From 1324082b90a0c52a8f6d61802aff3442fb95df67 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 17 Nov 2009 15:05:40 +0000 Subject: refactor: move most animation methods from ScenePresence into a new ScenePresenceAnimator class --- .../Scenes/Animation/ScenePresenceAnimator.cs | 388 +++++++++++++++++ OpenSim/Region/Framework/Scenes/AnimationSet.cs | 21 +- .../Hypergrid/HGSceneCommunicationService.cs | 2 +- .../Framework/Scenes/SceneCommunicationService.cs | 2 +- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 460 ++++----------------- 5 files changed, 481 insertions(+), 392 deletions(-) create mode 100644 OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs new file mode 100644 index 0000000..d22e24a --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -0,0 +1,388 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Region.Physics.Manager; + +namespace OpenSim.Region.Framework.Scenes.Animation +{ + /// + /// Handle all animation duties for a scene presence + /// + public class ScenePresenceAnimator + { + public AnimationSet Animations + { + get { return m_animations; } + } + protected AnimationSet m_animations = new AnimationSet(); + + /// + /// The current movement animation + /// + public string CurrentMovementAnimation + { + get { return m_movementAnimation; } + } + protected string m_movementAnimation = "DEFAULT"; + + private int m_animTickFall; + private int m_animTickJump; + + /// + /// The scene presence that this animator applies to + /// + protected ScenePresence m_scenePresence; + + public ScenePresenceAnimator(ScenePresence sp) + { + m_scenePresence = sp; + } + + public void AddAnimation(UUID animID, UUID objectID) + { + if (m_scenePresence.IsChildAgent) + return; + + if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) + SendAnimPack(); + } + + // Called from scripts + public void AddAnimation(string name, UUID objectID) + { + if (m_scenePresence.IsChildAgent) + return; + + UUID animID = m_scenePresence.ControllingClient.GetDefaultAnimation(name); + if (animID == UUID.Zero) + return; + + AddAnimation(animID, objectID); + } + + public void RemoveAnimation(UUID animID) + { + if (m_scenePresence.IsChildAgent) + return; + + if (m_animations.Remove(animID)) + SendAnimPack(); + } + + // Called from scripts + public void RemoveAnimation(string name) + { + if (m_scenePresence.IsChildAgent) + return; + + UUID animID = m_scenePresence.ControllingClient.GetDefaultAnimation(name); + if (animID == UUID.Zero) + return; + + RemoveAnimation(animID); + } + + public void ResetAnimations() + { + m_animations.Clear(); + } + + /// + /// The movement animation is reserved for "main" animations + /// that are mutually exclusive, e.g. flying and sitting. + /// + public void TrySetMovementAnimation(string anim) + { + //m_log.DebugFormat("Updating movement animation to {0}", anim); + + if (!m_scenePresence.IsChildAgent) + { + if (m_animations.TrySetDefaultAnimation( + anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero)) + { + // 16384 is CHANGED_ANIMATION + m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 }); + SendAnimPack(); + } + } + } + + /// + /// This method determines the proper movement related animation + /// + public string GetMovementAnimation() + { + const float FALL_DELAY = 0.33f; + const float PREJUMP_DELAY = 0.25f; + + #region Inputs + + AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; + PhysicsActor actor = m_scenePresence.PhysicsActor; + + // Create forward and left vectors from the current avatar rotation + Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_scenePresence.Rotation); + Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix); + Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); + + // Check control flags + bool heldForward = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; + bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; + bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; + bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; + //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; + //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; + bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; + bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; + //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; + //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; + + // Direction in which the avatar is trying to move + Vector3 move = Vector3.Zero; + if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; } + if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } + if (heldLeft) { move.X += left.X; move.Y += left.Y; } + if (heldRight) { move.X -= left.X; move.Y -= left.Y; } + if (heldUp) { move.Z += 1; } + if (heldDown) { move.Z -= 1; } + + // Is the avatar trying to move? +// bool moving = (move != Vector3.Zero); + bool jumping = m_animTickJump != 0; + + #endregion Inputs + + #region Flying + + if (actor != null && actor.Flying) + { + m_animTickFall = 0; + m_animTickJump = 0; + + if (move.X != 0f || move.Y != 0f) + { + return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY"); + } + else if (move.Z > 0f) + { + return "HOVER_UP"; + } + else if (move.Z < 0f) + { + if (actor != null && actor.IsColliding) + return "LAND"; + else + return "HOVER_DOWN"; + } + else + { + return "HOVER"; + } + } + + #endregion Flying + + #region Falling/Floating/Landing + + if (actor == null || !actor.IsColliding) + { + float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; + float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; + + if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) + { + // Just started falling + m_animTickFall = Environment.TickCount; + } + else if (!jumping && fallElapsed > FALL_DELAY) + { + // Falling long enough to trigger the animation + return "FALLDOWN"; + } + + return m_movementAnimation; + } + + #endregion Falling/Floating/Landing + + #region Ground Movement + + if (m_movementAnimation == "FALLDOWN") + { + m_animTickFall = Environment.TickCount; + + // TODO: SOFT_LAND support + return "LAND"; + } + else if (m_movementAnimation == "LAND") + { + float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; + + if (landElapsed <= FALL_DELAY) + return "LAND"; + } + + m_animTickFall = 0; + + if (move.Z > 0f) + { + // Jumping + if (!jumping) + { + // Begin prejump + m_animTickJump = Environment.TickCount; + return "PREJUMP"; + } + else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) + { + // Start actual jump + if (m_animTickJump == -1) + { + // Already jumping! End the current jump + m_animTickJump = 0; + return "JUMP"; + } + + m_animTickJump = -1; + return "JUMP"; + } + } + else + { + // Not jumping + m_animTickJump = 0; + + if (move.X != 0f || move.Y != 0f) + { + // Walking / crouchwalking / running + if (move.Z < 0f) + return "CROUCHWALK"; + else if (m_scenePresence.SetAlwaysRun) + return "RUN"; + else + return "WALK"; + } + else + { + // Not walking + if (move.Z < 0f) + return "CROUCH"; + else + return "STAND"; + } + } + + #endregion Ground Movement + + return m_movementAnimation; + } + + /// + /// Update the movement animation of this avatar according to its current state + /// + public void UpdateMovementAnimations() + { + m_movementAnimation = GetMovementAnimation(); + + if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) + { + // This was the previous behavior before PREJUMP + TrySetMovementAnimation("JUMP"); + } + else + { + TrySetMovementAnimation(m_movementAnimation); + } + } + + public UUID[] GetAnimationArray() + { + UUID[] animIDs; + int[] sequenceNums; + UUID[] objectIDs; + m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); + return animIDs; + } + + /// + /// + /// + /// + /// + /// + public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs) + { + if (m_scenePresence.IsChildAgent) + return; + + m_scenePresence.Scene.ForEachClient( + delegate(IClientAPI client) + { + client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs); + }); + } + + public void SendAnimPackToClient(IClientAPI client) + { + if (m_scenePresence.IsChildAgent) + return; + + UUID[] animIDs; + int[] sequenceNums; + UUID[] objectIDs; + + m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); + + m_scenePresence.ControllingClient.SendAnimations( + animIDs, sequenceNums, m_scenePresence.ControllingClient.AgentId, objectIDs); + } + + /// + /// Send animation information about this avatar to all clients. + /// + public void SendAnimPack() + { + //m_log.Debug("Sending animation pack to all"); + + if (m_scenePresence.IsChildAgent) + return; + + UUID[] animIDs; + int[] sequenceNums; + UUID[] objectIDs; + + m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); + + SendAnimPack(animIDs, sequenceNums, objectIDs); + } + } +} \ No newline at end of file diff --git a/OpenSim/Region/Framework/Scenes/AnimationSet.cs b/OpenSim/Region/Framework/Scenes/AnimationSet.cs