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|
/*
* 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 System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Threading;
using log4net;
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
{
/// <summary>
/// Handle all animation duties for a scene presence
/// </summary>
public class ScenePresenceAnimator
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public AnimationSet Animations
{
get { return m_animations; }
}
protected AnimationSet m_animations = new AnimationSet();
/// <value>
/// The current movement animation
/// </value>
public string CurrentMovementAnimation { get; private set; }
private int m_animTickFall;
private int m_animTickLand;
private int m_animTickJump;
public bool m_jumping = false;
// private int m_landing = 0;
/// <summary>
/// Is the avatar falling?
/// </summary>
public bool Falling { get; private set; }
private float m_lastFallVelocity;
/// <value>
/// The scene presence that this animator applies to
/// </value>
protected ScenePresence m_scenePresence;
public ScenePresenceAnimator(ScenePresence sp)
{
m_scenePresence = sp;
CurrentMovementAnimation = "CROUCH";
}
public void AddAnimation(UUID animID, UUID objectID)
{
if (m_scenePresence.IsChildAgent)
return;
// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
if (m_scenePresence.Scene.DebugAnimations)
m_log.DebugFormat(
"[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}",
GetAnimName(animID), animID, m_scenePresence.Name);
if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
{
SendAnimPack();
m_scenePresence.TriggerScenePresenceUpdated();
}
}
// Called from scripts
public void AddAnimation(string name, UUID objectID)
{
if (m_scenePresence.IsChildAgent)
return;
// XXX: For some reason, we store all animations and use them with upper case names, but in LSL animations
// are referenced with lower case names!
UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name.ToUpper());
if (animID == UUID.Zero)
return;
// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", animID, name, m_scenePresence.Name);
AddAnimation(animID, objectID);
}
/// <summary>
/// Remove the specified animation
/// </summary>
/// <param name='animID'></param>
/// <param name='allowNoDefault'>
/// If true, then the default animation can be entirely removed.
/// If false, then removing the default animation will reset it to the simulator default (currently STAND).
/// </param>
public void RemoveAnimation(UUID animID, bool allowNoDefault)
{
if (m_scenePresence.IsChildAgent)
return;
if (m_scenePresence.Scene.DebugAnimations)
m_log.DebugFormat(
"[SCENE PRESENCE ANIMATOR]: Removing animation {0} {1} for {2}",
GetAnimName(animID), animID, m_scenePresence.Name);
if (m_animations.Remove(animID, allowNoDefault))
{
SendAnimPack();
m_scenePresence.TriggerScenePresenceUpdated();
}
}
public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
{
if (m_scenePresence.IsChildAgent)
return;
if (animID != UUID.Zero)
{
if (addRemove)
m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
else
m_animations.Remove(animID, false);
}
if (sendPack)
SendAnimPack();
}
// Called from scripts
public void RemoveAnimation(string name)
{
if (m_scenePresence.IsChildAgent)
return;
// XXX: For some reason, we store all animations and use them with upper case names, but in LSL animations
// are referenced with lower case names!
UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name.ToUpper());
if (animID == UUID.Zero)
return;
RemoveAnimation(animID, true);
}
public void ResetAnimations()
{
if (m_scenePresence.Scene.DebugAnimations)
m_log.DebugFormat(
"[SCENE PRESENCE ANIMATOR]: Resetting animations for {0} in {1}",
m_scenePresence.Name, m_scenePresence.Scene.RegionInfo.RegionName);
m_animations.Clear();
}
UUID aoSitGndAnim = UUID.Zero;
/// <summary>
/// The movement animation is reserved for "main" animations
/// that are mutually exclusive, e.g. flying and sitting.
