diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/ScenePresence.cs | 244 |
1 files changed, 101 insertions, 143 deletions
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs index f391cb5..063e2c8 100644 --- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs | |||
@@ -397,15 +397,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
397 | 397 | ||
398 | AbsolutePosition = m_controllingClient.StartPos; | 398 | AbsolutePosition = m_controllingClient.StartPos; |
399 | 399 | ||
400 | // Move them into an object to (hopefully) avoid threading issues. | 400 | TrySetMovementAnimation("STAND"); |
401 | try | ||
402 | { | ||
403 | SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); | ||
404 | } | ||
405 | catch (KeyNotFoundException) | ||
406 | { | ||
407 | m_log.Warn("[AVATAR]: KeyNotFound Exception playing avatar stand animation"); | ||
408 | } | ||
409 | 401 | ||
410 | RegisterToEvents(); | 402 | RegisterToEvents(); |
411 | SetDirectionVectors(); | 403 | SetDirectionVectors(); |
@@ -618,12 +610,12 @@ namespace OpenSim.Region.Environment.Scenes | |||
618 | { | 610 | { |
619 | if (m_animations.Count > 0) | 611 | if (m_animations.Count > 0) |
620 | { | 612 | { |
621 | LLUUID movement=m_animations[0]; | 613 | LLUUID movementAnim = m_animations[0]; |
622 | 614 | ||
623 | m_animations.Clear(); | 615 | m_animations.Clear(); |
624 | m_animationSeqs.Clear(); | 616 | m_animationSeqs.Clear(); |
625 | 617 | ||
626 | SetMovementAnimation(movement); | 618 | SetMovementAnimation(movementAnim); |
627 | } | 619 | } |
628 | // m_log.DebugFormat( | 620 | // m_log.DebugFormat( |
629 | // "[SCENEPRESENCE]: Downgrading child agent {0}, {1} to a root agent in {2}", | 621 | // "[SCENEPRESENCE]: Downgrading child agent {0}, {1} to a root agent in {2}", |
@@ -689,7 +681,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
689 | { | 681 | { |
690 | AbsolutePosition = AbsolutePosition + new LLVector3(0, 0, (1.56f / 6)); | 682 | AbsolutePosition = AbsolutePosition + new LLVector3(0, 0, (1.56f / 6)); |
691 | } | 683 | } |
692 | SetMovementAnimation(Animations.AnimsLLUUID["LAND"]); | 684 | TrySetMovementAnimation("LAND"); |
693 | SendFullUpdateToAllClients(); | 685 | SendFullUpdateToAllClients(); |
694 | } | 686 | } |
695 | 687 | ||
@@ -815,9 +807,9 @@ namespace OpenSim.Region.Environment.Scenes | |||
815 | 807 | ||
816 | if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) | 808 | if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) |
817 | { | 809 | { |
818 | // TODO: This doesn't quite work yet -- probably a parent ID problem | 810 | // TODO: This doesn't enable the "stand up" button on the viewer yet (probably a parent ID problem) |
819 | // m_parentID = (what should this be?) | 811 | // m_parentID = ??? |
820 | SetMovementAnimation(Animations.AnimsLLUUID["SIT_GROUND"]); | 812 | TrySetMovementAnimation("SIT_GROUND"); |
821 | } | 813 | } |
822 | // In the future, these values might need to go global. | 814 | // In the future, these values might need to go global. |
823 | // Here's where you get them. | 815 | // Here's where you get them. |
@@ -826,10 +818,6 @@ namespace OpenSim.Region.Environment.Scenes | |||
826 | // m_headrotation = agentData.AgentData.HeadRotation; | 818 | // m_headrotation = agentData.AgentData.HeadRotation; |
827 | // m_state = agentData.AgentData.State; | 819 | // m_state = agentData.AgentData.State; |
828 | 820 | ||
829 | |||
830 | |||
831 | |||
832 | |||
833 | if (m_allowMovement) | 821 | if (m_allowMovement) |
834 | { | 822 | { |
835 | int i = 0; | 823 | int i = 0; |
@@ -908,10 +896,13 @@ namespace OpenSim.Region.Environment.Scenes | |||
