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author | Justin Clark-Casey (justincc) | 2009-11-17 16:25:52 +0000 |
---|---|---|
committer | Justin Clark-Casey (justincc) | 2009-11-17 16:25:52 +0000 |
commit | da255be05a451ba9a48efd6f167849228a54273b (patch) | |
tree | 51ac540e825d14dffc8426313c21304f0e9bd163 | |
parent | minor: remove mono compiler warning due to unreachable code in GroupsModule (diff) | |
download | opensim-SC-da255be05a451ba9a48efd6f167849228a54273b.zip opensim-SC-da255be05a451ba9a48efd6f167849228a54273b.tar.gz opensim-SC-da255be05a451ba9a48efd6f167849228a54273b.tar.bz2 opensim-SC-da255be05a451ba9a48efd6f167849228a54273b.tar.xz |
refactor: move AvatarAnimations, BinBVHAnimation
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Animation/AvatarAnimations.cs (renamed from OpenSim/Region/Framework/Scenes/AvatarAnimations.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs (renamed from OpenSim/Region/Framework/Scenes/BinBVHAnimation.cs) | 2 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | 60 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 59 |
4 files changed, 62 insertions, 61 deletions
diff --git a/OpenSim/Region/Framework/Scenes/AvatarAnimations.cs b/OpenSim/Region/Framework/Scenes/Animation/AvatarAnimations.cs index 72d599a..659c3a5 100644 --- a/OpenSim/Region/Framework/Scenes/AvatarAnimations.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/AvatarAnimations.cs | |||
@@ -29,7 +29,7 @@ using System.Collections.Generic; | |||
29 | using System.Xml; | 29 | using System.Xml; |
30 | using OpenMetaverse; | 30 | using OpenMetaverse; |
31 | 31 | ||
32 | namespace OpenSim.Region.Framework.Scenes | 32 | namespace OpenSim.Region.Framework.Scenes.Animation |
33 | { | 33 | { |
34 | public class AvatarAnimations | 34 | public class AvatarAnimations |
35 | { | 35 | { |
diff --git a/OpenSim/Region/Framework/Scenes/BinBVHAnimation.cs b/OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs index 5f2eb0d..3afc87f 100644 --- a/OpenSim/Region/Framework/Scenes/BinBVHAnimation.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs | |||
@@ -29,7 +29,7 @@ using System; | |||
29 | using System.IO; | 29 | using System.IO; |
30 | using OpenMetaverse; | 30 | using OpenMetaverse; |
31 | 31 | ||
32 | namespace OpenSim.Region.Framework.Scenes | 32 | namespace OpenSim.Region.Framework.Scenes.Animation |
33 | { | 33 | { |
34 | /// <summary> | 34 | /// <summary> |
35 | /// Written to decode and encode a binary animation asset. | 35 | /// Written to decode and encode a binary animation asset. |
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index d22e24a..cbe4118 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | |||
@@ -26,6 +26,7 @@ | |||
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | ||
29 | using OpenMetaverse; | 30 | using OpenMetaverse; |
30 | using OpenSim.Framework; | 31 | using OpenSim.Framework; |
31 | using OpenSim.Region.Framework.Interfaces; | 32 | using OpenSim.Region.Framework.Interfaces; |
@@ -331,6 +332,65 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
331 | UUID[] objectIDs; | 332 | UUID[] objectIDs; |
332 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); | 333 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); |
333 | return animIDs; | 334 | return animIDs; |
335 | } | ||
336 | |||
337 | public BinBVHAnimation GenerateRandomAnimation() | ||