/// </summary>
/// <returns>'true' if the animation was updated</returns>
///
public bool TrySetMovementAnimation(string anim)
{
bool ret = false;
if (!m_scenePresence.IsChildAgent)
{
// m_log.DebugFormat(
// "[SCENE PRESENCE ANIMATOR]: Setting movement animation {0} for {1}",
// anim, m_scenePresence.Name);
if (aoSitGndAnim != UUID.Zero)
{
avnChangeAnim(aoSitGndAnim, false, true);
aoSitGndAnim = UUID.Zero;
}
UUID overridenAnim = m_scenePresence.Overrides.GetOverriddenAnimation(anim);
if (overridenAnim != UUID.Zero)
{
if (anim == "SITGROUND")
{
UUID defsit = DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"];
if (defsit == UUID.Zero)
return false;
m_animations.SetDefaultAnimation(defsit, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID);
aoSitGndAnim = overridenAnim;
avnChangeAnim(overridenAnim, true, false);
}
else
{
m_animations.SetDefaultAnimation(overridenAnim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID);
}
m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION });
SendAnimPack();
ret = true;
}
else
{
// translate sit and sitground state animations
if (anim == "SIT" || anim == "SITGROUND")
anim = m_scenePresence.sitAnimation;
if (m_animations.TrySetDefaultAnimation(
anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
{
// m_log.DebugFormat(
// "[SCENE PRESENCE ANIMATOR]: Updating movement animation to {0} for {1}",
// anim, m_scenePresence.Name);
// 16384 is CHANGED_ANIMATION
m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION });
SendAnimPack();
ret = true;
}
}
}
else
{
m_log.WarnFormat(
"[SCENE PRESENCE ANIMATOR]: Tried to set movement animation {0} on child presence {1}",
anim, m_scenePresence.Name);
}
return ret;
}
public enum motionControlStates : byte
{
sitted = 0,
flying,
falling,
jumping,
landing,
onsurface
}
public motionControlStates currentControlState = motionControlStates.onsurface;
/// <summary>
/// This method determines the proper movement related animation
/// </summary>
private string DetermineMovementAnimation()
{
const int FALL_DELAY = 800;
const int PREJUMP_DELAY = 200;
const int JUMP_PERIOD = 800;
#region Inputs
if (m_scenePresence.IsInTransit)
return CurrentMovementAnimation;
if (m_scenePresence.SitGround)
{
currentControlState = motionControlStates.sitted;
return "SITGROUND";
}
if (m_scenePresence.ParentID != 0 || m_scenePresence.ParentUUID != UUID.Zero)
{
currentControlState = motionControlStates.sitted;
return "SIT";
}
AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
PhysicsActor actor = m_scenePresence.PhysicsActor;
// there is no point on having this meaningless movement values, much less in world coordenates
// situation may change if vertical Axis of avatar is allowed to rotate.
// then jumping etc will need some care
// Create forward and left vectors from the current avatar rotation
/* yes matrix are better, but getting it from the Quaternion will kill the advantage
Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_scenePresence.Rotation);
Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix);
Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
*/
// there is still a better way
// Vector3 fwd = Vector3.UnitX * m_scenePresence.Rotation;
// Vector3 left = Vector3.UnitY * m_scenePresence.Rotation;
// Check control flags
bool heldForward = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)) != 0);
bool heldBack = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG)) != 0);
bool heldLeft = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS)) != 0);
bool heldRight = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG)) != 0);
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_NUDGE_UP_POS)) != 0);
// excluded nudge up so it doesn't trigger jump state
bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS)) != 0);
bool heldDown = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG)) != 0);
//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;
bool heldOnXY = (heldForward || heldBack || heldLeft || heldRight);
if (heldOnXY || heldUp || heldDown)
{
heldTurnLeft = false;
heldTurnRight = false;
}
// 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);
#endregion Inputs
// no physics actor case
if (actor == null)
{
// well what to do?
currentControlState = motionControlStates.onsurface;
// if (move.X != 0f || move.Y != 0f)
if (heldOnXY)
return "WALK";
return "STAND";
}
#region Flying
bool isColliding = actor.IsColliding;
if (actor.Flying)
{
m_animTickFall = 0;
m_animTickJump = 0;
m_jumping = false;
Falling = false;
currentControlState = motionControlStates.flying;
// if (move.X != 0f || move.Y != 0f)
if (heldOnXY)
{
return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY");
}
// else if (move.Z > 0f)
else if (heldUp)
{
return "HOVER_UP";
}
// else if (move.Z < 0f)
else if (heldDown)
{
if (isColliding)
{
actor.Flying = false;
currentControlState = motionControlStates.landing;
m_animTickLand = Environment.TickCount;
return "LAND";
}
else
return "HOVER_DOWN";
}
else
{
return "HOVER";
}
}
else
{
if (isColliding && currentControlState == motionControlStates.flying)
{
currentControlState = motionControlStates.landing;
m_animTickLand = Environment.TickCount;
return "LAND";
}
}
#endregion Flying
#region Falling/Floating/Landing
if (!isColliding && currentControlState != motionControlStates.jumping)
{
float fallVelocity = actor.Velocity.Z;
if (fallVelocity < -2.5f)
Falling = true;
if (m_animTickFall == 0 || (fallVelocity >= -0.5f))
{
m_animTickFall = Environment.TickCount;
}
else
{
int fallElapsed = (Environment.TickCount - m_animTickFall);
if ((fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f))
{
currentControlState = motionControlStates.falling;
m_lastFallVelocity = fallVelocity;
// Falling long enough to trigger the animation
return "FALLDOWN";
}
}
// Check if the user has stopped walking just now
// if (CurrentMovementAnimation == "WALK" && move == Vector3.Zero))
if (CurrentMovementAnimation == "WALK" && !heldOnXY && !heldDown && !heldUp)
return "STAND";
return CurrentMovementAnimation;
}
m_animTickFall = 0;
#endregion Falling/Floating/Landing
#region Jumping // section added for jumping...
