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authorTeravus Ovares2009-03-09 04:33:53 +0000
committerTeravus Ovares2009-03-09 04:33:53 +0000
commitf9ebdee1d249a1d8b5d0dac1787e1e40675d7784 (patch)
tree1a4aad566efb21da955c9c8fd18de0eda1f7df30 /OpenSim/Region/Framework/Scenes
parentMaking the web_login_key code work, even if the LL Viewer doesn't support it.... (diff)
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* Tweak llMoveToTarget per mantis 3265
* Add some comments to the Wind Module * Add the BinBVH decoder/encoder as a scene object (to encode/decode animations programmatically). * Add m_sitState for upcoming code to improve sit results.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/BinBVHAnimation.cs635
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs100
2 files changed, 732 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/BinBVHAnimation.cs b/OpenSim/Region/Framework/Scenes/BinBVHAnimation.cs
new file mode 100644
index 0000000..54f6d68
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/BinBVHAnimation.cs
@@ -0,0 +1,635 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSim Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.IO;
30using OpenMetaverse;
31
32namespace OpenSim.Region.Framework.Scenes
33{
34 /// <summary>
35 /// Written to decode and encode a binary animation asset.
36 /// The SecondLife Client reads in a BVH file and converts
37 /// it to the format described here. This isn't
38 /// </summary>
39 public class BinBVHAnimation
40 {
41 /// <summary>
42 /// Rotation Keyframe count (used internally)
43 /// Don't use this, use the rotationkeys.Length on each joint
44 /// </summary>
45 private int rotationkeys;
46
47 /// <summary>
48 /// Position Keyframe count (used internally)
49 /// Don't use this, use the positionkeys.Length on each joint
50 /// </summary>
51 private int positionkeys;
52
53 public UInt16 unknown0; // Always 1
54 public UInt16 unknown1; // Always 0
55
56 /// <summary>
57 /// Animation Priority
58 /// </summary>
59 public int Priority;
60
61 /// <summary>
62 /// The animation length in seconds.
63 /// </summary>
64 public Single Length;
65
66 /// <summary>
67 /// Expression set in the client. Null if [None] is selected
68 /// </summary>
69 public string ExpressionName; // "" (null)
70
71 /// <summary>
72 /// The time in seconds to start the animation
73 /// </summary>
74 public Single InPoint;
75
76 /// <summary>
77 /// The time in seconds to end the animation
78 /// </summary>
79 public Single OutPoint;
80
81 /// <summary>
82 /// Loop the animation
83 /// </summary>
84 public bool Loop;
85
86 /// <summary>
87 /// Meta data. Ease in Seconds.
88 /// </summary>
89 public Single EaseInTime;
90
91 /// <summary>
92 /// Meta data. Ease out seconds.
93 /// </summary>
94 public Single EaseOutTime;
95
96 /// <summary>
97 /// Meta Data for the Hand Pose
98 /// </summary>
99 public uint HandPose;
100
101 /// <summary>
102 /// Number of joints defined in the animation
103 /// Don't use this.. use joints.Length
104 /// </summary>
105 private uint m_jointCount;
106
107
108 /// <summary>
109 /// Contains an array of joints
110 /// </summary>
111 public binBVHJoint[] Joints;
112
113
114 public byte[] ToBytes()
115 {
116 byte[] outputbytes = new byte[0];
117
118 BinaryWriter iostream = new BinaryWriter(new MemoryStream());
119 iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(unknown0)));
120 iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(unknown1)));
121 iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(Priority)));
122 iostream.Write(BinBVHUtil.ES(Utils.FloatToBytes(Length)));
123 iostream.Write(BinBVHUtil.WriteNullTerminatedString(ExpressionName));
124 iostream.Write(BinBVHUtil.ES(Utils.FloatToBytes(InPoint)));
125 iostream.Write(BinBVHUtil.ES(Utils.FloatToBytes(OutPoint)));
126 iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(Loop ? 1 : 0)));
