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author | Justin Clark-Casey (justincc) | 2009-11-17 15:05:40 +0000 |
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committer | Justin Clark-Casey (justincc) | 2009-11-17 15:05:40 +0000 |
commit | 1324082b90a0c52a8f6d61802aff3442fb95df67 (patch) | |
tree | 142d984d16c86abc12d5fb98b6f7e9f301bea3c3 /OpenSim/Region/Framework/Scenes/Animation | |
parent | minor: very minor formatting change (diff) | |
download | opensim-SC-1324082b90a0c52a8f6d61802aff3442fb95df67.zip opensim-SC-1324082b90a0c52a8f6d61802aff3442fb95df67.tar.gz opensim-SC-1324082b90a0c52a8f6d61802aff3442fb95df67.tar.bz2 opensim-SC-1324082b90a0c52a8f6d61802aff3442fb95df67.tar.xz |
refactor: move most animation methods from ScenePresence into a new ScenePresenceAnimator class
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Animation')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | 388 |
1 files changed, 388 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs new file mode 100644 index 0000000..d22e24a --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | |||
@@ -0,0 +1,388 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using OpenMetaverse; | ||
30 | using OpenSim.Framework; | ||
31 | using OpenSim.Region.Framework.Interfaces; | ||
32 | using OpenSim.Region.Framework.Scenes; | ||
33 | using OpenSim.Region.Physics.Manager; | ||
34 | |||
35 | namespace OpenSim.Region.Framework.Scenes.Animation | ||
36 | { | ||
37 | /// <summary> | ||
38 | /// Handle all animation duties for a scene presence | ||
39 | /// </summary> | ||
40 | public class ScenePresenceAnimator | ||
41 | { | ||
42 | public AnimationSet Animations | ||
43 | { | ||
44 | get { return m_animations; } | ||
45 | } | ||
46 | protected AnimationSet m_animations = new AnimationSet(); | ||
47 | |||
48 | /// <value> | ||
49 | /// The current movement animation | ||
50 | /// </value> | ||
51 | public string CurrentMovementAnimation | ||
52 | { | ||
53 | get { return m_movementAnimation; } | ||
54 | } | ||
55 | protected string m_movementAnimation = "DEFAULT"; | ||
56 | |||
57 | private int m_animTickFall; | ||
58 | private int m_animTickJump; | ||
59 | |||
60 | /// <value> | ||
61 | /// The scene presence that this animator applies to | ||
62 | /// </value> | ||
63 | protected ScenePresence m_scenePresence; | ||
64 | |||
65 | public ScenePresenceAnimator(ScenePresence sp) | ||
66 | { | ||
67 | m_scenePresence = sp; | ||
68 | } | ||
69 | |||
70 | public void AddAnimation(UUID animID, UUID objectID) | ||
71 | { | ||
72 | if (m_scenePresence.IsChildAgent) | ||
73 | return; | ||
74 | |||
75 | if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) | ||
76 | SendAnimPack(); | ||
77 | } | ||
78 | |||
79 | // Called from scripts | ||
80 | public void AddAnimation(string name, UUID objectID) | ||
81 | { | ||
82 | if (m_scenePresence.IsChildAgent) | ||
83 | return; | ||
84 | |||
85 | UUID animID = m_scenePresence.ControllingClient.GetDefaultAnimation(name); | ||
86 | if (animID == UUID.Zero) | ||
87 | return; | ||
88 | |||
89 | AddAnimation(animID, objectID); | ||
90 | } | ||
91 | |||
92 | public void RemoveAnimation(UUID animID) | ||
93 | { | ||
94 | if (m_scenePresence.IsChildAgent) | ||
95 | return; | ||
96 | |||
97 | if (m_animations.Remove(animID)) | ||
98 | SendAnimPack(); | ||
99 | } | ||
100 | |||
101 | // Called from scripts | ||
102 | public void RemoveAnimation(string name) | ||
103 | { | ||
104 | if (m_scenePresence.IsChildAgent) | ||
105 | return; | ||
106 | |||
107 | UUID animID = m_scenePresence.ControllingClient.GetDefaultAnimation(name); | ||
108 | if (animID == UUID.Zero) | ||
109 | return; | ||
110 | |||
111 | RemoveAnimation(animID); | ||
112 | } | ||
113 | |||
114 | public void ResetAnimations() | ||
115 | { | ||
116 | m_animations.Clear(); | ||
117 | } | ||
118 | |||
119 | /// <summary> | ||
120 | /// The movement animation is reserved for "main" animations | ||
121 | /// that are mutually exclusive, e.g. flying and sitting. | ||
122 | /// </summary> | ||
123 | public void TrySetMovementAnimation(string anim) | ||
124 | { | ||
125 | //m_log.DebugFormat("Updating movement animation to {0}", anim); | ||
126 | |||
