From 252ff78eb3fafe2c8214446973f3c7f2e80297a2 Mon Sep 17 00:00:00 2001
From: lbsa71
Date: Sun, 8 Jul 2007 19:28:53 +0000
Subject: Applied animations patch (#175) submitted by dalien
---
OpenSim/Region/Environment/Scenes/ScenePresence.cs | 33 +++++++++++++++++++---
1 file changed, 29 insertions(+), 4 deletions(-)
(limited to 'OpenSim/Region/Environment/Scenes')
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index 14b7b2f..d1e2817 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -122,6 +122,8 @@ namespace OpenSim.Region.Environment.Scenes
}
Wearables = AvatarWearable.DefaultWearables;
+ Animations = new ScenePresence.AvatarAnimations();
+ Animations.LoadAnims();
this.avatarAppearanceTexture = new LLObject.TextureEntry(new LLUUID("00000000-0000-0000-5005-000000000005"));
@@ -274,9 +276,27 @@ namespace OpenSim.Region.Environment.Scenes
{
this.AddNewMovement(agent_control_v3, q);
}
-
+ UpdateMovementAnimations(update_movementflag);
}
+ protected void UpdateMovementAnimations(bool update_movementflag)
+ {
+ if (update_movementflag)
+ {
+ if (movementflag != 0) {
+ if (this._physActor.Flying) {
+ this.SendAnimPack(Animations.AnimsLLUUID["FLY"], 1);
+ } else {
+ this.SendAnimPack(Animations.AnimsLLUUID["WALK"], 1);
+ }
+ } else {
+ this.SendAnimPack(Animations.AnimsLLUUID["STAND"], 1);
+ }
+ }
+
+ }
+
+
protected void AddNewMovement(Vector3 vec, Quaternion rotation)
{
NewForce newVelocity = new NewForce();
@@ -403,8 +423,13 @@ namespace OpenSim.Region.Environment.Scenes
///
public void SendAnimPack(LLUUID animID, int seq)
{
-
-
+ this.current_anim = animID;
+ this.anim_seq = anim_seq;
+ List avatars = this.m_world.RequestAvatarList();
+ for (int i = 0; i < avatars.Count; i++)
+ {
+ avatars[i].ControllingClient.SendAnimation(animID, seq, this.ControllingClient.AgentId);
+ }
}
///
@@ -412,7 +437,7 @@ namespace OpenSim.Region.Environment.Scenes
///
public void SendAnimPack()
{
-
+ this.SendAnimPack(this.current_anim, this.anim_seq);
}
#endregion
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