From 1324082b90a0c52a8f6d61802aff3442fb95df67 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 17 Nov 2009 15:05:40 +0000 Subject: refactor: move most animation methods from ScenePresence into a new ScenePresenceAnimator class --- .../Scenes/Animation/ScenePresenceAnimator.cs | 388 +++++++++++++++++++++ 1 file changed, 388 insertions(+) create mode 100644 OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs (limited to 'OpenSim/Region/Framework/Scenes/Animation') diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs new file mode 100644 index 0000000..d22e24a --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -0,0 +1,388 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Region.Physics.Manager; + +namespace OpenSim.Region.Framework.Scenes.Animation +{ + /// + /// Handle all animation duties for a scene presence + /// + public class ScenePresenceAnimator + { + public AnimationSet Animations + { + get { return m_animations; } + } + protected AnimationSet m_animations = new AnimationSet(); + + /// + /// The current movement animation + /// + public string CurrentMovementAnimation + { + get { return m_movementAnimation; } + } + protected string m_movementAnimation = "DEFAULT"; + + private int m_animTickFall; + private int m_animTickJump; + + /// + /// The scene presence that this animator applies to + /// + protected ScenePresence m_scenePresence; + + public ScenePresenceAnimator(ScenePresence sp) + { + m_scenePresence = sp; + } + + public void AddAnimation(UUID animID, UUID objectID) + { + if (m_scenePresence.IsChildAgent) + return; + + if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) + SendAnimPack(); + } + + // Called from scripts + public void AddAnimation(string name, UUID objectID) + { + if (m_scenePresence.IsChildAgent) + return; + + UUID animID = m_scenePresence.ControllingClient.GetDefaultAnimation(name); + if (animID == UUID.Zero) + return; + + AddAnimation(animID, objectID); + } + + public void RemoveAnimation(UUID animID) + { + if (m_scenePresence.IsChildAgent) + return; + + if (m_animations.Remove(animID)) + SendAnimPack(); + } + + // Called from scripts + public void RemoveAnimation(string name) + { + if (m_scenePresence.IsChildAgent) + return; + + UUID animID = m_scenePresence.ControllingClient.GetDefaultAnimation(name); + if (animID == UUID.Zero) + return; + + RemoveAnimation(animID); + } + + public void ResetAnimations() + { + m_animations.Clear(); + } + + /// + /// The movement animation is reserved for "main" animations + /// that are mutually exclusive, e.g. flying and sitting. + /// + public void TrySetMovementAnimation(string anim) + { + //m_log.DebugFormat("Updating movement animation to {0}", anim); + + if (!m_scenePresence.IsChildAgent) + { + if (m_animations.TrySetDefaultAnimation( + anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero)) + { + // 16384 is CHANGED_ANIMATION + m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 }); + SendAnimPack(); + } + } + } + + /// + /// This method determines the proper movement related animation + /// + public string GetMovementAnimation() + { + const float FALL_DELAY = 0.33f; + const float PREJUMP_DELAY = 0.25f; + + #region Inputs + + AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; + PhysicsActor actor = m_scenePresence.PhysicsActor; + + // Create forward and left vectors from the current avatar rotation + Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_scenePresence.Rotation); + Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix); + Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); + + // Check control flags + bool heldForward = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; + bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; + bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; + bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; + //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; + //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; + bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; + bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; + //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; + //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; + + // Direction