127 | if (!m_scenePresence.IsChildAgent) | ||
128 | { | ||
129 | if (m_animations.TrySetDefaultAnimation( | ||
130 | anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero)) | ||
131 | { | ||
132 | // 16384 is CHANGED_ANIMATION | ||
133 | m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 }); | ||
134 | SendAnimPack(); | ||
135 | } | ||
136 | } | ||
137 | } | ||
138 | |||
139 | /// <summary> | ||
140 | /// This method determines the proper movement related animation | ||
141 | /// </summary> | ||
142 | public string GetMovementAnimation() | ||
143 | { | ||
144 | const float FALL_DELAY = 0.33f; | ||
145 | const float PREJUMP_DELAY = 0.25f; | ||
146 | |||
147 | #region Inputs | ||
148 | |||
149 | AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; | ||
150 | PhysicsActor actor = m_scenePresence.PhysicsActor; | ||
151 | |||
152 | // Create forward and left vectors from the current avatar rotation | ||
153 | Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_scenePresence.Rotation); | ||
154 | Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix); | ||
155 | Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); | ||
156 | |||
157 | // Check control flags | ||
158 | bool heldForward = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; | ||
159 | bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; | ||
160 | bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; | ||
161 | bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; | ||
162 | //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; | ||
163 | //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; | ||
164 | bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; | ||
165 | bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; | ||
166 | //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; | ||
167 | //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; | ||
168 | |||
169 | // Direction in which the avatar is trying to move | ||
170 | Vector3 move = Vector3.Zero; | ||
171 | if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; } | ||
172 | if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } | ||
173 | if (heldLeft) { move.X += left.X; move.Y += left.Y; } | ||
174 | if (heldRight) { move.X -= left.X; move.Y -= left.Y; } | ||
175 | if (heldUp) { move.Z += 1; } | ||
176 | if (heldDown) { move.Z -= 1; } | ||
177 | |||
178 | // Is the avatar trying to move? | ||
179 | // bool moving = (move != Vector3.Zero); | ||
180 | bool jumping = m_animTickJump != 0; | ||
181 | |||
182 | #endregion Inputs | ||
183 | |||
184 | #region Flying | ||
185 | |||
186 | if (actor != null && actor.Flying) | ||
187 | { | ||
188 | m_animTickFall = 0; | ||
189 | m_animTickJump = 0; | ||
190 | |||
191 | if (move.X != 0f || move.Y != 0f) | ||
192 | { | ||
193 | return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY"); | ||
194 | } | ||
195 | else if (move.Z > 0f) | ||
196 | { | ||
197 | return "HOVER_UP"; | ||
198 | } | ||
199 | else if (move.Z < 0f) | ||
200 | { | ||
201 | if (actor != null && actor.IsColliding) | ||
202 | return "LAND"; | ||
203 | else | ||
204 | return "HOVER_DOWN"; | ||
205 | } | ||
206 | else | ||
207 | { | ||
208 | return "HOVER"; | ||
209 | } | ||
210 | } | ||
211 | |||
212 | #endregion Flying | ||
213 | |||
214 | #region Falling/Floating/Landing | ||
215 | |||
216 | if (actor == null || !actor.IsColliding) | ||
217 | { | ||
218 | float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; | ||
219 | float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; | ||
220 | |||
221 | if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) | ||
222 | { | ||
223 | // Just started falling | ||
224 | m_animTickFall = Environment.TickCount; | ||
225 | } | ||
226 | else if (!jumping && fallElapsed > FALL_DELAY) | ||
227 | { | ||
228 | // Falling long enough to trigger the animation | ||
229 | return "FALLDOWN"; | ||
230 | } | ||
231 | |||
232 | return m_movementAnimation; | ||
233 | } | ||
234 | |||
235 | #endregion Falling/Floating/Landing | ||
236 | |||
237 | #region Ground Movement | ||
238 | |||
239 | if (m_movementAnimation == "FALLDOWN") | ||
240 | { | ||
241 | m_animTickFall = Environment.TickCount; | ||
242 | |||