index 740d168..3e6781e 100644 --- a/OpenSim/Region/Framework/Scenes/AnimationSet.cs +++ b/OpenSim/Region/Framework/Scenes/AnimationSet.cs @@ -39,13 +39,14 @@ namespace OpenSim.Region.Framework.Scenes { public static AvatarAnimations Animations = new AvatarAnimations(); - private Animation m_defaultAnimation = new Animation(); - private List m_animations = new List(); + private OpenSim.Framework.Animation m_defaultAnimation = new OpenSim.Framework.Animation(); + private List m_animations = new List(); - public Animation DefaultAnimation + public OpenSim.Framework.Animation DefaultAnimation { get { return m_defaultAnimation; } } + public AnimationSet() { ResetDefaultAnimation(); @@ -71,7 +72,7 @@ namespace OpenSim.Region.Framework.Scenes { if (!HasAnimation(animID)) { - m_animations.Add(new Animation(animID, sequenceNum, objectID)); + m_animations.Add(new OpenSim.Framework.Animation(animID, sequenceNum, objectID)); return true; } } @@ -115,7 +116,7 @@ namespace OpenSim.Region.Framework.Scenes { if (m_defaultAnimation.AnimID != animID) { - m_defaultAnimation = new Animation(animID, sequenceNum, objectID); + m_defaultAnimation = new OpenSim.Framework.Animation(animID, sequenceNum, objectID); return true; } return false; @@ -159,13 +160,13 @@ namespace OpenSim.Region.Framework.Scenes } } - public Animation[] ToArray() + public OpenSim.Framework.Animation[] ToArray() { - Animation[] theArray = new Animation[m_animations.Count]; + OpenSim.Framework.Animation[] theArray = new OpenSim.Framework.Animation[m_animations.Count]; uint i = 0; try { - foreach (Animation anim in m_animations) + foreach (OpenSim.Framework.Animation anim in m_animations) theArray[i++] = anim; } catch @@ -175,9 +176,9 @@ namespace OpenSim.Region.Framework.Scenes return theArray; } - public void FromArray(Animation[] theArray) + public void FromArray(OpenSim.Framework.Animation[] theArray) { - foreach (Animation anim in theArray) + foreach (OpenSim.Framework.Animation anim in theArray) m_animations.Add(anim); } } diff --git a/OpenSim/Region/Framework/Scenes/Hypergrid/HGSceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/Hypergrid/HGSceneCommunicationService.cs index d7e62a8..0f9c190 100644 --- a/OpenSim/Region/Framework/Scenes/Hypergrid/HGSceneCommunicationService.cs +++ b/OpenSim/Region/Framework/Scenes/Hypergrid/HGSceneCommunicationService.cs @@ -82,7 +82,7 @@ namespace OpenSim.Region.Framework.Scenes.Hypergrid IEventQueue eq = avatar.Scene.RequestModuleInterface(); // Reset animations; the viewer does that in teleports. - avatar.ResetAnimations(); + avatar.Animator.ResetAnimations(); if (regionHandle == m_regionInfo.RegionHandle) { diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs index 4a2db5e..76c6cab 100644 --- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs +++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs @@ -801,7 +801,7 @@ namespace OpenSim.Region.Framework.Scenes IEventQueue eq = avatar.Scene.RequestModuleInterface(); // Reset animations; the viewer does that in teleports. - avatar.ResetAnimations(); + avatar.Animator.ResetAnimations(); if (regionHandle == m_regionInfo.RegionHandle) { diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 08c144a..33c1932 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -35,6 +35,7 @@ using OpenSim.Framework; using OpenSim.Framework.Client; using OpenSim.Framework.Communications.Cache; using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes.Animation; using OpenSim.Region.Framework.Scenes.Types; using OpenSim.Region.Physics.Manager; using GridRegion = OpenSim.Services.Interfaces.GridRegion; @@ -79,6 +80,7 @@ namespace OpenSim.Region.Framework.Scenes // private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags)); private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f); + /// /// Experimentally determined "fudge factor" to make sit-target positions /// the same as in SecondLife. Fudge factor was tested for 36 different @@ -93,7 +95,15 @@ namespace OpenSim.Region.Framework.Scenes private ISceneViewer m_sceneViewer; - private AnimationSet m_animations = new AnimationSet(); + /// + /// The animator for this avatar + /// + public ScenePresenceAnimator Animator + { + get { return m_animator; } + } + protected ScenePresenceAnimator m_animator; + private Dictionary scriptedcontrols = new Dictionary(); private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO; private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO; @@ -134,12 +144,7 @@ namespace OpenSim.Region.Framework.Scenes private int m_perfMonMS; private bool m_setAlwaysRun; - - private string m_movementAnimation = "DEFAULT"; - private int m_animTickFall; - private int m_animTickJump; - private bool m_useFlySlow; - private bool m_usePreJump; + private bool m_forceFly; private bool m_flyDisabled; @@ -227,7 +232,6 @@ namespace OpenSim.Region.Framework.Scenes DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG } - /// /// Position at which a significant movement was made @@ -238,7 +242,10 @@ namespace OpenSim.Region.Framework.Scenes string m_callbackURI; ulong m_rootRegionHandle; - private IScriptModule[] m_scriptEngines; + /// + /// Script engines present in the scene + /// + private IScriptModule[] m_scriptEngines; #region Properties @@ -586,11 +593,6 @@ namespace OpenSim.Region.Framework.Scenes } } - public AnimationSet Animations - { - get { return m_animations; } - } - private bool m_inTransit; private bool m_mouseLook; private bool m_leftButtonDown; @@ -625,6 +627,7 @@ namespace OpenSim.Region.Framework.Scenes private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) { + m_animator = new ScenePresenceAnimator(this); m_sendCourseLocationsMethod = SendCoarseLocationsDefault; CreateSceneViewer(); m_rootRegionHandle = reginfo.RegionHandle; @@ -637,15 +640,12 @@ namespace OpenSim.Region.Framework.Scenes m_regionInfo = reginfo; m_localId = m_scene.AllocateLocalId(); - m_useFlySlow = m_scene.m_useFlySlow; - m_usePreJump = m_scene.m_usePreJump; - IGroupsModule gm = m_scene.RequestModuleInterface(); if (gm != null) m_grouptitle = gm.GetGroupTitle(m_uuid); m_scriptEngines = m_scene.RequestModuleInterfaces(); - + AbsolutePosition = posLastSignificantMove = m_CameraCenter = m_lastCameraCenter = m_controllingClient.StartPos; @@ -656,7 +656,8 @@ namespace OpenSim.Region.Framework.Scenes AdjustKnownSeeds(); - TrySetMovementAnimation("STAND"); // TODO: I think, this won't send anything, as we are still a child here... + // TODO: I think, this won't send anything, as we are still a child here... + Animator.TrySetMovementAnimation("STAND"); // we created a new ScenePresence (a new child agent) in a fresh region. // Request info about all the (root) agents in this region @@ -665,7 +666,6 @@ namespace OpenSim.Region.Framework.Scenes RegisterToEvents(); SetDirectionVectors(); - } public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, byte[] visualParams, @@ -674,6 +674,7 @@ namespace OpenSim.Region.Framework.Scenes { CreateSceneViewer(); m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams); + } public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance) @@ -857,7 +858,7 @@ namespace OpenSim.Region.Framework.Scenes // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying // avatar to return to the standing position in mid-air. On login it looks like this is being sent // elsewhere anyway - //SendAnimPack(); + // Animator.SendAnimPack(); m_scene.SwapRootAgentCount(false); @@ -879,7 +880,7 @@ namespace OpenSim.Region.Framework.Scenes ScenePresence presence = animAgents[i]; if (presence != this) - presence.SendAnimPackToClient(ControllingClient); + presence.Animator.SendAnimPackToClient(ControllingClient); } m_scene.EventManager.TriggerOnMakeRootAgent(this); @@ -894,7 +895,7 @@ namespace OpenSim.Region.Framework.Scenes /// public void MakeChildAgent() { - m_animations.Clear(); + Animator.ResetAnimations(); // m_log.DebugFormat( // "[SCENEPRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", @@ -995,7 +996,7 @@ namespace OpenSim.Region.Framework.Scenes AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); } - TrySetMovementAnimation("LAND"); + Animator.TrySetMovementAnimation("LAND"); SendFullUpdateToAllClients(); } @@ -1247,7 +1248,7 @@ namespace OpenSim.Region.Framework.Scenes // TODO: This doesn't prevent the user from walking yet. // Setting parent ID would fix this, if we knew what value // to use. Or we could add a m_isSitting variable. - TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); + Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); } // In the future, these values might need to go global. @@ -1453,7 +1454,7 @@ namespace OpenSim.Region.Framework.Scenes AddNewMovement(agent_control_v3, q); if (update_movementflag) - UpdateMovementAnimations(); + Animator.UpdateMovementAnimations(); } } @@ -1561,7 +1562,7 @@ namespace