in which the avatar is trying to move + Vector3 move = Vector3.Zero; + if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; } + if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } + if (heldLeft) { move.X += left.X; move.Y += left.Y; } + if (heldRight) { move.X -= left.X; move.Y -= left.Y; } + if (heldUp) { move.Z += 1; } + if (heldDown) { move.Z -= 1; } + + // Is the avatar trying to move? +// bool moving = (move != Vector3.Zero); + bool jumping = m_animTickJump != 0; + + #endregion Inputs + + #region Flying + + if (actor != null && actor.Flying) + { + m_animTickFall = 0; + m_animTickJump = 0; + + if (move.X != 0f || move.Y != 0f) + { + return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY"); + } + else if (move.Z > 0f) + { + return "HOVER_UP"; + } + else if (move.Z < 0f) + { + if (actor != null && actor.IsColliding) + return "LAND"; + else + return "HOVER_DOWN"; + } + else + { + return "HOVER"; + } + } + + #endregion Flying + + #region Falling/Floating/Landing + + if (actor == null || !actor.IsColliding) + { + float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; + float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; + + if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) + { + // Just started falling + m_animTickFall = Environment.TickCount; + } + else if (!jumping && fallElapsed > FALL_DELAY) + { + // Falling long enough to trigger the animation + return "FALLDOWN"; + } + + return m_movementAnimation; + } + + #endregion Falling/Floating/Landing + + #region Ground Movement + + if (m_movementAnimation == "FALLDOWN") + { + m_animTickFall = Environment.TickCount; + + // TODO: SOFT_LAND support + return "LAND"; + } + else if (m_movementAnimation == "LAND") + { + float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; + + if (landElapsed <= FALL_DELAY) + return "LAND"; + } + + m_animTickFall = 0; + + if (move.Z > 0f) + { + // Jumping + if (!jumping) + { + // Begin prejump + m_animTickJump = Environment.TickCount; + return "PREJUMP"; + } + else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) + { + // Start actual jump + if (m_animTickJump == -1) + { + // Already jumping! End the current jump + m_animTickJump = 0; + return "JUMP"; + } + + m_animTickJump = -1; + return "JUMP"; + } + } + else + { + // Not jumping + m_animTickJump = 0; + + if (move.X != 0f || move.Y != 0f) + { + // Walking / crouchwalking / running + if (move.Z < 0f) + return "CROUCHWALK"; + else if (m_scenePresence.SetAlwaysRun) + return "RUN"; + else + return "WALK"; + } + else + { + // Not walking + if (move.Z < 0f) + return "CROUCH"; + else + return "STAND"; + } + } + + #endregion Ground Movement + + return m_movementAnimation; + } + + /// + /// Update the movement animation of this avatar according to its current state + /// + public void UpdateMovementAnimations() + { + m_movementAnimation = GetMovementAnimation(); + + if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) + { + // This was the previous behavior before PREJUMP + TrySetMovementAnimation("JUMP"); + } + else + { + TrySetMovementAnimation(m_movementAnimation); + } + } + + public UUID[] GetAnimationArray() + { + UUID[] animIDs; + int[] sequenceNums; + UUID[] objectIDs; + m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); + return animIDs; + } + + /// + /// + /// + /// + /// + /// + public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs) + { + if (m_scenePresence.IsChildAgent) + return; + + m_scenePresence.Scene.ForEachClient( + delegate(IClientAPI client) + { + client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs); + }); + } + + public void SendAnimPackToClient(IClientAPI client) + { + if (m_scenePresence.IsChildAgent) + return; + + UUID[] animIDs; + int[] sequenceNums; + UUID[] objectIDs; + + m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); + + m_scenePresence.ControllingClient.SendAnimations( + animIDs, sequenceNums, m_scenePresence.ControllingClient.AgentId, objectIDs); + } + + /// + /// Send animation information about this avatar to all clients. + /// + public void