Thank you, Intimidated, for a patch too fix the movement animation handling

Fixes Mantis #3413
0.6.5-rc1
Melanie Thielker 2009-04-06 10:44:41 +00:00
parent 9e51c2db95
commit 2a5d38a580
2 changed files with 184 additions and 44 deletions

View File

@ -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;
@ -1943,18 +1948,23 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public string GetMovementAnimation()
{
if (m_movementflag != 0)
if ((m_animPersistUntil > 0) && (m_animPersistUntil > DateTime.Now.Ticks))
{
// We are moving
if (PhysicsActor != null && PhysicsActor.Flying)
{
return "FLY";
//We don't want our existing state to end yet.
return m_movementAnimation;
}
else if (PhysicsActor != null && (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 &&
PhysicsActor.IsColliding)
else if (m_movementflag != 0)
{
if ((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 ||
(m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0)
//We're moving
m_allowFalling = true;
if (PhysicsActor.IsColliding)
{
//And colliding. Can you guess what it is yet?
if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)
{
//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";
}
@ -1963,47 +1973,167 @@ namespace OpenSim.Region.Framework.Scenes
return "CROUCH";
}
}
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
{
//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
{
//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
{
// We are not moving
if (PhysicsActor != null && !PhysicsActor.IsColliding && PhysicsActor.Velocity.Z < -2 && !PhysicsActor.Flying)
if ((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
{
return "FALLDOWN";
return "HOVER_UP";
}
else if (PhysicsActor != null && !PhysicsActor.IsColliding && Velocity.Z > 6 && !PhysicsActor.Flying)
else
{
// 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?
return "HOVER_DOWN";
}
}
// This is the standing jump
return "JUMP";
}
else if (PhysicsActor != null && PhysicsActor.Flying)
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're not moving.
if (PhysicsActor.IsColliding)
{
//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";
}
}
else
{
//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
/// </summary>
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);
}
/// <summary>

View File

@ -61,7 +61,7 @@
<animation name="EXPRESS_WINK_EMOTE" state="">da020525-4d94-59d6-23d7-81fdebf33148</animation>
<animation name="EXPRESS_WORRY" state="">9f496bd2-589a-709f-16cc-69bf7df1d36c</animation>
<animation name="EXPRESS_WORRY_EMOTE" state="">9c05e5c7-6f07-6ca4-ed5a-b230390c3950</animation>
<animation name="FALLDOWN" state="">666307d9-a860-572d-6fd4-c3ab8865c094</animation>
<animation name="FALLDOWN" state="Falling">666307d9-a860-572d-6fd4-c3ab8865c094</animation>
<animation name="FEMALE_WALK" state="Walking">f5fc7433-043d-e819-8298-f519a119b688</animation>
<animation name="FIST_PUMP" state="">7db00ccd-f380-f3ee-439d-61968ec69c8a</animation>
<animation name="FLY" state="Flying">aec4610c-757f-bc4e-c092-c6e9caf18daf</animation>