to avatar coords
* Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords
// Ignore z component of vector // Ignore z component of vector
// Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
LocalVectorToTarget3D.Normalize(); LocalVectorToTarget3D.Normalize();
// update avatar movement flags. the avatar coordinate system is as follows: // 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 // based on the above avatar coordinate system, classify the movement into
// one of left/right/back/forward. // 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 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; AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
updated = true; updated = true;
} }
else if (LocalVectorToTarget3D.X > 0) //Move Forward 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; AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
updated = true; updated = true;
} }
if (LocalVectorToTarget3D.Y > 0) //MoveLeft 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; AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
updated = true; updated = true;
} }
else if (LocalVectorToTarget3D.Y < 0) //MoveRight 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; AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
updated = true; updated = true;
} }
@ -3016,6 +3022,7 @@ namespace OpenSim.Region.Framework.Scenes
ResetMoveToTarget(); ResetMoveToTarget();
Velocity = Vector3.Zero; Velocity = Vector3.Zero;
m_AngularVelocity = Vector3.Zero;
part.AddSittingAvatar(UUID); part.AddSittingAvatar(UUID);