243 | // TODO: SOFT_LAND support | ||
244 | return "LAND"; | ||
245 | } | ||
246 | else if (m_movementAnimation == "LAND") | ||
247 | { | ||
248 | float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; | ||
249 | |||
250 | if (landElapsed <= FALL_DELAY) | ||
251 | return "LAND"; | ||
252 | } | ||
253 | |||
254 | m_animTickFall = 0; | ||
255 | |||
256 | if (move.Z > 0f) | ||
257 | { | ||
258 | // Jumping | ||
259 | if (!jumping) | ||
260 | { | ||
261 | // Begin prejump | ||
262 | m_animTickJump = Environment.TickCount; | ||
263 | return "PREJUMP"; | ||
264 | } | ||
265 | else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) | ||
266 | { | ||
267 | // Start actual jump | ||
268 | if (m_animTickJump == -1) | ||
269 | { | ||
270 | // Already jumping! End the current jump | ||
271 | m_animTickJump = 0; | ||
272 | return "JUMP"; | ||
273 | } | ||
274 | |||
275 | m_animTickJump = -1; | ||
276 | return "JUMP"; | ||
277 | } | ||
278 | } | ||
279 | else | ||
280 | { | ||
281 | // Not jumping | ||
282 | m_animTickJump = 0; | ||
283 | |||
284 | if (move.X != 0f || move.Y != 0f) | ||
285 | { | ||
286 | // Walking / crouchwalking / running | ||
287 | if (move.Z < 0f) | ||
288 | return "CROUCHWALK"; | ||
289 | else if (m_scenePresence.SetAlwaysRun) | ||
290 | return "RUN"; | ||
291 | else | ||
292 | return "WALK"; | ||
293 | } | ||
294 | else | ||
295 | { | ||
296 | // Not walking | ||
297 | if (move.Z < 0f) | ||
298 | return "CROUCH"; | ||
299 | else | ||
300 | return "STAND"; | ||
301 | } | ||
302 | } | ||
303 | |||
304 | #endregion Ground Movement | ||
305 | |||
306 | return m_movementAnimation; | ||
307 | } | ||
308 | |||
309 | /// <summary> | ||
310 | /// Update the movement animation of this avatar according to its current state | ||
311 | /// </summary> | ||
312 | public void UpdateMovementAnimations() | ||
313 | { | ||
314 | m_movementAnimation = GetMovementAnimation(); | ||
315 | |||
316 | if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) | ||
317 | { | ||
318 | // This was the previous behavior before PREJUMP | ||
319 | TrySetMovementAnimation("JUMP"); | ||
320 | } | ||
321 | else | ||
322 | { | ||
323 | TrySetMovementAnimation(m_movementAnimation); | ||
324 | } | ||
325 | } | ||
326 | |||
327 | public UUID[] GetAnimationArray() | ||
328 | { | ||
329 | UUID[] animIDs; | ||
330 | int[] sequenceNums; | ||
331 | UUID[] objectIDs; | ||
332 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); | ||
333 | return animIDs; | ||
334 | } | ||
335 | |||
336 | /// <summary> | ||
337 | /// | ||
338 | /// </summary> | ||
339 | /// <param name="animations"></param> | ||
340 | /// <param name="seqs"></param> | ||
341 | /// <param name="objectIDs"></param> | ||
342 | public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs) | ||
343 | { | ||
344 | if (m_scenePresence.IsChildAgent) | ||
345 | return; | ||
346 | |||
347 | m_scenePresence.Scene.ForEachClient( | ||
348 | delegate(IClientAPI client) | ||
349 | { | ||
350 | client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs); | ||
351 | }); | ||
352 | } | ||
353 | |||
354 | public void SendAnimPackToClient(IClientAPI client) | ||
355 | { | ||
356 | if (m_scenePresence.IsChildAgent) | ||
357 | return; | ||
358 | |||
359 | UUID[] animIDs; | ||
360 | int[] sequenceNums; | ||
361 | UUID[] objectIDs; | ||
362 | |||
363 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); | ||
364 | |||
365 | m_scenePresence.ControllingClient.SendAnimations( | ||
366 | animIDs, sequenceNums, m_scenePresence.ControllingClient.AgentId, objectIDs); | ||
367 | } | ||
368 | |||
369 | /// <summary> | ||
370 | /// Send animation information about this avatar to all clients. | ||
371 | /// </summary> | ||
372 | public void SendAnimPack() | ||
373 | { | ||
374 | //m_log.Debug("Sending animation pack to all"); | ||
375 | |||
376 | if (m_scenePresence.IsChildAgent) | ||
377 | return; | ||
378 | |||
379 | UUID[] animIDs; | ||
380 | int[] sequenceNums; | ||
381 | UUID[] objectIDs; | ||
382 | |||
383 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); | ||
384 | |||
385 | SendAnimPack(animIDs, sequenceNums, objectIDs); | ||
386 | } | ||
387 | } | ||
388 | } \ No newline at end of file | ||