OpenSim.Region.Framework.Scenes } } /// - /// Perform the logic necessary to stand the client up. This method also executes + /// Perform the logic necessary to stand the avatar up. This method also executes /// the stand animation. /// public void StandUp() @@ -1611,7 +1612,7 @@ namespace OpenSim.Region.Framework.Scenes } } - TrySetMovementAnimation("STAND"); + Animator.TrySetMovementAnimation("STAND"); } private SceneObjectPart FindNextAvailableSitTarget(UUID targetID) @@ -1850,7 +1851,7 @@ namespace OpenSim.Region.Framework.Scenes Velocity = Vector3.Zero; RemoveFromPhysicalScene(); - TrySetMovementAnimation(sitAnimation); + Animator.TrySetMovementAnimation(sitAnimation); 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) @@ -1870,6 +1871,7 @@ namespace OpenSim.Region.Framework.Scenes PhysicsActor.SetAlwaysRun = pSetAlwaysRun; } } + public BinBVHAnimation GenerateRandomAnimation() { int rnditerations = 3; @@ -1917,7 +1919,6 @@ namespace OpenSim.Region.Framework.Scenes } } - AssetBase Animasset = new AssetBase(UUID.Random(), "Random Animation", (sbyte)AssetType.Animation); Animasset.Data = anim.ToBytes(); Animasset.Temporary = true; @@ -1925,297 +1926,19 @@ namespace OpenSim.Region.Framework.Scenes Animasset.Description = "dance"; //BinBVHAnimation bbvhanim = new BinBVHAnimation(Animasset.Data); - m_scene.AssetService.Store(Animasset); - AddAnimation(Animasset.FullID, UUID); + Animator.AddAnimation(Animasset.FullID, UUID); return anim; } - public void AddAnimation(UUID animID, UUID objectID) - { - if (m_isChildAgent) - return; - - if (m_animations.Add(animID, m_controllingClient.NextAnimationSequenceNumber, objectID)) - SendAnimPack(); - } - - // Called from scripts - public void AddAnimation(string name, UUID objectID) - { - if (m_isChildAgent) - return; - - UUID animID = m_controllingClient.GetDefaultAnimation(name); - if (animID == UUID.Zero) - return; - - AddAnimation(animID, objectID); - } - - public void RemoveAnimation(UUID animID) - { - if (m_isChildAgent) - return; - - if (m_animations.Remove(animID)) - SendAnimPack(); - } - - // Called from scripts - public void RemoveAnimation(string name) - { - if (m_isChildAgent) - return; - - UUID animID = m_controllingClient.GetDefaultAnimation(name); - if (animID == UUID.Zero) - return; - - RemoveAnimation(animID); - } - - public UUID[] GetAnimationArray() - { - UUID[] animIDs; - int[] sequenceNums; - UUID[] objectIDs; - m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); - return animIDs; - } public void HandleStartAnim(IClientAPI remoteClient, UUID animID) { - AddAnimation(animID, UUID.Zero); + Animator.AddAnimation(animID, UUID.Zero); } public void HandleStopAnim(IClientAPI remoteClient, UUID animID) { - RemoveAnimation(animID); - } - - /// - /// The movement animation is reserved for "main" animations - /// that are mutually exclusive, e.g. flying and sitting. - /// - protected void TrySetMovementAnimation(string anim) - { - //m_log.DebugFormat("Updating movement animation to {0}", anim); - - if (!m_isChildAgent) - { - if (m_animations.TrySetDefaultAnimation(anim, m_controllingClient.NextAnimationSequenceNumber, UUID.Zero)) - { - if (m_scriptEngines != null) - { - lock (m_attachments) - { - foreach (SceneObjectGroup grp in m_attachments) - { - // 16384 is CHANGED_ANIMATION - // - // Send this to all attachment root prims - // - foreach (IScriptModule m in m_scriptEngines) - { - if (m == null) // No script engine loaded - continue; - - m.PostObjectEvent(grp.RootPart.UUID, "changed", new Object[] { 16384 }); - } - } - } - } - SendAnimPack(); - } - } - } - - /// - /// This method determines the proper movement related animation - /// - public string GetMovementAnimation() - { - const float FALL_DELAY = 0.33f; - const float PREJUMP_DELAY = 0.25f; - - #region Inputs - - AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_AgentControlFlags; - PhysicsActor actor = m_physicsActor; - - // Create forward and left vectors from the current avatar rotation - Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_bodyRot); - Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix); - Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); - - // Check control flags - bool heldForward = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; - bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; - bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; - bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; - //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; - //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; - bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; - bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; - //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; - //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; - - // Direction in which the avatar is trying to move - Vector3 move = Vector3.Zero; - if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; } - if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } - if (heldLeft) { move.X += left.X; move.Y += left.Y; } - if (heldRight) { move.X -= left.X; move.Y -= left.Y; } - if (heldUp) { move.Z += 1; } - if (heldDown) { move.Z -= 1; } - - // Is the avatar trying to move? -// bool moving = (move != Vector3.Zero); - bool jumping = m_animTickJump != 0; - - #endregion Inputs - - #region Flying - - if (actor != null && actor.Flying) - { - m_animTickFall = 0; - m_animTickJump = 0; - - if (move.X != 0f || move.Y != 0f) - { - return (m_useFlySlow ? "FLYSLOW" : "FLY"); - } - else if (move.Z > 0f) - { - return "HOVER_UP"; - } - else if (move.Z < 0f) - { - if (actor != null && actor.IsColliding) - return "LAND"; - else - return "HOVER_DOWN"; - } - else - { - return "HOVER"; - } - } - - #endregion Flying - - #region Falling/Floating/Landing - - if (actor == null || !actor.IsColliding) - { - float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; - float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; - - if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) - { - // Just started falling - m_animTickFall = Environment.TickCount; - } - else if (!jumping && fallElapsed > FALL_DELAY) - { - // Falling long enough to trigger the animation - return "FALLDOWN"; - } - - return m_movementAnimation; - } - - #endregion Falling/Floating/Landing - - #region Ground Movement - - if (m_movementAnimation == "FALLDOWN") - { - m_animTickFall = Environment.TickCount; - - // TODO: SOFT_LAND support - return "LAND"; - } - else if (m_movementAnimation == "LAND") - { - float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; - - if (landElapsed <= FALL_DELAY) - return "LAND"; - } - - m_animTickFall = 0; - - if (move.Z > 0f) - { - // Jumping - if (!jumping) - { - // Begin prejump - m_animTickJump = Environment.TickCount; - return "PREJUMP"; - } - else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) - { - // Start actual jump - if (m_animTickJump == -1) - { - // Already jumping! End the current jump - m_animTickJump = 0; - return "JUMP"; - } - - m_animTickJump = -1; - return "JUMP"; - } - } - else - { - // Not jumping - m_animTickJump = 0; - - if (move.X != 0f || move.Y != 0f) - { - // Walking / crouchwalking / running - if (move.Z < 0f) - return "CROUCHWALK"; - else if (m_setAlwaysRun) - return "RUN"; - else - return "WALK"; - } - else - { - // Not walking - if (move.Z < 0f) - return "CROUCH"; - else - return "STAND"; - } - } - - #endregion Ground Movement - - return m_movementAnimation; - } - - /// - /// Update the movement animation of this avatar according to its current state - /// - protected void UpdateMovementAnimations() - { - m_movementAnimation = GetMovementAnimation(); - - if (m_movementAnimation == "PREJUMP" && !m_usePreJump) - { - // This was the previous behavior before PREJUMP - TrySetMovementAnimation("JUMP"); - } - else - { - TrySetMovementAnimation(m_movementAnimation); - } + Animator.RemoveAnimation(animID); } /// @@ -2289,8 +2012,8 @@ namespace OpenSim.Region.Framework.Scenes direc.Z *= 3.0f; // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. - TrySetMovementAnimation("PREJUMP"); - TrySetMovementAnimation("JUMP"); + Animator.TrySetMovementAnimation("PREJUMP"); + Animator.TrySetMovementAnimation("JUMP"); } } } @@ -2504,7 +2227,7 @@ namespace OpenSim.Region.Framework.Scenes { avatar.SendFullUpdateToOtherClient(this); avatar.SendAppearanceToOtherAgent(this); - avatar.SendAnimPackToClient(ControllingClient); + avatar.Animator.SendAnimPackToClient(ControllingClient); } } } @@ -2512,7 +2235,7 @@ namespace OpenSim.Region.Framework.Scenes m_scene.StatsReporter.AddAgentUpdates(avatars.Length); m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); - //SendAnimPack(); + //Animator.SendAnimPack(); } public void SendFullUpdateToAllClients() @@ -2529,7 +2252,7 @@ namespace OpenSim.Region.Framework.Scenes