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author | John Hurliman | 2009-10-29 04:13:51 -0700 |
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committer | John Hurliman | 2009-10-29 04:13:51 -0700 |
commit | 3f2d6fe4707b6fbb40e775e63c4cd7a7137a9814 (patch) | |
tree | 97ab19f47e0a59f0594b07964f3f907ab9833c0e /OpenSim/Region/Framework/Scenes/ScenePresence.cs | |
parent | Fixing NullReferenceException regression in the previous commit (diff) | |
download | opensim-SC-3f2d6fe4707b6fbb40e775e63c4cd7a7137a9814.zip opensim-SC-3f2d6fe4707b6fbb40e775e63c4cd7a7137a9814.tar.gz opensim-SC-3f2d6fe4707b6fbb40e775e63c4cd7a7137a9814.tar.bz2 opensim-SC-3f2d6fe4707b6fbb40e775e63c4cd7a7137a9814.tar.xz |
Ported the Simian avatar animation system to OpenSim. Landing is currently not working
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 239 |
1 files changed, 203 insertions, 36 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 7420134..c4f4021 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -130,12 +130,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
130 | private bool m_setAlwaysRun; | 130 | private bool m_setAlwaysRun; |
131 | 131 | ||
132 | private string m_movementAnimation = "DEFAULT"; | 132 | private string m_movementAnimation = "DEFAULT"; |
133 | private long m_animPersistUntil = 0; | 133 | private long m_animPersistUntil; |
134 | private bool m_allowFalling = false; | 134 | private int m_animTickFall; |
135 | private bool m_useFlySlow = false; | 135 | private int m_animTickJump; |
136 | private bool m_usePreJump = false; | 136 | private bool m_allowFalling; |
137 | private bool m_forceFly = false; | 137 | private bool m_useFlySlow; |
138 | private bool m_flyDisabled = false; | 138 | private bool m_usePreJump; |
139 | private bool m_forceFly; | ||
140 | private bool m_flyDisabled; | ||
139 | 141 | ||
140 | private float m_speedModifier = 1.0f; | 142 | private float m_speedModifier = 1.0f; |
141 | 143 | ||
@@ -143,7 +145,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
143 | 145 | ||
144 | public bool IsRestrictedToRegion; | 146 | public bool IsRestrictedToRegion; |
145 | 147 | ||
146 | public string JID = string.Empty; | 148 | public string JID = String.Empty; |
147 | 149 | ||
148 | // Agent moves with a PID controller causing a force to be exerted. | 150 | // Agent moves with a PID controller causing a force to be exerted. |
149 | private bool m_newCoarseLocations = true; | 151 | private bool m_newCoarseLocations = true; |
@@ -158,43 +160,43 @@ namespace OpenSim.Region.Framework.Scenes | |||
158 | private readonly Vector3[] Dir_Vectors = new Vector3[6]; | 160 | private readonly Vector3[] Dir_Vectors = new Vector3[6]; |
159 | 161 | ||
160 | // Position of agent's camera in world (region cordinates) | 162 | // Position of agent's camera in world (region cordinates) |
161 | protected Vector3 m_CameraCenter = Vector3.Zero; | 163 | protected Vector3 m_CameraCenter; |
162 | protected Vector3 m_lastCameraCenter = Vector3.Zero; | 164 | protected Vector3 m_lastCameraCenter; |
163 | 165 | ||
164 | protected Timer m_reprioritization_timer; | 166 | protected Timer m_reprioritization_timer; |
165 | protected bool m_reprioritizing = false; | 167 | protected bool m_reprioritizing; |
166 | protected bool m_reprioritization_called = false; | 168 | protected bool m_reprioritization_called; |
167 | 169 | ||
