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authorUbitUmarov2014-10-01 04:32:19 +0100
committerUbitUmarov2014-10-01 04:32:19 +0100
commit4c8819a14363d33b11b4168c1291b74a1bc930ee (patch)
tree20d174fb8aa48f18f0f8bd3167ce1831eee23ff9 /OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
parentdo global position X and Y with double precision in autopilot, so (diff)
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removed useless unreal inworld movement vector estimation. Do animation state using movement control flags only, on avatar frame of reference. This will hold
valid until the up direction is allowed to be diferent from the world one.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs167
1 files changed, 97 insertions, 70 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 1017c1d..56b8b30 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -48,7 +48,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
48 48
49 public AnimationSet Animations 49 public AnimationSet Animations
50 { 50 {
51 get { return m_animations; } 51 get { return m_animations; }
52 } 52 }
53 protected AnimationSet m_animations = new AnimationSet(); 53 protected AnimationSet m_animations = new AnimationSet();
54 54
@@ -61,9 +61,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
61 private int m_animTickLand; 61 private int m_animTickLand;
62 private int m_animTickJump; 62 private int m_animTickJump;
63 63
64 public bool m_jumping = false; 64 public bool m_jumping = false;
65 65
66// private int m_landing = 0; 66 // private int m_landing = 0;
67 67
68 /// <summary> 68 /// <summary>
69 /// Is the avatar falling? 69 /// Is the avatar falling?
@@ -76,7 +76,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
76 /// The scene presence that this animator applies to 76 /// The scene presence that this animator applies to
77 /// </value> 77 /// </value>
78 protected ScenePresence m_scenePresence; 78 protected ScenePresence m_scenePresence;
79 79
80 public ScenePresenceAnimator(ScenePresence sp) 80 public ScenePresenceAnimator(ScenePresence sp)
81 { 81 {
82 m_scenePresence = sp; 82 m_scenePresence = sp;
@@ -91,7 +91,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
91 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name); 91 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
92 if (m_scenePresence.Scene.DebugAnimations) 92 if (m_scenePresence.Scene.DebugAnimations)
93 m_log.DebugFormat( 93 m_log.DebugFormat(
94 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", 94 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}",
95 GetAnimName(animID), animID, m_scenePresence.Name); 95 GetAnimName(animID), animID, m_scenePresence.Name);
96 96
97 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) 97 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
@@ -113,7 +113,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
113 if (animID == UUID.Zero) 113 if (animID == UUID.Zero)
114 return; 114 return;
115 115
116// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", animID, name, m_scenePresence.Name); 116 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", animID, name, m_scenePresence.Name);
117 117
118 AddAnimation(animID, objectID); 118 AddAnimation(animID, objectID);
119 } 119 }
@@ -133,7 +133,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
133 133
134 if (m_scenePresence.Scene.DebugAnimations) 134 if (m_scenePresence.Scene.DebugAnimations)
135 m_log.DebugFormat( 135 m_log.DebugFormat(
136 "[SCENE PRESENCE ANIMATOR]: Removing animation {0} {1} for {2}", 136 "[SCENE PRESENCE ANIMATOR]: Removing animation {0} {1} for {2}",
137 GetAnimName(animID), animID, m_scenePresence.Name); 137 GetAnimName(animID), animID, m_scenePresence.Name);
138 138
139 if (m_animations.Remove(animID, allowNoDefault)) 139 if (m_animations.Remove(animID, allowNoDefault))
@@ -155,7 +155,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
155 else 155 else
156 m_animations.Remove(animID, false); 156 m_animations.Remove(animID, false);
157 } 157 }
158 if(sendPack) 158 if (sendPack)
159 SendAnimPack(); 159 SendAnimPack();
160 } 160 }
161 161
@@ -201,9 +201,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
201 bool ret = false; 201 bool ret = false;
202 if (!m_scenePresence.IsChildAgent) 202 if (!m_scenePresence.IsChildAgent)
203 { 203 {
204// m_log.DebugFormat( 204 // m_log.DebugFormat(
205// "[SCENE PRESENCE ANIMATOR]: Setting movement animation {0} for {1}", 205 // "[SCENE PRESENCE ANIMATOR]: Setting movement animation {0} for {1}",
206// anim, m_scenePresence.Name); 206 // anim, m_scenePresence.Name);
207 207
208 if (aoSitGndAnim != UUID.Zero) 208 if (aoSitGndAnim != UUID.Zero)
209 { 209 {
@@ -299,29 +299,44 @@ namespace OpenSim.Region.Framework.Scenes.Animation
299 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 299 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
300 PhysicsActor actor = m_scenePresence.PhysicsActor; 300 PhysicsActor actor = m_scenePresence.PhysicsActor;
301 301
302
303// there is no point on having this meaningless movement values, much less in world coordenates
304// situation may change if vertical Axis of avatar is allowed to rotate.