SendAnimPack() + { + //m_log.Debug("Sending animation pack to all"); + + if (m_scenePresence.IsChildAgent) + return; + + UUID[] animIDs; + int[] sequenceNums; + UUID[] objectIDs; + + m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); + + SendAnimPack(animIDs, sequenceNums, objectIDs); + } + } +} \ No newline at end of file -- cgit v1.1 From 61c76d1810fcb430cf9c7441044c70486efd9bc5 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 17 Nov 2009 15:20:02 +0000 Subject: refactor: move AnimationSet --- .../Framework/Scenes/Animation/AnimationSet.cs | 185 +++++++++++++++++++++ 1 file changed, 185 insertions(+) create mode 100644 OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs (limited to 'OpenSim/Region/Framework/Scenes/Animation') diff --git a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs new file mode 100644 index 0000000..9176d3d --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs @@ -0,0 +1,185 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections.Generic; +using OpenSim.Framework; +using OpenMetaverse; + +using Animation = OpenSim.Framework.Animation; + +namespace OpenSim.Region.Framework.Scenes.Animation +{ + [Serializable] + public class AnimationSet + { + public static AvatarAnimations Animations = new AvatarAnimations(); + + private OpenSim.Framework.Animation m_defaultAnimation = new OpenSim.Framework.Animation(); + private List m_animations = new List(); + + public OpenSim.Framework.Animation DefaultAnimation + { + get { return m_defaultAnimation; } + } + + public AnimationSet() + { + ResetDefaultAnimation(); + } + + public bool HasAnimation(UUID animID) + { + if (m_defaultAnimation.AnimID == animID) + return true; + + for (int i = 0; i < m_animations.Count; ++i) + { + if (m_animations[i].AnimID == animID) + return true; + } + + return false; + } + + public bool Add(UUID animID, int sequenceNum, UUID objectID) + { + lock (m_animations) + { + if (!HasAnimation(animID)) + { + m_animations.Add(new OpenSim.Framework.Animation(animID, sequenceNum, objectID)); + return true; + } + } + return false; + } + + public bool Remove(UUID animID) + { + lock (m_animations) + { + if (m_defaultAnimation.AnimID == animID) + { + ResetDefaultAnimation(); + } + else if (HasAnimation(animID)) + { + for (int i = 0; i < m_animations.Count; i++) + { + if (m_animations[i].AnimID == animID) + { + m_animations.RemoveAt(i); + return true; + } + } + } + } + return false; + } + + public void Clear() + { + ResetDefaultAnimation(); + m_animations.Clear(); + } + + /// + /// The default animation is reserved for "main" animations + /// that are mutually exclusive, e.g. flying and sitting. + /// + public bool SetDefaultAnimation(UUID animID, int sequenceNum, UUID objectID) + { + if (m_defaultAnimation.AnimID != animID) + { + m_defaultAnimation = new OpenSim.Framework.Animation(animID, sequenceNum, objectID); + return true; + } + return false; + } + + protected bool ResetDefaultAnimation() + { + return TrySetDefaultAnimation("STAND", 1, UUID.Zero); + } + + /// + /// Set the animation as the default animation if it's known + /// + public bool TrySetDefaultAnimation(string anim, int sequenceNum, UUID objectID) + { + if (Animations.AnimsUUID.ContainsKey(anim)) + { + return SetDefaultAnimation(Animations.AnimsUUID[anim], sequenceNum, objectID); + } + return false; + } + + public void GetArrays(out UUID[] animIDs, out int[] sequenceNums, out UUID[] objectIDs) + { + lock (m_animations) + { + animIDs = new UUID[m_animations.Count + 1]; + sequenceNums = new int[m_animations.Count + 1]; + objectIDs = new UUID[m_animations.Count + 1]; + + animIDs[0] = m_defaultAnimation.AnimID; + sequenceNums[0] = m_defaultAnimation.SequenceNum; + objectIDs[0] = m_defaultAnimation.ObjectID; + + for (int i = 0; i < m_animations.Count; ++i) + { + animIDs[i + 1] = m_animations[i].AnimID; + sequenceNums[i + 1] = m_animations[i].SequenceNum; + objectIDs[i + 1] = m_animations[i].ObjectID; + } + } + } + + public OpenSim.Framework.Animation[] ToArray() + { + OpenSim.Framework.Animation[] theArray = new OpenSim.Framework.Animation[m_animations.Count]; + uint i = 0; + try + { + foreach (OpenSim.Framework.Animation