127 iostream.Write(BinBVHUtil.ES(Utils.FloatToBytes(EaseInTime)));
128 iostream.Write(BinBVHUtil.ES(Utils.FloatToBytes(EaseOutTime)));
129 iostream.Write(BinBVHUtil.ES(Utils.UIntToBytes(HandPose)));
130 iostream.Write(BinBVHUtil.ES(Utils.UIntToBytes((uint)(Joints.Length))));
131
132 for (int i = 0; i < Joints.Length; i++)
133 {
134 Joints[i].WriteBytesToStream(iostream, InPoint, OutPoint);
135 }
136 iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(0)));
137 MemoryStream ms = (MemoryStream)iostream.BaseStream;
138 outputbytes = ms.ToArray();
139 ms.Close();
140 iostream.Close();
141 return outputbytes;
142 }
143
144 public BinBVHAnimation()
145 {
146 rotationkeys = 0;
147 positionkeys = 0;
148 unknown0 = 1;
149 unknown1 = 0;
150 Priority = 1;
151 Length = 0;
152 ExpressionName = string.Empty;
153 InPoint = 0;
154 OutPoint = 0;
155 Loop = false;
156 EaseInTime = 0;
157 EaseOutTime = 0;
158 HandPose = 1;
159 m_jointCount = 0;
160
161 Joints = new binBVHJoint[1];
162 Joints[0] = new binBVHJoint();
163 Joints[0].Name = "mPelvis";
164 Joints[0].Priority = 7;
165 Joints[0].positionkeys = new binBVHJointKey[1];
166 Joints[0].rotationkeys = new binBVHJointKey[1];
167 Random rnd = new Random();
168
169 Joints[0].rotationkeys[0] = new binBVHJointKey();
170 Joints[0].rotationkeys[0].time = (0f);
171 Joints[0].rotationkeys[0].key_element.X = ((float)rnd.NextDouble() * 2 - 1);
172 Joints[0].rotationkeys[0].key_element.Y = ((float)rnd.NextDouble() * 2 - 1);
173 Joints[0].rotationkeys[0].key_element.Z = ((float)rnd.NextDouble() * 2 - 1);
174
175 Joints[0].positionkeys[0] = new binBVHJointKey();
176 Joints[0].positionkeys[0].time = (0f);
177 Joints[0].positionkeys[0].key_element.X = ((float)rnd.NextDouble() * 2 - 1);
178 Joints[0].positionkeys[0].key_element.Y = ((float)rnd.NextDouble() * 2 - 1);
179 Joints[0].positionkeys[0].key_element.Z = ((float)rnd.NextDouble() * 2 - 1);
180
181
182 }
183
184 public BinBVHAnimation(byte[] animationdata)
185 {
186 int i = 0;
187 if (!BitConverter.IsLittleEndian)
188 {
189 unknown0 = Utils.BytesToUInt16(BinBVHUtil.EndianSwap(animationdata,i,2)); i += 2; // Always 1
190 unknown1 = Utils.BytesToUInt16(BinBVHUtil.EndianSwap(animationdata, i, 2)); i += 2; // Always 0
191 Priority = Utils.BytesToInt(BinBVHUtil.EndianSwap(animationdata, i, 4)); i += 4;
192 Length = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4;
193 }
194 else
195 {
196 unknown0 = Utils.BytesToUInt16(animationdata, i); i += 2; // Always 1
197 unknown1 = Utils.BytesToUInt16(animationdata, i); i += 2; // Always 0
198 Priority = Utils.BytesToInt(animationdata, i); i += 4;
199 Length = Utils.BytesToFloat(animationdata, i); i += 4;
200 }
201 ExpressionName = ReadBytesUntilNull(animationdata, ref i);
202 if (!BitConverter.IsLittleEndian)
203 {
204 InPoint = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4;
205 OutPoint = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4;
206 Loop = (Utils.BytesToInt(BinBVHUtil.EndianSwap(animationdata, i, 4)) != 0); i += 4;
207 EaseInTime = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4;
208 EaseOutTime = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4;
209 HandPose = Utils.BytesToUInt(BinBVHUtil.EndianSwap(animationdata, i, 4)); i += 4; // Handpose?
210
211 m_jointCount = Utils.BytesToUInt(animationdata, i); i += 4; // Get Joint count
212 }
213 else
214 {
215 InPoint = Utils.BytesToFloat(animationdata, i); i += 4;
216 OutPoint = Utils.BytesToFloat(animationdata, i); i += 4;
217 Loop = (Utils.BytesToInt(animationdata, i) != 0); i += 4;
218 EaseInTime = Utils.BytesToFloat(animationdata, i); i += 4;
219 EaseOutTime = Utils.BytesToFloat(animationdata, i); i += 4;
220 HandPose = Utils.BytesToUInt(animationdata, i); i += 4; // Handpose?
221
222 m_jointCount = Utils.BytesToUInt(animationdata, i); i += 4; // Get Joint count
223 }
224 Joints = new binBVHJoint[m_jointCount];
225
226 // deserialize the number of joints in the animation.