908 | } | 896 | } |
909 | } | 897 | } |
910 | } | 898 | } |
911 | if ((update_movementflag) || (update_rotation && DCFlagKeyPressed)) | 899 | |
900 | if (update_movementflag || (update_rotation && DCFlagKeyPressed)) | ||
912 | { | 901 | { |
913 | AddNewMovement(agent_control_v3, q); | 902 | AddNewMovement(agent_control_v3, q); |
914 | UpdateMovementAnimations(update_movementflag); | 903 | |
904 | if (update_movementflag) | ||
905 | UpdateMovementAnimations(); | ||
915 | } | 906 | } |
916 | } | 907 | } |
917 | 908 | ||
@@ -955,7 +946,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
955 | } | 946 | } |
956 | } | 947 | } |
957 | 948 | ||
958 | SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); | 949 | TrySetMovementAnimation("STAND"); |
959 | } | 950 | } |
960 | 951 | ||
961 | private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset) | 952 | private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset) |
@@ -1088,7 +1079,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1088 | Velocity = new LLVector3(0, 0, 0); | 1079 | Velocity = new LLVector3(0, 0, 0); |
1089 | RemoveFromPhysicalScene(); | 1080 | RemoveFromPhysicalScene(); |
1090 | 1081 | ||
1091 | SetMovementAnimation(Animations.AnimsLLUUID["SIT"]); | 1082 | TrySetMovementAnimation("SIT"); |
1092 | SendFullUpdateToAllClients(); | 1083 | SendFullUpdateToAllClients(); |
1093 | // This may seem stupid, but Our Full updates don't send avatar rotation :P | 1084 | // This may seem stupid, but Our Full updates don't send avatar rotation :P |
1094 | // So we're also sending a terse update (which has avatar rotation) | 1085 | // So we're also sending a terse update (which has avatar rotation) |
@@ -1115,7 +1106,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1115 | 1106 | ||
1116 | // Don't let this animation become the movement animation | 1107 | // Don't let this animation become the movement animation |
1117 | if (m_animations.Count < 1) | 1108 | if (m_animations.Count < 1) |
1118 | SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); | 1109 | TrySetMovementAnimation("STAND"); |
1119 | 1110 | ||
1120 | if (!m_animations.Contains(animID)) | 1111 | if (!m_animations.Contains(animID)) |
1121 | { | 1112 | { |
@@ -1134,7 +1125,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1134 | { | 1125 | { |
1135 | if (m_animations[0] == animID) | 1126 | if (m_animations[0] == animID) |
1136 | { | 1127 | { |
1137 | SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); | 1128 | TrySetMovementAnimation("STAND"); |
1138 | } | 1129 | } |
1139 | else | 1130 | else |
1140 | { | 1131 | { |
@@ -1163,9 +1154,9 @@ namespace OpenSim.Region.Environment.Scenes | |||
1163 | 1154 | ||
1164 | // Don't let this animation become the movement animation | 1155 | // Don't let this animation become the movement animation |
1165 | if (m_animations.Count < 1) | 1156 | if (m_animations.Count < 1) |
1166 | SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); | 1157 | TrySetMovementAnimation("STAND"); |
1167 | 1158 | ||
1168 | LLUUID animID=m_controllingClient.GetDefaultAnimation(name); | 1159 | LLUUID animID = m_controllingClient.GetDefaultAnimation(name); |
1169 | if (animID == LLUUID.Zero) | 1160 | if (animID == LLUUID.Zero) |
1170 | return; | 1161 | return; |
1171 | 1162 | ||
@@ -1182,7 +1173,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1182 | if (m_isChildAgent) | 1173 | if (m_isChildAgent) |
1183 | return; | 1174 | return; |
1184 | 1175 | ||
1185 | LLUUID animID=m_controllingClient.GetDefaultAnimation(name); | 1176 | LLUUID animID = m_controllingClient.GetDefaultAnimation(name); |
