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path: root/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
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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 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
    {        
        public AnimationSet Animations
        {
            get { return m_animations;  }
        }
        protected AnimationSet m_animations = new AnimationSet();

        /// <value>
        /// The current movement animation
        /// </value>
        public string CurrentMovementAnimation
        {
            get { return m_movementAnimation; }
        }
        protected string m_movementAnimation = "DEFAULT";        

        private int m_animTickFall;
        private int m_animTickJump;                          
        
        /// <value>
        /// The scene presence that this animator applies to
        /// </value>
        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();            
        }
        
        /// <summary>
        /// The movement animation is reserved for "main" animations
        /// that are mutually exclusive, e.g. flying and sitting.
        /// </summary>
        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();
                }
            }
        }

        /// <summary>
        /// This method determines the proper movement related animation
        /// </summary>
        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;
        }        

        /// <summary>
        /// Update the movement animation of this avatar according to its current state
        /// </summary>
        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;
        }        

        /// <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_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);
        }

        /// <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);
        }        
    }
}