anim in m_animations) + theArray[i++] = anim; + } + catch + { + /* S%^t happens. Ignore. */ + } + return theArray; + } + + public void FromArray(OpenSim.Framework.Animation[] theArray) + { + foreach (OpenSim.Framework.Animation anim in theArray) + m_animations.Add(anim); + } + } +} -- cgit v1.1 From da255be05a451ba9a48efd6f167849228a54273b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 17 Nov 2009 16:25:52 +0000 Subject: refactor: move AvatarAnimations, BinBVHAnimation --- .../Framework/Scenes/Animation/AvatarAnimations.cs | 63 ++ .../Framework/Scenes/Animation/BinBVHAnimation.cs | 643 +++++++++++++++++++++ .../Scenes/Animation/ScenePresenceAnimator.cs | 60 ++ 3 files changed, 766 insertions(+) create mode 100644 OpenSim/Region/Framework/Scenes/Animation/AvatarAnimations.cs create mode 100644 OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs (limited to 'OpenSim/Region/Framework/Scenes/Animation') diff --git a/OpenSim/Region/Framework/Scenes/Animation/AvatarAnimations.cs b/OpenSim/Region/Framework/Scenes/Animation/AvatarAnimations.cs new file mode 100644 index 0000000..659c3a5 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Animation/AvatarAnimations.cs @@ -0,0 +1,63 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System.Collections.Generic; +using System.Xml; +using OpenMetaverse; + +namespace OpenSim.Region.Framework.Scenes.Animation +{ + public class AvatarAnimations + { + public Dictionary AnimsUUID = new Dictionary(); + public Dictionary AnimsNames = new Dictionary(); + public Dictionary AnimStateNames = new Dictionary(); + + public AvatarAnimations() + { + using (XmlTextReader reader = new XmlTextReader("data/avataranimations.xml")) + { + XmlDocument doc = new XmlDocument(); + doc.Load(reader); + foreach (XmlNode nod in doc.DocumentElement.ChildNodes) + { + if (nod.Attributes["name"] != null) + { + string name = (string)nod.Attributes["name"].Value; + UUID id = (UUID)nod.InnerText; + string animState = (string)nod.Attributes["state"].Value; + + AnimsUUID.Add(name, id); + AnimsNames.Add(id, name); + if (animState != "") + AnimStateNames.Add(id, animState); + } + } + } + } + } +} diff --git a/OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs b/OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs new file mode 100644 index 0000000..3afc87f --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs @@ -0,0 +1,643 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.IO; +using OpenMetaverse; + +namespace OpenSim.Region.Framework.Scenes.Animation +{ + /// + /// Written to decode and encode a binary animation asset. + /// The SecondLife Client reads in a BVH file and converts + /// it to the format described here. This isn't + /// + public class BinBVHAnimation + { + /// + /// Rotation Keyframe count (used internally) + /// Don't use this, use the rotationkeys.Length on each joint + /// + private int rotationkeys; + + /// + /// Position Keyframe count (used internally) + /// Don't use this, use the positionkeys.Length on each joint + /// + private int positionkeys; + + public UInt16 unknown0; // Always 1 + public UInt16 unknown1; // Always 0 + + /// + /// Animation Priority + /// + public int Priority; + + /// + /// The animation length in seconds. + /// + public Single Length; + + /// + /// Expression set in the client. Null if [None] is selected + /// + public string ExpressionName; // "" (null) + + /// + /// The time in seconds to start the animation + /// + public Single InPoint; + + /// + /// The time in seconds to end the animation + /// + public Single OutPoint; + + /// + /// Loop the animation + /// + public bool Loop; + + /// + /// Meta data. Ease in Seconds. + /// + public Single EaseInTime; + + /// + /// Meta data. Ease out seconds. + /// + public Single EaseOutTime; + + /// + /// Meta Data for the Hand Pose + /// + public uint HandPose; + + /// + /// Number of joints defined in the animation + /// Don't use this.. use joints.Length + /// + private uint m_jointCount; + + + /// + /// Contains an array of joints + /// + public binBVHJoint[] Joints; + + + public byte[] ToBytes() + { + byte[] outputbytes = new byte[0]; + + BinaryWriter iostream = new BinaryWriter(new MemoryStream()); + iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(unknown0))); + iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(unknown1))); + iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(Priority))); + iostream.Write(BinBVHUtil.ES(Utils.FloatToBytes(Length))); + iostream.Write(BinBVHUtil.WriteNullTerminatedString(ExpressionName)); + iostream.Write(BinBVHUtil.ES(Utils.FloatToBytes(InPoint))); + iostream.Write(BinBVHUtil.ES(Utils.FloatToBytes(OutPoint))); + iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(Loop ? 