Applied ScenePresence movement patch from Darok.

Sugilite
MW 2007-06-28 15:56:24 +00:00
parent bee543300f
commit e1ebfaef63
3 changed files with 175 additions and 227 deletions

View File

@ -1,5 +1,5 @@
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EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@ -73,7 +73,6 @@ namespace OpenSim.Region.Capabilities
}
else
{
//Console.WriteLine("LLSD field name" + fields[i].Name + " , " + fields[i].GetValue(obj).GetType());
writer.WriteStartElement(String.Empty, "key", String.Empty);
writer.WriteString(fields[i].Name);
writer.WriteEndElement();
@ -86,12 +85,15 @@ namespace OpenSim.Region.Capabilities
// LLSDArray arrayObject = obj as LLSDArray;
// ArrayList a = arrayObject.Array;
ArrayList a = (ArrayList)obj.GetType().GetField("Array").GetValue(obj);
writer.WriteStartElement(String.Empty, "array", String.Empty);
foreach (object item in a)
if (a != null)
{
SerializeLLSDType(writer, item);
writer.WriteStartElement(String.Empty, "array", String.Empty);
foreach (object item in a)
{
SerializeLLSDType(writer, item);
}
writer.WriteEndElement();
}
writer.WriteEndElement();
break;
}
}

View File

@ -66,6 +66,17 @@ namespace OpenSim.Region.Environment.Scenes
protected RegionInfo m_regionInfo;
private Vector3[] Dir_Vectors = new Vector3[6];
private enum Dir_ControlFlags
{
DIR_CONTROL_FLAG_FOWARD = MainAvatar.ControlFlags.AGENT_CONTROL_AT_POS,
DIR_CONTROL_FLAG_BACK = MainAvatar.ControlFlags.AGENT_CONTROL_AT_NEG,
DIR_CONTROL_FLAG_LEFT = MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_POS,
DIR_CONTROL_FLAG_RIGHT = MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_NEG,
DIR_CONTROL_FLAG_UP = MainAvatar.ControlFlags.AGENT_CONTROL_UP_POS,
DIR_CONTROL_FLAG_DOWN = MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG
}
#region Properties
/// <summary>
///
@ -125,6 +136,13 @@ namespace OpenSim.Region.Environment.Scenes
// ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
//ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
Dir_Vectors[0] = new Vector3(1, 0, 0); //FOWARD
Dir_Vectors[1] = new Vector3(-1, 0, 0); //BACK
Dir_Vectors[2] = new Vector3(0, 1, 0); //LEFT
Dir_Vectors[3] = new Vector3(0, -1, 0); //RIGHT
Dir_Vectors[4] = new Vector3(0, 0, 1); //UP
Dir_Vectors[5] = new Vector3(0, 0, -1); //DOWN
}
#endregion
@ -216,40 +234,47 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
/// <param name="pack"></param>
public void HandleAgentUpdate(IClientAPI remoteClient, uint flags, LLQuaternion bodyRotation)
{
if ((flags & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
{
int i = 0;
bool update_movementflag = false;
bool update_rotation = false;
bool DCFlagKeyPressed = false;
Vector3 agent_control_v3 = new Vector3(0, 0, 0);
Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(bodyRotation.W, bodyRotation.X, bodyRotation.Y, bodyRotation.Z);
// this.PhysActor.Flying = ((flags & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_FLY) != 0);
if (q != this.bodyRot)
{
Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(bodyRotation.W, bodyRotation.X, bodyRotation.Y, bodyRotation.Z);
if (((movementflag & 1) == 0) || (q != this.bodyRot))
{
Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(1, 0, 0);
this.AddNewMovement(v3, q);
movementflag = 1;
this.bodyRot = q;
}
this.bodyRot = q;
update_rotation = true;
}
else if ((flags & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_AT_NEG) != 0)
foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof(Dir_ControlFlags)))
{
Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(bodyRotation.W, bodyRotation.X, bodyRotation.Y, bodyRotation.Z);
if (((movementflag & 2) == 0) || (q != this.bodyRot))
{
Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(-1, 0, 0);
this.AddNewMovement(v3, q);
movementflag = 2;
this.bodyRot = q;
}
}
else
{
if ((movementflag) != 0)
if ((flags & (uint)DCF) != 0)
{
NewForce newVelocity = new NewForce();
newVelocity.X = 0;
newVelocity.Y = 0;
newVelocity.Z = 0;
this.forcesList.Add(newVelocity);
movementflag = 0;
DCFlagKeyPressed = true;
agent_control_v3 += Dir_Vectors[i];
if ((movementflag & (uint)DCF) == 0)
{
movementflag += (byte)(uint)DCF;
update_movementflag = true;
}
}
else
{
if ((movementflag & (uint)DCF) != 0)
{
movementflag -= (byte)(uint)DCF;
update_movementflag = true;
}
}
i++;
}
if ((update_movementflag) || (update_rotation && DCFlagKeyPressed))
{
this.AddNewMovement(agent_control_v3, q);
}
}