Chnaging the sit target adjustment to a more precise approximation of SL. Some small
fixes ported from Avination. Some white space fixes.remove-scene-viewer
parent
e8a8e462ed
commit
b6df9e9fe4
|
@ -89,7 +89,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
|
/// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
|
||||||
/// issue #1716
|
/// issue #1716
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
|
public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Movement updates for agents in neighboring regions are sent directly to clients.
|
/// Movement updates for agents in neighboring regions are sent directly to clients.
|
||||||
|
@ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
protected ulong crossingFromRegion;
|
protected ulong crossingFromRegion;
|
||||||
|
|
||||||
private readonly Vector3[] Dir_Vectors = new Vector3[9];
|
private readonly Vector3[] Dir_Vectors = new Vector3[11];
|
||||||
|
|
||||||
|
|
||||||
protected Timer m_reprioritization_timer;
|
protected Timer m_reprioritization_timer;
|
||||||
|
@ -241,6 +241,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
|
DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
|
||||||
DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
|
DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
|
||||||
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_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
|
||||||
DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
|
DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -479,7 +481,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
{
|
{
|
||||||
if (PhysicsActor != null)
|
if (PhysicsActor != null && m_parentID == 0)
|
||||||
{
|
{
|
||||||
m_pos = PhysicsActor.Position;
|
m_pos = PhysicsActor.Position;
|
||||||
|
|
||||||
|
@ -507,7 +509,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
|
SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
|
||||||
if (part != null)
|
if (part != null)
|
||||||
{
|
{
|
||||||
return ParentPosition + (m_pos * part.GetWorldRotation());
|
return part.AbsolutePosition + (m_pos * part.GetWorldRotation());
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -816,23 +818,27 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
|
Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
|
||||||
Dir_Vectors[4] = Vector3.UnitZ; //UP
|
Dir_Vectors[4] = Vector3.UnitZ; //UP
|
||||||
Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
|
Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
|
||||||
Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
|
Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
|
||||||
Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD
|
Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
|
||||||
Dir_Vectors[7] = -Vector3.UnitX; //BACK
|
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
|
||||||
}
|
}
|
||||||
|
|
||||||
private Vector3[] GetWalkDirectionVectors()
|
private Vector3[] GetWalkDirectionVectors()
|
||||||
{
|
{
|
||||||
Vector3[] vector = new Vector3[9];
|
Vector3[] vector = new Vector3[11];
|
||||||
vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD
|
vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
|
||||||
vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK
|
vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
|
||||||
vector[2] = Vector3.UnitY; //LEFT
|
vector[2] = Vector3.UnitY; //LEFT
|
||||||
vector[3] = -Vector3.UnitY; //RIGHT
|
vector[3] = -Vector3.UnitY; //RIGHT
|
||||||
vector[4] = new Vector3(CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
|
vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
|
||||||
vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
|
vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
|
||||||
vector[8] = new Vector3(-CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge
|
vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
|
||||||
vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -CameraAtAxis.Z) * 2); //FORWARD Nudge
|
vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
|
||||||
vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK Nudge
|
vector[8] = Vector3.UnitY; //LEFT_NUDGE
|
||||||
|
vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
|
||||||
|
vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
|
||||||
return vector;
|
return vector;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1030,6 +1036,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
private void RemoveFromPhysicalScene()
|
private void RemoveFromPhysicalScene()
|
||||||
{
|
{
|
||||||
if (PhysicsActor != null)
|
if (PhysicsActor != null)
|
||||||
|
{
|
||||||
|
try
|
||||||
{
|
{
|
||||||
PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
|
PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
|
||||||
PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
|
PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
|
||||||
|
@ -1038,6 +1046,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
|
PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
|
||||||
PhysicsActor = null;
|
PhysicsActor = null;
|
||||||
}
|
}
|
||||||
|
catch
|
||||||
|
{ }
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|
Loading…
Reference in New Issue