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author | John Hurliman | 2009-10-29 05:34:40 -0700 |
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committer | John Hurliman | 2009-10-29 05:34:40 -0700 |
commit | 5c894dac8bc99c92a806f0ebc882684fdb76da80 (patch) | |
tree | 0cfba306b59ac7d42b5405b6f5eb24d3a6c3b56f /OpenSim/Region/Framework/Scenes/ScenePresence.cs | |
parent | Ported the Simian avatar animation system to OpenSim. Landing is currently no... (diff) | |
download | opensim-SC_OLD-5c894dac8bc99c92a806f0ebc882684fdb76da80.zip opensim-SC_OLD-5c894dac8bc99c92a806f0ebc882684fdb76da80.tar.gz opensim-SC_OLD-5c894dac8bc99c92a806f0ebc882684fdb76da80.tar.bz2 opensim-SC_OLD-5c894dac8bc99c92a806f0ebc882684fdb76da80.tar.xz |
* Implemented foot collision plane for avatars
* Fixed a NullReferenceException regression
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 259 |
1 files changed, 44 insertions, 215 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index c4f4021..e510f75 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -91,6 +91,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
91 | //private SceneObjectPart proxyObjectPart = null; | 91 | //private SceneObjectPart proxyObjectPart = null; |
92 | public Vector3 lastKnownAllowedPosition; | 92 | public Vector3 lastKnownAllowedPosition; |
93 | public bool sentMessageAboutRestrictedParcelFlyingDown; | 93 | public bool sentMessageAboutRestrictedParcelFlyingDown; |
94 | public Vector4 CollisionPlane = Vector4.UnitW; | ||
94 | 95 | ||
95 | private Vector3 m_lastPosition; | 96 | private Vector3 m_lastPosition; |
96 | private Quaternion m_lastRotation; | 97 | private Quaternion m_lastRotation; |
@@ -130,10 +131,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
130 | private bool m_setAlwaysRun; | 131 | private bool m_setAlwaysRun; |
131 | 132 | ||
132 | private string m_movementAnimation = "DEFAULT"; | 133 | private string m_movementAnimation = "DEFAULT"; |
133 | private long m_animPersistUntil; | ||
134 | private int m_animTickFall; | 134 | private int m_animTickFall; |
135 | private int m_animTickJump; | 135 | private int m_animTickJump; |
136 | private bool m_allowFalling; | ||
137 | private bool m_useFlySlow; | 136 | private bool m_useFlySlow; |
138 | private bool m_usePreJump; | 137 | private bool m_usePreJump; |
139 | private bool m_forceFly; | 138 | private bool m_forceFly; |
@@ -2045,208 +2044,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2045 | /// </summary> | 2044 | /// </summary> |
2046 | public string GetMovementAnimation() | 2045 | public string GetMovementAnimation() |
2047 | { | 2046 | { |
2048 | if ((m_animPersistUntil > 0) && (m_animPersistUntil > DateTime.Now.Ticks)) | ||
2049 | { | ||
2050 | //We don't want our existing state to end yet. | ||
2051 | return m_movementAnimation; | ||
2052 | |||
2053 | } | ||
2054 | else if (m_movementflag != 0) | ||
2055 | { | ||
2056 | //We're moving | ||
2057 | m_allowFalling = true; | ||
2058 | if (PhysicsActor != null && PhysicsActor.IsColliding) | ||
2059 | { | ||
2060 | //And colliding. Can you guess what it is yet? | ||
2061 | if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) | ||
2062 | { | ||
2063 | //Down key is being pressed. | ||
2064 | if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) + (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0) | ||
2065 | { | ||
2066 | return "CROUCHWALK"; | ||
2067 | } | ||
2068 | else | ||
2069 | { | ||
