diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | 448 |
1 files changed, 448 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..cbe4118 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | |||
@@ -0,0 +1,448 @@ | |||
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 System.Collections.Generic; | ||
30 | using OpenMetaverse; | ||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Framework.Interfaces; | ||
33 | using OpenSim.Region.Framework.Scenes; | ||
34 | using OpenSim.Region.Physics.Manager; | ||
35 | |||
36 | namespace OpenSim.Region.Framework.Scenes.Animation | ||
37 | { | ||
38 | /// <summary> | ||
39 | /// Handle all animation duties for a scene presence | ||
40 | /// </summary> | ||
41 | public class ScenePresenceAnimator | ||
42 | { | ||
43 | public AnimationSet Animations | ||
44 | { | ||
45 | get { return m_animations; } | ||
46 | } | ||
47 | protected AnimationSet m_animations = new AnimationSet(); | ||
48 | |||
49 | /// <value> | ||
50 | /// The current movement animation | ||
51 | /// </value> | ||
52 | public string CurrentMovementAnimation | ||
53 | { | ||
54 | get { return m_movementAnimation; } | ||
55 | } | ||
56 | protected string m_movementAnimation = "DEFAULT"; | ||
57 | |||
58 | private int m_animTickFall; | ||
59 | private int m_animTickJump; | ||
60 | |||
61 | /// <value> | ||
62 | /// The scene presence that this animator applies to | ||
63 | /// </value> | ||
64 | protected ScenePresence m_scenePresence; | ||
65 | |||
66 | public ScenePresenceAnimator(ScenePresence sp) | ||
67 | { | ||
68 | m_scenePresence = sp; | ||
69 | } | ||
70 | |||
71 | public void AddAnimation(UUID animID, UUID objectID) | ||
72 | { | ||
73 | if (m_scenePresence.IsChildAgent) | ||
74 | return; | ||
75 | |||
76 | if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) | ||
77 | SendAnimPack(); | ||
78 | } | ||
79 | |||
80 | // Called from scripts | ||
81 | public void AddAnimation(string name, UUID objectID) | ||
82 | { | ||
83 | if (m_scenePresence.IsChildAgent) | ||
84 | return; | ||
85 | |||
86 | UUID animID = m_scenePresence.ControllingClient.GetDefaultAnimation(name); | ||
87 | if (animID == UUID.Zero) | ||
88 | return; | ||
89 | |||
90 | AddAnimation(animID, objectID); | ||
91 | } | ||
92 | |||
93 | public void RemoveAnimation(UUID animID) | ||
94 | { | ||
95 | if (m_scenePresence.IsChildAgent) | ||
96 | return; | ||
97 | |||
98 | if (m_animations.Remove(animID)) | ||
99 | SendAnimPack(); | ||
100 | } | ||
101 | |||
102 | // Called from scripts | ||
103 | public void RemoveAnimation(string name) | ||
104 | { | ||
105 | if (m_scenePresence.IsChildAgent) | ||
106 | return; | ||
107 | |||
108 | UUID animID = m_scenePresence.ControllingClient.GetDefaultAnimation(name); | ||
109 | if (animID == UUID.Zero) | ||
110 | return; | ||
111 | |||
112 | RemoveAnimation(animID); | ||
113 | } | ||
114 | |||
115 | public void ResetAnimations() | ||
116 | { | ||
117 | m_animations.Clear(); | ||
118 | } | ||
119 | |||
120 | /// <summary> | ||
121 | /// The movement animation is reserved for "main" animations | ||
122 | /// that are mutually exclusive, e.g. flying and sitting. | ||
123 | /// </summary> | ||
124 | public void TrySetMovementAnimation(string anim) | ||
125 | { | ||
126 | //m_log.DebugFormat("Updating movement animation to {0}", anim); | ||
127 | |||
128 | if (!m_scenePresence.IsChildAgent) | ||
129 | { | ||
130 | if (m_animations.TrySetDefaultAnimation( | ||
131 | anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero)) | ||
132 | { | ||
133 | // 16384 is CHANGED_ANIMATION | ||
134 | m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 }); | ||
135 | SendAnimPack(); | ||
136 | } | ||
137 | } | ||
138 | } | ||