305// then jumping etc will need some care
306
302 // Create forward and left vectors from the current avatar rotation 307 // Create forward and left vectors from the current avatar rotation
303 Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_scenePresence.Rotation); 308 /* yes matrix are better, but getting it from the Quaternion will kill the advantage
304 Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix); 309 Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_scenePresence.Rotation);
305 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 310 Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix);
311 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
312 */
313 // there is still a better way
314// Vector3 fwd = Vector3.UnitX * m_scenePresence.Rotation;
315// Vector3 left = Vector3.UnitY * m_scenePresence.Rotation;
306 316
307 // Check control flags 317 // Check control flags
308 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS); 318 bool heldForward = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)) != 0);
309 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); 319 bool heldBack = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG)) != 0);
310 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); 320 bool heldLeft = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS)) != 0);
311 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG); 321 bool heldRight = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG)) != 0);
312 bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 322 bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
313 bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 323 bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
314 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 324// bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS)) != 0);
315 bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; 325 // excluded nudge up so it doesn't trigger jump state
326 bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS)) != 0);
327 bool heldDown = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG)) != 0);
316 //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; 328 //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
317 //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; 329 //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK;
318 if (heldForward || heldBack || heldLeft || heldRight || heldUp || heldDown) 330
331 bool heldOnXY = (heldForward || heldBack || heldLeft || heldRight);
332 if (heldOnXY || heldUp || heldDown)
319 { 333 {
320 heldTurnLeft = false; 334 heldTurnLeft = false;
321 heldTurnRight = false; 335 heldTurnRight = false;
322 } 336 }
323 337
324 // Direction in which the avatar is trying to move 338 // Direction in which the avatar is trying to move
339/*
325 Vector3 move = Vector3.Zero; 340 Vector3 move = Vector3.Zero;
326 if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; } 341 if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
327 if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } 342 if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; }
@@ -329,9 +344,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
329 if (heldRight) { move.X -= left.X; move.Y -= left.Y; } 344 if (heldRight) { move.X -= left.X; move.Y -= left.Y; }
330 if (heldUp) { move.Z += 1; } 345 if (heldUp) { move.Z += 1; }
331 if (heldDown) { move.Z -= 1; } 346 if (heldDown) { move.Z -= 1; }
347*/
348
332 349
333 // Is the avatar trying to move? 350 // Is the avatar trying to move?
334// bool moving = (move != Vector3.Zero); 351 // bool moving = (move != Vector3.Zero);
335 #endregion Inputs 352 #endregion Inputs
336 353
337 // no physics actor case 354 // no physics actor case
@@ -340,13 +357,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
340 // well what to do? 357 // well what to do?
