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authorJustin Clark-Casey (justincc)2011-12-03 01:47:12 +0000
committerJustin Clark-Casey (justincc)2011-12-03 01:47:12 +0000
commitf08aad8a403e18625c01c0b3b4b6d4248476a64b (patch)
tree633857377e66c44f9048f9c75be6eb0e7221f98c /OpenSim/Region
parentrefactor: Use just ScenePresenceAnimator.CurrentMovementAnimation rather than... (diff)
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For now, disable mechanism to limit avatar animation updates since this causes avatars to never reach the correct animation after some actions.
This reverts to situation where animation updates are made each frame on SP.PhysicsCollisionUpdate (though a packet is only sent if the anim actually changes). m_updateCount was not being update on various avatar state changes, causing the correct animations to never be sent. Always setting in HandleAgentUpdate() is not enough since the avatar is continually sending AgentUpdate packets. One would need to identify all the conditions under which animations need to play out and set m_updateCount appropriately in SP.HandleAgentUpdate()
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs5
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs46
2 files changed, 28 insertions, 23 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 2a6b8ea..43cfd80 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -399,6 +399,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
399 public void UpdateMovementAnimations() 399 public void UpdateMovementAnimations()
400 { 400 {
401 CurrentMovementAnimation = DetermineMovementAnimation(); 401 CurrentMovementAnimation = DetermineMovementAnimation();
402
403// m_log.DebugFormat(
404// "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()",
405// CurrentMovementAnimation, m_scenePresence.Name);
406
402 TrySetMovementAnimation(CurrentMovementAnimation); 407 TrySetMovementAnimation(CurrentMovementAnimation);
403 } 408 }
404 409
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 7156137..663c9ae 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -149,9 +149,9 @@ namespace OpenSim.Region.Framework.Scenes
149 } 149 }
150 private bool m_wasFlying; // add for fly velocity control 150 private bool m_wasFlying; // add for fly velocity control
151 151
152 private int m_lastColCount = -1; //KF: Look for Collision chnages 152// private int m_lastColCount = -1; //KF: Look for Collision chnages
153 private int m_updateCount = 0; //KF: Update Anims for a while 153// private int m_updateCount = 0; //KF: Update Anims for a while
154 private static readonly int UPDATE_COUNT = 10; // how many frames to update for 154// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
155 155
156 private TeleportFlags m_teleportFlags; 156 private TeleportFlags m_teleportFlags;
157 public TeleportFlags TeleportFlags 157 public TeleportFlags TeleportFlags
@@ -1366,14 +1366,14 @@ namespace OpenSim.Region.Framework.Scenes
1366 1366
1367 #endregion Inputs 1367 #endregion Inputs
1368 1368
1369 // Make anims work for client side autopilot 1369// // Make anims work for client side autopilot
1370 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0) 1370// if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
1371 m_updateCount = UPDATE_COUNT; 1371// m_updateCount = UPDATE_COUNT;
1372 1372//
1373 // Make turning in place work 1373// // Make turning in place work
1374 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0 || 1374// if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0 ||
1375 (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) 1375// (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
1376 m_updateCount = UPDATE_COUNT; 1376// m_updateCount = UPDATE_COUNT;
1377 1377
1378 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) 1378 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
1379 { 1379 {
@@ -2297,7 +2297,7 @@ namespace OpenSim.Region.Framework.Scenes
2297 2297
2298 public void HandleAgentSitOnGround() 2298 public void HandleAgentSitOnGround()
2299 { 2299 {
2300 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. 2300// m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
2301 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); 2301 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
2302 SitGround = true; 2302 SitGround = true;
2303 RemoveFromPhysicalScene(); 2303 RemoveFromPhysicalScene();
@@ -3290,11 +3290,11 @@ namespace OpenSim.Region.Framework.Scenes
3290 // as of this comment the interval is set in AddToPhysicalScene 3290 // as of this comment the interval is set in AddToPhysicalScene
3291 if (Animator != null) 3291 if (Animator != null)
3292 { 3292 {
3293 if (m_updateCount > 0) 3293// if (m_updateCount > 0)
3294 { 3294// {
3295 Animator.UpdateMovementAnimations(); 3295 Animator.UpdateMovementAnimations();
3296 m_updateCount--; 3296// m_updateCount--;
3297 } 3297// }
3298 } 3298 }
3299 3299
3300 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3300 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
@@ -3302,13 +3302,13 @@ namespace OpenSim.Region.Framework.Scenes
3302 3302
3303 CollisionPlane = Vector4.UnitW; 3303 CollisionPlane = Vector4.UnitW;
3304 3304
3305 // No collisions at all means we may be flying. Update always 3305// // No collisions at all means we may be flying. Update always
3306 // to make falling work 3306// // to make falling work
3307 if (m_lastColCount != coldata.Count || coldata.Count == 0) 3307// if (m_lastColCount != coldata.Count || coldata.Count == 0)
3308 { 3308// {
3309 m_updateCount = UPDATE_COUNT; 3309// m_updateCount = UPDATE_COUNT;
3310 m_lastColCount = coldata.Count; 3310// m_lastColCount = coldata.Count;
3311 } 3311// }
3312 3312
3313 if (coldata.Count != 0 && Animator != null) 3313 if (coldata.Count != 0 && Animator != null)
3314 { 3314 {