diff options
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | 151 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 66 |
2 files changed, 163 insertions, 54 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index b847d87..99d9564 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | |||
@@ -58,7 +58,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
58 | private int m_animTickFall; | 58 | private int m_animTickFall; |
59 | // private int m_animTickJump; | 59 | // private int m_animTickJump; |
60 | public int m_animTickJump; // ScenePresence has to see this to control +Z force | 60 | public int m_animTickJump; // ScenePresence has to see this to control +Z force |
61 | 61 | public bool m_jumping = false; // Add for jumping | |
62 | public float m_jumpVelocity = 0f; // Add for jumping | ||
63 | private int m_landing = 0; // Add for jumping | ||
64 | |||
62 | /// <value> | 65 | /// <value> |
63 | /// The scene presence that this animator applies to | 66 | /// The scene presence that this animator applies to |
64 | /// </value> | 67 | /// </value> |
@@ -141,9 +144,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
141 | /// </summary> | 144 | /// </summary> |
142 | public string GetMovementAnimation() | 145 | public string GetMovementAnimation() |
143 | { | 146 | { |
147 | //Console.WriteLine("GMA-------"); //## | ||
144 | const float FALL_DELAY = 0.33f; | 148 | const float FALL_DELAY = 0.33f; |
145 | const float PREJUMP_DELAY = 0.25f; | 149 | //rm for jumping const float PREJUMP_DELAY = 0.25f; |
146 | 150 | const float PREJUMP_DELAY = 200f; // mS add for jumping | |
151 | const float JUMP_PERIOD = 800f; // mS add for jumping | ||
147 | #region Inputs | 152 | #region Inputs |
148 | 153 | ||
149 | AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; | 154 | AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; |
@@ -177,8 +182,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
177 | 182 | ||
178 | // Is the avatar trying to move? | 183 | // Is the avatar trying to move? |
179 | // bool moving = (move != Vector3.Zero); | 184 | // bool moving = (move != Vector3.Zero); |
180 | bool jumping = m_animTickJump != 0; | 185 | // rm for jumping bool jumping = m_animTickJump != 0; |
181 | |||
182 | #endregion Inputs | 186 | #endregion Inputs |
183 | 187 | ||
184 | #region Flying | 188 | #region Flying |
@@ -187,6 +191,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
187 | { | 191 | { |
188 | m_animTickFall = 0; | 192 | m_animTickFall = 0; |
189 | m_animTickJump = 0; | 193 | m_animTickJump = 0; |
194 | m_jumping = false; //add for jumping flag | ||
195 | m_jumpVelocity = 0f; //add for jumping flag | ||
196 | actor.Selected = false; //add for jumping flag | ||
190 | 197 | ||
191 | if (move.X != 0f || move.Y != 0f) | 198 | if (move.X != 0f || move.Y != 0f) |
192 | { | 199 | { |
@@ -213,8 +220,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
213 | 220 | ||
214 | #region Falling/Floating/Landing | 221 | #region Falling/Floating/Landing |
215 | 222 | ||
216 | if (actor == null || !actor.IsColliding) | 223 | // rm for jumping if (actor == null || !actor.IsColliding) |
224 | if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping | ||
217 | { | 225 | { |
226 | //Console.WriteLine("FFL"); //## | ||
218 | float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; | 227 | float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; |
219 | float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; | 228 | float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; |
220 | 229 | ||
@@ -223,7 +232,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
