diff options
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 /OpenSim/Region/Framework/Scenes/ScenePresence.cs | |
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
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 59 |
1 files changed, 0 insertions, 59 deletions
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 | { |