338 | { | ||
339 | int rnditerations = 3; | ||
340 | BinBVHAnimation anim = new BinBVHAnimation(); | ||
341 | List<string> parts = new List<string>(); | ||
342 | parts.Add("mPelvis");parts.Add("mHead");parts.Add("mTorso"); | ||
343 | parts.Add("mHipLeft");parts.Add("mHipRight");parts.Add("mHipLeft");parts.Add("mKneeLeft"); | ||
344 | parts.Add("mKneeRight");parts.Add("mCollarLeft");parts.Add("mCollarRight");parts.Add("mNeck"); | ||
345 | parts.Add("mElbowLeft");parts.Add("mElbowRight");parts.Add("mWristLeft");parts.Add("mWristRight"); | ||
346 | parts.Add("mShoulderLeft");parts.Add("mShoulderRight");parts.Add("mAnkleLeft");parts.Add("mAnkleRight"); | ||
347 | parts.Add("mEyeRight");parts.Add("mChest");parts.Add("mToeLeft");parts.Add("mToeRight"); | ||
348 | parts.Add("mFootLeft");parts.Add("mFootRight");parts.Add("mEyeLeft"); | ||
349 | anim.HandPose = 1; | ||
350 | anim.InPoint = 0; | ||
351 | anim.OutPoint = (rnditerations * .10f); | ||
352 | anim.Priority = 7; | ||
353 | anim.Loop = false; | ||
354 | anim.Length = (rnditerations * .10f); | ||
355 | anim.ExpressionName = "afraid"; | ||
356 | anim.EaseInTime = 0; | ||
357 | anim.EaseOutTime = 0; | ||
358 | |||
359 | string[] strjoints = parts.ToArray(); | ||
360 | anim.Joints = new binBVHJoint[strjoints.Length]; | ||
361 | for (int j = 0; j < strjoints.Length; j++) | ||
362 | { | ||
363 | anim.Joints[j] = new binBVHJoint(); | ||
364 | anim.Joints[j].Name = strjoints[j]; | ||
365 | anim.Joints[j].Priority = 7; | ||
366 | anim.Joints[j].positionkeys = new binBVHJointKey[rnditerations]; | ||
367 | anim.Joints[j].rotationkeys = new binBVHJointKey[rnditerations]; | ||
368 | Random rnd = new Random(); | ||
369 | for (int i = 0; i < rnditerations; i++) | ||
370 | { | ||
371 | anim.Joints[j].rotationkeys[i] = new binBVHJointKey(); | ||
372 | anim.Joints[j].rotationkeys[i].time = (i*.10f); | ||
373 | anim.Joints[j].rotationkeys[i].key_element.X = ((float) rnd.NextDouble()*2 - 1); | ||
374 | anim.Joints[j].rotationkeys[i].key_element.Y = ((float) rnd.NextDouble()*2 - 1); | ||
375 | anim.Joints[j].rotationkeys[i].key_element.Z = ((float) rnd.NextDouble()*2 - 1); | ||
376 | anim.Joints[j].positionkeys[i] = new binBVHJointKey(); | ||
377 | anim.Joints[j].positionkeys[i].time = (i*.10f); | ||
378 | anim.Joints[j].positionkeys[i].key_element.X = 0; | ||
379 | anim.Joints[j].positionkeys[i].key_element.Y = 0; | ||
380 | anim.Joints[j].positionkeys[i].key_element.Z = 0; | ||
381 | } | ||
382 | } | ||
383 | |||
384 | AssetBase Animasset = new AssetBase(UUID.Random(), "Random Animation", (sbyte)AssetType.Animation); | ||
385 | Animasset.Data = anim.ToBytes(); | ||
386 | Animasset.Temporary = true; | ||
387 | Animasset.Local = true; | ||
388 | Animasset.Description = "dance"; | ||
389 | //BinBVHAnimation bbvhanim = new BinBVHAnimation(Animasset.Data); | ||
390 | |||
391 | m_scenePresence.Scene.AssetService.Store(Animasset); | ||
392 | AddAnimation(Animasset.FullID, m_scenePresence.UUID); | ||
393 | return anim; | ||
334 | } | 394 | } |
335 | 395 | ||
336 | /// <summary> | 396 | /// <summary> |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 33c1932..1917ec4 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -1871,65 +1871,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1871 | PhysicsActor.SetAlwaysRun = pSetAlwaysRun; | 1871 | PhysicsActor.SetAlwaysRun = pSetAlwaysRun; |