2070 | return "CROUCH"; | ||
2071 | } | ||
2072 | } | ||
2073 | else if (m_setAlwaysRun) | ||
2074 | { | ||
2075 | return "RUN"; | ||
2076 | } | ||
2077 | else | ||
2078 | { | ||
2079 | //If we're prejumping then inhibit this, it's a problem | ||
2080 | //caused by a false positive on IsColliding | ||
2081 | if (m_movementAnimation == "PREJUMP") | ||
2082 | { | ||
2083 | return "PREJUMP"; | ||
2084 | } | ||
2085 | else | ||
2086 | { | ||
2087 | return "WALK"; | ||
2088 | } | ||
2089 | } | ||
2090 | |||
2091 | } | ||
2092 | else | ||
2093 | { | ||
2094 | //We're not colliding. Colliding isn't cool these days. | ||
2095 | if (PhysicsActor != null && PhysicsActor.Flying) | ||
2096 | { | ||
2097 | //Are we moving forwards or backwards? | ||
2098 | if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0) | ||
2099 | { | ||
2100 | //Then we really are flying | ||
2101 | if (m_setAlwaysRun) | ||
2102 | { | ||
2103 | return "FLY"; | ||
2104 | } | ||
2105 | else | ||
2106 | { | ||
2107 | if (m_useFlySlow == false) | ||
2108 | { | ||
2109 | return "FLY"; | ||
2110 | } | ||
2111 | else | ||
2112 | { | ||
2113 | return "FLYSLOW"; | ||
2114 | } | ||
2115 | } | ||
2116 | } | ||
2117 | else | ||
2118 | { | ||
2119 | if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) | ||
2120 | { | ||
2121 | return "HOVER_UP"; | ||
2122 | } | ||
2123 | else | ||
2124 | { | ||
2125 | return "HOVER_DOWN"; | ||
2126 | } | ||
2127 | } | ||
2128 | |||
2129 | } | ||
2130 | else if (m_movementAnimation == "JUMP") | ||
2131 | { | ||
2132 | //If we were already jumping, continue to jump until we collide | ||
2133 | return "JUMP"; | ||
2134 | |||
2135 | } | ||
2136 | else if (m_movementAnimation == "PREJUMP" && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == 0) | ||
2137 | { | ||
2138 | //If we were in a prejump, and the UP key is no longer being held down | ||
2139 | //then we're not going to fly, so we're jumping | ||
2140 | return "JUMP"; | ||
2141 | |||
2142 | } | ||
2143 | else if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) | ||
2144 | { | ||
2145 | //They're pressing up, so we're either going to fly or jump | ||
2146 | return "PREJUMP"; | ||
2147 | } | ||
2148 | else | ||
2149 | { | ||
2150 | //If we're moving and not flying and not jumping and not colliding.. | ||
2151 | |||
2152 | if (m_movementAnimation == "WALK" || m_movementAnimation == "RUN") | ||
2153 | { | ||
2154 | //Let's not enter a FALLDOWN state here, since we're probably | ||
2155 | //not colliding because we're going down hill. | ||
2156 | return m_movementAnimation; | ||
2157 | } | ||
2158 | //Record the time we enter this state so we know whether to "land" or not | ||
2159 | m_animPersistUntil = DateTime.Now.Ticks; | ||
2160 | return "FALLDOWN"; | ||
2161 | |||
2162 | } | ||
2163 | } | ||
2164 | } | ||
2165 | else | ||
2166 | { | ||
2167 | //We're not moving. | ||
2168 | if (PhysicsActor != null && PhysicsActor.IsColliding) | ||
2169 | { | ||
2170 | //But we are colliding. | ||
2171 | if (m_movementAnimation == "FALLDOWN") | ||
2172 | { | ||
2173 | //We're re-using the m_animPersistUntil value here to see how long we've been falling | ||
2174 | if ((DateTime.Now.Ticks - m_animPersistUntil) > TimeSpan.TicksPerSecond) | ||
2175 | { | ||
2176 | //Make sure we don't change state for a bit | ||
2177 | m_animPersistUntil = DateTime.Now.Ticks + TimeSpan.TicksPerSecond; | ||
2178 | return "LAND"; | ||
2179 | } | ||
2180 | else | ||
2181 | { | ||
