aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim
diff options
context:
space:
mode:
authorUbitUmarov2014-10-01 16:36:06 +0100
committerUbitUmarov2014-10-01 16:36:06 +0100
commit6d1f1103f3f2cfd6e123e8b7c42ff7561109bc50 (patch)
tree06da6db9a1fa0a211c872048e2aa5579b9af91f9 /OpenSim
parent removed useless unreal inworld movement vector estimation. Do animation stat... (diff)
downloadopensim-SC-6d1f1103f3f2cfd6e123e8b7c42ff7561109bc50.zip
opensim-SC-6d1f1103f3f2cfd6e123e8b7c42ff7561109bc50.tar.gz
opensim-SC-6d1f1103f3f2cfd6e123e8b7c42ff7561109bc50.tar.bz2
opensim-SC-6d1f1103f3f2cfd6e123e8b7c42ff7561109bc50.tar.xz
clean up coments, use a even faster XY move request detection
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs84
1 files changed, 19 insertions, 65 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 56b8b30..2d1b0df 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -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 {
@@ -240,9 +240,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
240 if (m_animations.TrySetDefaultAnimation( 240 if (m_animations.TrySetDefaultAnimation(
241 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID)) 241 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
242 { 242 {
243 // m_log.DebugFormat( 243// m_log.DebugFormat(
244 // "[SCENE PRESENCE ANIMATOR]: Updating movement animation to {0} for {1}", 244// "[SCENE PRESENCE ANIMATOR]: Updating movement animation to {0} for {1}",
245 // anim, m_scenePresence.Name); 245// anim, m_scenePresence.Name);
246 246
247 // 16384 is CHANGED_ANIMATION 247 // 16384 is CHANGED_ANIMATION
248 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION }); 248 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION });
@@ -299,26 +299,20 @@ 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
302 302 const AgentManager.ControlFlags ANYXYMASK = (
303// there is no point on having this meaningless movement values, much less in world coordenates 303 AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS |
304// situation may change if vertical Axis of avatar is allowed to rotate. 304 AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG |
305// then jumping etc will need some care 305 AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS |
306 306 AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG
307 // Create forward and left vectors from the current avatar rotation 307 );
308 /* yes matrix are better, but getting it from the Quaternion will kill the advantage
309 Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_scenePresence.Rotation);
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;
316 308
317 // Check control flags 309 // Check control flags
310/* not in use
318 bool heldForward = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)) != 0); 311 bool heldForward = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)) != 0);
319 bool heldBack = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG)) != 0); 312 bool heldBack = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG)) != 0);
320 bool heldLeft = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS)) != 0); 313 bool heldLeft = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS)) != 0);
321 bool heldRight = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG)) != 0); 314 bool heldRight = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG)) != 0);
315*/
322 bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 316 bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
323 bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 317 bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
324// bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS)) != 0); 318// bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS)) != 0);
@@ -328,27 +322,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
328 //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; 322 //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
329 //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; 323 //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK;
330 324
331 bool heldOnXY = (heldForward || heldBack || heldLeft || heldRight); 325 bool heldOnXY = ((controlFlags & ANYXYMASK) != 0);
332 if (heldOnXY || heldUp || heldDown) 326 if (heldOnXY || heldUp || heldDown)
333 { 327 {
334 heldTurnLeft = false; 328 heldTurnLeft = false;
335 heldTurnRight = false; 329 heldTurnRight = false;
336 } 330 }
337 331
338 // Direction in which the avatar is trying to move
339/*
340 Vector3 move = Vector3.Zero;
341 if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
342 if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; }
343 if (heldLeft) { move.X += left.X; move.Y += left.Y; }
344 if (heldRight) { move.X -= left.X; move.Y -= left.Y; }
345 if (heldUp) { move.Z += 1; }
346 if (heldDown) { move.Z -= 1; }
347*/
348
349
350 // Is the avatar trying to move?
351 // bool moving = (move != Vector3.Zero);
352 #endregion Inputs 332 #endregion Inputs
353 333
354 // no physics actor case 334 // no physics actor case
@@ -357,7 +337,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
357 // well what to do? 337 // well what to do?