341 358
342 currentControlState = motionControlStates.onsurface; 359 currentControlState = motionControlStates.onsurface;
343 if (move.X != 0f || move.Y != 0f) 360// if (move.X != 0f || move.Y != 0f)
361 if (heldOnXY)
344 return "WALK"; 362 return "WALK";
345 363
346 return "STAND"; 364 return "STAND";
347 } 365 }
348 366
349
350 #region Flying 367 #region Flying
351 368
352 bool isColliding = actor.IsColliding; 369 bool isColliding = actor.IsColliding;
@@ -360,15 +377,19 @@ namespace OpenSim.Region.Framework.Scenes.Animation
360 377
361 currentControlState = motionControlStates.flying; 378 currentControlState = motionControlStates.flying;
362 379
363 if (move.X != 0f || move.Y != 0f) 380// if (move.X != 0f || move.Y != 0f)
381 if (heldOnXY)
364 { 382 {
365 return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY"); 383 return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY");
366 } 384 }
367 else if (move.Z > 0f) 385// else if (move.Z > 0f)
386 else if (heldUp)
387
368 { 388 {
369 return "HOVER_UP"; 389 return "HOVER_UP";
370 } 390 }
371 else if (move.Z < 0f) 391// else if (move.Z < 0f)
392 else if (heldDown)
372 { 393 {
373 if (isColliding) 394 if (isColliding)
374 { 395 {
@@ -423,7 +444,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
423 } 444 }
424 445
425 // Check if the user has stopped walking just now 446 // Check if the user has stopped walking just now
426 if (CurrentMovementAnimation == "WALK" && (move == Vector3.Zero)) 447// if (CurrentMovementAnimation == "WALK" && move == Vector3.Zero))
448 if (CurrentMovementAnimation == "WALK" && !heldOnXY && !heldDown && !heldUp)
427 return "STAND"; 449 return "STAND";
428 450
429 return CurrentMovementAnimation; 451 return CurrentMovementAnimation;
@@ -435,8 +457,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
435 457
436 #region Jumping // section added for jumping... 458 #region Jumping // section added for jumping...
437 459
438 if (isColliding && move.Z > 0f && currentControlState != motionControlStates.jumping) 460// if (isColliding && move.Z > 0f && currentControlState != motionControlStates.jumping)
439 { 461 if (isColliding && heldUp && currentControlState != motionControlStates.jumping)
462 {
440 // Start jumping, prejump 463 // Start jumping, prejump
441 currentControlState = motionControlStates.jumping; 464 currentControlState = motionControlStates.jumping;
442 m_jumping = true; 465 m_jumping = true;
@@ -481,7 +504,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
481 currentControlState = motionControlStates.landing; 504 currentControlState = motionControlStates.landing;
482 m_animTickLand = Environment.TickCount; 505 m_animTickLand = Environment.TickCount;
483 // TODO: SOFT_LAND support 506 // TODO: SOFT_LAND support
484 float fallVsq =m_lastFallVelocity*m_lastFallVelocity; 507 float fallVsq = m_lastFallVelocity * m_lastFallVelocity;
485 if (fallVsq > 300f) // aprox 20*h 508 if (fallVsq > 300f) // aprox 20*h
486 return "STANDUP"; 509 return "STANDUP";
487 else if (fallVsq > 160f) 510 else if (fallVsq > 160f)
@@ -514,12 +537,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
514 537
515 538
516 // next section moved outside paren. and realigned for jumping 539 // next section moved outside paren. and realigned for jumping
517 if (move.X != 0f || move.Y != 0f) 540
541// if (move.X != 0f || move.Y != 0f)
542 if (heldOnXY)
518 { 543 {
519 currentControlState = motionControlStates.onsurface; 544 currentControlState = motionControlStates.onsurface;
520 Falling = false; 545 Falling = false;
521 // Walking / crouchwalking / running 546 // Walking / crouchwalking / running
522 if (move.Z < 0f) 547// if (move.Z < 0f)
548 if (heldDown)
523 { 549 {
524 return "CROUCHWALK"; 550 return "CROUCHWALK";
525 } 551 }
@@ -538,7 +564,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
538 currentControlState = motionControlStates.onsurface; 564 currentControlState = motionControlStates.onsurface;
539 Falling = false; 565 Falling = false;
