Added a (xmlIgnored) SitAnimation property to SceneObjectPart. That allows the setting of the name of the animation to be used when a avatar sits on that object. At some point in the future this should be persisted.
So basically simplifies what a lsl script that detects a avatar sitting on a prim, then stopping the sit animation and playing a custom animation, does. Also added another ScenePresence.HandleAgentRequestSit() method , that accepts the name of the sit animation. So that modules can override the animation used, when they are doing a server controlled sit. Started some work on making the stand pose be played as soon as a user logs into a region. Rather than them starting with their arms stretched. This still needs more work0.6.0-stable
parent
f57d1307ab
commit
1c2a0c78d9
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@ -160,6 +160,7 @@ namespace OpenSim.Region.Environment.Scenes
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private string m_sitName = String.Empty;
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private Quaternion m_sitTargetOrientation = Quaternion.Identity;
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private Vector3 m_sitTargetPosition = Vector3.Zero;
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private string m_sitAnimation = "SIT";
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private string m_text = String.Empty;
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private string m_touchName = String.Empty;
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private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
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@ -1017,6 +1018,13 @@ if (m_shape != null) {
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set { _parentUUID = value; }
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}
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[XmlIgnore]
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public string SitAnimation
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{
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get { return m_sitAnimation; }
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set { m_sitAnimation = value; }
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}
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#endregion Public Properties with only Get
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@ -97,6 +97,8 @@ namespace OpenSim.Region.Environment.Scenes
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private uint m_requestedSitTargetID = 0;
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private UUID m_requestedSitTargetUUID = UUID.Zero;
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private bool m_startAnimationSet = false;
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private Vector3 m_requestedSitOffset = new Vector3();
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private Vector3 m_LastFinitePos = new Vector3();
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@ -172,6 +174,8 @@ namespace OpenSim.Region.Environment.Scenes
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private Vector3 m_autoPilotTarget = Vector3.Zero;
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private bool m_sitAtAutoTarget = false;
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private string m_nextSitAnimation = String.Empty;
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// Agent's Draw distance.
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protected float m_DrawDistance = 0f;
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@ -1323,10 +1327,45 @@ namespace OpenSim.Region.Environment.Scenes
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{
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StandUp();
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}
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m_nextSitAnimation = "SIT";
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//SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
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SceneObjectPart part = FindNextAvailableSitTarget(targetID);
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if (part != null)
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{
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if (!String.IsNullOrEmpty(part.SitAnimation))
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{
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m_nextSitAnimation = part.SitAnimation;
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}
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m_requestedSitTargetID = part.LocalId;
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m_requestedSitOffset = offset;
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}
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else
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{
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m_log.Warn("Sit requested on unknown object: " + targetID.ToString());
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}
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SendSitResponse(remoteClient, targetID, offset);
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}
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public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation)
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{
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if (m_parentID != 0)
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{
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StandUp();
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}
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if (!String.IsNullOrEmpty(sitAnimation))
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{
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m_nextSitAnimation = sitAnimation;
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}
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else
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{
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m_nextSitAnimation = "SIT";
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}
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//SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
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SceneObjectPart part = FindNextAvailableSitTarget(targetID);
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if (part != null)
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{
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m_requestedSitTargetID = part.LocalId;
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@ -1340,6 +1379,18 @@ namespace OpenSim.Region.Environment.Scenes
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}
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public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
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{
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if (!String.IsNullOrEmpty(m_nextSitAnimation))
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{
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HandleAgentSit(remoteClient, agentID, m_nextSitAnimation);
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}
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else
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{
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HandleAgentSit(remoteClient, agentID, "SIT");
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}
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}
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public void HandleAgentSit(IClientAPI remoteClient, UUID agentID, string sitAnimation)
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{
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SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
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@ -1381,7 +1432,7 @@ namespace OpenSim.Region.Environment.Scenes
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Velocity = new Vector3(0, 0, 0);
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RemoveFromPhysicalScene();
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TrySetMovementAnimation("SIT");
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TrySetMovementAnimation(sitAnimation);
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SendFullUpdateToAllClients();
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// This may seem stupid, but Our Full updates don't send avatar rotation :P
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// So we're also sending a terse update (which has avatar rotation)
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@ -1897,6 +1948,11 @@ namespace OpenSim.Region.Environment.Scenes
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SendAppearanceToAllOtherAgents();
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SendWearables();
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if (!m_startAnimationSet)
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{
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UpdateMovementAnimations();
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m_startAnimationSet = true;
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}
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}
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public void SetWearable(int wearableId, AvatarWearable wearable)
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