168 | // Use these three vectors to figure out what the agent is looking at | 170 | // Use these three vectors to figure out what the agent is looking at |
169 | // Convert it to a Matrix and/or Quaternion | 171 | // Convert it to a Matrix and/or Quaternion |
170 | protected Vector3 m_CameraAtAxis = Vector3.Zero; | 172 | protected Vector3 m_CameraAtAxis; |
171 | protected Vector3 m_CameraLeftAxis = Vector3.Zero; | 173 | protected Vector3 m_CameraLeftAxis; |
172 | protected Vector3 m_CameraUpAxis = Vector3.Zero; | 174 | protected Vector3 m_CameraUpAxis; |
173 | private uint m_AgentControlFlags; | 175 | private uint m_AgentControlFlags; |
174 | private Quaternion m_headrotation = Quaternion.Identity; | 176 | private Quaternion m_headrotation = Quaternion.Identity; |
175 | private byte m_state; | 177 | private byte m_state; |
176 | 178 | ||
177 | //Reuse the Vector3 instead of creating a new one on the UpdateMovement method | 179 | //Reuse the Vector3 instead of creating a new one on the UpdateMovement method |
178 | private Vector3 movementvector = Vector3.Zero; | 180 | private Vector3 movementvector; |
179 | 181 | ||
180 | private bool m_autopilotMoving; | 182 | private bool m_autopilotMoving; |
181 | private Vector3 m_autoPilotTarget = Vector3.Zero; | 183 | private Vector3 m_autoPilotTarget; |
182 | private bool m_sitAtAutoTarget; | 184 | private bool m_sitAtAutoTarget; |
183 | 185 | ||
184 | private string m_nextSitAnimation = String.Empty; | 186 | private string m_nextSitAnimation = String.Empty; |
185 | 187 | ||
186 | //PauPaw:Proper PID Controler for autopilot************ | 188 | //PauPaw:Proper PID Controler for autopilot************ |
187 | private bool m_moveToPositionInProgress; | 189 | private bool m_moveToPositionInProgress; |
188 | private Vector3 m_moveToPositionTarget = Vector3.Zero; | 190 | private Vector3 m_moveToPositionTarget; |
189 | 191 | ||
190 | private bool m_followCamAuto = false; | 192 | private bool m_followCamAuto; |
191 | 193 | ||
192 | private int m_movementUpdateCount = 0; | 194 | private int m_movementUpdateCount; |
193 | 195 | ||
194 | private const int NumMovementsBetweenRayCast = 5; | 196 | private const int NumMovementsBetweenRayCast = 5; |
195 | 197 | ||
196 | private bool CameraConstraintActive = false; | 198 | private bool CameraConstraintActive; |
197 | //private int m_moveToPositionStateStatus = 0; | 199 | //private int m_moveToPositionStateStatus; |
198 | //***************************************************** | 200 | //***************************************************** |
199 | 201 | ||
200 | // Agent's Draw distance. | 202 | // Agent's Draw distance. |
@@ -444,7 +446,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
444 | } | 446 | } |
445 | 447 | ||
446 | m_pos = value; | 448 | m_pos = value; |
447 | m_parentPosition = new Vector3(0, 0, 0); | 449 | m_parentPosition = Vector3.Zero; |
448 | } | 450 | } |
449 | } | 451 | } |
450 | 452 | ||
@@ -457,22 +459,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
457 | { | 459 | { |
458 | PhysicsActor actor = m_physicsActor; | 460 | PhysicsActor actor = m_physicsActor; |
459 | if (actor != null) | 461 | if (actor != null) |
460 | m_velocity = m_physicsActor.Velocity; | 462 | m_velocity = actor.Velocity; |
461 | 463 | ||
462 | return m_velocity; | 464 | return m_velocity; |
463 | } | 465 | } |
464 | set | 466 | set |
465 | { | 467 | { |
466 | //m_log.DebugFormat("In {0} setting velocity of {1} to {2}", m_scene.RegionInfo.RegionName, Name, value); | 468 | //m_log.DebugFormat("In {0} setting velocity of {1} to {2}", m_scene.RegionInfo.RegionName, Name, value); |
