From dc67264f6d45a725a8dda7db4556affd54acf6d3 Mon Sep 17 00:00:00 2001 From: Jeff Ames Date: Mon, 12 May 2008 04:31:28 +0000 Subject: Refactoring animation handling in ScenePresence. --- OpenSim/Region/Environment/Scenes/ScenePresence.cs | 244 +++++++++------------ 1 file 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 AbsolutePosition = m_controllingClient.StartPos; - // Move them into an object to (hopefully) avoid threading issues. - try - { - SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); - } - catch (KeyNotFoundException) - { - m_log.Warn("[AVATAR]: KeyNotFound Exception playing avatar stand animation"); - } + TrySetMovementAnimation("STAND"); RegisterToEvents(); SetDirectionVectors(); @@ -618,12 +610,12 @@ namespace OpenSim.Region.Environment.Scenes { if (m_animations.Count > 0) { - LLUUID movement=m_animations[0]; + LLUUID movementAnim = m_animations[0]; m_animations.Clear(); m_animationSeqs.Clear(); - SetMovementAnimation(movement); + SetMovementAnimation(movementAnim); } // m_log.DebugFormat( // "[SCENEPRESENCE]: Downgrading child agent {0}, {1} to a root agent in {2}", @@ -689,7 +681,7 @@ namespace OpenSim.Region.Environment.Scenes { AbsolutePosition = AbsolutePosition + new LLVector3(0, 0, (1.56f / 6)); } - SetMovementAnimation(Animations.AnimsLLUUID["LAND"]); + TrySetMovementAnimation("LAND"); SendFullUpdateToAllClients(); } @@ -815,9 +807,9 @@ namespace OpenSim.Region.Environment.Scenes if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) { - // TODO: This doesn't quite work yet -- probably a parent ID problem - // m_parentID = (what should this be?) - SetMovementAnimation(Animations.AnimsLLUUID["SIT_GROUND"]); + // TODO: This doesn't enable the "stand up" button on the viewer yet (probably a parent ID problem) + // m_parentID = ??? + TrySetMovementAnimation("SIT_GROUND"); } // In the future, these values might need to go global. // Here's where you get them. @@ -826,10 +818,6 @@ namespace OpenSim.Region.Environment.Scenes // m_headrotation = agentData.AgentData.HeadRotation; // m_state = agentData.AgentData.State; - - - - if (m_allowMovement) { int i = 0; @@ -908,10 +896,13 @@ namespace OpenSim.Region.Environment.Scenes } } } - if ((update_movementflag) || (update_rotation && DCFlagKeyPressed)) + + if (update_movementflag || (update_rotation && DCFlagKeyPressed)) { AddNewMovement(agent_control_v3, q); - UpdateMovementAnimations(update_movementflag); + + if (update_movementflag) + UpdateMovementAnimations(); } } @@ -955,7 +946,7 @@ namespace OpenSim.Region.Environment.Scenes } } - SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); + TrySetMovementAnimation("STAND"); } private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset) @@ -1088,7 +1079,7 @@ namespace OpenSim.Region.Environment.Scenes Velocity = new LLVector3(0, 0, 0); RemoveFromPhysicalScene(); - SetMovementAnimation(Animations.AnimsLLUUID["SIT"]); + TrySetMovementAnimation("SIT"); SendFullUpdateToAllClients(); // This may seem stupid, but Our Full updates don't send avatar rotation :P // So we're also sending a terse update (which has avatar rotation) @@ -1115,7 +1106,7 @@ namespace OpenSim.Region.Environment.Scenes // Don't let this animation become the movement animation if (m_animations.Count < 1) - SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); + TrySetMovementAnimation("STAND"); if (!m_animations.Contains(animID)) { @@ -1134,7 +1125,7 @@ namespace OpenSim.Region.Environment.Scenes { if (m_animations[0] == animID) { - SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); + TrySetMovementAnimation("STAND"); } else { @@ -1163,9 +1154,9 @@ namespace OpenSim.Region.Environment.Scenes // Don't let this animation become the movement animation if (m_animations.Count < 1) - SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); + TrySetMovementAnimation("STAND"); - LLUUID animID=m_controllingClient.GetDefaultAnimation(name); + LLUUID animID = m_controllingClient.GetDefaultAnimation(name); if (animID == LLUUID.Zero) return; @@ -1182,7 +1173,7 @@ namespace OpenSim.Region.Environment.Scenes if (m_isChildAgent) return; - LLUUID animID=m_controllingClient.GetDefaultAnimation(name); + LLUUID animID = m_controllingClient.GetDefaultAnimation(name); if (animID == LLUUID.Zero) return; @@ -1190,18 +1181,18 @@ namespace OpenSim.Region.Environment.Scenes { if (m_animations[0] == animID) { - SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); + TrySetMovementAnimation("STAND"); } else { // What a HACK!! Anim list really needs to be an object! int idx; - for(idx=0;idx < m_animations.Count;idx++) + for(idx = 0; idx < m_animations.Count; idx++) { if (m_animations[idx] == animID) { - int seq=m_animationSeqs[idx]; + int seq = m_animationSeqs[idx]; m_animations.Remove(animID); m_animationSeqs.Remove(seq); @@ -1229,139 +1220,112 @@ namespace OpenSim.Region.Environment.Scenes /// reserved for "main" animations that are mutually exclusive, /// like flying and sitting, for example. /// - protected void SetMovementAnimation(LLUUID anim) + protected void SetMovementAnimation(LLUUID animID) { if (m_animations.Count < 1) { m_animations.Add(Animations.AnimsLLUUID["STAND"]); m_animationSeqs.Add(1); - - SendAnimPack(); } else { try { - if (m_animations[0] != anim) + if (m_animations[0] != animID) { - m_animations[0] = anim; + m_animations[0] = animID; m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber; } - SendAnimPack(); } catch { m_log.Warn("[AVATAR]: SetMovementAnimation for avatar failed. Attempting recovery..."); - m_animations[0] = anim; + m_animations[0] = animID; m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber; - SendAnimPack(); } } + SendAnimPack(); } /// - /// This method handles agent movement related animations + /// Set the first known animation in the given list as the movement animation /// - protected void UpdateMovementAnimations(bool update_movementflag) + protected void TrySetMovementAnimation(params string[] anims) { - - - if (update_movementflag) + foreach (string anim in anims) { - // Are we moving? - if (m_movementflag != 0) + if (Animations.AnimsLLUUID.ContainsKey(anim)) { - // We are moving - - if (m_physicsActor.Flying) - { - // We are flying - SetMovementAnimation(Animations.AnimsLLUUID["FLY"]); - } - else if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && - PhysicsActor.IsColliding) - { - // Client is pressing the page down button and moving and is colliding with something - SetMovementAnimation(Animations.AnimsLLUUID["CROUCHWALK"]); - } - else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6) - { - // Client is moving and falling at a velocity greater then 6 meters per unit - SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"]); - } - else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && - (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) - { - // Client is moving, and colliding and pressing the page up button but isn't flying - try - { - SetMovementAnimation(Animations.AnimsLLUUID["JUMP"]); - } - catch (KeyNotFoundException) - { } - } - else if (m_setAlwaysRun) - { - // We are running - try - { - SetMovementAnimation(Animations.AnimsLLUUID["RUN"]); - } - catch (KeyNotFoundException) - { } - } - else - { - // We're moving, but we're not doing anything else.. so play the stand animation - try - { - SetMovementAnimation(Animations.AnimsLLUUID["WALK"]); - } - catch (KeyNotFoundException) - { } + SetMovementAnimation(Animations.AnimsLLUUID[anim]); + break; + } + } + } - } + /// + /// This method handles agent movement related animations + /// + protected void UpdateMovementAnimations() + { + if (m_movementflag != 0) + { + // We are moving + if (m_physicsActor.Flying) + { + TrySetMovementAnimation("FLY"); + } + else if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && + PhysicsActor.IsColliding) + { + TrySetMovementAnimation("CROUCHWALK"); + } + else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6) + { + // Client is moving and falling at a velocity greater then 6 meters per unit + TrySetMovementAnimation("FALLDOWN"); + } + else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && + (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) + { + TrySetMovementAnimation("JUMP"); + } + else if (m_setAlwaysRun) + { + TrySetMovementAnimation("RUN"); } else { - // Not moving - - if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && - PhysicsActor.IsColliding) - { - // Client pressing the page down button - SetMovementAnimation(Animations.AnimsLLUUID["CROUCH"]); - } - else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying) - { - // Not colliding and not flying, and we're falling at high speed - SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"]); - } - else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying && - (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) - { - // This is the standing jump - SetMovementAnimation(Animations.AnimsLLUUID["JUMP"]); - } - else if (m_physicsActor.Flying) - { - // We're flying but not moving - SetMovementAnimation(Animations.AnimsLLUUID["HOVER"]); - } - else - { - // We're not moving.. and we're not doing anything.. so play the stand animation - try - { + TrySetMovementAnimation("WALK"); + } + } + else + { + // Not moving - SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); - } - catch (KeyNotFoundException) - { } - } + if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && + PhysicsActor.IsColliding) + { + TrySetMovementAnimation("CROUCH"); + } + else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying) + { + TrySetMovementAnimation("FALLDOWN"); + } + else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying && + (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) + { + // This is the standing jump + TrySetMovementAnimation("JUMP"); + } + else if (m_physicsActor.Flying) + { + TrySetMovementAnimation("HOVER"); + } + else + { + TrySetMovementAnimation("STAND"); } } - } /// @@ -1402,19 +1366,13 @@ namespace OpenSim.Region.Environment.Scenes { if (!m_physicsActor.Flying && m_physicsActor.IsColliding) { - //direc.z *= 40; if (direc.z > 2.0f) { direc.z *= 3; - //System.Console.WriteLine("Jump"); - // PreJump and jump happen too quickly. Many times prejump gets ignored. - try - { - SetMovementAnimation(Animations.AnimsLLUUID["PREJUMP"]); - SetMovementAnimation(Animations.AnimsLLUUID["JUMP"]); - } - catch (KeyNotFoundException) - { } + + // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. + TrySetMovementAnimation("PREJUMP"); + TrySetMovementAnimation("JUMP"); } } } @@ -2045,10 +2003,10 @@ namespace OpenSim.Region.Environment.Scenes m_scene.EventManager.TriggerAvatarKill(killerObj, this); } - - bool isUserMoving = Velocity.X > 0 || Velocity.Y > 0; - UpdateMovementAnimations(isUserMoving); + if (Velocity.X > 0 || Velocity.Y > 0) + UpdateMovementAnimations(); } + public void setHealthWithUpdate(float health) { Health = health; -- cgit v1.1