diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Animation')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | 220 |
1 files changed, 164 insertions, 56 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index e9e1845..904a657 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | |||
@@ -57,11 +57,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
57 | { | 57 | { |
58 | get { return m_movementAnimation; } | 58 | get { return m_movementAnimation; } |
59 | } | 59 | } |
60 | protected string m_movementAnimation = "DEFAULT"; | 60 | // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist! |
61 | 61 | protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init. | |
62 | private int m_animTickFall; | 62 | private int m_animTickFall; |
63 | private int m_animTickJump; | 63 | // private int m_animTickJump; |
64 | 64 | public int m_animTickJump; // ScenePresence has to see this to control +Z force | |
65 | public bool m_jumping = false; // Add for jumping | ||
66 | public float m_jumpVelocity = 0f; // Add for jumping | ||
67 | private int m_landing = 0; // Add for jumping | ||
68 | public bool m_falling = false; // Add for falling | ||
69 | private float m_fallHeight; // Add for falling | ||
70 | |||
65 | /// <value> | 71 | /// <value> |
66 | /// The scene presence that this animator applies to | 72 | /// The scene presence that this animator applies to |
67 | /// </value> | 73 | /// </value> |
@@ -122,7 +128,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
122 | 128 | ||
123 | public void ResetAnimations() | 129 | public void ResetAnimations() |
124 | { | 130 | { |
131 | Console.WriteLine("ResetA............."); | ||
125 | m_animations.Clear(); | 132 | m_animations.Clear(); |
133 | TrySetMovementAnimation("STAND"); | ||
126 | } | 134 | } |
127 | 135 | ||
128 | /// <summary> | 136 | /// <summary> |
@@ -152,14 +160,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
152 | /// </summary> | 160 | /// </summary> |
153 | public string GetMovementAnimation() | 161 | public string GetMovementAnimation() |
154 | { | 162 | { |
155 | const float FALL_DELAY = 0.33f; | 163 | //Console.WriteLine("GMA-------"); //## |
156 | const float PREJUMP_DELAY = 0.25f; | 164 | //#@ const float FALL_DELAY = 0.33f; |
157 | 165 | const float FALL_DELAY = 800f; //## mS | |
166 | //rm for jumping const float PREJUMP_DELAY = 0.25f; | ||
167 | const float PREJUMP_DELAY = 200f; // mS add for jumping | ||
168 | const float JUMP_PERIOD = 800f; // mS add for jumping | ||
158 | #region Inputs | 169 | #region Inputs |
159 | if (m_scenePresence.SitGround) | 170 | |
160 | { | ||
161 | return "SIT_GROUND_CONSTRAINED"; | ||
162 | } | ||
163 | AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; | 171 | AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; |
164 | PhysicsActor actor = m_scenePresence.PhysicsActor; | 172 | PhysicsActor actor = m_scenePresence.PhysicsActor; |
165 | 173 | ||
@@ -169,11 +177,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
169 | Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); | 177 | Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); |
170 | 178 | ||
171 | // Check control flags | 179 | // Check control flags |
172 | bool heldForward = | 180 | bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS); |
173 | (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); | 181 | bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); |
174 | bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; | 182 | bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); |
175 | bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; | 183 | bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG); |
176 | bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; | ||
177 | bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; | 184 | bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; |
