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authorKittoFlora2009-11-25 08:03:09 +0100
committerKittoFlora2009-11-25 08:03:09 +0100
commit32c464ad1f43cbee9492108c1bec7f874a20cd47 (patch)
treedd224e11c97317403f04b6747c87b2682c1bab75 /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentMerge branch 'tests' of kitto@tor.k-grid.com:/home/kitto/opensim into caremin... (diff)
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Fixed animation sequencing: SitHere, Falling, Stand/Walk etc. Login Init
Av Animation at Stand.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs34
1 files changed, 23 insertions, 11 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 4e5fee1..a65b84b 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;
@@ -205,6 +206,9 @@ namespace OpenSim.Region.Framework.Scenes
205 private bool m_followCamAuto; 206 private bool m_followCamAuto;
206 207
207 private int m_movementUpdateCount; 208 private int m_movementUpdateCount;
209 private int m_lastColCount = -1; //KF: Look for Collision chnages
210 private int m_updateCount = 0; //KF: Update Anims for a while
211 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
208 212
209 private const int NumMovementsBetweenRayCast = 5; 213 private const int NumMovementsBetweenRayCast = 5;
210 214
@@ -662,9 +666,7 @@ namespace OpenSim.Region.Framework.Scenes
662 666
663 AdjustKnownSeeds(); 667 AdjustKnownSeeds();
664 668
665 // TODO: I think, this won't send anything, as we are still a child here... 669 Animator.TrySetMovementAnimation("STAND");
666 Animator.TrySetMovementAnimation("STAND");
667
668 // we created a new ScenePresence (a new child agent) in a fresh region. 670 // we created a new ScenePresence (a new child agent) in a fresh region.
669 // Request info about all the (root) agents in this region 671 // Request info about all the (root) agents in this region
670 // Note: This won't send data *to* other clients in that region (children don't send) 672 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -1018,7 +1020,9 @@ namespace OpenSim.Region.Framework.Scenes
1018 { 1020 {
1019 AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); 1021 AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f));
1020 } 1022 }
1021 1023
1024 m_updateCount = UPDATE_COUNT; //KF: Trigger Anim updates to catch falling anim.
1025
1022 ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, 1026 ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
1023 AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); 1027 AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient)));
1024 } 1028 }
@@ -1266,9 +1270,7 @@ namespace OpenSim.Region.Framework.Scenes
1266 1270
1267 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1271 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1268 { 1272 {
1269 // TODO: This doesn't prevent the user from walking yet. 1273 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1270 // Setting parent ID would fix this, if we knew what value
1271 // to use. Or we could add a m_isSitting variable.
1272 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); 1274 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1273 } 1275 }
1274 1276
@@ -1926,7 +1928,6 @@ namespace OpenSim.Region.Framework.Scenes
1926 1928
1927 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance) 1929 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance)
1928 { 1930 {
1929// Console.WriteLine("[RAYCASTRESULT]: Hit={0}, Point={1}, ID={2}, Dist={3}", hitYN, collisionPoint, localid, distance);
1930 if(hitYN) 1931 if(hitYN)
1931 { 1932 {
1932 // m_pos = Av offset from prim center to make look like on center 1933 // m_pos = Av offset from prim center to make look like on center
@@ -2964,6 +2965,7 @@ namespace OpenSim.Region.Framework.Scenes
2964 m_updateflag = true; 2965 m_updateflag = true;
2965 Velocity = force; 2966 Velocity = force;
2966 m_isNudging = false; 2967 m_isNudging = false;
2968 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
2967 } 2969 }
2968 } 2970 }
2969 } 2971 }
@@ -3015,19 +3017,29 @@ namespace OpenSim.Region.Framework.Scenes
3015 // Event called by the physics plugin to tell the avatar about a collision. 3017 // Event called by the physics plugin to tell the avatar about a collision.
3016 private void PhysicsCollisionUpdate(EventArgs e) 3018 private void PhysicsCollisionUpdate(EventArgs e)
3017 { 3019 {
3020 if (m_updateCount > 0) //KF: Update Anims for a short period. Many Anim
3021 { // changes are very asynchronous.
3022 Animator.UpdateMovementAnimations();
3023 m_updateCount--;
3024 }
3025
3018 if (e == null) 3026 if (e == null)
3019 return; 3027 return;
3020 3028
3021 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3022 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( 3029 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3023 // as of this comment the interval is set in AddToPhysicalScene 3030 // as of this comment the interval is set in AddToPhysicalScene
3024 Animator.UpdateMovementAnimations(); 3031
3025
3026 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3032 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3027 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3033 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3028 3034
3029 CollisionPlane = Vector4.UnitW; 3035 CollisionPlane = Vector4.UnitW;
3030 3036
3037 if (m_lastColCount != coldata.Count)
3038 {
3039 m_updateCount = 10;
3040 m_lastColCount = coldata.Count;
3041 }
3042
3031 if (coldata.Count != 0) 3043 if (coldata.Count != 0)
3032 { 3044 {
3033 switch (Animator.CurrentMovementAnimation) 3045 switch (Animator.CurrentMovementAnimation)