139 | |||
140 | /// <summary> | ||
141 | /// This method determines the proper movement related animation | ||
142 | /// </summary> | ||
143 | public string GetMovementAnimation() | ||
144 | { | ||
145 | const float FALL_DELAY = 0.33f; | ||
146 | const float PREJUMP_DELAY = 0.25f; | ||
147 | |||
148 | #region Inputs | ||
149 | |||
150 | AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; | ||
151 | PhysicsActor actor = m_scenePresence.PhysicsActor; | ||
152 | |||
153 | // Create forward and left vectors from the current avatar rotation | ||
154 | Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_scenePresence.Rotation); | ||
155 | Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix); | ||
156 | Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); | ||
157 | |||
158 | // Check control flags | ||
159 | bool heldForward = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; | ||
160 | bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; | ||
161 | bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; | ||
162 | bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; | ||
163 | //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; | ||
164 | //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; | ||
165 | bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; | ||
166 | bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; | ||
167 | //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; | ||
168 | //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; | ||
169 | |||
170 | // Direction in which the avatar is trying to move | ||
171 | Vector3 move = Vector3.Zero; | ||
172 | if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; } | ||
173 | if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } | ||
174 | if (heldLeft) { move.X += left.X; move.Y += left.Y; } | ||
175 | if (heldRight) { move.X -= left.X; move.Y -= left.Y; } | ||
176 | if (heldUp) { move.Z += 1; } | ||
177 | if (heldDown) { move.Z -= 1; } | ||
178 | |||
179 | // Is the avatar trying to move? | ||
180 | // bool moving = (move != Vector3.Zero); | ||
181 | bool jumping = m_animTickJump != 0; | ||
182 | |||
183 | #endregion Inputs | ||
184 | |||
185 | #region Flying | ||
186 | |||
187 | if (actor != null && actor.Flying) | ||
188 | { | ||
189 | m_animTickFall = 0; | ||
190 | m_animTickJump = 0; | ||
191 | |||
192 | if (move.X != 0f || move.Y != 0f) | ||
193 | { | ||
194 | return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY"); | ||
195 | } | ||
196 | else if (move.Z > 0f) | ||
197 | { | ||
198 | return "HOVER_UP"; | ||
199 | } | ||
200 | else if (move.Z < 0f) | ||
201 | { | ||
202 | if (actor != null && actor.IsColliding) | ||
203 | return "LAND"; | ||
204 | else | ||
205 | return "HOVER_DOWN"; | ||
206 | } | ||
207 | else | ||
208 | { | ||
209 | return "HOVER"; | ||
210 | } | ||
211 | } | ||
212 | |||
213 | #endregion Flying | ||
214 | |||
215 | #region Falling/Floating/Landing | ||
216 | |||
217 | if (actor == null || !actor.IsColliding) | ||
218 | { | ||
219 | float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; | ||
220 | float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; | ||
221 | |||
222 | if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) | ||
223 | { | ||
224 | // Just started falling | ||
225 | m_animTickFall = Environment.TickCount; | ||
226 | } | ||
227 | else if (!jumping && fallElapsed > FALL_DELAY) | ||
228 | { | ||
229 | // Falling long enough to trigger the animation | ||
230 | return "FALLDOWN"; | ||
231 | } | ||
232 | |||
233 | return m_movementAnimation; | ||
234 | } | ||
235 | |||
236 | #endregion Falling/Floating/Landing | ||
237 | |||
238 | #region Ground Movement | ||
239 | |||