1186 | if (animID == LLUUID.Zero) | 1177 | if (animID == LLUUID.Zero) |
1187 | return; | 1178 | return; |
1188 | 1179 | ||
@@ -1190,18 +1181,18 @@ namespace OpenSim.Region.Environment.Scenes | |||
1190 | { | 1181 | { |
1191 | if (m_animations[0] == animID) | 1182 | if (m_animations[0] == animID) |
1192 | { | 1183 | { |
1193 | SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); | 1184 | TrySetMovementAnimation("STAND"); |
1194 | } | 1185 | } |
1195 | else | 1186 | else |
1196 | { | 1187 | { |
1197 | // What a HACK!! Anim list really needs to be an object! | 1188 | // What a HACK!! Anim list really needs to be an object! |
1198 | int idx; | 1189 | int idx; |
1199 | 1190 | ||
1200 | for(idx=0;idx < m_animations.Count;idx++) | 1191 | for(idx = 0; idx < m_animations.Count; idx++) |
1201 | { | 1192 | { |
1202 | if (m_animations[idx] == animID) | 1193 | if (m_animations[idx] == animID) |
1203 | { | 1194 | { |
1204 | int seq=m_animationSeqs[idx]; | 1195 | int seq = m_animationSeqs[idx]; |
1205 | 1196 | ||
1206 | m_animations.Remove(animID); | 1197 | m_animations.Remove(animID); |
1207 | m_animationSeqs.Remove(seq); | 1198 | m_animationSeqs.Remove(seq); |
@@ -1229,139 +1220,112 @@ namespace OpenSim.Region.Environment.Scenes | |||
1229 | /// reserved for "main" animations that are mutually exclusive, | 1220 | /// reserved for "main" animations that are mutually exclusive, |
1230 | /// like flying and sitting, for example. | 1221 | /// like flying and sitting, for example. |
1231 | /// </summary> | 1222 | /// </summary> |
1232 | protected void SetMovementAnimation(LLUUID anim) | 1223 | protected void SetMovementAnimation(LLUUID animID) |
1233 | { | 1224 | { |
1234 | if (m_animations.Count < 1) | 1225 | if (m_animations.Count < 1) |
1235 | { | 1226 | { |
1236 | m_animations.Add(Animations.AnimsLLUUID["STAND"]); | 1227 | m_animations.Add(Animations.AnimsLLUUID["STAND"]); |
1237 | m_animationSeqs.Add(1); | 1228 | m_animationSeqs.Add(1); |
1238 | |||
1239 | SendAnimPack(); | ||
1240 | } | 1229 | } |
1241 | else | 1230 | else |
1242 | { | 1231 | { |
1243 | try | 1232 | try |
1244 | { | 1233 | { |
1245 | if (m_animations[0] != anim) | 1234 | if (m_animations[0] != animID) |
1246 | { | 1235 | { |
1247 | m_animations[0] = anim; | 1236 | m_animations[0] = animID; |
1248 | m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber; | 1237 | m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber; |
1249 | } | 1238 | } |
1250 | SendAnimPack(); | ||
1251 | } | 1239 | } |
1252 | catch | 1240 | catch |
1253 | { | 1241 | { |
1254 | m_log.Warn("[AVATAR]: SetMovementAnimation for avatar failed. Attempting recovery..."); | 1242 | m_log.Warn("[AVATAR]: SetMovementAnimation for avatar failed. Attempting recovery..."); |
1255 | m_animations[0] = anim; | 1243 | m_animations[0] = animID; |
1256 | m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber; | 1244 | m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber; |
1257 | SendAnimPack(); | ||
1258 | } | 1245 | } |
1259 | } | 1246 | } |
1247 | SendAnimPack(); | ||
1260 | } | 1248 | } |
1261 | 1249 | ||
1262 | /// <summary> | 1250 | /// <summary> |
1263 | /// This method handles agent movement related animations | 1251 | /// Set the first known animation in the given list as the movement animation |
1264 | /// </summary> | 1252 | /// </summary> |
1265 | protected void UpdateMovementAnimations(bool update_movementflag) | 1253 | protected void TrySetMovementAnimation(params string[] anims) |
1266 | { | 1254 | { |
1267 | 1255 | foreach (string anim in anims) | |
1268 | |||
1269 | if (update_movementflag) | ||