m_scene.StatsReporter.AddAgentUpdates(avatars.Count); m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); - SendAnimPack(); + Animator.SendAnimPack(); } /// @@ -2646,7 +2369,7 @@ namespace OpenSim.Region.Framework.Scenes SendAppearanceToAllOtherAgents(); if (!m_startAnimationSet) { - UpdateMovementAnimations(); + Animator.UpdateMovementAnimations(); m_startAnimationSet = true; } @@ -2674,54 +2397,6 @@ namespace OpenSim.Region.Framework.Scenes set { m_appearance = value; } } - /// - /// - /// - /// - /// - /// - public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs) - { - if (m_isChildAgent) - return; - - m_scene.ForEachClient( - delegate(IClientAPI client) { client.SendAnimations(animations, seqs, m_controllingClient.AgentId, objectIDs); }); - } - - public void SendAnimPackToClient(IClientAPI client) - { - if (m_isChildAgent) - return; - UUID[] animIDs; - int[] sequenceNums; - UUID[] objectIDs; - - m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); - - client.SendAnimations(animIDs, sequenceNums, m_controllingClient.AgentId, objectIDs); - } - - /// - /// Send animation information about this avatar to all clients. - /// - public void SendAnimPack() - { - //m_log.Debug("Sending animation pack to all"); - - if (m_isChildAgent) - return; - - UUID[] animIDs; - int[] sequenceNums; - UUID[] objectIDs; - - m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); - - SendAnimPack(animIDs, sequenceNums, objectIDs); - } - - #endregion #region Significant Movement Method @@ -2919,13 +2594,9 @@ namespace OpenSim.Region.Framework.Scenes public void Reset() { // Put the child agent back at the center - AbsolutePosition = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70); - ResetAnimations(); - } - - public void ResetAnimations() - { - m_animations.Clear(); + AbsolutePosition + = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70); + Animator.ResetAnimations(); } /// @@ -3149,7 +2820,7 @@ namespace OpenSim.Region.Framework.Scenes // Animations try { - cAgent.Anims = m_animations.ToArray(); + cAgent.Anims = Animator.Animations.ToArray(); } catch { } @@ -3228,15 +2899,13 @@ namespace OpenSim.Region.Framework.Scenes // Animations try { - m_animations.Clear(); - m_animations.FromArray(cAgent.Anims); + Animator.ResetAnimations(); + Animator.Animations.FromArray(cAgent.Anims); } catch { } //cAgent.GroupID = ?? //Groups??? - - } public bool CopyAgent(out IAgentData agent) @@ -3318,7 +2987,7 @@ namespace OpenSim.Region.Framework.Scenes //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( // as of this comment the interval is set in AddToPhysicalScene - UpdateMovementAnimations(); + Animator.UpdateMovementAnimations(); CollisionEventUpdate collisionData = (CollisionEventUpdate)e; Dictionary coldata = collisionData.m_objCollisionList; @@ -3327,7 +2996,7 @@ namespace OpenSim.Region.Framework.Scenes if (coldata.Count != 0) { - switch (m_movementAnimation) + switch (Animator.CurrentMovementAnimation) { case "STAND": case "WALK": @@ -3415,6 +3084,7 @@ namespace OpenSim.Region.Framework.Scenes } m_attachments.Clear(); } + lock (m_knownChildRegions) { m_knownChildRegions.Clear(); @@ -3425,6 +3095,7 @@ namespace OpenSim.Region.Framework.Scenes m_reprioritization_timer.Enabled = false; m_reprioritization_timer.Elapsed -= new ElapsedEventHandler(Reprioritize); } + // I don't get it but mono crashes when you try to dispose of this timer, // unsetting the elapsed callback should be enough to allow for cleanup however. //m_reprioritizationTimer.Dispose(); @@ -3497,6 +3168,35 @@ namespace OpenSim.Region.Framework.Scenes return true; } + /// + /// Send a script event to this scene presence's attachments + /// + /// The name of the event + /// The arguments for the event + public void SendScriptEventToAttachments(string eventName, Object[] args) + { + if (m_scriptEngines != null) + { + lock (m_attachments) + { + foreach (SceneObjectGroup grp in m_attachments) + { + // 16384 is CHANGED_ANIMATION + // + // Send this to all attachment root prims + // + foreach (IScriptModule m in m_scriptEngines) + { + if (m == null) // No script engine loaded + continue; + + m.PostObjectEvent(grp.RootPart.UUID, "changed", new Object[] { 16384 }); + } + } + } + } + } + public bool CrossAttachmentsIntoNewRegion(ulong regionHandle, bool silent) { lock (m_attachments) @@ -3939,4 +3639,4 @@ namespace OpenSim.Region.Framework.Scenes } } } -} +} \ No newline at end of file -- cgit v1.1