540 // Not walking 566 // Not walking
541 if (move.Z < 0) 567// if (move.Z < 0)
568 if(heldDown)
542 return "CROUCH"; 569 return "CROUCH";
543 else if (heldTurnLeft) 570 else if (heldTurnLeft)
544 return "TURNLEFT"; 571 return "TURNLEFT";
@@ -558,7 +585,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
558 /// <returns>'true' if the animation was changed</returns> 585 /// <returns>'true' if the animation was changed</returns>
559 public bool UpdateMovementAnimations() 586 public bool UpdateMovementAnimations()
560 { 587 {
561// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Updating movement animations for {0}", m_scenePresence.Name); 588 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Updating movement animations for {0}", m_scenePresence.Name);
562 589
563 bool ret = false; 590 bool ret = false;
564 lock (m_animations) 591 lock (m_animations)
@@ -568,9 +595,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
568 { 595 {
569 CurrentMovementAnimation = newMovementAnimation; 596 CurrentMovementAnimation = newMovementAnimation;
570 597
571// m_log.DebugFormat( 598 // m_log.DebugFormat(
572// "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()", 599 // "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()",
573// CurrentMovementAnimation, m_scenePresence.Name); 600 // CurrentMovementAnimation, m_scenePresence.Name);
574 601
575 // Only set it if it's actually changed, give a script 602 // Only set it if it's actually changed, give a script
576 // a chance to stop a default animation 603 // a chance to stop a default animation
@@ -606,19 +633,19 @@ namespace OpenSim.Region.Framework.Scenes.Animation
606 m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); 633 m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
607 return animIDs; 634 return animIDs;
608 } 635 }
609 636
610 public BinBVHAnimation GenerateRandomAnimation() 637 public BinBVHAnimation GenerateRandomAnimation()
611 { 638 {
612 int rnditerations = 3; 639 int rnditerations = 3;
613 BinBVHAnimation anim = new BinBVHAnimation(); 640 BinBVHAnimation anim = new BinBVHAnimation();
614 List<string> parts = new List<string>(); 641 List<string> parts = new List<string>();
615 parts.Add("mPelvis");parts.Add("mHead");parts.Add("mTorso"); 642 parts.Add("mPelvis"); parts.Add("mHead"); parts.Add("mTorso");
616 parts.Add("mHipLeft");parts.Add("mHipRight");parts.Add("mHipLeft");parts.Add("mKneeLeft"); 643 parts.Add("mHipLeft"); parts.Add("mHipRight"); parts.Add("mHipLeft"); parts.Add("mKneeLeft");
617 parts.Add("mKneeRight");parts.Add("mCollarLeft");parts.Add("mCollarRight");parts.Add("mNeck"); 644 parts.Add("mKneeRight"); parts.Add("mCollarLeft"); parts.Add("mCollarRight"); parts.Add("mNeck");
618 parts.Add("mElbowLeft");parts.Add("mElbowRight");parts.Add("mWristLeft");parts.Add("mWristRight"); 645 parts.Add("mElbowLeft"); parts.Add("mElbowRight"); parts.Add("mWristLeft"); parts.Add("mWristRight");
619 parts.Add("mShoulderLeft");parts.Add("mShoulderRight");parts.Add("mAnkleLeft");parts.Add("mAnkleRight"); 646 parts.Add("mShoulderLeft"); parts.Add("mShoulderRight"); parts.Add("mAnkleLeft"); parts.Add("mAnkleRight");
620 parts.Add("mEyeRight");parts.Add("mChest");parts.Add("mToeLeft");parts.Add("mToeRight"); 647 parts.Add("mEyeRight"); parts.Add("mChest"); parts.Add("mToeLeft"); parts.Add("mToeRight");
621 parts.Add("mFootLeft");parts.Add("mFootRight");parts.Add("mEyeLeft"); 648 parts.Add("mFootLeft"); parts.Add("mFootRight"); parts.Add("mEyeLeft");
622 anim.HandPose = 1; 649 anim.HandPose = 1;
623 anim.InPoint = 0; 650 anim.InPoint = 0;
624 anim.OutPoint = (rnditerations * .10f); 651 anim.OutPoint = (rnditerations * .10f);
@@ -642,12 +669,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
642 for (int i = 0; i < rnditerations; i++) 669 for (int i = 0; i < rnditerations; i++)
643 { 670 {
644 anim.Joints[j].rotationkeys[i] = new binBVHJointKey(); 671 anim.Joints[j].rotationkeys[i] = new binBVHJointKey();