358 338
359 currentControlState = motionControlStates.onsurface; 339 currentControlState = motionControlStates.onsurface;
360// if (move.X != 0f || move.Y != 0f)
361 if (heldOnXY) 340 if (heldOnXY)
362 return "WALK"; 341 return "WALK";
363 342
@@ -377,18 +356,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
377 356
378 currentControlState = motionControlStates.flying; 357 currentControlState = motionControlStates.flying;
379 358
380// if (move.X != 0f || move.Y != 0f)
381 if (heldOnXY) 359 if (heldOnXY)
382 { 360 {
383 return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY"); 361 return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY");
384 } 362 }
385// else if (move.Z > 0f)
386 else if (heldUp) 363 else if (heldUp)
387
388 { 364 {
389 return "HOVER_UP"; 365 return "HOVER_UP";
390 } 366 }
391// else if (move.Z < 0f)
392 else if (heldDown) 367 else if (heldDown)
393 { 368 {
394 if (isColliding) 369 if (isColliding)
@@ -444,7 +419,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
444 } 419 }
445 420
446 // Check if the user has stopped walking just now 421 // Check if the user has stopped walking just now
447// if (CurrentMovementAnimation == "WALK" && move == Vector3.Zero))
448 if (CurrentMovementAnimation == "WALK" && !heldOnXY && !heldDown && !heldUp) 422 if (CurrentMovementAnimation == "WALK" && !heldOnXY && !heldDown && !heldUp)
449 return "STAND"; 423 return "STAND";
450 424
@@ -457,7 +431,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
457 431
458 #region Jumping // section added for jumping... 432 #region Jumping // section added for jumping...
459 433
460// if (isColliding && move.Z > 0f && currentControlState != motionControlStates.jumping)
461 if (isColliding && heldUp && currentControlState != motionControlStates.jumping) 434 if (isColliding && heldUp && currentControlState != motionControlStates.jumping)
462 { 435 {
463 // Start jumping, prejump 436 // Start jumping, prejump
@@ -538,13 +511,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
538 511
539 // next section moved outside paren. and realigned for jumping 512 // next section moved outside paren. and realigned for jumping
540 513
541// if (move.X != 0f || move.Y != 0f)
542 if (heldOnXY) 514 if (heldOnXY)
543 { 515 {
544 currentControlState = motionControlStates.onsurface; 516 currentControlState = motionControlStates.onsurface;
545 Falling = false; 517 Falling = false;
546 // Walking / crouchwalking / running 518 // Walking / crouchwalking / running
547// if (move.Z < 0f)
548 if (heldDown) 519 if (heldDown)
549 { 520 {
550 return "CROUCHWALK"; 521 return "CROUCHWALK";
@@ -564,7 +535,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
564 currentControlState = motionControlStates.onsurface; 535 currentControlState = motionControlStates.onsurface;
565 Falling = false; 536 Falling = false;
566 // Not walking 537 // Not walking
567// if (move.Z < 0)
568 if(heldDown) 538 if(heldDown)
569 return "CROUCH"; 539 return "CROUCH";
570 else if (heldTurnLeft) 540 else if (heldTurnLeft)
@@ -595,9 +565,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
595 { 565 {
596 CurrentMovementAnimation = newMovementAnimation; 566 CurrentMovementAnimation = newMovementAnimation;
597 567
598 // m_log.DebugFormat( 568// m_log.DebugFormat(
599 // "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()", 569// "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()",
600 // CurrentMovementAnimation, m_scenePresence.Name); 570// CurrentMovementAnimation, m_scenePresence.Name);
601 571
602 // Only set it if it's actually changed, give a script 572 // Only set it if it's actually changed, give a script
603 // a chance to stop a default animation 573 // a chance to stop a default animation
@@ -701,22 +671,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
701 /// <param name="objectIDs"></param> 671 /// <param name="objectIDs"></param>
702 public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs) 672 public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs)
703 { 673 {
704 /*
705 if (m_scenePresence.IsChildAgent)
706 return;
707
708 // m_log.DebugFormat(
709 // "[SCENE PRESENCE ANIMATOR]: Sending anim pack with animations '{0}', sequence '{1}', uuids '{2}'",
710 // string.Join(",", Array.ConvertAll<UUID, string>(animations, a => a.ToString())),
711 // string.Join(",", Array.ConvertAll<int, string>(seqs, s => s.ToString())),
712 // string.Join(",", Array.ConvertAll<UUID, string>(objectIDs, o => o.ToString())));
713
714 m_scenePresence.Scene.ForEachClient(
715 delegate(IClientAPI client)
716 {
717 client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs);
718 });
719 */
720 m_scenePresence.SendAnimPack(animations, seqs, objectIDs); 674 m_scenePresence.SendAnimPack(animations, seqs, objectIDs);
721 } 675 }
722 676