Added flying to Simian and improved terrain-walking using Lerp to calculate the terrain height at more precise offsets.
git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@2117 52acb1d6-8a22-11de-b505-999d5b087335
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@@ -12,6 +12,8 @@ namespace Simian.Extensions
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Simian Server;
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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 FLY_SPEED = 1.5f;
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public Movement(Simian server)
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{
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@@ -46,8 +48,12 @@ namespace Simian.Extensions
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bool heldBack = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG;
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bool heldLeft = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS;
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bool heldRight = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
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bool heldUp = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
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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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float speed = 0.5f;
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if ((heldForward || heldBack) && (heldLeft || heldRight))
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speed /= SQRT_TWO;
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@@ -80,13 +86,45 @@ namespace Simian.Extensions
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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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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 < 256 ? 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 < 256 ? 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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agent.Avatar.Position.Z += speed;
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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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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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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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agent.Avatar.Position.Z = Server.Heightmap[(int)agent.Avatar.Position.Y * 256 + (int)agent.Avatar.Position.X] + agent.Avatar.Scale.Z / 2;
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if (agent.Avatar.Position.Z < floor) agent.Avatar.Position.Z = floor;
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}
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}
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