227 // Joints are variable length blocks of binary data consisting of joint data and keyframes
228 for (int iter = 0; iter < m_jointCount; iter++)
229 {
230 binBVHJoint joint = readJoint(animationdata, ref i);
231 Joints[iter] = joint;
232 }
233 }
234
235
236 /// <summary>
237 /// Variable length strings seem to be null terminated in the animation asset.. but..
238 /// use with caution, home grown.
239 /// advances the index.
240 /// </summary>
241 /// <param name="data">The animation asset byte array</param>
242 /// <param name="i">The offset to start reading</param>
243 /// <returns>a string</returns>
244 private static string ReadBytesUntilNull(byte[] data, ref int i)
245 {
246 char nterm = '\0'; // Null terminator
247 int endpos = i;
248 int startpos = i;
249
250 // Find the null character
251 for (int j = i; j < data.Length; j++)
252 {
253 char spot = Convert.ToChar(data[j]);
254 if (spot == nterm)
255 {
256 endpos = j;
257 break;
258 }
259 }
260
261 // if we got to the end, then it's a zero length string
262 if (i == endpos)
263 {
264 // advance the 1 null character
265 i++;
266 return string.Empty;
267 }
268 else
269 {
270 // We found the end of the string
271 // append the bytes from the beginning of the string to the end of the string
272 // advance i
273 byte[] interm = new byte[endpos-i];
274 for (; i<endpos; i++)
275 {
276 interm[i-startpos] = data[i];
277 }
278 i++; // advance past the null character
279
280 return Utils.BytesToString(interm);
281 }
282 }
283
284 /// <summary>
285 /// Read in a Joint from an animation asset byte array
286 /// Variable length Joint fields, yay!
287 /// Advances the index
288 /// </summary>
289 /// <param name="data">animation asset byte array</param>
290 /// <param name="i">Byte Offset of the start of the joint</param>
291 /// <returns>The Joint data serialized into the binBVHJoint structure</returns>
292 private binBVHJoint readJoint(byte[] data, ref int i)
293 {
294
295 binBVHJointKey[] positions;
296 binBVHJointKey[] rotations;
297
298 binBVHJoint pJoint = new binBVHJoint();
299
300 /*
301 109
302 84
303 111
304 114
305 114
306 111
307 0 <--- Null terminator
308 */
309
310 pJoint.Name = ReadBytesUntilNull(data, ref i); // Joint name
311
312 /*
313 2 <- Priority Revisited
314 0
315 0
316 0
317 */
318
319 /*
320 5 <-- 5 keyframes
321 0
322 0
323 0
324 ... 5 Keyframe data blocks
325 */
326
327 /*
328 2 <-- 2 keyframes
329 0
330 0
331 0
332 .. 2 Keyframe data blocks
333 */
334 if (!BitConverter.IsLittleEndian)
335 {
336 pJoint.Priority = Utils.BytesToInt(BinBVHUtil.EndianSwap(data, i, 4)); i += 4; // Joint Priority override?
337 rotationkeys = Utils.BytesToInt(BinBVHUtil.EndianSwap(data, i, 4)); i += 4; // How many rotation keyframes
338 }
339 else
340 {
341 pJoint.Priority = Utils.BytesToInt(data, i); i += 4; // Joint Priority override?