1872 | } | 1872 | } |
1873 | } | 1873 | } |
1874 | |||
1875 | public BinBVHAnimation GenerateRandomAnimation() | ||
1876 | { | ||
1877 | int rnditerations = 3; | ||
1878 | BinBVHAnimation anim = new BinBVHAnimation(); | ||
1879 | List<string> parts = new List<string>(); | ||
1880 | parts.Add("mPelvis");parts.Add("mHead");parts.Add("mTorso"); | ||
1881 | parts.Add("mHipLeft");parts.Add("mHipRight");parts.Add("mHipLeft");parts.Add("mKneeLeft"); | ||
1882 | parts.Add("mKneeRight");parts.Add("mCollarLeft");parts.Add("mCollarRight");parts.Add("mNeck"); | ||
1883 | parts.Add("mElbowLeft");parts.Add("mElbowRight");parts.Add("mWristLeft");parts.Add("mWristRight"); | ||
1884 | parts.Add("mShoulderLeft");parts.Add("mShoulderRight");parts.Add("mAnkleLeft");parts.Add("mAnkleRight"); | ||
1885 | parts.Add("mEyeRight");parts.Add("mChest");parts.Add("mToeLeft");parts.Add("mToeRight"); | ||
1886 | parts.Add("mFootLeft");parts.Add("mFootRight");parts.Add("mEyeLeft"); | ||
1887 | anim.HandPose = 1; | ||
1888 | anim.InPoint = 0; | ||
1889 | anim.OutPoint = (rnditerations * .10f); | ||
1890 | anim.Priority = 7; | ||
1891 | anim.Loop = false; | ||
1892 | anim.Length = (rnditerations * .10f); | ||
1893 | anim.ExpressionName = "afraid"; | ||
1894 | anim.EaseInTime = 0; | ||
1895 | anim.EaseOutTime = 0; | ||
1896 | |||
1897 | string[] strjoints = parts.ToArray(); | ||
1898 | anim.Joints = new binBVHJoint[strjoints.Length]; | ||
1899 | for (int j = 0; j < strjoints.Length; j++) | ||
1900 | { | ||
1901 | anim.Joints[j] = new binBVHJoint(); | ||
1902 | anim.Joints[j].Name = strjoints[j]; | ||
1903 | anim.Joints[j].Priority = 7; | ||
1904 | anim.Joints[j].positionkeys = new binBVHJointKey[rnditerations]; | ||
1905 | anim.Joints[j].rotationkeys = new binBVHJointKey[rnditerations]; | ||
1906 | Random rnd = new Random(); | ||
1907 | for (int i = 0; i < rnditerations; i++) | ||
1908 | { | ||
1909 | anim.Joints[j].rotationkeys[i] = new binBVHJointKey(); | ||
1910 | anim.Joints[j].rotationkeys[i].time = (i*.10f); | ||
1911 | anim.Joints[j].rotationkeys[i].key_element.X = ((float) rnd.NextDouble()*2 - 1); | ||
1912 | anim.Joints[j].rotationkeys[i].key_element.Y = ((float) rnd.NextDouble()*2 - 1); | ||
1913 | anim.Joints[j].rotationkeys[i].key_element.Z = ((float) rnd.NextDouble()*2 - 1); | ||
1914 | anim.Joints[j].positionkeys[i] = new binBVHJointKey(); | ||
1915 | anim.Joints[j].positionkeys[i].time = (i*.10f); | ||
1916 | anim.Joints[j].positionkeys[i].key_element.X = 0; | ||
1917 | anim.Joints[j].positionkeys[i].key_element.Y = 0; | ||
1918 | anim.Joints[j].positionkeys[i].key_element.Z = 0; | ||
1919 | } | ||
1920 | } | ||
1921 | |||
1922 | AssetBase Animasset = new AssetBase(UUID.Random(), "Random Animation", (sbyte)AssetType.Animation); | ||
1923 | Animasset.Data = anim.ToBytes(); | ||
1924 | Animasset.Temporary = true; | ||
1925 | Animasset.Local = true; | ||
1926 | Animasset.Description = "dance"; | ||
1927 | //BinBVHAnimation bbvhanim = new BinBVHAnimation(Animasset.Data); | ||
1928 | |||
1929 | m_scene.AssetService.Store(Animasset); | ||
1930 | Animator.AddAnimation(Animasset.FullID, UUID); | ||
1931 | return anim; | ||
1932 | } | ||
1933 | 1874 | ||
1934 | public void HandleStartAnim(IClientAPI remoteClient, UUID animID) | 1875 | public void HandleStartAnim(IClientAPI remoteClient, UUID animID) |
1935 | { | 1876 | { |