223 | // Just started falling | 232 | // Just started falling |
224 | m_animTickFall = Environment.TickCount; | 233 | m_animTickFall = Environment.TickCount; |
225 | } | 234 | } |
226 | else if (!jumping && fallElapsed > FALL_DELAY) | 235 | // else if (!jumping && fallElapsed > FALL_DELAY) |
236 | else if (!m_jumping && fallElapsed > FALL_DELAY) // add for jumping | ||
227 | { | 237 | { |
228 | // Falling long enough to trigger the animation | 238 | // Falling long enough to trigger the animation |
229 | return "FALLDOWN"; | 239 | return "FALLDOWN"; |
@@ -234,6 +244,67 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
234 | 244 | ||
235 | #endregion Falling/Floating/Landing | 245 | #endregion Falling/Floating/Landing |
236 | 246 | ||
247 | |||
248 | #region Jumping // section added for jumping... | ||
249 | |||
250 | Vector3 vj = Vector3.Zero; | ||
251 | int jumptime; | ||
252 | jumptime = Environment.TickCount - m_animTickJump; | ||
253 | |||
254 | |||
255 | if ((move.Z > 0f) && (!m_jumping)) | ||
256 | { | ||
257 | //Console.WriteLine("PJ {0}", jumptime); //## | ||
258 | // Start jumping, prejump | ||
259 | m_animTickFall = 0; | ||
260 | m_jumping = true; | ||
261 | actor.Selected = true; // borrowed for jmping flag | ||
262 | m_animTickJump = Environment.TickCount; | ||
263 | vj.Z = 0.35f; | ||
264 | m_jumpVelocity = 0.35f; | ||
265 | vj += actor.Velocity; | ||
266 | // #@ actor.Velocity = vj; | ||
267 | return "PREJUMP"; | ||
268 | } | ||
269 | |||
270 | if(m_jumping) | ||
271 | { | ||
272 | if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding) | ||
273 | { | ||
274 | //Console.WriteLine("LA {0}", jumptime); //## | ||
275 | // end jumping | ||
276 | m_jumping = false; | ||
277 | actor.Selected = false; // borrowed for jumping flag | ||
278 | m_jumpVelocity = 0f; | ||
279 | m_animTickFall = Environment.TickCount; | ||
280 | return "LAND"; | ||
281 | } | ||
282 | else if (jumptime > JUMP_PERIOD) | ||
283 | { | ||
284 | //Console.WriteLine("JD {0}", jumptime); //## | ||
285 | // jump down | ||
286 | vj = actor.Velocity; | ||
287 | vj.Z = 0f; | ||
288 | m_jumpVelocity = 0f; | ||
289 | // #@ actor.Velocity = vj; | ||
290 | return "JUMP"; | ||
291 | } | ||
292 | else if (jumptime > PREJUMP_DELAY) | ||
293 | { | ||
294 | //Console.WriteLine("JU {0}", jumptime); //## | ||
295 | // jump up | ||
296 | m_jumping = true; | ||
297 | vj.Z = 10f; | ||
298 | m_jumpVelocity = 10f; | ||
299 | vj.X = actor.Velocity.X; | ||
300 | vj.Y = actor.Velocity.Y; | ||
301 | // #@ actor.Velocity = vj; | ||
302 | return "JUMP"; | ||
303 | } | ||
304 | } | ||
305 | |||
306 | #endregion Jumping // end added section | ||
307 | |||
237 | #region Ground Movement | 308 | #region Ground Movement |
238 | 309 | ||
239 | if (m_movementAnimation == "FALLDOWN") | 310 | if (m_movementAnimation == "FALLDOWN") |
@@ -245,11 +316,26 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
245 | } | 316 | } |
246 | else if (m_movementAnimation == "LAND") | 317 | else if (m_movementAnimation == "LAND") |
247 | { | 318 | { |
248 | float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; | 319 | // rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; |
249 | if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) | 320 | int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping |
321 | // rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) | ||
322 | /* Try change ## | ||
323 | if ((m_animTickFall != 0) && (landElapsed <= 500)) // add for jumping | ||
324 | return "LAND"; | ||
325 | */ | ||
