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authorMelanie2012-03-23 03:16:07 +0100
committerMelanie2012-03-23 03:16:07 +0100
commitade164667fb7bd9d1996a8791a1f751f191c16bc (patch)
tree6482486cb9c36703b7781ed3750b4971fd45d7b2
parentMerge branch 'master' into careminster (diff)
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Make anims way more snappy. Decouple SP animation handling from physics frame
time.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs43
1 files changed, 29 insertions, 14 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 2346c60..a23dc31 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -233,6 +233,8 @@ namespace OpenSim.Region.Framework.Scenes
233 private bool m_collisionEventFlag = false; 233 private bool m_collisionEventFlag = false;
234 private object m_collisionEventLock = new Object(); 234 private object m_collisionEventLock = new Object();
235 235
236 private int m_movementAnimationUpdateCounter = 0;
237
236 private Vector3 m_prevSitOffset; 238 private Vector3 m_prevSitOffset;
237 239
238 protected AvatarAppearance m_appearance; 240 protected AvatarAppearance m_appearance;
@@ -741,6 +743,26 @@ namespace OpenSim.Region.Framework.Scenes
741 Appearance = appearance; 743 Appearance = appearance;
742 } 744 }
743 745
746 private void RegionHeartbeatEnd(Scene scene)
747 {
748 if (IsChildAgent)
749 return;
750
751 m_movementAnimationUpdateCounter ++;
752 if (m_movementAnimationUpdateCounter >= 2)
753 {
754 m_movementAnimationUpdateCounter = 0;
755 if (Animator != null)
756 {
757 Animator.UpdateMovementAnimations();
758 }
759 else
760 {
761 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
762 }
763 }
764 }
765
744 public void RegisterToEvents() 766 public void RegisterToEvents()
745 { 767 {
746 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 768 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -952,6 +974,8 @@ namespace OpenSim.Region.Framework.Scenes
952 MovementFlag = 0; 974 MovementFlag = 0;
953 975
954 m_scene.EventManager.TriggerOnMakeRootAgent(this); 976 m_scene.EventManager.TriggerOnMakeRootAgent(this);
977
978 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
955 } 979 }
956 980
957 public int GetStateSource() 981 public int GetStateSource()
@@ -979,6 +1003,8 @@ namespace OpenSim.Region.Framework.Scenes
979 /// </remarks> 1003 /// </remarks>
980 public void MakeChildAgent() 1004 public void MakeChildAgent()
981 { 1005 {
1006 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1007
982 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1008 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
983 1009
984 // Reset these so that teleporting in and walking out isn't seen 1010 // Reset these so that teleporting in and walking out isn't seen
@@ -2377,14 +2403,15 @@ namespace OpenSim.Region.Framework.Scenes
2377 direc.Z *= 2.6f; 2403 direc.Z *= 2.6f;
2378 2404
2379 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2405 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2380 Animator.TrySetMovementAnimation("PREJUMP"); 2406// Animator.TrySetMovementAnimation("PREJUMP");
2381 Animator.TrySetMovementAnimation("JUMP"); 2407// Animator.TrySetMovementAnimation("JUMP");
2382 } 2408 }
2383 } 2409 }
2384 } 2410 }
2385 2411
2386 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2412 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2387 m_forceToApply = direc; 2413 m_forceToApply = direc;
2414 Animator.UpdateMovementAnimations();
2388 } 2415 }
2389 2416
2390 #endregion 2417 #endregion
@@ -3334,18 +3361,6 @@ namespace OpenSim.Region.Framework.Scenes
3334 if (IsChildAgent) 3361 if (IsChildAgent)
3335 return; 3362 return;
3336 3363
3337 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3338 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3339 // as of this comment the interval is set in AddToPhysicalScene
3340 if (Animator != null)
3341 {
3342// if (m_updateCount > 0)
3343// {
3344 Animator.UpdateMovementAnimations();
3345// m_updateCount--;
3346// }
3347 }
3348
3349 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3364 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3350 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3365 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3351 3366