Cleaned up Simian movement code and added running.
git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@2123 52acb1d6-8a22-11de-b505-999d5b087335
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@@ -13,6 +13,7 @@ namespace Simian.Extensions
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Timer UpdateTimer;
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const float SQRT_TWO = 1.41421356f;
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const float WALK_SPEED = 0.5f;
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const float RUN_SPEED = 1.0f;
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const float FLY_SPEED = 1.5f;
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public Movement(Simian server)
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@@ -23,6 +24,7 @@ namespace Simian.Extensions
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public void Start()
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{
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Server.UDPServer.RegisterPacketCallback(PacketType.AgentUpdate, new UDPServer.PacketCallback(AgentUpdateHandler));
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Server.UDPServer.RegisterPacketCallback(PacketType.SetAlwaysRun, new UDPServer.PacketCallback(SetAlwaysRunHandler));
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if (UpdateTimer != null) UpdateTimer = null;
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UpdateTimer = new Timer(new TimerCallback(UpdateTimer_Elapsed));
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UpdateTimer.Change(100, 100);
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@@ -41,8 +43,9 @@ namespace Simian.Extensions
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{
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agent.Avatar.Velocity.X = 0f;
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Vector3 fwd = Vector3.Transform(Vector3.UnitX, Matrix4.CreateFromQuaternion(agent.Avatar.Rotation));
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Vector3 left = Vector3.Transform(Vector3.UnitY, Matrix4.CreateFromQuaternion(agent.Avatar.Rotation));
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Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(agent.Avatar.Rotation);
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Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix);
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Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
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bool heldForward = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
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bool heldBack = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG;
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@@ -52,67 +55,21 @@ namespace Simian.Extensions
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bool heldDown = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG;
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bool flying = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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float speed = flying ? FLY_SPEED : WALK_SPEED;
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Vector3 move = Vector3.Zero;
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if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
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if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; }
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if (heldLeft) { move.X += left.X; move.Y += left.Y; }
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if (heldRight) { move.X -= left.X; move.Y -= left.Y; }
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float oldFloor = GetLandHeightAt(agent.Avatar.Position);
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float newFloor = GetLandHeightAt(agent.Avatar.Position + move);
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float lowerLimit = newFloor + agent.Avatar.Scale.Z / 2;
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float speed = flying ? FLY_SPEED : agent.Running ? RUN_SPEED : WALK_SPEED;
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if ((heldForward || heldBack) && (heldLeft || heldRight))
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speed /= SQRT_TWO;
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if (heldForward)
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{
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agent.Avatar.Position.X += fwd.X * speed;
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agent.Avatar.Position.Y += fwd.Y * speed;
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agent.Avatar.Velocity.X += fwd.X * speed;
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agent.Avatar.Velocity.Y += fwd.Y * speed;
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}
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if (heldBack)
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{
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agent.Avatar.Position.X -= fwd.X * speed;
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agent.Avatar.Position.Y -= fwd.Y * speed;
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agent.Avatar.Velocity.X -= fwd.X * speed;
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agent.Avatar.Velocity.Y -= fwd.Y * speed;
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}
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if (heldLeft)
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{
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agent.Avatar.Position.X += left.X * speed;
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agent.Avatar.Position.Y += left.Y * speed;
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agent.Avatar.Velocity.X += left.X * speed;
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agent.Avatar.Velocity.Y += left.Y * speed;
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}
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if (heldRight)
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{
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agent.Avatar.Position.X -= left.X * speed;
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agent.Avatar.Position.Y -= left.Y * speed;
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agent.Avatar.Velocity.X -= left.X * speed;
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agent.Avatar.Velocity.Y -= left.Y * speed;
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}