178 | bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; | 185 | bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; |
179 | bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; | 186 | bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; |
@@ -192,8 +199,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
192 | 199 | ||
193 | // Is the avatar trying to move? | 200 | // Is the avatar trying to move? |
194 | // bool moving = (move != Vector3.Zero); | 201 | // bool moving = (move != Vector3.Zero); |
195 | bool jumping = m_animTickJump != 0; | 202 | // rm for jumping bool jumping = m_animTickJump != 0; |
196 | |||
197 | #endregion Inputs | 203 | #endregion Inputs |
198 | 204 | ||
199 | #region Flying | 205 | #region Flying |
@@ -202,6 +208,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
202 | { | 208 | { |
203 | m_animTickFall = 0; | 209 | m_animTickFall = 0; |
204 | m_animTickJump = 0; | 210 | m_animTickJump = 0; |
211 | m_jumping = false; //add for jumping | ||
212 | m_falling = true; //add for falling | ||
213 | m_jumpVelocity = 0f; //add for jumping | ||
214 | actor.Selected = false; //add for jumping flag | ||
215 | m_fallHeight = actor.Position.Z; // save latest flying height | ||
205 | 216 | ||
206 | if (move.X != 0f || move.Y != 0f) | 217 | if (move.X != 0f || move.Y != 0f) |
207 | { | 218 | { |
@@ -213,8 +224,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
213 | } | 224 | } |
214 | else if (move.Z < 0f) | 225 | else if (move.Z < 0f) |
215 | { | 226 | { |
216 | if (actor != null && actor.IsColliding) | 227 | if (actor != null && actor.IsColliding) |
228 | { //## | ||
229 | //Console.WriteLine("LAND FLYING"); // ## | ||
217 | return "LAND"; | 230 | return "LAND"; |
231 | } //# | ||
218 | else | 232 | else |
219 | return "HOVER_DOWN"; | 233 | return "HOVER_DOWN"; |
220 | } | 234 | } |
@@ -228,48 +242,127 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
228 | 242 | ||
229 | #region Falling/Floating/Landing | 243 | #region Falling/Floating/Landing |
230 | 244 | ||
231 | if (actor == null || !actor.IsColliding) | 245 | // rm for jumping if (actor == null || !actor.IsColliding) |
246 | if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping | ||
232 | { | 247 | { |
233 | float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; | 248 | // rm float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; |
249 | float fallElapsed = (float)(Environment.TickCount - m_animTickFall); // add, in mS | ||
234 | float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; | 250 | float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; |
251 | //Console.WriteLine("falling t={0} v={1}", fallElapsed, fallVelocity); //## | ||
235 | 252 | ||
236 | if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) | 253 | // rm for fall if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) |
254 | if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true; // add for falling and jumping | ||
255 | |||
256 | if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) // add for jumping | ||
257 | // not falling yet or going up | ||
237 | { | 258 | { |
238 | // Just started falling | 259 | // reset start of fall time |
239 | m_animTickFall = Environment.TickCount; | 260 | m_animTickFall = Environment.TickCount; |
240 | } | 261 | } |
241 | else if (!jumping && fallElapsed > FALL_DELAY) | 262 | // else if (!jumping && fallElapsed > FALL_DELAY) |
263 | else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.m_wasFlying)) // add for falling and jumping | ||
242 | { | 264 | { |
243 | // Falling long enough to trigger the animation | 265 | // Falling long enough to trigger the animation |
266 | //Console.WriteLine("FALLDOWN"); //## | ||
244 | return "FALLDOWN"; | 267 | return "FALLDOWN"; |
245 | } | 268 | } |
246 | else if (m_animTickJump == -1) | ||