240 | if (m_movementAnimation == "FALLDOWN") | ||
241 | { | ||
242 | m_animTickFall = Environment.TickCount; | ||
243 | |||
244 | // TODO: SOFT_LAND support | ||
245 | return "LAND"; | ||
246 | } | ||
247 | else if (m_movementAnimation == "LAND") | ||
248 | { | ||
249 | float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; | ||
250 | |||
251 | if (landElapsed <= FALL_DELAY) | ||
252 | return "LAND"; | ||
253 | } | ||
254 | |||
255 | m_animTickFall = 0; | ||
256 | |||
257 | if (move.Z > 0f) | ||
258 | { | ||
259 | // Jumping | ||
260 | if (!jumping) | ||
261 | { | ||
262 | // Begin prejump | ||
263 | m_animTickJump = Environment.TickCount; | ||
264 | return "PREJUMP"; | ||
265 | } | ||
266 | else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) | ||
267 | { | ||
268 | // Start actual jump | ||
269 | if (m_animTickJump == -1) | ||
270 | { | ||
271 | // Already jumping! End the current jump | ||
272 | m_animTickJump = 0; | ||
273 | return "JUMP"; | ||
274 | } | ||
275 | |||
276 | m_animTickJump = -1; | ||
277 | return "JUMP"; | ||
278 | } | ||
279 | } | ||
280 | else | ||
281 | { | ||
282 | // Not jumping | ||
283 | m_animTickJump = 0; | ||
284 | |||
285 | if (move.X != 0f || move.Y != 0f) | ||
286 | { | ||
287 | // Walking / crouchwalking / running | ||
288 | if (move.Z < 0f) | ||
289 | return "CROUCHWALK"; | ||
290 | else if (m_scenePresence.SetAlwaysRun) | ||
291 | return "RUN"; | ||
292 | else | ||
293 | return "WALK"; | ||
294 | } | ||
295 | else | ||
296 | { | ||
297 | // Not walking | ||
298 | if (move.Z < 0f) | ||
299 | return "CROUCH"; | ||
300 | else | ||
301 | return "STAND"; | ||
302 | } | ||
303 | } | ||
304 | |||
305 | #endregion Ground Movement | ||
306 | |||
307 | return m_movementAnimation; | ||
308 | } | ||
309 | |||
310 | /// <summary> | ||
311 | /// Update the movement animation of this avatar according to its current state | ||
312 | /// </summary> | ||
313 | public void UpdateMovementAnimations() | ||
314 | { | ||
315 | m_movementAnimation = GetMovementAnimation(); | ||
316 | |||
317 | if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) | ||
318 | { | ||
319 | // This was the previous behavior before PREJUMP | ||
320 | TrySetMovementAnimation("JUMP"); | ||
321 | } | ||
322 | else | ||
323 | { | ||
324 | TrySetMovementAnimation(m_movementAnimation); | ||
325 | } | ||
326 | } | ||
327 | |||
328 | public UUID[] GetAnimationArray() | ||
329 | { | ||
330 | UUID[] animIDs; | ||
331 | int[] sequenceNums; | ||
332 | UUID[] objectIDs; | ||
333 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); | ||
334 | return animIDs; | ||
335 | } | ||
336 | |||
337 | public BinBVHAnimation GenerateRandomAnimation() | ||
338 | { | ||
339 | int rnditerations = 3; | ||
340 | BinBVHAnimation anim = new BinBVHAnimation(); | ||
341 | List<string> parts = new List<string>(); | ||
342 | parts.Add("mPelvis");parts.Add("mHead");parts.Add("mTorso"); | ||
343 | parts.Add("mHipLeft");parts.Add("mHipRight");parts.Add("mHipLeft");parts.Add("mKneeLeft"); | ||
344 | parts.Add("mKneeRight");parts.Add("mCollarLeft");parts.Add("mCollarRight");parts.Add("mNeck"); | ||
345 | parts.Add("mElbowLeft");parts.Add("mElbowRight");parts.Add("mWristLeft");parts.Add("mWristRight"); | ||
346 | parts.Add("mShoulderLeft");parts.Add("mShoulderRight");parts.Add("mAnkleLeft");parts.Add("mAnkleRight"); | ||
347 | parts.Add("mEyeRight");parts.Add("mChest");parts.Add("mToeLeft");parts.Add("mToeRight"); | ||
348 | parts.Add("mFootLeft");parts.Add("mFootRight");parts.Add("mEyeLeft"); | ||
349 | anim.HandPose = 1; | ||
350 | anim.InPoint = 0; | ||
351 | anim.OutPoint = (rnditerations * .10f); | ||
352 | anim.Priority = 7; | ||
353 | anim.Loop = false; | ||