467 | 469 | ||
468 | if (m_physicsActor != null) | 470 | PhysicsActor actor = m_physicsActor; |
471 | if (actor != null) | ||
469 | { | 472 | { |
470 | try | 473 | try |
471 | { | 474 | { |
472 | lock (m_scene.SyncRoot) | 475 | lock (m_scene.SyncRoot) |
473 | { | 476 | actor.Velocity = value; |
474 | m_physicsActor.Velocity = value; | ||
475 | } | ||
476 | } | 477 | } |
477 | catch (Exception e) | 478 | catch (Exception e) |
478 | { | 479 | { |
@@ -934,7 +935,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
934 | isFlying = m_physicsActor.Flying; | 935 | isFlying = m_physicsActor.Flying; |
935 | 936 | ||
936 | RemoveFromPhysicalScene(); | 937 | RemoveFromPhysicalScene(); |
937 | Velocity = new Vector3(0, 0, 0); | 938 | Velocity = Vector3.Zero; |
938 | AbsolutePosition = pos; | 939 | AbsolutePosition = pos; |
939 | AddToPhysicalScene(isFlying); | 940 | AddToPhysicalScene(isFlying); |
940 | if (m_appearance != null) | 941 | if (m_appearance != null) |
@@ -982,12 +983,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
982 | 983 | ||
983 | if (m_avHeight != 127.0f) | 984 | if (m_avHeight != 127.0f) |
984 | { | 985 | { |
985 | AbsolutePosition = AbsolutePosition + new Vector3(0, 0, (m_avHeight / 6f)); | 986 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (m_avHeight / 6f)); |
986 | } | 987 | } |
987 | else | 988 | else |
988 | { | 989 | { |
989 | AbsolutePosition = AbsolutePosition + new Vector3(0, 0, (1.56f / 6f)); | 990 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); |
990 | } | 991 | } |
992 | |||
991 | TrySetMovementAnimation("LAND"); | 993 | TrySetMovementAnimation("LAND"); |
992 | SendFullUpdateToAllClients(); | 994 | SendFullUpdateToAllClients(); |
993 | } | 995 | } |
@@ -1534,7 +1536,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1534 | if (part != null) | 1536 | if (part != null) |
1535 | { | 1537 | { |
1536 | AbsolutePosition = part.AbsolutePosition; | 1538 | AbsolutePosition = part.AbsolutePosition; |
1537 | Velocity = new Vector3(0, 0, 0); | 1539 | Velocity = Vector3.Zero; |
1538 | SendFullUpdateToAllClients(); | 1540 | SendFullUpdateToAllClients(); |
1539 | 1541 | ||
1540 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); | 1542 | //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); |
@@ -1851,7 +1853,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1851 | } | 1853 | } |
1852 | m_parentID = m_requestedSitTargetID; | 1854 | m_parentID = m_requestedSitTargetID; |
1853 | 1855 | ||
1854 | Velocity = new Vector3(0, 0, 0); | 1856 | Velocity = Vector3.Zero; |
1855 | RemoveFromPhysicalScene(); | 1857 | RemoveFromPhysicalScene(); |
1856 | 1858 | ||
1857 | TrySetMovementAnimation(sitAnimation); | 1859 | TrySetMovementAnimation(sitAnimation); |
@@ -2008,7 +2010,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2008 | protected void TrySetMovementAnimation(string anim) | 2010 | protected void TrySetMovementAnimation(string anim) |
2009 | { | 2011 | { |
2010 | //m_log.DebugFormat("Updating movement animation to {0}", anim); | 2012 | //m_log.DebugFormat("Updating movement animation to {0}", anim); |
2011 | 2013 | ||
2012 | if (!m_isChildAgent) | 2014 | if (!m_isChildAgent) |
2013 | { | 2015 | { |
2014 | if (m_animations.TrySetDefaultAnimation(anim, m_controllingClient.NextAnimationSequenceNumber, UUID.Zero)) | 2016 | if (m_animations.TrySetDefaultAnimation(anim, m_controllingClient.NextAnimationSequenceNumber, UUID.Zero)) |