1 : 0))); + iostream.Write(BinBVHUtil.ES(Utils.FloatToBytes(EaseInTime))); + iostream.Write(BinBVHUtil.ES(Utils.FloatToBytes(EaseOutTime))); + iostream.Write(BinBVHUtil.ES(Utils.UIntToBytes(HandPose))); + iostream.Write(BinBVHUtil.ES(Utils.UIntToBytes((uint)(Joints.Length)))); + + for (int i = 0; i < Joints.Length; i++) + { + Joints[i].WriteBytesToStream(iostream, InPoint, OutPoint); + } + iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(0))); + MemoryStream ms = (MemoryStream)iostream.BaseStream; + outputbytes = ms.ToArray(); + ms.Close(); + iostream.Close(); + return outputbytes; + } + + public BinBVHAnimation() + { + rotationkeys = 0; + positionkeys = 0; + unknown0 = 1; + unknown1 = 0; + Priority = 1; + Length = 0; + ExpressionName = string.Empty; + InPoint = 0; + OutPoint = 0; + Loop = false; + EaseInTime = 0; + EaseOutTime = 0; + HandPose = 1; + m_jointCount = 0; + + Joints = new binBVHJoint[1]; + Joints[0] = new binBVHJoint(); + Joints[0].Name = "mPelvis"; + Joints[0].Priority = 7; + Joints[0].positionkeys = new binBVHJointKey[1]; + Joints[0].rotationkeys = new binBVHJointKey[1]; + Random rnd = new Random(); + + Joints[0].rotationkeys[0] = new binBVHJointKey(); + Joints[0].rotationkeys[0].time = (0f); + Joints[0].rotationkeys[0].key_element.X = ((float)rnd.NextDouble() * 2 - 1); + Joints[0].rotationkeys[0].key_element.Y = ((float)rnd.NextDouble() * 2 - 1); + Joints[0].rotationkeys[0].key_element.Z = ((float)rnd.NextDouble() * 2 - 1); + + Joints[0].positionkeys[0] = new binBVHJointKey(); + Joints[0].positionkeys[0].time = (0f); + Joints[0].positionkeys[0].key_element.X = ((float)rnd.NextDouble() * 2 - 1); + Joints[0].positionkeys[0].key_element.Y = ((float)rnd.NextDouble() * 2 - 1); + Joints[0].positionkeys[0].key_element.Z = ((float)rnd.NextDouble() * 2 - 1); + + + } + + public BinBVHAnimation(byte[] animationdata) + { + int i = 0; + if (!BitConverter.IsLittleEndian) + { + unknown0 = Utils.BytesToUInt16(BinBVHUtil.EndianSwap(animationdata,i,2)); i += 2; // Always 1 + unknown1 = Utils.BytesToUInt16(BinBVHUtil.EndianSwap(animationdata, i, 2)); i += 2; // Always 0 + Priority = Utils.BytesToInt(BinBVHUtil.EndianSwap(animationdata, i, 4)); i += 4; + Length = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4; + } + else + { + unknown0 = Utils.BytesToUInt16(animationdata, i); i += 2; // Always 1 + unknown1 = Utils.BytesToUInt16(animationdata, i); i += 2; // Always 0 + Priority = Utils.BytesToInt(animationdata, i); i += 4; + Length = Utils.BytesToFloat(animationdata, i); i += 4; + } + ExpressionName = ReadBytesUntilNull(animationdata, ref i); + if (!BitConverter.IsLittleEndian) + { + InPoint = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4; + OutPoint = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4; + Loop = (Utils.BytesToInt(BinBVHUtil.EndianSwap(animationdata, i, 4)) != 0); i += 4; + EaseInTime = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4; + EaseOutTime = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4; + HandPose = Utils.BytesToUInt(BinBVHUtil.EndianSwap(animationdata, i, 4)); i += 4; // Handpose? + + m_jointCount = Utils.BytesToUInt(animationdata, i); i += 4; // Get Joint count + } + else + { + InPoint = Utils.BytesToFloat(animationdata, i); i += 4; + OutPoint = Utils.BytesToFloat(animationdata, i); i += 4; + Loop = (Utils.BytesToInt(animationdata, i) != 0); i += 4; + EaseInTime = Utils.BytesToFloat(animationdata, i); i += 4; + EaseOutTime = Utils.BytesToFloat(animationdata, i); i += 4; + HandPose = Utils.BytesToUInt(animationdata, i); i += 4; // Handpose? + + m_jointCount = Utils.BytesToUInt(animationdata, i); i += 4; // Get Joint count + } + Joints = new binBVHJoint[m_jointCount]; + + // deserialize the number of joints in the animation. + // Joints are variable length blocks of binary data consisting of joint data and keyframes + for (int iter = 0; iter < m_jointCount; iter++) + { + binBVHJoint joint = readJoint(animationdata, ref i); + Joints[iter] = joint; + } + } + + + /// + /// Variable length strings seem to be null terminated in the animation asset.. but.. + /// use with caution, home grown. + /// advances the index. + /// + /// The animation asset byte array + /// The offset to start reading + /// a string + private static string ReadBytesUntilNull(byte[] data, ref int i) + { + char nterm = '\0'; // Null terminator + int endpos = i; + int startpos = i; + + // Find the null character + for (int j = i; j < data.Length; j++) + { + char spot = Convert.ToChar(data[j]); + if (spot == nterm) + { + endpos = j; + break; + } + } + + // if we got to the end, then it's a zero length string + if (i == endpos) + { + // advance the 1 null character + i++; + return string.Empty; + } + else + { + // We found the end of the string + // append the bytes from the beginning of the string to the end of the string + // advance i + byte[] interm = new byte[endpos-i]; + for (; i + /// Read in a Joint from an animation asset byte array + /// Variable length Joint fields, yay! + /// Advances the index + /// + /// animation asset byte array + /// Byte Offset of the start of the joint + /// The Joint data serialized into the binBVHJoint structure + private binBVHJoint readJoint(byte[] data, ref int i) + { + + binBVHJointKey[] positions; + binBVHJointKey[] rotations; + + binBVHJoint pJoint = new binBVHJoint(); + + /* + 109 + 84 + 111 + 114 + 114 + 111 + 0 <--- Null terminator + */ + + pJoint.Name = ReadBytesUntilNull(data, ref i); // Joint name + + /* + 2 <- Priority Revisited + 0 + 0 + 0 + */ + + /* + 5 <-- 5 keyframes + 0 + 0 + 0 + ... 5 Keyframe data blocks + */ + + /* + 2 <-- 2 keyframes + 0 + 0 + 0 + .. 2 Keyframe data blocks + */ + if (!BitConverter.IsLittleEndian) + { + pJoint.Priority = Utils.BytesToInt(BinBVHUtil.EndianSwap(data, i, 4)); i += 4; // Joint Priority override? + rotationkeys = Utils.BytesToInt(BinBVHUtil.EndianSwap(data, i, 4)); i += 4; // How many rotation keyframes + } + else + { + pJoint.Priority = Utils.BytesToInt(data, i); i += 4; // Joint Priority override? + rotationkeys = Utils.BytesToInt(data, i); i += 4; // How many rotation keyframes + } + + // argh! floats into two bytes!.. bad bad bad bad + // After fighting with it for a while.. -1, to 1 seems to give the best results + rotations = readKeys(data, ref i, rotationkeys, -1f, 1f); + for (int iter = 0; iter < rotations.Length; iter++) + { + rotations[iter].W = 1f - + (rotations[iter].key_element.X + rotations[iter].key_element.Y + + rotations[iter].key_element.Z); + } + + + if (!BitConverter.IsLittleEndian) + { + positionkeys = Utils.BytesToInt(BinBVHUtil.EndianSwap(data, i, 4)); i += 4; // How many position keyframes + } + else + { + positionkeys = Utils.BytesToInt(data, i); i += 4; // How many position keyframes + } + + // Read in position keyframes + // argh! more floats into two bytes!.. *head desk* + // After fighting with it for a while.. -5, to 5 seems to give the best results + positions = readKeys(data, ref i, positionkeys, -5f, 5f); + + pJoint.rotationkeys = rotations; + pJoint.positionkeys = positions; + + return pJoint; + } + + /// + /// Read Keyframes of a certain type + /// advance i + /// + /// Animation Byte array + /// Offset in the Byte Array. Will be advanced + /// Number of Keyframes + /// Scaling Min to pass to the Uint16ToFloat method + /// Scaling Max to pass to the Uint16ToFloat method + /// + private binBVHJointKey[] readKeys(byte[] data, ref int i, int keycount, float min, float max) + { + float x; + float y; + float z; + + /* + 0.o, Float values in Two bytes.. this is just wrong >:( + 17 255 <-- Time Code + 17 255 <-- Time Code + 255 255 <-- X + 127 127 <-- X + 255 255 <-- Y + 127 127 <-- Y + 213 213 <-- Z + 142 142 <---Z + + */ + + binBVHJointKey[] m_keys = new binBVHJointKey[keycount]; + for (int j = 0; j < keycount; j++) + { + binBVHJointKey pJKey = new binBVHJointKey(); + if (!BitConverter.IsLittleEndian) + { + pJKey.time = Utils.UInt16ToFloat(BinBVHUtil.EndianSwap(data, i, 2), 0, InPoint, OutPoint); i += 2; + x = Utils.UInt16ToFloat(BinBVHUtil.EndianSwap(data, i, 2), 0, min, max); i += 2; + y = Utils.UInt16ToFloat(BinBVHUtil.EndianSwap(data, i, 2), 0, min, max); i += 2; + z = Utils.UInt16ToFloat(BinBVHUtil.EndianSwap(data, i, 2), 0, min, max); i += 2; + } + else + { + pJKey.time = Utils.UInt16ToFloat(data, i, InPoint, OutPoint); i += 2; + x = Utils.UInt16ToFloat(data, i, min, max); i += 2; + y = Utils.UInt16ToFloat(data, i, min, max); i += 2; + z = Utils.UInt16ToFloat(data, i, min, max); i += 2; + } + pJKey.key_element = new Vector3(x, y, z); + m_keys[j] = pJKey; + } + return m_keys; + } + + + + } + /// + /// A Joint and it's associated meta data and keyframes + /// + public struct binBVHJoint + { + /// + /// Name of the Joint. Matches the avatar_skeleton.xml in client distros + /// + public string Name; + + /// + /// Joint Animation Override? Was the same as the Priority in testing.. + /// + public int Priority; + + /// + /// Array of Rotation Keyframes in order from earliest to latest + /// + public binBVHJointKey[] rotationkeys; + + /// + /// Array of Position Keyframes in order from earliest to latest + /// This seems to only be for the Pelvis? + /// + public binBVHJointKey[] positionkeys; + + + + public void WriteBytesToStream(BinaryWriter iostream, float InPoint, float OutPoint) + { + iostream.Write(BinBVHUtil.WriteNullTerminatedString(Name)); + iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(Priority))); + iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(rotationkeys.Length))); + for (int i=0;i + /// A Joint Keyframe. This is either a position or a rotation. + /// + public struct binBVHJointKey + { + // Time in seconds for this keyframe. + public float time; + + /// + /// Either a Vector3 position or a Vector3 Euler rotation + /// + public Vector3 key_element; + + public float W; + + public void WriteBytesToStream(BinaryWriter iostream, float InPoint, float OutPoint, float min, float max) + { + iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(BinBVHUtil.FloatToUInt16(time, InPoint, OutPoint)))); + iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(BinBVHUtil.FloatToUInt16(key_element.X, min, max)))); + iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(BinBVHUtil.FloatToUInt16(key_element.Y, min, max)))); + iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(BinBVHUtil.FloatToUInt16(key_element.Z, min, max)))); + } + } + + /// + /// Poses set in the animation metadata for the hands. + /// + public enum HandPose : uint + { + Spread = 0, + Relaxed = 1, + Point_Both = 2, + Fist = 3, + Relaxed_Left = 4, + Point_Left = 5, + Fist_Left = 6, + Relaxed_Right = 7, + Point_Right = 8, + Fist_Right = 9, + Salute_Right = 10, + Typing = 11, + Peace_Right = 12 + } + public static class BinBVHUtil + { + public const float ONE_OVER_U16_MAX = 1.0f / UInt16.MaxValue; + + public static UInt16 FloatToUInt16(float val, float lower, float upper) + { + UInt16 uival = 0; + //m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue + //0-1 + +// float difference = upper - lower; + // we're trying to get a zero lower and modify all values equally so we get a percentage position + if (lower > 0) + { + upper -= lower; + val = val - lower; + + // start with 500 upper and 200 lower.. subtract 200 from the upper and the value + } + else //if (lower < 0 && upper > 0) + { + // double negative, 0 minus negative 5 is 5. + upper += 0 - lower; + lower += 0 - lower; + val += 0 - lower; + } + + if (upper == 0) + val = 0; + else + { + val /= upper; + } + + uival = (UInt16)(val * UInt16.MaxValue); + + return uival; + } + + + /// + /// Endian Swap + /// Swaps endianness if necessary + /// + /// Input array + /// + public static byte[] ES(byte[] arr) + { + if (!BitConverter.IsLittleEndian) + Array.Reverse(arr); + return arr; + } + public static byte[] EndianSwap(byte[] arr, int