645 anim.Joints[j].rotationkeys[i].time = (i*.10f); 672 anim.Joints[j].rotationkeys[i].time = (i * .10f);
646 anim.Joints[j].rotationkeys[i].key_element.X = ((float) rnd.NextDouble()*2 - 1); 673 anim.Joints[j].rotationkeys[i].key_element.X = ((float)rnd.NextDouble() * 2 - 1);
647 anim.Joints[j].rotationkeys[i].key_element.Y = ((float) rnd.NextDouble()*2 - 1); 674 anim.Joints[j].rotationkeys[i].key_element.Y = ((float)rnd.NextDouble() * 2 - 1);
648 anim.Joints[j].rotationkeys[i].key_element.Z = ((float) rnd.NextDouble()*2 - 1); 675 anim.Joints[j].rotationkeys[i].key_element.Z = ((float)rnd.NextDouble() * 2 - 1);
649 anim.Joints[j].positionkeys[i] = new binBVHJointKey(); 676 anim.Joints[j].positionkeys[i] = new binBVHJointKey();
650 anim.Joints[j].positionkeys[i].time = (i*.10f); 677 anim.Joints[j].positionkeys[i].time = (i * .10f);
651 anim.Joints[j].positionkeys[i].key_element.X = 0; 678 anim.Joints[j].positionkeys[i].key_element.X = 0;
652 anim.Joints[j].positionkeys[i].key_element.Y = 0; 679 anim.Joints[j].positionkeys[i].key_element.Y = 0;
653 anim.Joints[j].positionkeys[i].key_element.Z = 0; 680 anim.Joints[j].positionkeys[i].key_element.Z = 0;
@@ -674,22 +701,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
674 /// <param name="objectIDs"></param> 701 /// <param name="objectIDs"></param>
675 public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs) 702 public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs)
676 { 703 {
677/* 704 /*
678 if (m_scenePresence.IsChildAgent) 705 if (m_scenePresence.IsChildAgent)
679 return; 706 return;
680 707
681// m_log.DebugFormat( 708 // m_log.DebugFormat(
682// "[SCENE PRESENCE ANIMATOR]: Sending anim pack with animations '{0}', sequence '{1}', uuids '{2}'", 709 // "[SCENE PRESENCE ANIMATOR]: Sending anim pack with animations '{0}', sequence '{1}', uuids '{2}'",
683// string.Join(",", Array.ConvertAll<UUID, string>(animations, a => a.ToString())), 710 // string.Join(",", Array.ConvertAll<UUID, string>(animations, a => a.ToString())),
684// string.Join(",", Array.ConvertAll<int, string>(seqs, s => s.ToString())), 711 // string.Join(",", Array.ConvertAll<int, string>(seqs, s => s.ToString())),
685// string.Join(",", Array.ConvertAll<UUID, string>(objectIDs, o => o.ToString()))); 712 // string.Join(",", Array.ConvertAll<UUID, string>(objectIDs, o => o.ToString())));
686 713
687 m_scenePresence.Scene.ForEachClient( 714 m_scenePresence.Scene.ForEachClient(
688 delegate(IClientAPI client) 715 delegate(IClientAPI client)
689 { 716 {
690 client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs); 717 client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs);
691 }); 718 });
692 */ 719 */
693 m_scenePresence.SendAnimPack(animations, seqs, objectIDs); 720 m_scenePresence.SendAnimPack(animations, seqs, objectIDs);
694 } 721 }
695 722
@@ -699,7 +726,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
699 sequenceNums = null; 726 sequenceNums = null;
700 objectIDs = null; 727 objectIDs = null;
701 728
702 if(m_animations != null) 729 if (m_animations != null)
703 m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); 730 m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
704 } 731 }
705 732
@@ -722,7 +749,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
722 public void SendAnimPack() 749 public void SendAnimPack()
723 { 750 {
724 //m_log.Debug("Sending animation pack to all"); 751 //m_log.Debug("Sending animation pack to all");
725 752
726 if (m_scenePresence.IsChildAgent) 753 if (m_scenePresence.IsChildAgent)
727 return; 754 return;
728 755
@@ -732,7 +759,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
732 759
733 m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); 760 m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
734 761
735// SendAnimPack(animIDs, sequenceNums, objectIDs); 762 // SendAnimPack(animIDs, sequenceNums, objectIDs);
736 m_scenePresence.SendAnimPack(animIDs, sequenceNums, objectIDs); 763 m_scenePresence.SendAnimPack(animIDs, sequenceNums, objectIDs);
737 } 764 }
738 765