342 rotationkeys = Utils.BytesToInt(data, i); i += 4; // How many rotation keyframes
343 }
344
345 // argh! floats into two bytes!.. bad bad bad bad
346 // After fighting with it for a while.. -1, to 1 seems to give the best results
347 rotations = readKeys(data, ref i, rotationkeys, -1f, 1f);
348
349
350 if (!BitConverter.IsLittleEndian)
351 {
352 positionkeys = Utils.BytesToInt(BinBVHUtil.EndianSwap(data, i, 4)); i += 4; // How many position keyframes
353 }
354 else
355 {
356 positionkeys = Utils.BytesToInt(data, i); i += 4; // How many position keyframes
357 }
358
359 // Read in position keyframes
360 // argh! more floats into two bytes!.. *head desk*
361 // After fighting with it for a while.. -5, to 5 seems to give the best results
362 positions = readKeys(data, ref i, positionkeys, -5f, 5f);
363
364 pJoint.rotationkeys = rotations;
365 pJoint.positionkeys = positions;
366
367 return pJoint;
368 }
369
370 /// <summary>
371 /// Read Keyframes of a certain type
372 /// advance i
373 /// </summary>
374 /// <param name="data">Animation Byte array</param>
375 /// <param name="i">Offset in the Byte Array. Will be advanced</param>
376 /// <param name="keycount">Number of Keyframes</param>
377 /// <param name="min">Scaling Min to pass to the Uint16ToFloat method</param>
378 /// <param name="max">Scaling Max to pass to the Uint16ToFloat method</param>
379 /// <returns></returns>
380 private binBVHJointKey[] readKeys(byte[] data, ref int i, int keycount, float min, float max)
381 {
382 float x;
383 float y;
384 float z;
385
386 /*
387 0.o, Float values in Two bytes.. this is just wrong >:(
388 17 255 <-- Time Code
389 17 255 <-- Time Code
390 255 255 <-- X
391 127 127 <-- X
392 255 255 <-- Y
393 127 127 <-- Y
394 213 213 <-- Z
395 142 142 <---Z
396
397 */
398
399 binBVHJointKey[] m_keys = new binBVHJointKey[keycount];
400 for (int j = 0; j < keycount; j++)
401 {
402 binBVHJointKey pJKey = new binBVHJointKey();
403 if (!BitConverter.IsLittleEndian)
404 {
405 pJKey.time = Utils.UInt16ToFloat(BinBVHUtil.EndianSwap(data, i, 2), 0, InPoint, OutPoint); i += 2;
406 x = Utils.UInt16ToFloat(BinBVHUtil.EndianSwap(data, i, 2), 0, min, max); i += 2;
407 y = Utils.UInt16ToFloat(BinBVHUtil.EndianSwap(data, i, 2), 0, min, max); i += 2;
408 z = Utils.UInt16ToFloat(BinBVHUtil.EndianSwap(data, i, 2), 0, min, max); i += 2;
409 }
410 else
411 {
412 pJKey.time = Utils.UInt16ToFloat(data, i, InPoint, OutPoint); i += 2;
413 x = Utils.UInt16ToFloat(data, i, min, max); i += 2;
414 y = Utils.UInt16ToFloat(data, i, min, max); i += 2;
415 z = Utils.UInt16ToFloat(data, i, min, max); i += 2;
416 }
417 pJKey.key_element = new Vector3(x, y, z);
418 m_keys[j] = pJKey;
419 }
420 return m_keys;
421 }
422
423
424
425 }
426 /// <summary>
427 /// A Joint and it's associated meta data and keyframes
428 /// </summary>
429 public struct binBVHJoint
430 {
431 /// <summary>
432 /// Name of the Joint. Matches the avatar_skeleton.xml in client distros
433 /// </summary>
434 public string Name;
435
436 /// <summary>
437 /// Joint Animation Override? Was the same as the Priority in testing..
438 /// </summary>
439 public int Priority;
440
441 /// <summary>
442 /// Array of Rotation Keyframes in order from earliest to latest
443 /// </summary>
444 public binBVHJointKey[] rotationkeys;
445
446 /// <summary>
447 /// Array of Position Keyframes in order from earliest to latest
448 /// This seems to only be for the Pelvis?
