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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs15
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs125
2 files changed, 91 insertions, 49 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index ba11800..b031f61 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,8 +53,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59 private int m_animTickJump;
60 60
@@ -123,17 +123,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 123 /// </summary>
124 public void TrySetMovementAnimation(string anim) 124 public void TrySetMovementAnimation(string anim)
125 { 125 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim); 126//Console.WriteLine("Updating movement animation to {0}", anim);
127 127
128 if (!m_scenePresence.IsChildAgent) 128 if (!m_scenePresence.IsChildAgent)
129 { 129 {
130 if (m_animations.TrySetDefaultAnimation( 130 if (m_animations.TrySetDefaultAnimation(
131 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero)) 131 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero))
132 { 132 {
133//Console.WriteLine("TSMA {0} success.", anim);
133 // 16384 is CHANGED_ANIMATION 134 // 16384 is CHANGED_ANIMATION
134 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 }); 135 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 });
135 SendAnimPack(); 136 SendAnimPack();
136 } 137 }
138 else
139 {
140//Console.WriteLine("TSMA {0} fail.", anim);
141 }
137 } 142 }
138 } 143 }
139 144
@@ -312,7 +317,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
312 public void UpdateMovementAnimations() 317 public void UpdateMovementAnimations()
313 { 318 {
314 m_movementAnimation = GetMovementAnimation(); 319 m_movementAnimation = GetMovementAnimation();
315 320//Console.WriteLine("UMA got {0}", m_movementAnimation);
316 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) 321 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
317 { 322 {
318 // This was the previous behavior before PREJUMP 323 // This was the previous behavior before PREJUMP
@@ -444,4 +449,4 @@ namespace OpenSim.Region.Framework.Scenes.Animation
444 SendAnimPack(animIDs, sequenceNums, objectIDs); 449 SendAnimPack(animIDs, sequenceNums, objectIDs);
445 } 450 }
446 } 451 }
447} \ No newline at end of file 452}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index a1bb244..cebd108 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -90,6 +90,7 @@ namespace OpenSim.Region.Framework.Scenes
90 /// issue #1716 90 /// issue #1716
91 /// </summary> 91 /// </summary>
92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL.
93 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
94 95
95 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
@@ -116,6 +117,7 @@ namespace OpenSim.Region.Framework.Scenes
116 public Vector4 CollisionPlane = Vector4.UnitW; 117 public Vector4 CollisionPlane = Vector4.UnitW;
117 118
118 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation 119 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
120 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
119 private Vector3 m_lastPosition; 121 private Vector3 m_lastPosition;
120 private Quaternion m_lastRotation; 122 private Quaternion m_lastRotation;
121 private Vector3 m_lastVelocity; 123 private Vector3 m_lastVelocity;
@@ -205,6 +207,9 @@ namespace OpenSim.Region.Framework.Scenes
205 private bool m_followCamAuto; 207 private bool m_followCamAuto;
206 208
207 private int m_movementUpdateCount; 209 private int m_movementUpdateCount;
210 private int m_lastColCount = -1; //KF: Look for Collision chnages
211 private int m_updateCount = 0; //KF: Update Anims for a while
212 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
208 213
209 private const int NumMovementsBetweenRayCast = 5; 214 private const int NumMovementsBetweenRayCast = 5;
210 215
@@ -664,9 +669,7 @@ namespace OpenSim.Region.Framework.Scenes
664 669
665 AdjustKnownSeeds(); 670 AdjustKnownSeeds();
666 671
667 // TODO: I think, this won't send anything, as we are still a child here... 672 Animator.TrySetMovementAnimation("STAND");
668 Animator.TrySetMovementAnimation("STAND");
669
670 // we created a new ScenePresence (a new child agent) in a fresh region. 673 // we created a new ScenePresence (a new child agent) in a fresh region.
671 // Request info about all the (root) agents in this region 674 // Request info about all the (root) agents in this region
672 // Note: This won't send data *to* other clients in that region (children don't send) 675 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -1026,7 +1029,9 @@ namespace OpenSim.Region.Framework.Scenes
1026 { 1029 {
1027 AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); 1030 AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f));
1028 } 1031 }
1029 1032
1033 m_updateCount = UPDATE_COUNT; //KF: Trigger Anim updates to catch falling anim.