// if (isColliding && move.Z > 0f && currentControlState != motionControlStates.jumping)
if (isColliding && heldUp && currentControlState != motionControlStates.jumping)
{
// Start jumping, prejump
currentControlState = motionControlStates.jumping;
m_jumping = true;
Falling = false;
m_animTickJump = Environment.TickCount;
return "PREJUMP";
}
if (currentControlState == motionControlStates.jumping)
{
int jumptime = Environment.TickCount - m_animTickJump;
if ((jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
{
// end jumping
m_jumping = false;
Falling = false;
actor.Selected = false; // borrowed for jumping flag
m_animTickLand = Environment.TickCount;
currentControlState = motionControlStates.landing;
return "LAND";
}
else if (jumptime > JUMP_PERIOD)
{
// jump down
return "JUMP";
}
else if (jumptime > PREJUMP_DELAY)
{
// jump up
m_jumping = true;
return "JUMP";
}
}
#endregion Jumping
#region Ground Movement
if (currentControlState == motionControlStates.falling)
{
Falling = false;
currentControlState = motionControlStates.landing;
m_animTickLand = Environment.TickCount;
// TODO: SOFT_LAND support
float fallVsq = m_lastFallVelocity * m_lastFallVelocity;
if (fallVsq > 300f) // aprox 20*h
return "STANDUP";
else if (fallVsq > 160f)
return "SOFT_LAND";
else
return "LAND";
}
if (currentControlState == motionControlStates.landing)
{
Falling = false;
int landElapsed = Environment.TickCount - m_animTickLand;
int limit = 1000;
if (CurrentMovementAnimation == "LAND")
limit = 350;
// NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
if ((m_animTickLand != 0) && (landElapsed <= limit))
{
return CurrentMovementAnimation;
}
else
{
currentControlState = motionControlStates.onsurface;
m_animTickLand = 0;
return "STAND";
}
}
// next section moved outside paren. and realigned for jumping
// if (move.X != 0f || move.Y != 0f)
if (heldOnXY)
{
currentControlState = motionControlStates.onsurface;
Falling = false;
// Walking / crouchwalking / running
// if (move.Z < 0f)
if (heldDown)
{
return "CROUCHWALK";
}
// We need to prevent these animations if the user tries to make their avatar walk or run whilst
// specifying AGENT_CONTROL_STOP (pressing down space on viewers).
else if (!m_scenePresence.AgentControlStopActive)
{
if (m_scenePresence.SetAlwaysRun)
return "RUN";
else
return "WALK";
}
}
else if (!m_jumping)
{
currentControlState = motionControlStates.onsurface;
Falling = false;
// Not walking
// if (move.Z < 0)
if(heldDown)
return "CROUCH";
else if (heldTurnLeft)
return "TURNLEFT";
else if (heldTurnRight)
return "TURNRIGHT";
else
return "STAND";
}
#endregion Ground Movement
return CurrentMovementAnimation;
}
/// <summary>
/// Update the movement animation of this avatar according to its current state
/// </summary>
/// <returns>'true' if the animation was changed</returns>
public bool UpdateMovementAnimations()
{
// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Updating movement animations for {0}", m_scenePresence.Name);
bool ret = false;
lock (m_animations)
{
string newMovementAnimation = DetermineMovementAnimation();
if (CurrentMovementAnimation != newMovementAnimation)
{
CurrentMovementAnimation = newMovementAnimation;
// m_log.DebugFormat(
// "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()",
// CurrentMovementAnimation, m_scenePresence.Name);
// Only set it if it's actually changed, give a script
// a chance to stop a default animation
ret = TrySetMovementAnimation(CurrentMovementAnimation);
}
}
return ret;
}
public bool ForceUpdateMovementAnimations()
{
lock (m_animations)
{
CurrentMovementAnimation = DetermineMovementAnimation();
return TrySetMovementAnimation(CurrentMovementAnimation);
}
}
public bool SetMovementAnimations(string motionState)
{
lock (m_animations)
{
CurrentMovementAnimation = motionState;
return TrySetMovementAnimation(CurrentMovementAnimation);
}
}
public UUID[] GetAnimationArray()
{
UUID[] animIDs;
int[] sequenceNums;
UUID[] objectIDs;
m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
return animIDs;
}
public BinBVHAnimation GenerateRandomAnimation()
{
int rnditerations = 3;
BinBVHAnimation anim = new BinBVHAnimation();
