From add7abc1de2fce8db4c6d01cc4b5305bafa4bd87 Mon Sep 17 00:00:00 2001 From: Kitto Flora Date: Fri, 7 May 2010 14:12:07 -0400 Subject: [PATCH] Fix Mouse+WASD makes Av rise; Fix PREJUMP. --- .../Scenes/Animation/ScenePresenceAnimator.cs | 13 ++------ OpenSim/Region/Framework/Scenes/Scene.cs | 2 +- .../Region/Framework/Scenes/ScenePresence.cs | 23 +++++++++----- .../Physics/ChOdePlugin/ODECharacter.cs | 30 +++++++++++++------ 4 files changed, 40 insertions(+), 28 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index be0e985532..b43caf2045 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -56,7 +56,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist! protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init. private int m_animTickFall; - private int m_animTickJump; +// private int m_animTickJump; + public int m_animTickJump; // ScenePresence has to see this to control +Z force /// /// The scene presence that this animator applies to @@ -123,22 +124,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation /// public void TrySetMovementAnimation(string anim) { -//Console.WriteLine("Updating movement animation to {0}", anim); - if (!m_scenePresence.IsChildAgent) { if (m_animations.TrySetDefaultAnimation( anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID)) { -//Console.WriteLine("TSMA {0} success.", anim); // 16384 is CHANGED_ANIMATION m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 }); SendAnimPack(); } - else - { -//Console.WriteLine("TSMA {0} fail.", anim); - } } } @@ -267,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation m_animTickJump = Environment.TickCount; return "PREJUMP"; } - else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) + else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f) { // Start actual jump if (m_animTickJump == -1) @@ -317,7 +311,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation public void UpdateMovementAnimations() { m_movementAnimation = GetMovementAnimation(); -//Console.WriteLine("UMA got {0}", m_movementAnimation); if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) { // This was the previous behavior before PREJUMP diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index db073e8384..665fb4cb96 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -613,7 +613,7 @@ namespace OpenSim.Region.Framework.Scenes m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); // TODO: Change default to true once the feature is supported m_usePreJump = startupConfig.GetBoolean("enableprejump", false); - + m_usePreJump = true; // Above line fails!? m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); if (RegionInfo.NonphysPrimMax > 0) { diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 2603fe14d6..565438d0ee 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -665,7 +665,7 @@ namespace OpenSim.Region.Framework.Scenes CreateSceneViewer(); m_animator = new ScenePresenceAnimator(this); } - + private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() { m_rootRegionHandle = reginfo.RegionHandle; @@ -1459,7 +1459,6 @@ namespace OpenSim.Region.Framework.Scenes } i++; } - //Paupaw:Do Proper PID for Autopilot here if (bResetMoveToPosition) { @@ -2433,10 +2432,11 @@ namespace OpenSim.Region.Framework.Scenes Rotation = rotation; Vector3 direc = vec * rotation; direc.Normalize(); + PhysicsActor actor = m_physicsActor; + if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up. direc *= 0.03f * 128f * m_speedModifier; - PhysicsActor actor = m_physicsActor; if (actor != null) { if (actor.Flying) @@ -2458,11 +2458,18 @@ namespace OpenSim.Region.Framework.Scenes { if (direc.Z > 2.0f) { - direc.Z *= 3.0f; - - // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. - Animator.TrySetMovementAnimation("PREJUMP"); - Animator.TrySetMovementAnimation("JUMP"); + if(m_animator.m_animTickJump == -1) + { + direc.Z *= 3.0f; // jump + } + else + { + direc.Z *= 0.1f; // prejump + } + /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs + Animator.TrySetMovementAnimation("PREJUMP"); + Animator.TrySetMovementAnimation("JUMP"); + */ } } } diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs index 7a5093bdd9..38c38b64a0 100644 --- a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs @@ -142,7 +142,7 @@ namespace OpenSim.Region.Physics.OdePlugin // unique UUID of this character object public UUID m_uuid; public bool bad = false; - + public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) { m_uuid = UUID.Random(); @@ -892,7 +892,7 @@ namespace OpenSim.Region.Physics.OdePlugin // If the PID Controller isn't active then we set our force // calculating base velocity to the current position - + if (Body == IntPtr.Zero) return; @@ -972,8 +972,17 @@ namespace OpenSim.Region.Physics.OdePlugin // Prim to avatar collisions d.Vector3 pos = d.BodyGetPosition(Body); - vec.X = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2); - vec.Y = (_target_velocity.Y - vel.Y)*(PID_D) + (_zeroPosition.Y - pos.Y)* (PID_P * 2); + float errX = _zeroPosition.X - pos.X; + float errY = _zeroPosition.Y - pos.Y; + if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) ) + { + vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2); + vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2); + } + else + { // close, jump to lateral destination + d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z); + } if (flying) { vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P; @@ -1056,11 +1065,14 @@ namespace OpenSim.Region.Physics.OdePlugin } if (vec.IsFinite()) { - doForce(vec); - if (!_zeroFlag) - { - AlignAvatarTiltWithCurrentDirectionOfMovement(vec); - } + if (!vec.ApproxEquals(Vector3.Zero, 0.01f)) + { + doForce(vec); + if (!_zeroFlag) + { + AlignAvatarTiltWithCurrentDirectionOfMovement(vec); + } + } } else {