1034
1030 ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, 1035 ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
1031 AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); 1036 AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient)));
1032 } 1037 }
@@ -1274,9 +1279,7 @@ namespace OpenSim.Region.Framework.Scenes
1274 1279
1275 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1280 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1276 { 1281 {
1277 // TODO: This doesn't prevent the user from walking yet. 1282 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1278 // Setting parent ID would fix this, if we knew what value
1279 // to use. Or we could add a m_isSitting variable.
1280 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); 1283 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1281 } 1284 }
1282 1285
@@ -1648,9 +1651,9 @@ namespace OpenSim.Region.Framework.Scenes
1648 { 1651 {
1649 AddToPhysicalScene(false); 1652 AddToPhysicalScene(false);
1650 } 1653 }
1651
1652 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1654 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight);
1653 m_parentPosition = Vector3.Zero; 1655 m_parentPosition = Vector3.Zero;
1656//Console.WriteLine("Stand Pos {0}", m_pos);
1654 1657
1655 m_parentID = 0; 1658 m_parentID = 0;
1656 SendFullUpdateToAllClients(); 1659 SendFullUpdateToAllClients();
@@ -1744,21 +1747,37 @@ namespace OpenSim.Region.Framework.Scenes
1744 1747
1745//Console.WriteLine("SendSitResponse offset=" + offset + " UnOccup=" + SitTargetUnOccupied + 1748//Console.WriteLine("SendSitResponse offset=" + offset + " UnOccup=" + SitTargetUnOccupied +
1746// " TargSet=" + SitTargetisSet); 1749// " TargSet=" + SitTargetisSet);
1747 1750 // Sit analysis rewritten by KF 091125
1748 if (SitTargetisSet && SitTargetUnOccupied) 1751 if (SitTargetisSet) // scipted sit
1749 { 1752 {
1750 part.SetAvatarOnSitTarget(UUID); 1753 if (SitTargetUnOccupied)
1751 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1754 {
1752 sitOrientation = avSitOrientation; 1755 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1753 autopilot = false; // Jump direct to scripted llSitPos() 1756 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1754 } 1757 sitOrientation = avSitOrientation; // Change rotatione to the scripted one
1758 autopilot = false; // Jump direct to scripted llSitPos()
1759 }
1760 else return;
1761 }
1762 else // Not Scripted
1763 {
1764 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) // large prim
1765 {
1766 Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1767 m_avUnscriptedSitPos = offset * partIRot; // sit where clicked
1768 pos = part.AbsolutePosition + (offset * partIRot);
1769 }
1770 else // small prim
1771 {
1772 if (SitTargetUnOccupied)
1773 {
1774 m_avUnscriptedSitPos = Vector3.Zero; // Sit on unoccupied small prim center
1775 pos = part.AbsolutePosition;
1776 }
1777 else return; // occupied small
1778 } // end large/small
1779 } // end Scripted/not
1755 1780
1756 pos = part.AbsolutePosition + offset; // Region position where clicked
1757 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1)
1758 //{
1759 // offset = pos;
1760 //autopilot = false;
1761 //}
1762 if (m_physicsActor != null) 1781 if (m_physicsActor != null)
1763 { 1782 {
1764 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1783 // If we're not using the client autopilot, we're immediately warping the avatar to the location
@@ -1891,8 +1910,9 @@ namespace OpenSim.Region.Framework.Scenes
1891 { 1910 {
1892 // Non-scripted sit by Kitto Flora 21Nov09 1911 // Non-scripted sit by Kitto Flora 21Nov09
1893 // Calculate angle of line from prim to Av 1912 // Calculate angle of line from prim to Av
1894 float y_diff = (m_avInitialPos.Y - part.AbsolutePosition.Y); 1913 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
1895 float x_diff = ( m_avInitialPos.X - part.AbsolutePosition.X); 1914 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
1915 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
1896 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 1916 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
1897 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 1917 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
1898 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); 1918 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
@@ -1900,23 +1920,30 @@ namespace OpenSim.Region.Framework.Scenes