326 | // NB if this is set too long a weird anim reset from some place prevents STAND from being sent to client | ||
327 | if ((m_animTickFall != 0) && (landElapsed <= 300)) // add for jumping | ||
328 | { | ||
329 | //Console.WriteLine("LAND"); //## | ||
250 | return "LAND"; | 330 | return "LAND"; |
331 | } | ||
332 | else | ||
333 | { | ||
334 | //Console.WriteLine("STAND"); //## | ||
335 | return "STAND"; | ||
336 | } | ||
251 | } | 337 | } |
252 | 338 | /* This section removed, replaced by jumping section | |
253 | m_animTickFall = 0; | 339 | m_animTickFall = 0; |
254 | 340 | ||
255 | if (move.Z > 0f) | 341 | if (move.Z > 0f) |
@@ -279,27 +365,28 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
279 | { | 365 | { |
280 | // Not jumping | 366 | // Not jumping |
281 | m_animTickJump = 0; | 367 | m_animTickJump = 0; |
282 | 368 | */ | |
283 | if (move.X != 0f || move.Y != 0f) | 369 | // next section moved outside paren. and realigned for jumping |
284 | { | 370 | if (move.X != 0f || move.Y != 0f) |
285 | // Walking / crouchwalking / running | 371 | { |
286 | if (move.Z < 0f) | 372 | // Walking / crouchwalking / running |
287 | return "CROUCHWALK"; | 373 | if (move.Z < 0f) |
288 | else if (m_scenePresence.SetAlwaysRun) | 374 | return "CROUCHWALK"; |
289 | return "RUN"; | 375 | else if (m_scenePresence.SetAlwaysRun) |
290 | else | 376 | return "RUN"; |
291 | return "WALK"; | ||
292 | } | ||
293 | else | 377 | else |
294 | { | 378 | return "WALK"; |
295 | // Not walking | ||
296 | if (move.Z < 0f) | ||
297 | return "CROUCH"; | ||
298 | else | ||
299 | return "STAND"; | ||
300 | } | ||
301 | } | 379 | } |
302 | 380 | // rm for jumping else | |
381 | else if (!m_jumping) // add for jumping | ||
382 | { | ||
383 | // Not walking | ||
384 | if (move.Z < 0f) | ||
385 | return "CROUCH"; | ||
386 | else | ||
387 | return "STAND"; | ||
388 | } | ||
389 | // end section realign for jumping | ||
303 | #endregion Ground Movement | 390 | #endregion Ground Movement |
304 | 391 | ||
305 | return m_movementAnimation; | 392 | return m_movementAnimation; |
@@ -311,15 +398,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
311 | public void UpdateMovementAnimations() | 398 | public void UpdateMovementAnimations() |
312 | { | 399 | { |
313 | m_movementAnimation = GetMovementAnimation(); | 400 | m_movementAnimation = GetMovementAnimation(); |
314 | if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) | 401 | /* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) |
315 | { | 402 | { |
316 | // This was the previous behavior before PREJUMP | 403 | // This was the previous behavior before PREJUMP |
317 | TrySetMovementAnimation("JUMP"); | 404 | TrySetMovementAnimation("JUMP"); |
318 | } | 405 | } |
319 | else | 406 | else |
320 | { | 407 | { removed for jumping */ |
321 | TrySetMovementAnimation(m_movementAnimation); | 408 | TrySetMovementAnimation(m_movementAnimation); |
322 | } | 409 | // rm for jumping } |
323 | } | 410 | } |
324 | 411 | ||
325 | public UUID[] GetAnimationArray() | 412 | public UUID[] GetAnimationArray() |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index cd80eb0..f682ee5 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -1471,6 +1471,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1471 | if (actor.Flying != oldflying) | 1471 | if (actor.Flying != oldflying) |
1472 | update_movementflag = true; | 1472 | update_movementflag = true; |
1473 | 1473 | ||
1474 | if (m_animator.m_jumping) // add for jumping | ||
1475 | update_movementflag = true; | ||
1476 | |||
1474 | if (q != m_bodyRot) | 1477 | if (q != m_bodyRot) |
1475 | { | 1478 | { |