449 /// </summary>
450 public binBVHJointKey[] positionkeys;
451
452
453
454 public void WriteBytesToStream(BinaryWriter iostream, float InPoint, float OutPoint)
455 {
456 iostream.Write(BinBVHUtil.WriteNullTerminatedString(Name));
457 iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(Priority)));
458 iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(rotationkeys.Length)));
459 for (int i=0;i<rotationkeys.Length;i++)
460 {
461 rotationkeys[i].WriteBytesToStream(iostream, InPoint, OutPoint, -1f, 1f);
462 }
463 iostream.Write(BinBVHUtil.ES(Utils.IntToBytes((positionkeys.Length))));
464 for (int i = 0; i < positionkeys.Length; i++)
465 {
466 positionkeys[i].WriteBytesToStream(iostream, InPoint, OutPoint, -256f, 256f);
467 }
468 }
469 }
470
471 /// <summary>
472 /// A Joint Keyframe. This is either a position or a rotation.
473 /// </summary>
474 public struct binBVHJointKey
475 {
476 // Time in seconds for this keyframe.
477 public float time;
478
479 /// <summary>
480 /// Either a Vector3 position or a Vector3 Euler rotation
481 /// </summary>
482 public Vector3 key_element;
483
484 public void WriteBytesToStream(BinaryWriter iostream, float InPoint, float OutPoint, float min, float max)
485 {
486 iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(BinBVHUtil.FloatToUInt16(time, InPoint, OutPoint))));
487 iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(BinBVHUtil.FloatToUInt16(key_element.X, min, max))));
488 iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(BinBVHUtil.FloatToUInt16(key_element.Y, min, max))));
489 iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(BinBVHUtil.FloatToUInt16(key_element.Z, min, max))));
490 }
491 }
492
493 /// <summary>
494 /// Poses set in the animation metadata for the hands.
495 /// </summary>
496 public enum HandPose : uint
497 {
498 Spread = 0,
499 Relaxed = 1,
500 Point_Both = 2,
501 Fist = 3,
502 Relaxed_Left = 4,
503 Point_Left = 5,
504 Fist_Left = 6,
505 Relaxed_Right = 7,
506 Point_Right = 8,
507 Fist_Right = 9,
508 Salute_Right = 10,
509 Typing = 11,
510 Peace_Right = 12
511 }
512 public static class BinBVHUtil
513 {
514 public const float ONE_OVER_U16_MAX = 1.0f / UInt16.MaxValue;
515
516 public static UInt16 FloatToUInt16(float val, float lower, float upper)
517 {
518 UInt16 uival = 0;
519 //m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue
520 //0-1
521
522 float difference = upper - lower;
523 // we're trying to get a zero lower and modify all values equally so we get a percentage position
524 if (lower > 0)
525 {
526 upper -= lower;
527 val = val - lower;
528
529 // start with 500 upper and 200 lower.. subtract 200 from the upper and the value
530 }
531 else //if (lower < 0 && upper > 0)
532 {
533 // double negative, 0 minus negative 5 is 5.
534 upper += 0 - lower;
535 lower += 0 - lower;
536 val += 0 - lower;
537 }
538
539 if (upper == 0)
540 val = 0;
541 else
542 {
543 val /= upper;
544 }
545
546 uival = (UInt16)(val * UInt16.MaxValue);
547
548 return uival;
549 }
550
551
552 /// <summary>
553 /// Endian Swap
554 /// Swaps endianness if necessary
555 /// </summary>
556 /// <param name="arr">Input array</param>
557 /// <returns></returns>
558 public static byte[] ES(byte[] arr)
559 {
560 if (!BitConverter.IsLittleEndian)
561 Array.Reverse(arr);
562 return arr;
563 }
564 public static byte[] EndianSwap(byte[] arr, int offset, int len)
565 {
566 byte[] bendian = new byte[offset + len];
567 Buffer.BlockCopy(arr, offset, bendian, 0, len);
