Fix up the animator and ScenePresence to like each other again
parent
35def547f7
commit
fd0e65b0b1
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@ -42,7 +42,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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/// </summary>
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public class ScenePresenceAnimator
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public AnimationSet Animations
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{
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@ -181,8 +181,8 @@ TrySetMovementAnimation("STAND");
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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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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 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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bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG;
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//bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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@ -413,10 +413,10 @@ TrySetMovementAnimation("STAND");
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// Not walking
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if (move.Z < 0)
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return "CROUCH";
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else if (heldTurnLeft)
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return "TURNLEFT";
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else if (heldTurnRight)
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return "TURNRIGHT";
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// else if (heldTurnLeft)
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// return "TURNLEFT";
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// else if (heldTurnRight)
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// return "TURNRIGHT";
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else
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return "STAND";
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}
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@ -2703,6 +2703,19 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 direc = vec * Rotation;
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direc.Normalize();
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if (PhysicsActor.Flying != m_flyingOld) // add for fly velocity control
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{
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m_flyingOld = PhysicsActor.Flying; // add for fly velocity control
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if (!PhysicsActor.Flying)
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m_wasFlying = true; // add for fly velocity control
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}
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if (PhysicsActor.IsColliding == true)
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m_wasFlying = false; // add for fly velocity control
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if ((vec.Z == 0f) && !PhysicsActor.Flying)
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direc.Z = 0f; // Prevent camera WASD up.
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direc *= 0.03f * 128f * SpeedModifier;
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if (PhysicsActor != null)
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@ -2721,6 +2734,10 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.Info("[AGENT]: Stop Flying");
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//}
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}
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if (Animator.m_falling && m_wasFlying) // if falling from flying, disable motion add
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{
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direc *= 0.0f;
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}
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else if (!PhysicsActor.Flying && PhysicsActor.IsColliding)
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{
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if (direc.Z > 2.0f)
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