parent
596af3f600
commit
cbe0841bc9
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@ -161,18 +161,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
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// Check control flags
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<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
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bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
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bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
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bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
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bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
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=======
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bool heldForward =
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(((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS));
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bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG;
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bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS;
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bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
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>>>>>>> master:OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
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//bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
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//bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
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bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
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@ -173,12 +173,8 @@ namespace OpenSim.Region.Framework.Scenes
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protected RegionInfo m_regionInfo;
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protected ulong crossingFromRegion;
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<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
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private readonly Vector3[] Dir_Vectors = new Vector3[11];
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private bool m_isNudging = false;
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=======
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private readonly Vector3[] Dir_Vectors = new Vector3[9];
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>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
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// Position of agent's camera in world (region cordinates)
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protected Vector3 m_CameraCenter;
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@ -247,13 +243,9 @@ namespace OpenSim.Region.Framework.Scenes
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DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
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DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
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DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
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<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
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DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
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DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
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DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
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=======
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DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
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>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
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DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
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}
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@ -735,43 +727,27 @@ namespace OpenSim.Region.Framework.Scenes
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Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
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Dir_Vectors[4] = Vector3.UnitZ; //UP
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Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
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<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
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Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
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Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
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Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
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Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
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Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
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=======
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Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
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Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD
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Dir_Vectors[7] = -Vector3.UnitX; //BACK
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>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
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}
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private Vector3[] GetWalkDirectionVectors()
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{
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<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
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Vector3[] vector = new Vector3[11];
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=======
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Vector3[] vector = new Vector3[9];
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>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
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vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
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vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
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vector[2] = Vector3.UnitY; //LEFT
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vector[3] = -Vector3.UnitY; //RIGHT
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vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
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vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
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<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
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vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
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vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
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vector[8] = Vector3.UnitY; //LEFT_NUDGE
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vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
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vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
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=======
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vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge
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vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge
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vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge
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>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
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return vector;
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}
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@ -1387,18 +1363,12 @@ namespace OpenSim.Region.Framework.Scenes
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else
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dirVectors = Dir_Vectors;
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<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
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bool[] isNudge = GetDirectionIsNudge();
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=======
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// The fact that m_movementflag is a byte needs to be fixed
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// it really should be a uint
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uint nudgehack = 250;
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>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
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foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
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{
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if (((uint)flags & (uint)DCF) != 0)
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@ -1408,47 +1378,28 @@ namespace OpenSim.Region.Framework.Scenes
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try
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{
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agent_control_v3 += dirVectors[i];
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<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
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if (isNudge[i] == false)
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{
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Nudging = false;
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}
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=======
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//m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]);
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>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
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}
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catch (IndexOutOfRangeException)
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{
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// Why did I get this?
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}
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if ((m_movementflag & (byte)(uint)DCF) == 0)
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if ((m_movementflag & (uint)DCF) == 0)
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{
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if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
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{
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m_movementflag |= (byte)nudgehack;
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}
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m_movementflag += (byte)(uint)DCF;
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update_movementflag = true;
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}
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}
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else
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{
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if ((m_movementflag & (byte)(uint)DCF) != 0 ||
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((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
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&& ((m_movementflag & (byte)nudgehack) == nudgehack))
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) // This or is for Nudge forward
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if ((m_movementflag & (uint)DCF) != 0)
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{
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m_movementflag -= ((byte)(uint)DCF);
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m_movementflag -= (byte)(uint)DCF;
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update_movementflag = true;
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/*
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if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
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&& ((m_movementflag & (byte)nudgehack) == nudgehack))
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{
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m_log.Debug("Removed Hack flag");
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}
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*/
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}
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else
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{
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@ -1589,7 +1540,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0))
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if (update_movementflag)
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Animator.UpdateMovementAnimations();
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m_scene.EventManager.TriggerOnClientMovement(this);
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@ -88,89 +88,7 @@ namespace OpenSim.Region.RegionCombinerModule
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public void RegionLoaded(Scene scene)
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{
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if (enabledYN)
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{
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RegionLoadedDoWork(scene);
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scene.EventManager.OnNewPresence += NewPresence;
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}
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}
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private void NewPresence(ScenePresence presence)
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{
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if (presence.IsChildAgent)
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{
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byte[] throttleData;
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try
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{
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throttleData = presence.ControllingClient.GetThrottlesPacked(1);
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}
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catch (NotImplementedException)
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{
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return;
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}
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if (throttleData == null)
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return;
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if (throttleData.Length == 0)
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return;
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if (throttleData.Length != 28)
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return;
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byte[] adjData;
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int pos = 0;
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if (!BitConverter.IsLittleEndian)
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{
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byte[] newData = new byte[7 * 4];
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Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
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for (int i = 0; i < 7; i++)
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Array.Reverse(newData, i * 4, 4);
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adjData = newData;
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}
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else
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{
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adjData = throttleData;
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}
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// 0.125f converts from bits to bytes
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int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
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// State is a subcategory of task that we allocate a percentage to
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//int total = resend + land + wind + cloud + task + texture + asset;
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byte[] data = new byte[7 * 4];
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int ii = 0;
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Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
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Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
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Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
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Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
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Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
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Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
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Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
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try
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{
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presence.ControllingClient.SetChildAgentThrottle(data);
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}
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catch (NotImplementedException)
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{
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return;
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}
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}
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}
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private void RegionLoadedDoWork(Scene scene)
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