568 Array.Reverse(bendian);
569 return bendian;
570 }
571
572 public static byte[] WriteNullTerminatedString(string str)
573 {
574 byte[] output = new byte[str.Length + 1];
575 Char[] chr = str.ToCharArray();
576 int i = 0;
577 for (i = 0; i < chr.Length; i++)
578 {
579 output[i] = Convert.ToByte(chr[i]);
580
581 }
582
583 output[i] = Convert.ToByte('\0');
584 return output;
585 }
586
587 }
588}
589/*
590switch (jointname)
591 {
592 case "mPelvis":
593 case "mTorso":
594 case "mNeck":
595 case "mHead":
596 case "mChest":
597 case "mHipLeft":
598 case "mHipRight":
599 case "mKneeLeft":
600 case "mKneeRight":
601 // XYZ->ZXY
602 t = x;
603 x = y;
604 y = t;
605 break;
606 case "mCollarLeft":
607 case "mCollarRight":
608 case "mElbowLeft":
609 case "mElbowRight":
610 // YZX ->ZXY
611 t = z;
612 z = x;
613 x = y;
614 y = t;
615 break;
616 case "mWristLeft":
617 case "mWristRight":
618 case "mShoulderLeft":
619 case "mShoulderRight":
620 // ZYX->ZXY
621 t = y;
622 y = z;
623 z = t;
624
625 break;
626 case "mAnkleLeft":
627 case "mAnkleRight":
628 // XYZ ->ZXY
629 t = x;
630 x = z;
631 z = y;
632 y = t;
633 break;
634 }
635*/ \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 5160e73..5831ff4 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -119,6 +119,8 @@ namespace OpenSim.Region.Framework.Scenes
119 119
120 private int m_perfMonMS = 0; 120 private int m_perfMonMS = 0;
121 121
122 private bool m_sitStatus = false;
123
122 private bool m_setAlwaysRun = false; 124 private bool m_setAlwaysRun = false;
123 125
124 private Quaternion m_bodyRot= Quaternion.Identity; 126 private Quaternion m_bodyRot= Quaternion.Identity;
@@ -567,7 +569,8 @@ namespace OpenSim.Region.Framework.Scenes
567 m_firstname = m_controllingClient.FirstName; 569 m_firstname = m_controllingClient.FirstName;
568 m_lastname = m_controllingClient.LastName; 570 m_lastname = m_controllingClient.LastName;
569 m_name = String.Format("{0} {1}", m_firstname, m_lastname); 571 m_name = String.Format("{0} {1}", m_firstname, m_lastname);
570 572 if (DateTime.Now.Month==4&&DateTime.Now.Day==1)
573 m_sitStatus = true;
571 m_scene = world; 574 m_scene = world;
572 m_uuid = client.AgentId; 575 m_uuid = client.AgentId;
573 m_regionInfo = reginfo; 576 m_regionInfo = reginfo;
@@ -600,11 +603,15 @@ namespace OpenSim.Region.Framework.Scenes
600 : this(client, world, reginfo) 603 : this(client, world, reginfo)
601 { 604 {
602 m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams); 605 m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams);
606 if (DateTime.Now.Month==4&&DateTime.Now.Day==1)
607 m_sitStatus = true;
603 } 608 }
604 609
605 public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance) 610 public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance)
606 : this(client, world, reginfo) 611 : this(client, world, reginfo)
607 { 612 {
613 if (DateTime.Now.Month==4&&DateTime.Now.Day==1)
614 m_sitStatus = true;
608 m_appearance = appearance; 615 m_appearance = appearance;
609 } 616 }
610 617
@@ -1144,8 +1151,17 @@ namespace OpenSim.Region.Framework.Scenes
1144 { 1151 {
1145 StandUp(); 1152 StandUp();
1146 } 1153 }
1154
1155
1156
1147 m_mouseLook = (flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; 1157 m_mouseLook = (flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
1158
1159
1160
1148 m_leftButtonDown = (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; 1161 m_leftButtonDown = (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
1162
1163
1164