1270 | { | 1256 | { |
1271 | // Are we moving? | 1257 | if (Animations.AnimsLLUUID.ContainsKey(anim)) |
1272 | if (m_movementflag != 0) | ||
1273 | { | 1258 | { |
1274 | // We are moving | 1259 | SetMovementAnimation(Animations.AnimsLLUUID[anim]); |
1275 | 1260 | break; | |
1276 | if (m_physicsActor.Flying) | 1261 | } |
1277 | { | 1262 | } |
1278 | // We are flying | 1263 | } |
1279 | SetMovementAnimation(Animations.AnimsLLUUID["FLY"]); | ||
1280 | } | ||
1281 | else if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && | ||
1282 | PhysicsActor.IsColliding) | ||
1283 | { | ||
1284 | // Client is pressing the page down button and moving and is colliding with something | ||
1285 | SetMovementAnimation(Animations.AnimsLLUUID["CROUCHWALK"]); | ||
1286 | } | ||
1287 | else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6) | ||
1288 | { | ||
1289 | // Client is moving and falling at a velocity greater then 6 meters per unit | ||
1290 | SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"]); | ||
1291 | } | ||
1292 | else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && | ||
1293 | (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) | ||
1294 | { | ||
1295 | // Client is moving, and colliding and pressing the page up button but isn't flying | ||
1296 | try | ||
1297 | { | ||
1298 | SetMovementAnimation(Animations.AnimsLLUUID["JUMP"]); | ||
1299 | } | ||
1300 | catch (KeyNotFoundException) | ||
1301 | { } | ||
1302 | } | ||
1303 | else if (m_setAlwaysRun) | ||
1304 | { | ||
1305 | // We are running | ||
1306 | try | ||
1307 | { | ||
1308 | SetMovementAnimation(Animations.AnimsLLUUID["RUN"]); | ||
1309 | } | ||
1310 | catch (KeyNotFoundException) | ||
1311 | { } | ||
1312 | } | ||
1313 | else | ||
1314 | { | ||
1315 | // We're moving, but we're not doing anything else.. so play the stand animation | ||
1316 | try | ||
1317 | { | ||
1318 | SetMovementAnimation(Animations.AnimsLLUUID["WALK"]); | ||
1319 | } | ||
1320 | catch (KeyNotFoundException) | ||
1321 | { } | ||
1322 | 1264 | ||
1323 | } | 1265 | /// <summary> |
1266 | /// This method handles agent movement related animations | ||
1267 | /// </summary> | ||
1268 | protected void UpdateMovementAnimations() | ||
1269 | { | ||
1270 | if (m_movementflag != 0) | ||
1271 | { | ||
1272 | // We are moving | ||
1273 | if (m_physicsActor.Flying) | ||
1274 | { | ||
1275 | TrySetMovementAnimation("FLY"); | ||
1276 | } | ||
1277 | else if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && | ||
1278 | PhysicsActor.IsColliding) | ||
1279 | { | ||
1280 | TrySetMovementAnimation("CROUCHWALK"); | ||
1281 | } | ||
1282 | else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6) | ||
1283 | { | ||
1284 | // Client is moving and falling at a velocity greater then 6 meters per unit | ||
1285 | TrySetMovementAnimation("FALLDOWN"); | ||
1286 | } | ||
1287 | else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && | ||
1288 | (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) | ||
1289 | { | ||
1290 | TrySetMovementAnimation("JUMP"); | ||
1291 | } | ||
1292 | else if (m_setAlwaysRun) | ||
1293 | { | ||
1294 | TrySetMovementAnimation("RUN"); | ||
1324 | } | 1295 | } |
1325 | else | 1296 | else |
1326 | { | 1297 | { |
1327 | // Not moving | 1298 | TrySetMovementAnimation("WALK"); |
1328 | 1299 | } | |
1329 | if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && | 1300 | } |
1330 | PhysicsActor.IsColliding) | 1301 | else |
1331 | { | 1302 | { |
1332 | // Client pressing the page down button | 1303 | // Not moving |
1333 | SetMovementAnimation(Animations.AnimsLLUUID["CROUCH"]); | ||
