Fixed animation sequencing: SitHere, Falling, Stand/Walk etc. Login Init
Av Animation at Stand.avinationmerge
parent
31827b0286
commit
32c464ad1f
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@ -53,8 +53,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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{
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get { return m_movementAnimation; }
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}
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protected string m_movementAnimation = "DEFAULT";
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// protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
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protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
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private int m_animTickFall;
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private int m_animTickJump;
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@ -123,17 +123,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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/// </summary>
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public void TrySetMovementAnimation(string anim)
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{
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//m_log.DebugFormat("Updating movement animation to {0}", anim);
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//Console.WriteLine("Updating movement animation to {0}", anim);
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if (!m_scenePresence.IsChildAgent)
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{
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if (m_animations.TrySetDefaultAnimation(
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anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero))
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{
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//Console.WriteLine("TSMA {0} success.", anim);
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// 16384 is CHANGED_ANIMATION
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m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 });
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SendAnimPack();
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}
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else
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{
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//Console.WriteLine("TSMA {0} fail.", anim);
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}
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}
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}
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@ -313,7 +318,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public void UpdateMovementAnimations()
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{
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m_movementAnimation = GetMovementAnimation();
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//Console.WriteLine("UMA got {0}", m_movementAnimation);
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if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
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{
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// This was the previous behavior before PREJUMP
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@ -445,4 +450,4 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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SendAnimPack(animIDs, sequenceNums, objectIDs);
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}
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}
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}
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}
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@ -90,6 +90,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// issue #1716
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/// </summary>
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// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
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// Value revised by KF 091121 by comparison with SL.
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private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
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public UUID currentParcelUUID = UUID.Zero;
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@ -205,6 +206,9 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_followCamAuto;
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private int m_movementUpdateCount;
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private int m_lastColCount = -1; //KF: Look for Collision chnages
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private int m_updateCount = 0; //KF: Update Anims for a while
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private static readonly int UPDATE_COUNT = 10; // how many frames to update for
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private const int NumMovementsBetweenRayCast = 5;
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@ -662,9 +666,7 @@ namespace OpenSim.Region.Framework.Scenes
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AdjustKnownSeeds();
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// TODO: I think, this won't send anything, as we are still a child here...
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Animator.TrySetMovementAnimation("STAND");
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Animator.TrySetMovementAnimation("STAND");
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// we created a new ScenePresence (a new child agent) in a fresh region.
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// Request info about all the (root) agents in this region
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// Note: This won't send data *to* other clients in that region (children don't send)
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@ -1018,7 +1020,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f));
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}
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m_updateCount = UPDATE_COUNT; //KF: Trigger Anim updates to catch falling anim.
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ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
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AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient)));
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}
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@ -1266,9 +1270,7 @@ namespace OpenSim.Region.Framework.Scenes
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if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
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{
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// TODO: This doesn't prevent the user from walking yet.
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// Setting parent ID would fix this, if we knew what value
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// to use. Or we could add a m_isSitting variable.
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m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
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Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
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}
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@ -1926,7 +1928,6 @@ namespace OpenSim.Region.Framework.Scenes
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public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance)
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{
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// Console.WriteLine("[RAYCASTRESULT]: Hit={0}, Point={1}, ID={2}, Dist={3}", hitYN, collisionPoint, localid, distance);
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if(hitYN)
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{
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// m_pos = Av offset from prim center to make look like on center
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@ -2964,6 +2965,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_updateflag = true;
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Velocity = force;
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m_isNudging = false;
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m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
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}
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}
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}
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@ -3015,19 +3017,29 @@ namespace OpenSim.Region.Framework.Scenes
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// Event called by the physics plugin to tell the avatar about a collision.
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private void PhysicsCollisionUpdate(EventArgs e)
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{
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if (m_updateCount > 0) //KF: Update Anims for a short period. Many Anim
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{ // changes are very asynchronous.
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Animator.UpdateMovementAnimations();
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m_updateCount--;
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}
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if (e == null)
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return;
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//if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
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// The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
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// as of this comment the interval is set in AddToPhysicalScene
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Animator.UpdateMovementAnimations();
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CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
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Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
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CollisionPlane = Vector4.UnitW;
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if (m_lastColCount != coldata.Count)
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{
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m_updateCount = 10;
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m_lastColCount = coldata.Count;
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}
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if (coldata.Count != 0)
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{
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switch (Animator.CurrentMovementAnimation)
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