add a delayed stop so fast tap on move keys does not stop the avatar in some cases
parent
67e540e05c
commit
f26ad07ce1
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@ -364,6 +364,7 @@ namespace OpenSim.Region.Framework.Scenes
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//PauPaw:Proper PID Controler for autopilot************
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public bool MovingToTarget { get; private set; }
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public Vector3 MoveToPositionTarget { get; private set; }
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private double m_delayedStop = -1.0;
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/// <summary>
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/// Controls whether an avatar automatically moving to a target will land when it gets there (if flying).
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@ -2732,7 +2733,6 @@ namespace OpenSim.Region.Framework.Scenes
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agent_control_v3.Z = 0;
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// else if(AgentControlStopActive %% Velocity.Z <0.01f)
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// m_log.DebugFormat("[SCENE PRESENCE]: MovementFlag {0} for {1}", MovementFlag, Name);
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// If the agent update does move the avatar, then calculate the force ready for the velocity update,
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@ -2741,6 +2741,7 @@ namespace OpenSim.Region.Framework.Scenes
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// held down AGENT_CONTROL_STOP whilst normal walking/running). However, we do not want to update
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// if the user rotated whilst holding down AGENT_CONTROL_STOP when already still (which locks the
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// avatar location in place).
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if (update_movementflag
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|| (update_rotation && DCFlagKeyPressed && (!AgentControlStopActive || MovementFlag != 0)))
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{
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@ -2757,12 +2758,22 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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AddNewMovement(agent_control_v3);
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if(MovingToTarget ||
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(Animator.currentControlState != ScenePresenceAnimator.motionControlStates.flying &&
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Animator.currentControlState != ScenePresenceAnimator.motionControlStates.onsurface)
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)
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AddNewMovement(agent_control_v3);
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else
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{
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if (MovementFlag != 0)
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AddNewMovement(agent_control_v3);
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else
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m_delayedStop = Util.GetTimeStampMS() + 200.0;
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}
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}
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}
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if (update_movementflag && ParentID == 0)
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if (update_movementflag && ParentID == 0 && m_delayedStop < 0)
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Updating movement animations for {0}", Name);
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Animator.UpdateMovementAnimations();
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@ -3016,6 +3027,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// </param>
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public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget)
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{
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m_delayedStop = -1;
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if (SitGround)
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StandUp();
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@ -3671,7 +3684,7 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}",
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// vec, Rotation, thisAddSpeedModifier, Name);
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m_delayedStop = -1;
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// rotate from avatar coord space to world
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Quaternion rot = Rotation;
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if (!Flying && PresenceType != PresenceType.Npc)
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@ -3689,7 +3702,7 @@ namespace OpenSim.Region.Framework.Scenes
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direc.Z = 0f; // Prevent camera WASD up.
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// odd rescalings
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direc *= 0.03f * 128f * SpeedModifier * thisAddSpeedModifier;
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direc *= 0.032f * 128f * SpeedModifier * thisAddSpeedModifier;
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// m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name);
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@ -3754,10 +3767,19 @@ namespace OpenSim.Region.Framework.Scenes
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if(MovingToTarget)
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{
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m_delayedStop = -1;
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Vector3 control = Vector3.Zero;
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if(HandleMoveToTargetUpdate(1f, ref control))
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AddNewMovement(control);
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}
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else if(m_delayedStop > 0)
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{
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if(IsSatOnObject)
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m_delayedStop = -1;
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else
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if(Util.GetTimeStampMS() > m_delayedStop)
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AddNewMovement(Vector3.Zero);
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}
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if (Appearance.AvatarSize != m_lastSize)
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SendAvatarDataToAllAgents();
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