@@ -2239,12 +2241,176 @@ namespace OpenSim.Region.Framework.Scenes | |||
2239 | } | 2241 | } |
2240 | } | 2242 | } |
2241 | 2243 | ||
2244 | public string GetMovementAnimation2() | ||
2245 | { | ||
2246 | const float FALL_DELAY = 0.33f; | ||
2247 | const float PREJUMP_DELAY = 0.25f; | ||
2248 | |||
2249 | m_allowFalling = true; | ||
2250 | |||
2251 | AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_AgentControlFlags; | ||
2252 | PhysicsActor actor = m_physicsActor; | ||
2253 | |||
2254 | // Create forward and left vectors from the current avatar rotation | ||
2255 | Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_bodyRot); | ||
2256 | Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix); | ||
2257 | Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); | ||
2258 | |||
2259 | // Check control flags | ||
2260 | bool heldForward = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; | ||
2261 | bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; | ||
2262 | bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; | ||
2263 | bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; | ||
2264 | //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; | ||
2265 | //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; | ||
2266 | bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; | ||
2267 | bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; | ||
2268 | //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; | ||
2269 | //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; | ||
2270 | |||
2271 | // Direction in which the avatar is trying to move | ||
2272 | Vector3 move = Vector3.Zero; | ||
2273 | if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; } | ||
2274 | if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } | ||
2275 | if (heldLeft) { move.X += left.X; move.Y += left.Y; } | ||
2276 | if (heldRight) { move.X -= left.X; move.Y -= left.Y; } | ||
2277 | if (heldUp) { move.Z += 1; } | ||
2278 | if (heldDown) { move.Z -= 1; } | ||
2279 | |||
2280 | // Is the avatar trying to move? | ||
2281 | bool moving = (move != Vector3.Zero); | ||
2282 | bool jumping = m_animTickJump != 0; | ||
2283 | |||
2284 | #region Flying | ||
2285 | |||
2286 | if (actor != null && actor.Flying) | ||
2287 | { | ||
2288 | m_animTickFall = 0; | ||
2289 | m_animTickJump = 0; | ||
2290 | |||
2291 | if (move.X != 0f || move.Y != 0f) | ||
2292 | { | ||
2293 | return (m_useFlySlow ? "FLYSLOW" : "FLY"); | ||
2294 | } | ||
2295 | else if (move.Z > 0f) | ||
2296 | { | ||
2297 | return "HOVER_UP"; | ||
2298 | } | ||
2299 | else if (move.Z < 0f) | ||
2300 | { | ||
2301 | if (actor != null && actor.IsColliding) | ||
2302 | return "LAND"; | ||
2303 | else | ||
2304 | return "HOVER_DOWN"; | ||
2305 | } | ||
2306 | else | ||
2307 | { | ||
2308 | return "HOVER"; | ||
2309 | } | ||
2310 | } | ||
2311 | |||
2312 | #endregion Flying | ||
2313 | |||
2314 | #region Falling/Floating/Landing | ||
2315 | |||
2316 | if (actor == null || !actor.IsColliding) | ||
2317 | { | ||
2318 | float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; | ||
2319 | |||
2320 | if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && actor.Velocity.Z >= 0.0f)) | ||
2321 | { | ||
2322 | // Just started falling | ||
2323 | m_animTickFall = Environment.TickCount; | ||
2324 | } | ||
2325 | else if (!jumping && fallElapsed > FALL_DELAY) | ||
2326 | { | ||