2182 | //We haven't been falling very long, we were probably just walking down hill | ||
2183 | return "STAND"; | ||
2184 | } | ||
2185 | } | ||
2186 | else if (m_movementAnimation == "JUMP" || m_movementAnimation == "HOVER_DOWN") | ||
2187 | { | ||
2188 | //Make sure we don't change state for a bit | ||
2189 | m_animPersistUntil = DateTime.Now.Ticks + (1 * TimeSpan.TicksPerSecond); | ||
2190 | return "SOFT_LAND"; | ||
2191 | |||
2192 | } | ||
2193 | else if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) | ||
2194 | { | ||
2195 | return "PREJUMP"; | ||
2196 | } | ||
2197 | else if (PhysicsActor != null && PhysicsActor.Flying) | ||
2198 | { | ||
2199 | m_allowFalling = true; | ||
2200 | if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) | ||
2201 | { | ||
2202 | return "HOVER_UP"; | ||
2203 | } | ||
2204 | else if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) | ||
2205 | { | ||
2206 | return "HOVER_DOWN"; | ||
2207 | } | ||
2208 | else | ||
2209 | { | ||
2210 | return "HOVER"; | ||
2211 | } | ||
2212 | } | ||
2213 | else | ||
2214 | { | ||
2215 | return "STAND"; | ||
2216 | } | ||
2217 | |||
2218 | } | ||
2219 | else | ||
2220 | { | ||
2221 | //We're not colliding. | ||
2222 | if (PhysicsActor != null && PhysicsActor.Flying) | ||
2223 | { | ||
2224 | |||
2225 | return "HOVER"; | ||
2226 | |||
2227 | } | ||
2228 | else if ((m_movementAnimation == "JUMP" || m_movementAnimation == "PREJUMP") && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == 0) | ||
2229 | { | ||
2230 | |||
2231 | return "JUMP"; | ||
2232 | |||
2233 | } | ||
2234 | else | ||
2235 | { | ||
2236 | //Record the time we enter this state so we know whether to "land" or not | ||
2237 | m_animPersistUntil = DateTime.Now.Ticks; | ||
2238 | return "FALLDOWN"; // this falling animation is invoked too frequently when capsule tilt correction is used - why? | ||
2239 | } | ||
2240 | } | ||
2241 | } | ||
2242 | } | ||
2243 | |||
2244 | public string GetMovementAnimation2() | ||
2245 | { | ||
2246 | const float FALL_DELAY = 0.33f; | 2047 | const float FALL_DELAY = 0.33f; |
2247 | const float PREJUMP_DELAY = 0.25f; | 2048 | const float PREJUMP_DELAY = 0.25f; |
2248 | 2049 | ||
2249 | m_allowFalling = true; | 2050 | #region Inputs |
2250 | 2051 | ||
2251 | AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_AgentControlFlags; | 2052 | AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_AgentControlFlags; |
2252 | PhysicsActor actor = m_physicsActor; | 2053 | PhysicsActor actor = m_physicsActor; |
@@ -2281,6 +2082,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2281 | bool moving = (move != Vector3.Zero); | 2082 | bool moving = (move != Vector3.Zero); |
2282 | bool jumping = m_animTickJump != 0; | 2083 | bool jumping = m_animTickJump != 0; |
2283 | 2084 | ||
2085 | #endregion Inputs | ||
2086 | |||
2284 | #region Flying | 2087 | #region Flying |
2285 | 2088 | ||
2286 | if (actor != null && actor.Flying) | 2089 | if (actor != null && actor.Flying) |
@@ -2410,24 +2213,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2410 | /// </summary> | 2213 | /// </summary> |
2411 | protected void UpdateMovementAnimations() | 2214 | protected void UpdateMovementAnimations() |
2412 | { | 2215 | { |
2413 | string movementAnimation = GetMovementAnimation2(); | 2216 | m_movementAnimation = GetMovementAnimation(); |
2414 | 2217 | ||
2415 | if (movementAnimation == "FALLDOWN" && m_allowFalling == false) | 2218 | if (m_movementAnimation == "PREJUMP" && !m_usePreJump) |