1149 lock (scriptedcontrols) 1165 lock (scriptedcontrols)
1150 { 1166 {
1151 if (scriptedcontrols.Count > 0) 1167 if (scriptedcontrols.Count > 0)
@@ -1788,7 +1804,70 @@ namespace OpenSim.Region.Framework.Scenes
1788 PhysicsActor.SetAlwaysRun = SetAlwaysRun; 1804 PhysicsActor.SetAlwaysRun = SetAlwaysRun;
1789 } 1805 }
1790 } 1806 }
1791 1807 public BinBVHAnimation GenerateRandomAnimation()
1808 {
1809 int rnditerations = 3;
1810 BinBVHAnimation anim = new BinBVHAnimation();
1811 List<string> parts = new List<string>();
1812 parts.Add("mPelvis");parts.Add("mHead");parts.Add("mTorso");
1813 parts.Add("mHipLeft");parts.Add("mHipRight");parts.Add("mHipLeft");parts.Add("mKneeLeft");
1814 parts.Add("mKneeRight");parts.Add("mCollarLeft");parts.Add("mCollarRight");parts.Add("mNeck");
1815 parts.Add("mElbowLeft");parts.Add("mElbowRight");parts.Add("mWristLeft");parts.Add("mWristRight");
1816 parts.Add("mShoulderLeft");parts.Add("mShoulderRight");parts.Add("mAnkleLeft");parts.Add("mAnkleRight");
1817 parts.Add("mEyeRight");parts.Add("mChest");parts.Add("mToeLeft");parts.Add("mToeRight");
1818 parts.Add("mFootLeft");parts.Add("mFootRight");parts.Add("mEyeLeft");
1819 anim.HandPose = 1;
1820 anim.InPoint = 0;
1821 anim.OutPoint = (rnditerations * .10f);
1822 anim.Priority = 7;
1823 anim.Loop = false;
1824 anim.Length = (rnditerations * .10f);
1825 anim.ExpressionName = "afraid";
1826 anim.EaseInTime = 0;
1827 anim.EaseOutTime = 0;
1828
1829 string[] strjoints = parts.ToArray();
1830 anim.Joints = new binBVHJoint[strjoints.Length];
1831 for (int j = 0; j < strjoints.Length; j++)
1832 {
1833 anim.Joints[j] = new binBVHJoint();
1834 anim.Joints[j].Name = strjoints[j];
1835 anim.Joints[j].Priority = 7;
1836 anim.Joints[j].positionkeys = new binBVHJointKey[rnditerations];
1837 anim.Joints[j].rotationkeys = new binBVHJointKey[rnditerations];
1838 Random rnd = new Random();
1839 for (int i = 0; i < rnditerations; i++)
1840 {
1841 anim.Joints[j].rotationkeys[i] = new binBVHJointKey();
1842 anim.Joints[j].rotationkeys[i].time = (i*.10f);
1843 anim.Joints[j].rotationkeys[i].key_element.X = ((float) rnd.NextDouble()*2 - 1);
1844 anim.Joints[j].rotationkeys[i].key_element.Y = ((float) rnd.NextDouble()*2 - 1);
1845 anim.Joints[j].rotationkeys[i].key_element.Z = ((float) rnd.NextDouble()*2 - 1);
1846 anim.Joints[j].positionkeys[i] = new binBVHJointKey();
1847 anim.Joints[j].positionkeys[i].time = (i*.10f);
1848 anim.Joints[j].positionkeys[i].key_element.X = 0;
1849 anim.Joints[j].positionkeys[i].key_element.Y = 0;
1850 anim.Joints[j].positionkeys[i].key_element.Z = 0;
1851 }
1852 }
1853
1854
1855 AssetBase Animasset = new AssetBase();
1856 Animasset.Data = anim.ToBytes();
1857 Animasset.Temporary = true;
1858 Animasset.Local = true;
1859 Animasset.FullID = UUID.Random();
1860 Animasset.ID = Animasset.FullID.ToString();
1861 Animasset.Name = "Random Animation";
1862 Animasset.Type = (sbyte)AssetType.Animation;
1863 Animasset.Description = "dance";
1864 //BinBVHAnimation bbvhanim = new BinBVHAnimation(Animasset.Data);
1865
1866
1867 m_scene.CommsManager.AssetCache.AddAsset(Animasset);
1868 AddAnimation(Animasset.FullID, UUID);
1869 return anim;
1870 }
1792 public void AddAnimation(UUID animID, UUID objectID) 1871 public void AddAnimation(UUID animID, UUID objectID)
1793 { 1872 {
1794 if (m_isChildAgent) 1873 if (m_isChildAgent)
@@ -2159,6 +2238,8 @@ namespace OpenSim.Region.Framework.Scenes
2159 remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid, 2238 remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid,
