示例#1
0
 public override void addForces()
 {
     lock (this.forcesList)
     {
         if (this.forcesList.Count > 0)
         {
             for (int i = 0; i < this.forcesList.Count; i++)
             {
                 NewForce      force     = this.forcesList[i];
                 PhysicsVector phyVector = new PhysicsVector(force.X, force.Y, force.Z);
                 lock (m_world.LockPhysicsEngine)
                 {
                     this._physActor.Velocity = phyVector;
                 }
                 this.updateflag = true;
                 this.velocity   = new LLVector3(force.X, force.Y, force.Z); //shouldn't really be doing this
                 // but as we are setting the velocity (rather than using real forces) at the moment it is okay.
             }
             for (int i = 0; i < this.forcesList.Count; i++)
             {
                 this.forcesList.RemoveAt(0);
             }
         }
     }
 }
示例#2
0
        public void HandleUpdate(AgentUpdatePacket pack)
        {
            if (((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_FLY) != 0)
            {
                if (this._physActor.Flying == false)
                {
                    this.current_anim = Animations.AnimsLLUUID["ANIM_AGENT_FLY"];
                    this.anim_seq = 1;
                    this.SendAnimPack();
                }
                this._physActor.Flying = true;

            }
            else
            {
                if (this._physActor.Flying == true)
                {
                    this.current_anim = Animations.AnimsLLUUID["ANIM_AGENT_STAND"];
                    this.anim_seq = 1;
                    this.SendAnimPack();
                }
                this._physActor.Flying = false;
            }
            if (((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
            {
                Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z);
                if (((movementflag & 1) == 0) || (q != this.bodyRot))
                {

                    if (((movementflag & 1) == 0) && (!this._physActor.Flying))
                    {
                        this.current_anim = Animations.AnimsLLUUID["ANIM_AGENT_WALK"];
                        this.anim_seq = 1;
                        this.SendAnimPack();
                    }

                    //we should add a new force to the list
                    // but for now we will deal with velocities
                    NewForce newVelocity = new NewForce();
                    Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(1, 0, 0);
                    Axiom.MathLib.Vector3 direc = q * v3;
                    direc.Normalize();

                    //work out velocity for sim physics system
                    direc = direc * ((0.03f) * 128f);
                    if (this._physActor.Flying)
                        direc *= 2;

                    newVelocity.X = direc.x;
                    newVelocity.Y = direc.y;
                    newVelocity.Z = direc.z;
                    this.forcesList.Add(newVelocity);
                    movementflag = 1;
                    this.bodyRot = q;
                }
            }
            else if ((((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_UP_POS) != 0) && (PhysicsEngineFlying))
            {
                if (((movementflag & 2) == 0) && this._physActor.Flying)
                {
                    //we should add a new force to the list
                    // but for now we will deal with velocities
                    NewForce newVelocity = new NewForce();
                    Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(0, 0, 1);
                    Axiom.MathLib.Vector3 direc = v3;
                    direc.Normalize();

                    //work out velocity for sim physics system
                    direc = direc * ((0.03f) * 128f * 2);
                    newVelocity.X = direc.x;
                    newVelocity.Y = direc.y;
                    newVelocity.Z = direc.z;
                    this.forcesList.Add(newVelocity);
                    movementflag = 2;
                }
            }
            else if ((((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && (PhysicsEngineFlying))
            {
                if (((movementflag & 4) == 0) && this._physActor.Flying)
                {
                    //we should add a new force to the list
                    // but for now we will deal with velocities
                    NewForce newVelocity = new NewForce();
                    Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(0, 0, -1);
                    //Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z);
                    Axiom.MathLib.Vector3 direc = v3;
                    direc.Normalize();

                    //work out velocity for sim physics system
                    direc = direc * ((0.03f) * 128f * 2);
                    newVelocity.X = direc.x;
                    newVelocity.Y = direc.y;
                    newVelocity.Z = direc.z;
                    this.forcesList.Add(newVelocity);
                    movementflag = 4;
                }
            }
            else if (((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_AT_NEG) != 0)
            {
                Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z);
                if (((movementflag & 8) == 0) || (q != this.bodyRot))
                {
                    //we should add a new force to the list
                    // but for now we will deal with velocities
                    NewForce newVelocity = new NewForce();
                    Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(-1, 0, 0);
                    Axiom.MathLib.Vector3 direc = q * v3;
                    direc.Normalize();

                    //work out velocity for sim physics system
                    direc = direc * ((0.03f) * 128f);
                    if (this._physActor.Flying)
                        direc *= 2;

                    newVelocity.X = direc.x;
                    newVelocity.Y = direc.y;
                    newVelocity.Z = direc.z;
                    this.forcesList.Add(newVelocity);
                    movementflag = 8;
                    this.bodyRot = q;
                }
            }
            else
            {
                if (movementflag == 16)
                {
                    movementflag = 0;
                }
                if ((movementflag) != 0)
                {
                    NewForce newVelocity = new NewForce();
                    newVelocity.X = 0;
                    newVelocity.Y = 0;
                    newVelocity.Z = 0;
                    this.forcesList.Add(newVelocity);
                    movementflag = 0;
                    // We're standing still, so make it show!
                    if (this._physActor.Flying == false)
                    {
                        this.current_anim = Animations.AnimsLLUUID["ANIM_AGENT_STAND"];
                        this.anim_seq = 1;
                        this.SendAnimPack();
                    }
                    this.movementflag = 16;

                }
            }
        }
示例#3
0
        public void HandleUpdate(AgentUpdatePacket pack)
        {
            if (((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_FLY) != 0)
            {
                if (this._physActor.Flying == false)
                {
                    this.current_anim = Animations.AnimsLLUUID["ANIM_AGENT_FLY"];
                    this.anim_seq     = 1;
                    this.SendAnimPack();
                }
                this._physActor.Flying = true;
            }
            else
            {
                if (this._physActor.Flying == true)
                {
                    this.current_anim = Animations.AnimsLLUUID["ANIM_AGENT_STAND"];
                    this.anim_seq     = 1;
                    this.SendAnimPack();
                }
                this._physActor.Flying = false;
            }
            if (((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
            {
                Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z);
                if (((movementflag & 1) == 0) || (q != this.bodyRot))
                {
                    if (((movementflag & 1) == 0) && (!this._physActor.Flying))
                    {
                        this.current_anim = Animations.AnimsLLUUID["ANIM_AGENT_WALK"];
                        this.anim_seq     = 1;
                        this.SendAnimPack();
                    }


                    //we should add a new force to the list
                    // but for now we will deal with velocities
                    NewForce newVelocity        = new NewForce();
                    Axiom.MathLib.Vector3 v3    = new Axiom.MathLib.Vector3(1, 0, 0);
                    Axiom.MathLib.Vector3 direc = q * v3;
                    direc.Normalize();

                    //work out velocity for sim physics system
                    direc = direc * ((0.03f) * 128f);
                    if (this._physActor.Flying)
                    {
                        direc *= 2;
                    }

                    newVelocity.X = direc.x;
                    newVelocity.Y = direc.y;
                    newVelocity.Z = direc.z;
                    this.forcesList.Add(newVelocity);
                    movementflag = 1;
                    this.bodyRot = q;
                }
            }
            else if ((((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_UP_POS) != 0) && (PhysicsEngineFlying))
            {
                if (((movementflag & 2) == 0) && this._physActor.Flying)
                {
                    //we should add a new force to the list
                    // but for now we will deal with velocities
                    NewForce newVelocity        = new NewForce();
                    Axiom.MathLib.Vector3 v3    = new Axiom.MathLib.Vector3(0, 0, 1);
                    Axiom.MathLib.Vector3 direc = v3;
                    direc.Normalize();

                    //work out velocity for sim physics system
                    direc         = direc * ((0.03f) * 128f * 2);
                    newVelocity.X = direc.x;
                    newVelocity.Y = direc.y;
                    newVelocity.Z = direc.z;
                    this.forcesList.Add(newVelocity);
                    movementflag = 2;
                }
            }
            else if ((((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && (PhysicsEngineFlying))
            {
                if (((movementflag & 4) == 0) && this._physActor.Flying)
                {
                    //we should add a new force to the list
                    // but for now we will deal with velocities
                    NewForce newVelocity     = new NewForce();
                    Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(0, 0, -1);
                    //Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z);
                    Axiom.MathLib.Vector3 direc = v3;
                    direc.Normalize();

                    //work out velocity for sim physics system
                    direc         = direc * ((0.03f) * 128f * 2);
                    newVelocity.X = direc.x;
                    newVelocity.Y = direc.y;
                    newVelocity.Z = direc.z;
                    this.forcesList.Add(newVelocity);
                    movementflag = 4;
                }
            }
            else if (((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_AT_NEG) != 0)
            {
                Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z);
                if (((movementflag & 8) == 0) || (q != this.bodyRot))
                {
                    //we should add a new force to the list
                    // but for now we will deal with velocities
                    NewForce newVelocity        = new NewForce();
                    Axiom.MathLib.Vector3 v3    = new Axiom.MathLib.Vector3(-1, 0, 0);
                    Axiom.MathLib.Vector3 direc = q * v3;
                    direc.Normalize();

                    //work out velocity for sim physics system
                    direc = direc * ((0.03f) * 128f);
                    if (this._physActor.Flying)
                    {
                        direc *= 2;
                    }

                    newVelocity.X = direc.x;
                    newVelocity.Y = direc.y;
                    newVelocity.Z = direc.z;
                    this.forcesList.Add(newVelocity);
                    movementflag = 8;
                    this.bodyRot = q;
                }
            }
            else
            {
                if (movementflag == 16)
                {
                    movementflag = 0;
                }
                if ((movementflag) != 0)
                {
                    NewForce newVelocity = new NewForce();
                    newVelocity.X = 0;
                    newVelocity.Y = 0;
                    newVelocity.Z = 0;
                    this.forcesList.Add(newVelocity);
                    movementflag = 0;
                    // We're standing still, so make it show!
                    if (this._physActor.Flying == false)
                    {
                        this.current_anim = Animations.AnimsLLUUID["ANIM_AGENT_STAND"];
                        this.anim_seq     = 1;
                        this.SendAnimPack();
                    }
                    this.movementflag = 16;
                }
            }
        }