247 | { | ||
248 | m_animTickJump = 0; | ||
249 | return "STAND"; | ||
250 | } | ||
251 | 269 | ||
252 | return m_movementAnimation; | 270 | return m_movementAnimation; |
253 | } | 271 | } |
254 | 272 | ||
255 | #endregion Falling/Floating/Landing | 273 | #endregion Falling/Floating/Landing |
256 | 274 | ||
275 | |||
276 | #region Jumping // section added for jumping... | ||
277 | |||
278 | int jumptime; | ||
279 | jumptime = Environment.TickCount - m_animTickJump; | ||
280 | |||
281 | |||
282 | if ((move.Z > 0f) && (!m_jumping)) | ||
283 | { | ||
284 | //Console.WriteLine("PJ {0}", jumptime); //## | ||
285 | // Start jumping, prejump | ||
286 | m_animTickFall = 0; | ||
287 | m_jumping = true; | ||
288 | m_falling = false; | ||
289 | actor.Selected = true; // borrowed for jmping flag | ||
290 | m_animTickJump = Environment.TickCount; | ||
291 | m_jumpVelocity = 0.35f; | ||
292 | return "PREJUMP"; | ||
293 | } | ||
294 | |||
295 | if(m_jumping) | ||
296 | { | ||
297 | if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding) | ||
298 | { | ||
299 | //Console.WriteLine("LA {0}", jumptime); //## | ||
300 | // end jumping | ||
301 | m_jumping = false; | ||
302 | m_falling = false; | ||
303 | actor.Selected = false; // borrowed for jumping flag | ||
304 | m_jumpVelocity = 0f; | ||
305 | m_animTickFall = Environment.TickCount; | ||
306 | return "LAND"; | ||
307 | } | ||
308 | else if (jumptime > JUMP_PERIOD) | ||
309 | { | ||
310 | //Console.WriteLine("JD {0}", jumptime); //## | ||
311 | // jump down | ||
312 | m_jumpVelocity = 0f; | ||
313 | return "JUMP"; | ||
314 | } | ||
315 | else if (jumptime > PREJUMP_DELAY) | ||
316 | { | ||
317 | //Console.WriteLine("JU {0}", jumptime); //## | ||
318 | // jump up | ||
319 | m_jumping = true; | ||
320 | m_jumpVelocity = 10f; | ||
321 | return "JUMP"; | ||
322 | } | ||
323 | } | ||
324 | |||
325 | #endregion Jumping // end added section | ||
326 | |||
257 | #region Ground Movement | 327 | #region Ground Movement |
258 | 328 | ||
259 | if (m_movementAnimation == "FALLDOWN") | 329 | if (m_movementAnimation == "FALLDOWN") |
260 | { | 330 | { |
331 | m_falling = false; | ||
261 | m_animTickFall = Environment.TickCount; | 332 | m_animTickFall = Environment.TickCount; |
262 | |||
263 | // TODO: SOFT_LAND support | 333 | // TODO: SOFT_LAND support |
264 | return "LAND"; | 334 | float fallHeight = m_fallHeight - actor.Position.Z; |
335 | //Console.WriteLine("Hit from {0}", fallHeight); //## | ||
336 | if (fallHeight > 15.0f) // add for falling | ||
337 | return "STANDUP"; | ||
338 | else if (fallHeight > 8.0f) // add for falling | ||
339 | return "SOFT_LAND"; // add for falling | ||
340 | else // add for falling | ||
341 | return "LAND"; // add for falling | ||
265 | } | 342 | } |
266 | else if (m_movementAnimation == "LAND") | 343 | // rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; |
344 | // rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) | ||
345 | // rm for landing return "LAND"; | ||
346 | else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP")) | ||
267 | { | 347 | { |
268 | float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; | 348 | int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping |
269 | if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) | 349 | int limit = 1000; // add for jumping |
270 | return "LAND"; | 350 | if(m_movementAnimation == "LAND") limit = 350; // add for jumping |
271 | } | 351 | // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client |
272 | 352 | ||
353 | if ((m_animTickFall != 0) && (landElapsed <= limit)) // add for jumping | ||
354 | { | ||
355 | //Console.WriteLine("Lelapse {0}", m_movementAnimation); //## | ||
356 | return m_movementAnimation; | ||
357 | } | ||
358 | else | ||
359 | { | ||
360 | //Console.WriteLine("end/STAND"); //## | ||