354 | anim.Length = (rnditerations * .10f); | ||
355 | anim.ExpressionName = "afraid"; | ||
356 | anim.EaseInTime = 0; | ||
357 | anim.EaseOutTime = 0; | ||
358 | |||
359 | string[] strjoints = parts.ToArray(); | ||
360 | anim.Joints = new binBVHJoint[strjoints.Length]; | ||
361 | for (int j = 0; j < strjoints.Length; j++) | ||
362 | { | ||
363 | anim.Joints[j] = new binBVHJoint(); | ||
364 | anim.Joints[j].Name = strjoints[j]; | ||
365 | anim.Joints[j].Priority = 7; | ||
366 | anim.Joints[j].positionkeys = new binBVHJointKey[rnditerations]; | ||
367 | anim.Joints[j].rotationkeys = new binBVHJointKey[rnditerations]; | ||
368 | Random rnd = new Random(); | ||
369 | for (int i = 0; i < rnditerations; i++) | ||
370 | { | ||
371 | anim.Joints[j].rotationkeys[i] = new binBVHJointKey(); | ||
372 | anim.Joints[j].rotationkeys[i].time = (i*.10f); | ||
373 | anim.Joints[j].rotationkeys[i].key_element.X = ((float) rnd.NextDouble()*2 - 1); | ||
374 | anim.Joints[j].rotationkeys[i].key_element.Y = ((float) rnd.NextDouble()*2 - 1); | ||
375 | anim.Joints[j].rotationkeys[i].key_element.Z = ((float) rnd.NextDouble()*2 - 1); | ||
376 | anim.Joints[j].positionkeys[i] = new binBVHJointKey(); | ||
377 | anim.Joints[j].positionkeys[i].time = (i*.10f); | ||
378 | anim.Joints[j].positionkeys[i].key_element.X = 0; | ||
379 | anim.Joints[j].positionkeys[i].key_element.Y = 0; | ||
380 | anim.Joints[j].positionkeys[i].key_element.Z = 0; | ||
381 | } | ||
382 | } | ||
383 | |||
384 | AssetBase Animasset = new AssetBase(UUID.Random(), "Random Animation", (sbyte)AssetType.Animation); | ||
385 | Animasset.Data = anim.ToBytes(); | ||
386 | Animasset.Temporary = true; | ||
387 | Animasset.Local = true; | ||
388 | Animasset.Description = "dance"; | ||
389 | //BinBVHAnimation bbvhanim = new BinBVHAnimation(Animasset.Data); | ||
390 | |||
391 | m_scenePresence.Scene.AssetService.Store(Animasset); | ||
392 | AddAnimation(Animasset.FullID, m_scenePresence.UUID); | ||
393 | return anim; | ||
394 | } | ||
395 | |||
396 | /// <summary> | ||
397 | /// | ||
398 | /// </summary> | ||
399 | /// <param name="animations"></param> | ||
400 | /// <param name="seqs"></param> | ||
401 | /// <param name="objectIDs"></param> | ||
402 | public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs) | ||
403 | { | ||
404 | if (m_scenePresence.IsChildAgent) | ||
405 | return; | ||
406 | |||
407 | m_scenePresence.Scene.ForEachClient( | ||
408 | delegate(IClientAPI client) | ||
409 | { | ||
410 | client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs); | ||
411 | }); | ||
412 | } | ||
413 | |||
414 | public void SendAnimPackToClient(IClientAPI client) | ||
415 | { | ||
416 | if (m_scenePresence.IsChildAgent) | ||
417 | return; | ||
418 | |||
419 | UUID[] animIDs; | ||
420 | int[] sequenceNums; | ||
421 | UUID[] objectIDs; | ||
422 | |||
423 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); | ||
424 | |||
425 | m_scenePresence.ControllingClient.SendAnimations( | ||
426 | animIDs, sequenceNums, m_scenePresence.ControllingClient.AgentId, objectIDs); | ||
427 | } | ||
428 | |||
429 | /// <summary> | ||
430 | /// Send animation information about this avatar to all clients. | ||
431 | /// </summary> | ||
432 | public void SendAnimPack() | ||
433 | { | ||
434 | //m_log.Debug("Sending animation pack to all"); | ||
435 | |||
436 | if (m_scenePresence.IsChildAgent) | ||
437 | return; | ||
438 | |||
439 | UUID[] animIDs; | ||
440 | int[] sequenceNums; | ||
441 | UUID[] objectIDs; | ||
442 | |||
443 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); | ||
444 | |||
445 | SendAnimPack(animIDs, sequenceNums, objectIDs); | ||
446 | } | ||
447 | } | ||
448 | } \ No newline at end of file | ||