From 2a5d38a5803d1e57d8229c3d6faf3ecefcc35d78 Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Mon, 6 Apr 2009 10:44:41 +0000 Subject: [PATCH] Thank you, Intimidated, for a patch too fix the movement animation handling Fixes Mantis #3413 --- .../Region/Framework/Scenes/ScenePresence.cs | 226 ++++++++++++++---- bin/data/avataranimations.xml | 2 +- 2 files changed, 184 insertions(+), 44 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index db83cb01cf..915b202903 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -117,6 +117,11 @@ namespace OpenSim.Region.Framework.Scenes private bool m_setAlwaysRun; + private string m_movementAnimation = "DEFAULT"; + private long m_animPersistUntil; + private bool m_allowFalling = false; + + private Quaternion m_bodyRot= Quaternion.Identity; public bool IsRestrictedToRegion; @@ -1943,66 +1948,191 @@ namespace OpenSim.Region.Framework.Scenes /// public string GetMovementAnimation() { - if (m_movementflag != 0) + if ((m_animPersistUntil > 0) && (m_animPersistUntil > DateTime.Now.Ticks)) { - // We are moving - if (PhysicsActor != null && PhysicsActor.Flying) + //We don't want our existing state to end yet. + return m_movementAnimation; + + } + else if (m_movementflag != 0) + { + //We're moving + m_allowFalling = true; + if (PhysicsActor.IsColliding) { - return "FLY"; - } - else if (PhysicsActor != null && (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 && - PhysicsActor.IsColliding) - { - if ((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || - (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0) + //And colliding. Can you guess what it is yet? + if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) { - return "CROUCHWALK"; + //Down key is being pressed. + if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) + (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0) + { + return "CROUCHWALK"; + } + else + { + return "CROUCH"; + } + } + else if (m_setAlwaysRun) + { + return "RUN"; } else { - return "CROUCH"; + //If we're prejumping then inhibit this, it's a problem + //caused by a false positive on IsColliding + if (m_movementAnimation == "PREJUMP") + { + return "PREJUMP"; + } + else + { + return "WALK"; + } } - } - else if (PhysicsActor != null && !PhysicsActor.IsColliding && PhysicsActor.Velocity.Z < -2) - { - return "FALLDOWN"; - } - else if (PhysicsActor != null && !PhysicsActor.IsColliding && Velocity.Z > 1e-6 && - (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) - { - return "JUMP"; - } - else if (m_setAlwaysRun) - { - return "RUN"; + } else { - return "WALK"; + //We're not colliding. Colliding isn't cool these days. + if (PhysicsActor.Flying) + { + //Are we moving forwards or backwards? + if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0) + { + //Then we really are flying + if (m_setAlwaysRun) + { + return "FLY"; + } + else + { + return "FLYSLOW"; + } + } + else + { + if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) + { + return "HOVER_UP"; + } + else + { + return "HOVER_DOWN"; + } + } + + } + else if (m_movementAnimation == "JUMP") + { + //If we were already jumping, continue to jump until we collide + return "JUMP"; + + } + else if (m_movementAnimation == "PREJUMP" && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == 0) + { + //If we were in a prejump, and the UP key is no longer being held down + //then we're not going to fly, so we're jumping + return "JUMP"; + + } + else if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) + { + //They're pressing up, so we're either going to fly or jump + return "PREJUMP"; + } + else + { + //If we're moving and not flying and not jumping and not colliding.. + + if (m_movementAnimation == "WALK" || m_movementAnimation == "RUN") + { + //Let's not enter a FALLDOWN state here, since we're probably + //not colliding because we're going down hill. + return m_movementAnimation; + } + //Record the time we enter this state so we know whether to "land" or not + m_animPersistUntil = DateTime.Now.Ticks; + return "FALLDOWN"; + + } } } else { - // We are not moving - if (PhysicsActor != null && !PhysicsActor.IsColliding && PhysicsActor.Velocity.Z < -2 && !PhysicsActor.Flying) + //We're not moving. + if (PhysicsActor.IsColliding) { - return "FALLDOWN"; - } - else if (PhysicsActor != null && !PhysicsActor.IsColliding && Velocity.Z > 6 && !PhysicsActor.Flying) - { - // HACK: We check if Velocity.Z > 6 for this animation in order to avoid false positives during normal movement. - // TODO: set this animation only when on the ground and UP_POS is received? + //But we are colliding. + if (m_movementAnimation == "FALLDOWN") + { + //We're re-using the m_animPersistUntil value here to see how long we've been falling + if ((DateTime.Now.Ticks - m_animPersistUntil) > TimeSpan.TicksPerSecond) + { + //Make sure we don't change state for a bit + m_animPersistUntil = DateTime.Now.Ticks + TimeSpan.TicksPerSecond; + return "LAND"; + } + else + { + //We haven't been falling very long, we were probably just walking down hill + return "STAND"; + } + } + else if (m_movementAnimation == "JUMP" || m_movementAnimation == "HOVER_DOWN") + { + //Make sure we don't change state for a bit + m_animPersistUntil = DateTime.Now.Ticks + (1 * TimeSpan.TicksPerSecond); + return "SOFT_LAND"; + + } + else if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) + { + return "PREJUMP"; + } + else if (PhysicsActor.Flying) + { + m_allowFalling = true; + if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) + { + return "HOVER_UP"; + } + else if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) + { + return "HOVER_DOWN"; + } + else + { + return "HOVER"; + } + } + else + { + return "STAND"; + } - // This is the standing jump - return "JUMP"; - } - else if (PhysicsActor != null && PhysicsActor.Flying) - { - return "HOVER"; } else { - return "STAND"; + //We're not colliding. + if (PhysicsActor.Flying) + { + + return "HOVER"; + + } + else if ((m_movementAnimation == "JUMP" || m_movementAnimation == "PREJUMP") && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == 0) + { + + return "JUMP"; + + } + else + { + //Record the time we enter this state so we know whether to "land" or not + m_animPersistUntil = DateTime.Now.Ticks; + return "FALLDOWN"; + } } } } @@ -2012,8 +2142,18 @@ namespace OpenSim.Region.Framework.Scenes /// protected void UpdateMovementAnimations() { - string animation = GetMovementAnimation(); - TrySetMovementAnimation(animation); + string movementAnimation = GetMovementAnimation(); + + if (movementAnimation == "FALLDOWN" && m_allowFalling == false) + { + movementAnimation = m_movementAnimation; + } + else + { + m_movementAnimation = movementAnimation; + } + + TrySetMovementAnimation(movementAnimation); } /// diff --git a/bin/data/avataranimations.xml b/bin/data/avataranimations.xml index 08eab29033..f90a457159 100644 --- a/bin/data/avataranimations.xml +++ b/bin/data/avataranimations.xml @@ -61,7 +61,7 @@ da020525-4d94-59d6-23d7-81fdebf33148 9f496bd2-589a-709f-16cc-69bf7df1d36c 9c05e5c7-6f07-6ca4-ed5a-b230390c3950 - 666307d9-a860-572d-6fd4-c3ab8865c094 + 666307d9-a860-572d-6fd4-c3ab8865c094 f5fc7433-043d-e819-8298-f519a119b688 7db00ccd-f380-f3ee-439d-61968ec69c8a aec4610c-757f-bc4e-c092-c6e9caf18daf