361 | m_fallHeight = actor.Position.Z; // save latest flying height | ||
362 | return "STAND"; | ||
363 | } | ||
364 | } | ||
365 | /* This section removed, replaced by jumping section | ||
273 | m_animTickFall = 0; | 366 | m_animTickFall = 0; |
274 | 367 | ||
275 | if (move.Z > 0.2f) | 368 | if (move.Z > 0.2f) |
@@ -281,7 +374,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
281 | m_animTickJump = Environment.TickCount; | 374 | m_animTickJump = Environment.TickCount; |
282 | return "PREJUMP"; | 375 | return "PREJUMP"; |
283 | } | 376 | } |
284 | else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) | 377 | else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f) |
285 | { | 378 | { |
286 | // Start actual jump | 379 | // Start actual jump |
287 | if (m_animTickJump == -1) | 380 | if (m_animTickJump == -1) |
@@ -294,24 +387,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
294 | m_animTickJump = -1; | 387 | m_animTickJump = -1; |
295 | return "JUMP"; | 388 | return "JUMP"; |
296 | } | 389 | } |
297 | else | ||
298 | return "JUMP"; | ||
299 | } | 390 | } |
300 | else | 391 | else |
301 | { | 392 | { |
302 | // Not jumping | 393 | // Not jumping |
303 | m_animTickJump = 0; | 394 | m_animTickJump = 0; |
304 | 395 | */ | |
305 | if (move.X != 0f || move.Y != 0f) | 396 | // next section moved outside paren. and realigned for jumping |
306 | { | 397 | if (move.X != 0f || move.Y != 0f) |
307 | // Walking / crouchwalking / running | 398 | { |
308 | if (move.Z < 0) | 399 | m_fallHeight = actor.Position.Z; // save latest flying height |
309 | return "CROUCHWALK"; | 400 | m_falling = false; // Add for falling |
310 | else if (m_scenePresence.SetAlwaysRun) | 401 | // Walking / crouchwalking / running |
311 | return "RUN"; | 402 | if (move.Z < 0f) |
312 | else | 403 | return "CROUCHWALK"; |
313 | return "WALK"; | 404 | else if (m_scenePresence.SetAlwaysRun) |
314 | } | 405 | return "RUN"; |
315 | else | 406 | else |
316 | { | 407 | { |
317 | // Not walking | 408 | // Not walking |
@@ -322,13 +413,24 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
322 | else if (heldTurnRight) | 413 | else if (heldTurnRight) |
323 | return "TURNRIGHT"; | 414 | return "TURNRIGHT"; |
324 | else | 415 | else |
325 | return "STAND"; | 416 | return "WALK"; |
326 | } | 417 | } |
327 | } | 418 | } |
328 | 419 | // rm for jumping else | |
420 | else if (!m_jumping) // add for jumping | ||
421 | { | ||
422 | m_falling = false; // Add for falling | ||
423 | // Not walking | ||
424 | if (move.Z < 0f) | ||
425 | return "CROUCH"; | ||
426 | else | ||
427 | return "STAND"; | ||
428 | } | ||
429 | // end section realign for jumping | ||
329 | #endregion Ground Movement | 430 | #endregion Ground Movement |
330 | 431 | ||
331 | //return m_movementAnimation; | 432 | m_falling = false; // Add for falling |
433 | return m_movementAnimation; | ||
332 | } | 434 | } |
333 | 435 | ||
334 | /// <summary> | 436 | /// <summary> |
@@ -337,9 +439,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
337 | public void UpdateMovementAnimations() | 439 | public void UpdateMovementAnimations() |
338 | { | 440 | { |
339 | m_movementAnimation = GetMovementAnimation(); | 441 | m_movementAnimation = GetMovementAnimation(); |
340 | // m_log.DebugFormat( | 442 | /* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) |
341 | // "[SCENE PRESENCE ANIMATOR]: Got animation {0} for {1}", m_movementAnimation, m_scenePresence.Name); | 443 | { |
342 | TrySetMovementAnimation(m_movementAnimation); | 444 | // This was the previous behavior before PREJUMP |
445 | TrySetMovementAnimation("JUMP"); | ||
446 | } | ||
447 | else | ||
448 | { removed for jumping */ | ||
449 | TrySetMovementAnimation(m_movementAnimation); | ||
450 | // rm for jumping } | ||
343 | } | 451 | } |
344 | 452 | ||
345 | public UUID[] GetAnimationArray() | 453 | public UUID[] GetAnimationArray() |