Revert "Merge branch 'master' into careminster"

This reverts commit 596af3f600.
avinationmerge
Melanie 2009-12-30 20:13:18 +00:00
parent 596af3f600
commit cbe0841bc9
3 changed files with 4 additions and 143 deletions

View File

@ -161,18 +161,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
// Check control flags // Check control flags
<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
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); 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);
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); 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);
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); 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);
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); 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);
=======
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));
bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG;
bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS;
bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
>>>>>>> master:OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
//bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
//bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;

View File

@ -173,12 +173,8 @@ namespace OpenSim.Region.Framework.Scenes
protected RegionInfo m_regionInfo; protected RegionInfo m_regionInfo;
protected ulong crossingFromRegion; protected ulong crossingFromRegion;
<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
private readonly Vector3[] Dir_Vectors = new Vector3[11]; private readonly Vector3[] Dir_Vectors = new Vector3[11];
private bool m_isNudging = false; private bool m_isNudging = false;
=======
private readonly Vector3[] Dir_Vectors = new Vector3[9];
>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
// Position of agent's camera in world (region cordinates) // Position of agent's camera in world (region cordinates)
protected Vector3 m_CameraCenter; protected Vector3 m_CameraCenter;
@ -247,13 +243,9 @@ namespace OpenSim.Region.Framework.Scenes
DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
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,
<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, DIR_CONTROL_FLAG_BACK_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_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
} }
@ -735,43 +727,27 @@ 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
<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_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[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_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[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
=======
Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD
Dir_Vectors[7] = -Vector3.UnitX; //BACK
>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
} }
private Vector3[] GetWalkDirectionVectors() private Vector3[] GetWalkDirectionVectors()
{ {
<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
Vector3[] vector = new Vector3[11]; Vector3[] vector = new Vector3[11];
=======
Vector3[] vector = new Vector3[9];
>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_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(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_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(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
=======
vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge
vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge
vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge
>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
return vector; return vector;
} }
@ -1387,18 +1363,12 @@ namespace OpenSim.Region.Framework.Scenes
else else
dirVectors = Dir_Vectors; dirVectors = Dir_Vectors;
<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
bool[] isNudge = GetDirectionIsNudge(); bool[] isNudge = GetDirectionIsNudge();
=======
// The fact that m_movementflag is a byte needs to be fixed
// it really should be a uint
uint nudgehack = 250;
>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
{ {
if (((uint)flags & (uint)DCF) != 0) if (((uint)flags & (uint)DCF) != 0)
@ -1408,47 +1378,28 @@ namespace OpenSim.Region.Framework.Scenes
try try
{ {
agent_control_v3 += dirVectors[i]; agent_control_v3 += dirVectors[i];
<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
if (isNudge[i] == false) if (isNudge[i] == false)
{ {
Nudging = false; Nudging = false;
} }
=======
//m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]);
>>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
} }
catch (IndexOutOfRangeException) catch (IndexOutOfRangeException)
{ {
// Why did I get this? // Why did I get this?
} }
if ((m_movementflag & (byte)(uint)DCF) == 0) if ((m_movementflag & (uint)DCF) == 0)
{ {
if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
{
m_movementflag |= (byte)nudgehack;
}
m_movementflag += (byte)(uint)DCF; m_movementflag += (byte)(uint)DCF;
update_movementflag = true; update_movementflag = true;
} }
} }
else else
{ {
if ((m_movementflag & (byte)(uint)DCF) != 0 || if ((m_movementflag & (uint)DCF) != 0)
((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
&& ((m_movementflag & (byte)nudgehack) == nudgehack))
) // This or is for Nudge forward
{ {
m_movementflag -= ((byte)(uint)DCF); m_movementflag -= (byte)(uint)DCF;
update_movementflag = true; update_movementflag = true;
/*
if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
&& ((m_movementflag & (byte)nudgehack) == nudgehack))
{
m_log.Debug("Removed Hack flag");
}
*/
} }
else else
{ {
@ -1589,7 +1540,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0)) if (update_movementflag)
Animator.UpdateMovementAnimations(); Animator.UpdateMovementAnimations();
m_scene.EventManager.TriggerOnClientMovement(this); m_scene.EventManager.TriggerOnClientMovement(this);

View File

@ -88,89 +88,7 @@ namespace OpenSim.Region.RegionCombinerModule
public void RegionLoaded(Scene scene) public void RegionLoaded(Scene scene)
{ {
if (enabledYN) if (enabledYN)
{
RegionLoadedDoWork(scene); RegionLoadedDoWork(scene);
scene.EventManager.OnNewPresence += NewPresence;
}
}
private void NewPresence(ScenePresence presence)
{
if (presence.IsChildAgent)
{
byte[] throttleData;
try
{
throttleData = presence.ControllingClient.GetThrottlesPacked(1);
}
catch (NotImplementedException)
{
return;
}
if (throttleData == null)
return;
if (throttleData.Length == 0)
return;
if (throttleData.Length != 28)
return;
byte[] adjData;
int pos = 0;
if (!BitConverter.IsLittleEndian)
{
byte[] newData = new byte[7 * 4];
Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
for (int i = 0; i < 7; i++)
Array.Reverse(newData, i * 4, 4);
adjData = newData;
}
else
{
adjData = throttleData;
}
// 0.125f converts from bits to bytes
int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
// State is a subcategory of task that we allocate a percentage to
//int total = resend + land + wind + cloud + task + texture + asset;
byte[] data = new byte[7 * 4];
int ii = 0;
Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
try
{
presence.ControllingClient.SetChildAgentThrottle(data);
}
catch (NotImplementedException)
{
return;
}
}
} }
private void RegionLoadedDoWork(Scene scene) private void RegionLoadedDoWork(Scene scene)