List<string> parts = new List<string>();
parts.Add("mPelvis"); parts.Add("mHead"); parts.Add("mTorso");
parts.Add("mHipLeft"); parts.Add("mHipRight"); parts.Add("mHipLeft"); parts.Add("mKneeLeft");
parts.Add("mKneeRight"); parts.Add("mCollarLeft"); parts.Add("mCollarRight"); parts.Add("mNeck");
parts.Add("mElbowLeft"); parts.Add("mElbowRight"); parts.Add("mWristLeft"); parts.Add("mWristRight");
parts.Add("mShoulderLeft"); parts.Add("mShoulderRight"); parts.Add("mAnkleLeft"); parts.Add("mAnkleRight");
parts.Add("mEyeRight"); parts.Add("mChest"); parts.Add("mToeLeft"); parts.Add("mToeRight");
parts.Add("mFootLeft"); parts.Add("mFootRight"); parts.Add("mEyeLeft");
anim.HandPose = 1;
anim.InPoint = 0;
anim.OutPoint = (rnditerations * .10f);
anim.Priority = 7;
anim.Loop = false;
anim.Length = (rnditerations * .10f);
anim.ExpressionName = "afraid";
anim.EaseInTime = 0;
anim.EaseOutTime = 0;
string[] strjoints = parts.ToArray();
anim.Joints = new binBVHJoint[strjoints.Length];
for (int j = 0; j < strjoints.Length; j++)
{
anim.Joints[j] = new binBVHJoint();
anim.Joints[j].Name = strjoints[j];
anim.Joints[j].Priority = 7;
anim.Joints[j].positionkeys = new binBVHJointKey[rnditerations];
anim.Joints[j].rotationkeys = new binBVHJointKey[rnditerations];
Random rnd = new Random();
for (int i = 0; i < rnditerations; i++)
{
anim.Joints[j].rotationkeys[i] = new binBVHJointKey();
anim.Joints[j].rotationkeys[i].time = (i * .10f);
anim.Joints[j].rotationkeys[i].key_element.X = ((float)rnd.NextDouble() * 2 - 1);
anim.Joints[j].rotationkeys[i].key_element.Y = ((float)rnd.NextDouble() * 2 - 1);
anim.Joints[j].rotationkeys[i].key_element.Z = ((float)rnd.NextDouble() * 2 - 1);
anim.Joints[j].positionkeys[i] = new binBVHJointKey();
anim.Joints[j].positionkeys[i].time = (i * .10f);
anim.Joints[j].positionkeys[i].key_element.X = 0;
anim.Joints[j].positionkeys[i].key_element.Y = 0;
anim.Joints[j].positionkeys[i].key_element.Z = 0;
}
}
AssetBase Animasset = new AssetBase(UUID.Random(), "Random Animation", (sbyte)AssetType.Animation, m_scenePresence.UUID.ToString());
Animasset.Data = anim.ToBytes();
Animasset.Temporary = true;
Animasset.Local = true;
Animasset.Description = "dance";
//BinBVHAnimation bbvhanim = new BinBVHAnimation(Animasset.Data);
m_scenePresence.Scene.AssetService.Store(Animasset);
AddAnimation(Animasset.FullID, m_scenePresence.UUID);
return anim;
}
/// <summary>
///
/// </summary>
/// <param name="animations"></param>
/// <param name="seqs"></param>
/// <param name="objectIDs"></param>
public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs)
{
/*
if (m_scenePresence.IsChildAgent)
return;
// m_log.DebugFormat(
// "[SCENE PRESENCE ANIMATOR]: Sending anim pack with animations '{0}', sequence '{1}', uuids '{2}'",
// string.Join(",", Array.ConvertAll<UUID, string>(animations, a => a.ToString())),
// string.Join(",", Array.ConvertAll<int, string>(seqs, s => s.ToString())),
// string.Join(",", Array.ConvertAll<UUID, string>(objectIDs, o => o.ToString())));
m_scenePresence.Scene.ForEachClient(
delegate(IClientAPI client)
{
client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs);
});
*/
m_scenePresence.SendAnimPack(animations, seqs, objectIDs);
}
public void GetArrays(out UUID[] animIDs, out int[] sequenceNums, out UUID[] objectIDs)
{
animIDs = null;
sequenceNums = null;
objectIDs = null;
if (m_animations != null)
m_animations.GetArrays(out animIDs, out sequenceNums, out 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);
client.SendAnimations(animIDs, sequenceNums, m_scenePresence.ControllingClient.AgentId, objectIDs);
}
/// <summary>
/// Send animation information about this avatar to all clients.
/// </summary>
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);
m_scenePresence.SendAnimPack(animIDs, sequenceNums, objectIDs);
}
public string GetAnimName(UUID animId)
{
string animName;
if (!DefaultAvatarAnimations.AnimsNames.TryGetValue(animId, out animName))
{
AssetMetadata amd = m_scenePresence.Scene.AssetService.GetMetadata(animId.ToString());
if (amd != null)
animName = amd.Name;
else
animName = "Unknown";
}
return animName;
}
}
}
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