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int x = (int)agent.Avatar.Position.X;
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int y = (int)agent.Avatar.Position.Y;
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if (x > 255) x = 255;
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else if (x < 0) x = 0;
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if (y > 255) y = 255;
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else if (y < 0) y = 0;
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float center = Server.Heightmap[y * 256 + x];
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float distX = agent.Avatar.Position.X - (int)agent.Avatar.Position.X;
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float distY = agent.Avatar.Position.Y - (int)agent.Avatar.Position.Y;
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float nearestX;
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float nearestY;
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if (distX > 0) nearestX = Server.Heightmap[y * 256 + x + (x < 255 ? 1 : 0)];
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else nearestX = Server.Heightmap[y * 256 + x - (x > 0 ? 1 : 0)];
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if (distY > 0) nearestY = Server.Heightmap[(y + (y < 255 ? 1 : 0)) * 256 + x];
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else nearestY = Server.Heightmap[(y - (y > 0 ? 1 : 0)) * 256 + x];
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float lerpX = Utils.Lerp(center, nearestX, Math.Abs(distX));
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float lerpY = Utils.Lerp(center, nearestY, Math.Abs(distY));
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float floor = ((lerpX + lerpY) / 2) + agent.Avatar.Scale.Z / 2;
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if (flying)
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{
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if (heldUp)
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@@ -121,7 +78,12 @@ namespace Simian.Extensions
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if (heldDown)
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agent.Avatar.Position.Z -= speed;
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}
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else agent.Avatar.Position.Z = floor;
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else agent.Avatar.Position.Z = lowerLimit;
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agent.Avatar.Position.X += move.X * speed;
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agent.Avatar.Position.Y += move.Y * speed;
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agent.Avatar.Velocity.X += move.X * speed;
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agent.Avatar.Velocity.Y += move.Y * speed;
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if (agent.Avatar.Position.X < 0) agent.Avatar.Position.X = 0f;
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else if (agent.Avatar.Position.X > 255) agent.Avatar.Position.X = 255f;
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@@ -129,7 +91,7 @@ namespace Simian.Extensions
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if (agent.Avatar.Position.Y < 0) agent.Avatar.Position.Y = 0f;
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else if (agent.Avatar.Position.Y > 255) agent.Avatar.Position.Y = 255f;
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if (agent.Avatar.Position.Z < floor) agent.Avatar.Position.Z = floor;
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if (agent.Avatar.Position.Z < lowerLimit) agent.Avatar.Position.Z = lowerLimit;
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}
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}
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@@ -151,6 +113,42 @@ namespace Simian.Extensions
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}
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}
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void SetAlwaysRunHandler(Packet packet, Agent agent)
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{
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SetAlwaysRunPacket run = (SetAlwaysRunPacket)packet;
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agent.Running = run.AgentData.AlwaysRun;
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}
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float GetLandHeightAt(Vector3 position)
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{
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int x = (int)position.X;
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int y = (int)position.Y;
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if (x > 255) x = 255;
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else if (x < 0) x = 0;
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if (y > 255) y = 255;
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else if (y < 0) y = 0;
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float center = Server.Heightmap[y * 256 + x];
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float distX = position.X - (int)position.X;
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float distY = position.Y - (int)position.Y;
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float nearestX;
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float nearestY;
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if (distX > 0) nearestX = Server.Heightmap[y * 256 + x + (x < 255 ? 1 : 0)];
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else nearestX = Server.Heightmap[y * 256 + x - (x > 0 ? 1 : 0)];
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if (distY > 0) nearestY = Server.Heightmap[(y + (y < 255 ? 1 : 0)) * 256 + x];
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else nearestY = Server.Heightmap[(y - (y > 0 ? 1 : 0)) * 256 + x];
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float lerpX = Utils.Lerp(center, nearestX, Math.Abs(distX));
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float lerpY = Utils.Lerp(center, nearestY, Math.Abs(distY));
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return ((lerpX + lerpY) / 2);
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}
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ObjectUpdatePacket BuildFullUpdate(Agent agent, LLObject obj, byte state, uint flags)
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{
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byte[] objectData = new byte[60];
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