1334 | } | ||
1335 | else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying) | ||
1336 | { | ||
1337 | // Not colliding and not flying, and we're falling at high speed | ||
1338 | SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"]); | ||
1339 | } | ||
1340 | else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying && | ||
1341 | (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) | ||
1342 | { | ||
1343 | // This is the standing jump | ||
1344 | SetMovementAnimation(Animations.AnimsLLUUID["JUMP"]); | ||
1345 | } | ||
1346 | else if (m_physicsActor.Flying) | ||
1347 | { | ||
1348 | // We're flying but not moving | ||
1349 | SetMovementAnimation(Animations.AnimsLLUUID["HOVER"]); | ||
1350 | } | ||
1351 | else | ||
1352 | { | ||
1353 | // We're not moving.. and we're not doing anything.. so play the stand animation | ||
1354 | try | ||
1355 | { | ||
1356 | 1304 | ||
1357 | SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); | 1305 | if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && |
1358 | } | 1306 | PhysicsActor.IsColliding) |
1359 | catch (KeyNotFoundException) | 1307 | { |
1360 | { } | 1308 | TrySetMovementAnimation("CROUCH"); |
1361 | } | 1309 | } |
1310 | else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying) | ||
1311 | { | ||
1312 | TrySetMovementAnimation("FALLDOWN"); | ||
1313 | } | ||
1314 | else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying && | ||
1315 | (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) | ||
1316 | { | ||
1317 | // This is the standing jump | ||
1318 | TrySetMovementAnimation("JUMP"); | ||
1319 | } | ||
1320 | else if (m_physicsActor.Flying) | ||
1321 | { | ||
1322 | TrySetMovementAnimation("HOVER"); | ||
1323 | } | ||
1324 | else | ||
1325 | { | ||
1326 | TrySetMovementAnimation("STAND"); | ||
1362 | } | 1327 | } |
1363 | } | 1328 | } |
1364 | |||
1365 | } | 1329 | } |
1366 | 1330 | ||
1367 | /// <summary> | 1331 | /// <summary> |
@@ -1402,19 +1366,13 @@ namespace OpenSim.Region.Environment.Scenes | |||
1402 | { | 1366 | { |
1403 | if (!m_physicsActor.Flying && m_physicsActor.IsColliding) | 1367 | if (!m_physicsActor.Flying && m_physicsActor.IsColliding) |
1404 | { | 1368 | { |
1405 | //direc.z *= 40; | ||
1406 | if (direc.z > 2.0f) | 1369 | if (direc.z > 2.0f) |
1407 | { | 1370 | { |
1408 | direc.z *= 3; | 1371 | direc.z *= 3; |
1409 | //System.Console.WriteLine("Jump"); | 1372 | |
1410 | // PreJump and jump happen too quickly. Many times prejump gets ignored. | 1373 | // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. |
1411 | try | 1374 | TrySetMovementAnimation("PREJUMP"); |
1412 | { | 1375 | TrySetMovementAnimation("JUMP"); |
1413 | SetMovementAnimation(Animations.AnimsLLUUID["PREJUMP"]); | ||
1414 | SetMovementAnimation(Animations.AnimsLLUUID["JUMP"]); | ||
1415 | } | ||
1416 | catch (KeyNotFoundException) | ||
1417 | { } | ||
1418 | } | 1376 | } |
1419 | } | 1377 | } |
1420 | } | 1378 | } |
@@ -2045,10 +2003,10 @@ namespace OpenSim.Region.Environment.Scenes | |||
2045 | m_scene.EventManager.TriggerAvatarKill(killerObj, this); | 2003 | m_scene.EventManager.TriggerAvatarKill(killerObj, this); |
2046 | } | 2004 | } |
2047 | 2005 | ||
2048 | 2006 | if (Velocity.X > 0 || Velocity.Y > 0) | |
2049 | bool isUserMoving = Velocity.X > 0 || Velocity.Y > 0; | 2007 | UpdateMovementAnimations(); |
2050 | UpdateMovementAnimations(isUserMoving); | ||
2051 | } | 2008 | } |
2009 | |||
2052 | public void setHealthWithUpdate(float health) | 2010 | public void setHealthWithUpdate(float health) |
2053 | { | 2011 | { |
2054 | Health = health; | 2012 | Health = health; |