2327 | // Falling long enough to trigger the animation | ||
2328 | return "FALLDOWN"; | ||
2329 | } | ||
2330 | |||
2331 | return m_movementAnimation; | ||
2332 | } | ||
2333 | |||
2334 | #endregion Falling/Floating/Landing | ||
2335 | |||
2336 | #region Ground Movement | ||
2337 | |||
2338 | if (m_movementAnimation == "FALLDOWN") | ||
2339 | { | ||
2340 | m_animTickFall = Environment.TickCount; | ||
2341 | |||
2342 | // TODO: SOFT_LAND support | ||
2343 | return "LAND"; | ||
2344 | } | ||
2345 | else if (m_movementAnimation == "LAND") | ||
2346 | { | ||
2347 | float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; | ||
2348 | |||
2349 | if (landElapsed <= FALL_DELAY) | ||
2350 | return "LAND"; | ||
2351 | } | ||
2352 | |||
2353 | m_animTickFall = 0; | ||
2354 | |||
2355 | if (move.Z > 0f) | ||
2356 | { | ||
2357 | // Jumping | ||
2358 | if (!jumping) | ||
2359 | { | ||
2360 | // Begin prejump | ||
2361 | m_animTickJump = Environment.TickCount; | ||
2362 | return "PREJUMP"; | ||
2363 | } | ||
2364 | else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) | ||
2365 | { | ||
2366 | // Start actual jump | ||
2367 | if (m_animTickJump == -1) | ||
2368 | { | ||
2369 | // Already jumping! End the current jump | ||
2370 | m_animTickJump = 0; | ||
2371 | return "JUMP"; | ||
2372 | } | ||
2373 | |||
2374 | m_animTickJump = -1; | ||
2375 | return "JUMP"; | ||
2376 | } | ||
2377 | } | ||
2378 | else | ||
2379 | { | ||
2380 | // Not jumping | ||
2381 | m_animTickJump = 0; | ||
2382 | |||
2383 | if (move.X != 0f || move.Y != 0f) | ||
2384 | { | ||
2385 | // Walking / crouchwalking / running | ||
2386 | if (move.Z < 0f) | ||
2387 | return "CROUCHWALK"; | ||
2388 | else if (m_setAlwaysRun) | ||
2389 | return "RUN"; | ||
2390 | else | ||
2391 | return "WALK"; | ||
2392 | } | ||
2393 | else | ||
2394 | { | ||
2395 | // Not walking | ||
2396 | if (move.Z < 0f) | ||
2397 | return "CROUCH"; | ||
2398 | else | ||
2399 | return "STAND"; | ||
2400 | } | ||
2401 | } | ||
2402 | |||
2403 | #endregion Ground Movement | ||
2404 | |||
2405 | return m_movementAnimation; | ||
2406 | } | ||
2407 | |||
2242 | /// <summary> | 2408 | /// <summary> |
2243 | /// Update the movement animation of this avatar according to its current state | 2409 | /// Update the movement animation of this avatar according to its current state |
2244 | /// </summary> | 2410 | /// </summary> |
2245 | protected void UpdateMovementAnimations() | 2411 | protected void UpdateMovementAnimations() |
2246 | { | 2412 | { |
2247 | string movementAnimation = GetMovementAnimation(); | 2413 | string movementAnimation = GetMovementAnimation2(); |
2248 | 2414 | ||
2249 | if (movementAnimation == "FALLDOWN" && m_allowFalling == false) | 2415 | if (movementAnimation == "FALLDOWN" && m_allowFalling == false) |
2250 | { | 2416 | { |
@@ -2367,7 +2533,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2367 | 2533 | ||
2368 | if (m_isChildAgent == false) | 2534 | if (m_isChildAgent == false) |
2369 | { | 2535 | { |
2370 | Vector3 velocity = (m_physicsActor != null) ? m_physicsActor.Velocity : Vector3.Zero; | 2536 | PhysicsActor actor = m_physicsActor; |
2537 | Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero; | ||
2371 | 2538 | ||
2372 | // Throw away duplicate or insignificant updates | 2539 | // Throw away duplicate or insignificant updates |
2373 | if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || | 2540 | if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || |