[sldev] How to move the avatar with finer,
high precision increments?
Andrew Meadows
andrew at lindenlab.com
Wed Mar 14 01:12:53 PDT 2007
The current avatar control really is just on/off states. There is
no analog control. You can try getting tighter control by fluttering
the on/off states based on avatar velocity feedback, but this is using
"tricks" as Hurliman mentioned.
Analog control of the avatar is one of those "I'd really like to find
the time to implement that" projects of mine. (In fact, external avatar
control was my primary motivation for implementing the 'tank treads'
plugin hack I mentioned a while ago where the interface with the external
device is done through network packets to the local network address.)
The on/off nature of avatar control goes all the way
into the server-side character controller (which is really derived
from a Havok::Action). The only way to get real analog control would
be for me or another dev to find the time to overhaul that code.
I'm not making any promises here, since I'm full up on important
work right now, but if I ever manage to get it done on the side I'll
be sure to post to the sldev list.
- Andrew
Ettore Pasquini wrote:
> Hi,
>
> I want to add support for an external input device that I intend to use for
> navigation in SL. The device produces high-res values that I'd like to use
> to move the avatar around with high sensitivity.
>
> So far I had great results for pitch and yaw manipulations (LLAgent::pitch()
> and moveYaw()). However I have unsatisfactory results for moving F/B,
> sliding L/R, flying U/D because the APIs I am using are the same used for
> the keyboard: LLAgent::moveAt/moveLeft/moveUp which are basically on/off
> calls.
>
> Can anybody point me to something that will allow me to specify higher
> precision values? Something similar to the moveYaw(F32) method would be
> great and if this doesn't exist yet, any hints on how to implement such a
> feature would be highly appreciated as well.
>
> Thanks!
>
> Ettore
>
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