offset, int len) + { + byte[] bendian = new byte[offset + len]; + Buffer.BlockCopy(arr, offset, bendian, 0, len); + Array.Reverse(bendian); + return bendian; + } + + public static byte[] WriteNullTerminatedString(string str) + { + byte[] output = new byte[str.Length + 1]; + Char[] chr = str.ToCharArray(); + int i = 0; + for (i = 0; i < chr.Length; i++) + { + output[i] = Convert.ToByte(chr[i]); + + } + + output[i] = Convert.ToByte('\0'); + return output; + } + + } +} +/* +switch (jointname) + { + case "mPelvis": + case "mTorso": + case "mNeck": + case "mHead": + case "mChest": + case "mHipLeft": + case "mHipRight": + case "mKneeLeft": + case "mKneeRight": + // XYZ->ZXY + t = x; + x = y; + y = t; + break; + case "mCollarLeft": + case "mCollarRight": + case "mElbowLeft": + case "mElbowRight": + // YZX ->ZXY + t = z; + z = x; + x = y; + y = t; + break; + case "mWristLeft": + case "mWristRight": + case "mShoulderLeft": + case "mShoulderRight": + // ZYX->ZXY + t = y; + y = z; + z = t; + + break; + case "mAnkleLeft": + case "mAnkleRight": + // XYZ ->ZXY + t = x; + x = z; + z = y; + y = t; + break; + } +*/ \ No newline at end of file diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index d22e24a..cbe4118 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -26,6 +26,7 @@ */ using System; +using System.Collections.Generic; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; @@ -331,6 +332,65 @@ namespace OpenSim.Region.Framework.Scenes.Animation UUID[] objectIDs; m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); return animIDs; + } + + public BinBVHAnimation GenerateRandomAnimation() + { + int rnditerations = 3; + BinBVHAnimation anim = new BinBVHAnimation(); + List parts = new List(); + parts.Add("mPelvis");parts.Add("mHead");parts.Add("mTorso"); + parts.Add("mHipLeft");parts.Add("mHipRight");parts.Add("mHipLeft");parts.Add("mKneeLeft"); + parts.Add("mKneeRight");parts.Add("mCollarLeft");parts.Add("mCollarRight");parts.Add("mNeck"); + parts.Add("mElbowLeft");parts.Add("mElbowRight");parts.Add("mWristLeft");parts.Add("mWristRight"); + parts.Add("mShoulderLeft");parts.Add("mShoulderRight");parts.Add("mAnkleLeft");parts.Add("mAnkleRight"); + parts.Add("mEyeRight");parts.Add("mChest");parts.Add("mToeLeft");parts.Add("mToeRight"); + parts.Add("mFootLeft");parts.Add("mFootRight");parts.Add("mEyeLeft"); + anim.HandPose = 1; + anim.InPoint = 0; + anim.OutPoint = (rnditerations * .10f); + anim.Priority = 7; + anim.Loop = false; + anim.Length = (rnditerations * .10f); + anim.ExpressionName = "afraid"; + anim.EaseInTime = 0; + anim.EaseOutTime = 0; + + string[] strjoints = parts.ToArray(); + anim.Joints = new binBVHJoint[strjoints.Length]; + for (int j = 0; j < strjoints.Length; j++) + { + anim.Joints[j] = new binBVHJoint(); + anim.Joints[j].Name = strjoints[j]; + anim.Joints[j].Priority = 7; + anim.Joints[j].positionkeys = new binBVHJointKey[rnditerations]; + anim.Joints[j].rotationkeys = new binBVHJointKey[rnditerations]; + Random rnd = new Random(); + for (int i = 0; i < rnditerations; i++) + { + anim.Joints[j].rotationkeys[i] = new binBVHJointKey(); + anim.Joints[j].rotationkeys[i].time = (i*.10f); + anim.Joints[j].rotationkeys[i].key_element.X = ((float) rnd.NextDouble()*2 - 1); + anim.Joints[j].rotationkeys[i].key_element.Y = ((float) rnd.NextDouble()*2 - 1); + anim.Joints[j].rotationkeys[i].key_element.Z = ((float) rnd.NextDouble()*2 - 1); + anim.Joints[j].positionkeys[i] = new binBVHJointKey(); + anim.Joints[j].positionkeys[i].time = (i*.10f); + anim.Joints[j].positionkeys[i].key_element.X = 0; + anim.Joints[j].positionkeys[i].key_element.Y = 0; + anim.Joints[j].positionkeys[i].key_element.Z = 0; + } + } + + AssetBase Animasset = new AssetBase(UUID.Random(), "Random Animation", (sbyte)AssetType.Animation); + Animasset.Data = anim.ToBytes(); + Animasset.Temporary = true; + Animasset.Local = true; + Animasset.Description = "dance"; + //BinBVHAnimation bbvhanim = new BinBVHAnimation(Animasset.Data); + + m_scenePresence.Scene.AssetService.Store(Animasset); + AddAnimation(Animasset.FullID, m_scenePresence.UUID); + return anim; } /// -- cgit v1.1