2416 | { | ||
2417 | movementAnimation = m_movementAnimation; | ||
2418 | } | ||
2419 | else | ||
2420 | { | ||
2421 | m_movementAnimation = movementAnimation; | ||
2422 | } | ||
2423 | if (movementAnimation == "PREJUMP" && m_usePreJump == false) | ||
2424 | { | 2219 | { |
2425 | //This was the previous behavior before PREJUMP | 2220 | // This was the previous behavior before PREJUMP |
2426 | TrySetMovementAnimation("JUMP"); | 2221 | TrySetMovementAnimation("JUMP"); |
2427 | } | 2222 | } |
2428 | else | 2223 | else |
2429 | { | 2224 | { |
2430 | TrySetMovementAnimation(movementAnimation); | 2225 | TrySetMovementAnimation(m_movementAnimation); |
2431 | } | 2226 | } |
2432 | } | 2227 | } |
2433 | 2228 | ||
@@ -2574,13 +2369,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2574 | { | 2369 | { |
2575 | m_perfMonMS = Environment.TickCount; | 2370 | m_perfMonMS = Environment.TickCount; |
2576 | 2371 | ||
2372 | PhysicsActor actor = m_physicsActor; | ||
2373 | Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero; | ||
2374 | |||
2577 | Vector3 pos = m_pos; | 2375 | Vector3 pos = m_pos; |
2578 | pos.Z += m_appearance.HipOffset; | 2376 | pos.Z += m_appearance.HipOffset; |
2579 | 2377 | ||
2580 | //m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity); | 2378 | //m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity); |
2581 | 2379 | ||
2582 | remoteClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_regionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, | 2380 | remoteClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_regionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, |
2583 | pos, m_physicsActor.Velocity, Vector3.Zero, m_bodyRot, Vector4.UnitW, m_uuid, null, GetUpdatePriority(remoteClient))); | 2381 | pos, velocity, Vector3.Zero, m_bodyRot, CollisionPlane, m_uuid, null, GetUpdatePriority(remoteClient))); |
2584 | 2382 | ||
2585 | m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); | 2383 | m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); |
2586 | m_scene.StatsReporter.AddAgentUpdates(1); | 2384 | m_scene.StatsReporter.AddAgentUpdates(1); |
@@ -3527,6 +3325,37 @@ namespace OpenSim.Region.Framework.Scenes | |||
3527 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3325 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; |
3528 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | 3326 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; |
3529 | 3327 | ||
3328 | CollisionPlane = Vector4.UnitW; | ||
3329 | |||
3330 | if (coldata.Count != 0) | ||
3331 | { | ||
3332 | switch (m_movementAnimation) | ||
3333 | { | ||
3334 | case "STAND": | ||
3335 | case "WALK": | ||
3336 | case "RUN": | ||
3337 | case "CROUCH": | ||
3338 | case "CROUCHWALK": | ||
3339 | { | ||
3340 | ContactPoint lowest; | ||
3341 | lowest.SurfaceNormal = Vector3.Zero; | ||
3342 | lowest.Position = Vector3.Zero; | ||
3343 | lowest.Position.Z = Single.NaN; | ||
3344 | |||
3345 | foreach (ContactPoint contact in coldata.Values) | ||
3346 | { | ||
3347 | if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z) | ||
3348 | { | ||
3349 | lowest = contact; | ||
3350 | } | ||
3351 | } | ||
3352 | |||
3353 | CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); | ||
3354 | } | ||
3355 | break; | ||
3356 | } | ||
3357 | } | ||
3358 | |||
3530 | if (m_invulnerable) | 3359 | if (m_invulnerable) |
3531 | return; | 3360 | return; |
3532 | 3361 | ||