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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs15
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs34
2 files changed, 33 insertions, 16 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 30a95ce..2d41342 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,8 +53,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59 private int m_animTickJump;
60 60
@@ -123,17 +123,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 123 /// </summary>
124 public void TrySetMovementAnimation(string anim) 124 public void TrySetMovementAnimation(string anim)
125 { 125 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim); 126//Console.WriteLine("Updating movement animation to {0}", anim);
127 127
128 if (!m_scenePresence.IsChildAgent) 128 if (!m_scenePresence.IsChildAgent)
129 { 129 {
130 if (m_animations.TrySetDefaultAnimation( 130 if (m_animations.TrySetDefaultAnimation(
131 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero)) 131 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero))
132 { 132 {
133//Console.WriteLine("TSMA {0} success.", anim);
133 // 16384 is CHANGED_ANIMATION 134 // 16384 is CHANGED_ANIMATION
134 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 }); 135 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 });
135 SendAnimPack(); 136 SendAnimPack();
136 } 137 }
138 else
139 {
140//Console.WriteLine("TSMA {0} fail.", anim);
141 }
137 } 142 }
138 } 143 }
139 144
@@ -313,7 +318,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
313 public void UpdateMovementAnimations() 318 public void UpdateMovementAnimations()
314 { 319 {
315 m_movementAnimation = GetMovementAnimation(); 320 m_movementAnimation = GetMovementAnimation();
316 321//Console.WriteLine("UMA got {0}", m_movementAnimation);
317 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) 322 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
318 { 323 {
319 // This was the previous behavior before PREJUMP 324 // This was the previous behavior before PREJUMP
@@ -445,4 +450,4 @@ namespace OpenSim.Region.Framework.Scenes.Animation
445 SendAnimPack(animIDs, sequenceNums, objectIDs); 450 SendAnimPack(animIDs, sequenceNums, objectIDs);
446 } 451 }
447 } 452 }
448} \ No newline at end of file 453}
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)