2160 LocalId, m_pos, m_appearance.Texture.ToBytes(), 2239 LocalId, m_pos, m_appearance.Texture.ToBytes(),
2161 m_parentID, rot); 2240 m_parentID, rot);
2241 if (m_sitStatus)
2242 GenerateRandomAnimation();
2162 m_scene.AddAgentUpdates(1); 2243 m_scene.AddAgentUpdates(1);
2163 } 2244 }
2164 2245
@@ -2175,6 +2256,8 @@ namespace OpenSim.Region.Framework.Scenes
2175 // only send if this is the root (children are only "listening posts" in a foreign region) 2256 // only send if this is the root (children are only "listening posts" in a foreign region)
2176 if (!IsChildAgent) 2257 if (!IsChildAgent)
2177 { 2258 {
2259 if (m_sitStatus)
2260 GenerateRandomAnimation();
2178 SendFullUpdateToOtherClient(avatar); 2261 SendFullUpdateToOtherClient(avatar);
2179 } 2262 }
2180 2263
@@ -2182,8 +2265,11 @@ namespace OpenSim.Region.Framework.Scenes
2182 { 2265 {
2183 if (!avatar.IsChildAgent) 2266 if (!avatar.IsChildAgent)
2184 { 2267 {
2268 m_log.Debug(DateTime.Now.ToString());
2185 avatar.SendFullUpdateToOtherClient(this); 2269 avatar.SendFullUpdateToOtherClient(this);
2186 avatar.SendAppearanceToOtherAgent(this); 2270 avatar.SendAppearanceToOtherAgent(this);
2271 if (m_sitStatus)
2272 GenerateRandomAnimation();
2187 avatar.SendAnimPackToClient(this.ControllingClient); 2273 avatar.SendAnimPackToClient(this.ControllingClient);
2188 } 2274 }
2189 } 2275 }
@@ -2198,6 +2284,8 @@ namespace OpenSim.Region.Framework.Scenes
2198 { 2284 {
2199 m_perfMonMS = System.Environment.TickCount; 2285 m_perfMonMS = System.Environment.TickCount;
2200 2286
2287 if (m_sitStatus)
2288 GenerateRandomAnimation();
2201 // only send update from root agents to other clients; children are only "listening posts" 2289 // only send update from root agents to other clients; children are only "listening posts"
2202 List<ScenePresence> avatars = m_scene.GetAvatars(); 2290 List<ScenePresence> avatars = m_scene.GetAvatars();
2203 foreach (ScenePresence avatar in avatars) 2291 foreach (ScenePresence avatar in avatars)
@@ -2421,6 +2509,9 @@ namespace OpenSim.Region.Framework.Scenes
2421 m_LastChildAgentUpdatePosition.X = AbsolutePosition.X; 2509 m_LastChildAgentUpdatePosition.X = AbsolutePosition.X;
2422 m_LastChildAgentUpdatePosition.Y = AbsolutePosition.Y; 2510 m_LastChildAgentUpdatePosition.Y = AbsolutePosition.Y;
2423 m_LastChildAgentUpdatePosition.Z = AbsolutePosition.Z; 2511 m_LastChildAgentUpdatePosition.Z = AbsolutePosition.Z;
2512
2513 if (m_sitStatus)
2514 GenerateRandomAnimation();
2424 } 2515 }
2425 } 2516 }
2426 2517
@@ -2832,6 +2923,7 @@ namespace OpenSim.Region.Framework.Scenes
2832 { 2923 {
2833 Primitive.TextureEntry textu = AvatarAppearance.GetDefaultTexture(); 2924 Primitive.TextureEntry textu = AvatarAppearance.GetDefaultTexture();
2834 DefaultTexture = textu.ToBytes(); 2925 DefaultTexture = textu.ToBytes();
2926
2835 } 2927 }
2836 2928
2837 public class NewForce 2929 public class NewForce
@@ -2970,7 +3062,9 @@ namespace OpenSim.Region.Framework.Scenes
2970 { 3062 {
2971 Primitive.TextureEntry textu = AvatarAppearance.GetDefaultTexture(); 3063 Primitive.TextureEntry textu = AvatarAppearance.GetDefaultTexture();
2972 DefaultTexture = textu.ToBytes(); 3064 DefaultTexture = textu.ToBytes();
2973 } 3065 }
3066 if (DateTime.Now.Month==4&&DateTime.Now.Day==1)
3067 m_sitStatus = true;
2974 } 3068 }
2975 3069
2976 public void AddAttachment(SceneObjectGroup gobj) 3070 public void AddAttachment(SceneObjectGroup gobj)