1900 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. 1920 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
1901 // Av sits at world euler <0,0, z>, translated by part rotation 1921 // Av sits at world euler <0,0, z>, translated by part rotation
1902 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click 1922 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
1903 m_pos = new Vector3(0f, 0f, 0.05f) +
1904 (new Vector3(0.0f, 0f, 0.625f) * partIRot) +
1905 (new Vector3(0.25f, 0f, 0.0f) * m_bodyRot); // sit at center of prim
1906 m_parentPosition = part.AbsolutePosition; 1923 m_parentPosition = part.AbsolutePosition;
1907 //Set up raytrace to find top surface of prim 1924 if(m_avUnscriptedSitPos != Vector3.Zero)
1908 Vector3 size = part.Scale; 1925 { // sit where clicked on big prim
1909 float mag = 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); 1926 m_pos = m_avUnscriptedSitPos + (new Vector3(0.0f, 0f, 0.625f) * partIRot);
1910 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); 1927 }
1911 Vector3 down = new Vector3(0f, 0f, -1f); 1928 else
1912 m_scene.PhysicsScene.RaycastWorld( 1929 { // sit at center of small prim
1913 start, // Vector3 position, 1930 m_pos = new Vector3(0f, 0f, 0.05f) +
1914 down, // Vector3 direction, 1931 (new Vector3(0.0f, 0f, 0.625f) * partIRot) +
1915 mag, // float length, 1932 (new Vector3(0.25f, 0f, 0.0f) * m_bodyRot);
1916 SitAltitudeCallback); // retMethod 1933 //Set up raytrace to find top surface of prim
1917 } 1934 Vector3 size = part.Scale;
1918 } 1935 float mag = 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
1919 else 1936 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
1937 Vector3 down = new Vector3(0f, 0f, -1f);
1938 m_scene.PhysicsScene.RaycastWorld(
1939 start, // Vector3 position,
1940 down, // Vector3 direction,
1941 mag, // float length,
1942 SitAltitudeCallback); // retMethod
1943 } // end small/big
1944 } // end scripted/not
1945 }
1946 else // no Av
1920 { 1947 {
1921 return; 1948 return;
1922 } 1949 }
@@ -1932,7 +1959,6 @@ namespace OpenSim.Region.Framework.Scenes
1932 1959
1933 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance) 1960 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance)
1934 { 1961 {
1935// Console.WriteLine("[RAYCASTRESULT]: Hit={0}, Point={1}, ID={2}, Dist={3}", hitYN, collisionPoint, localid, distance);
1936 if(hitYN) 1962 if(hitYN)
1937 { 1963 {
1938 // m_pos = Av offset from prim center to make look like on center 1964 // m_pos = Av offset from prim center to make look like on center
@@ -2970,6 +2996,7 @@ namespace OpenSim.Region.Framework.Scenes
2970 m_updateflag = true; 2996 m_updateflag = true;
2971 Velocity = force; 2997 Velocity = force;
2972 m_isNudging = false; 2998 m_isNudging = false;
2999 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
2973 } 3000 }
2974 } 3001 }
2975 } 3002 }
@@ -3021,19 +3048,29 @@ namespace OpenSim.Region.Framework.Scenes
3021 // Event called by the physics plugin to tell the avatar about a collision. 3048 // Event called by the physics plugin to tell the avatar about a collision.
3022 private void PhysicsCollisionUpdate(EventArgs e) 3049 private void PhysicsCollisionUpdate(EventArgs e)
3023 { 3050 {
3051 if (m_updateCount > 0) //KF: Update Anims for a short period. Many Anim
3052 { // changes are very asynchronous.
3053 Animator.UpdateMovementAnimations();
3054 m_updateCount--;
3055 }
3056
3024 if (e == null) 3057 if (e == null)
3025 return; 3058 return;
3026 3059
3027 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3028 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( 3060 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3029 // as of this comment the interval is set in AddToPhysicalScene 3061 // as of this comment the interval is set in AddToPhysicalScene
3030 Animator.UpdateMovementAnimations(); 3062
3031
3032 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3063 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3033 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3064 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3034 3065
3035 CollisionPlane = Vector4.UnitW; 3066 CollisionPlane = Vector4.UnitW;
3036 3067
3068 if (m_lastColCount != coldata.Count)
3069 {
3070 m_updateCount = 10;
3071 m_lastColCount = coldata.Count;
3072 }
3073
3037 if (coldata.Count != 0) 3074 if (coldata.Count != 0)
3038 { 3075 {
3039 switch (Animator.CurrentMovementAnimation) 3076 switch (Animator.CurrentMovementAnimation)