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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 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, m_scenePresence.UUID))
{
// 16384 is CHANGED_ANIMATION
m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION});
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
if (m_scenePresence.SitGround)
{
return "SIT_GROUND_CONSTRAINED";
}
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) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_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 ((m_animTickFall != 0) && (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();
TrySetMovementAnimation(m_movementAnimation);
}
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_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);
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);
}
public void Close()
{
m_animations = null;
m_scenePresence = null;
}
}
}
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