1476 | m_bodyRot = q; | 1479 | m_bodyRot = q; |
@@ -2580,6 +2583,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2580 | // m_log.Info("[AGENT]: Stop FLying"); | 2583 | // m_log.Info("[AGENT]: Stop FLying"); |
2581 | //} | 2584 | //} |
2582 | } | 2585 | } |
2586 | /* This jumping section removed to SPA | ||
2583 | else if (!actor.Flying && actor.IsColliding) | 2587 | else if (!actor.Flying && actor.IsColliding) |
2584 | { | 2588 | { |
2585 | if (direc.Z > 2.0f) | 2589 | if (direc.Z > 2.0f) |
@@ -2592,12 +2596,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2592 | { | 2596 | { |
2593 | direc.Z *= 0.1f; // prejump | 2597 | direc.Z *= 0.1f; // prejump |
2594 | } | 2598 | } |
2595 | /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs | 2599 | / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs |
2596 | Animator.TrySetMovementAnimation("PREJUMP"); | 2600 | Animator.TrySetMovementAnimation("PREJUMP"); |
2597 | Animator.TrySetMovementAnimation("JUMP"); | 2601 | Animator.TrySetMovementAnimation("JUMP"); |
2598 | */ | 2602 | * / |
2599 | } | 2603 | } |
2600 | } | 2604 | } */ |
2601 | } | 2605 | } |
2602 | 2606 | ||
2603 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | 2607 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
@@ -3543,28 +3547,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
3543 | /// </summary> | 3547 | /// </summary> |
3544 | public override void UpdateMovement() | 3548 | public override void UpdateMovement() |
3545 | { | 3549 | { |
3546 | if (m_forceToApply.HasValue) | 3550 | if (Animator!=null) // add for jumping |
3547 | { | 3551 | { // add for jumping |
3552 | // if (!m_animator.m_jumping) // add for jumping | ||
3553 | // { // add for jumping | ||
3548 | 3554 | ||
3549 | Vector3 force = m_forceToApply.Value; | 3555 | if (m_forceToApply.HasValue) // this section realigned |
3550 | m_updateflag = true; | 3556 | { |
3551 | Velocity = force; | ||
3552 | 3557 | ||
3553 | m_forceToApply = null; | 3558 | Vector3 force = m_forceToApply.Value; |
3554 | } | 3559 | m_updateflag = true; |
3555 | else | 3560 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping |
3556 | { | 3561 | Velocity = force; |
3557 | if (m_isNudging) | 3562 | //Console.WriteLine("UM1 {0}", Velocity); |
3558 | { | 3563 | m_forceToApply = null; |
3559 | Vector3 force = Vector3.Zero; | 3564 | } |
3565 | else | ||
3566 | { | ||
3567 | if (m_isNudging) | ||
3568 | { | ||
3569 | Vector3 force = Vector3.Zero; | ||
3570 | |||
3571 | m_updateflag = true; | ||
3572 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping | ||
3573 | Velocity = force; | ||
3574 | //Console.WriteLine("UM2 {0}", Velocity); | ||
3575 | m_isNudging = false; | ||
3576 | m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND" | ||
3577 | } | ||
3578 | else // add for jumping | ||
3579 | { // add for jumping | ||
3580 | Vector3 force = Vector3.Zero; // add for jumping | ||
3581 | if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping | ||
3582 | //Console.WriteLine("UM3 {0}", Velocity); | ||
3583 | Velocity = force; // add for jumping | ||
3584 | } | ||
3560 | 3585 | ||
3561 | m_updateflag = true; | 3586 | } |
3562 | Velocity = force; | 3587 | // } // end realign |
3563 | m_isNudging = false; | 3588 | } // add for jumping |
3564 | m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND" | 3589 | } // add for jumping |
3565 | } | ||
3566 | } | ||
3567 | } | ||
3568 | 3590 | ||
3569 | /// <summary> | 3591 | /// <summary> |
3570 | /// Adds a physical representation of the avatar to the Physics plugin | 3592 | /// Adds a physical representation of the avatar to the Physics plugin |