diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 7420134ea0..c4f402158e 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -130,12 +130,14 @@ namespace OpenSim.Region.Framework.Scenes private bool m_setAlwaysRun; private string m_movementAnimation = "DEFAULT"; - private long m_animPersistUntil = 0; - private bool m_allowFalling = false; - private bool m_useFlySlow = false; - private bool m_usePreJump = false; - private bool m_forceFly = false; - private bool m_flyDisabled = false; + private long m_animPersistUntil; + private int m_animTickFall; + private int m_animTickJump; + private bool m_allowFalling; + private bool m_useFlySlow; + private bool m_usePreJump; + private bool m_forceFly; + private bool m_flyDisabled; private float m_speedModifier = 1.0f; @@ -143,7 +145,7 @@ namespace OpenSim.Region.Framework.Scenes public bool IsRestrictedToRegion; - public string JID = string.Empty; + public string JID = String.Empty; // Agent moves with a PID controller causing a force to be exerted. private bool m_newCoarseLocations = true; @@ -158,43 +160,43 @@ namespace OpenSim.Region.Framework.Scenes private readonly Vector3[] Dir_Vectors = new Vector3[6]; // Position of agent's camera in world (region cordinates) - protected Vector3 m_CameraCenter = Vector3.Zero; - protected Vector3 m_lastCameraCenter = Vector3.Zero; + protected Vector3 m_CameraCenter; + protected Vector3 m_lastCameraCenter; protected Timer m_reprioritization_timer; - protected bool m_reprioritizing = false; - protected bool m_reprioritization_called = false; + protected bool m_reprioritizing; + protected bool m_reprioritization_called; // Use these three vectors to figure out what the agent is looking at // Convert it to a Matrix and/or Quaternion - protected Vector3 m_CameraAtAxis = Vector3.Zero; - protected Vector3 m_CameraLeftAxis = Vector3.Zero; - protected Vector3 m_CameraUpAxis = Vector3.Zero; + protected Vector3 m_CameraAtAxis; + protected Vector3 m_CameraLeftAxis; + protected Vector3 m_CameraUpAxis; private uint m_AgentControlFlags; private Quaternion m_headrotation = Quaternion.Identity; private byte m_state; //Reuse the Vector3 instead of creating a new one on the UpdateMovement method - private Vector3 movementvector = Vector3.Zero; + private Vector3 movementvector; private bool m_autopilotMoving; - private Vector3 m_autoPilotTarget = Vector3.Zero; + private Vector3 m_autoPilotTarget; private bool m_sitAtAutoTarget; private string m_nextSitAnimation = String.Empty; //PauPaw:Proper PID Controler for autopilot************ private bool m_moveToPositionInProgress; - private Vector3 m_moveToPositionTarget = Vector3.Zero; + private Vector3 m_moveToPositionTarget; - private bool m_followCamAuto = false; + private bool m_followCamAuto; - private int m_movementUpdateCount = 0; + private int m_movementUpdateCount; private const int NumMovementsBetweenRayCast = 5; - private bool CameraConstraintActive = false; - //private int m_moveToPositionStateStatus = 0; + private bool CameraConstraintActive; + //private int m_moveToPositionStateStatus; //***************************************************** // Agent's Draw distance. @@ -444,7 +446,7 @@ namespace OpenSim.Region.Framework.Scenes } m_pos = value; - m_parentPosition = new Vector3(0, 0, 0); + m_parentPosition = Vector3.Zero; } } @@ -457,22 +459,21 @@ namespace OpenSim.Region.Framework.Scenes { PhysicsActor actor = m_physicsActor; if (actor != null) - m_velocity = m_physicsActor.Velocity; + m_velocity = actor.Velocity; return m_velocity; } set { //m_log.DebugFormat("In {0} setting velocity of {1} to {2}", m_scene.RegionInfo.RegionName, Name, value); - - if (m_physicsActor != null) + + PhysicsActor actor = m_physicsActor; + if (actor != null) { try { lock (m_scene.SyncRoot) - { - m_physicsActor.Velocity = value; - } + actor.Velocity = value; } catch (Exception e) { @@ -934,7 +935,7 @@ namespace OpenSim.Region.Framework.Scenes isFlying = m_physicsActor.Flying; RemoveFromPhysicalScene(); - Velocity = new Vector3(0, 0, 0); + Velocity = Vector3.Zero; AbsolutePosition = pos; AddToPhysicalScene(isFlying); if (m_appearance != null) @@ -982,12 +983,13 @@ namespace OpenSim.Region.Framework.Scenes if (m_avHeight != 127.0f) { - AbsolutePosition = AbsolutePosition + new Vector3(0, 0, (m_avHeight / 6f)); + AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (m_avHeight / 6f)); } else { - AbsolutePosition = AbsolutePosition + new Vector3(0, 0, (1.56f / 6f)); + AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); } + TrySetMovementAnimation("LAND"); SendFullUpdateToAllClients(); } @@ -1534,7 +1536,7 @@ namespace OpenSim.Region.Framework.Scenes if (part != null) { AbsolutePosition = part.AbsolutePosition; - Velocity = new Vector3(0, 0, 0); + Velocity = Vector3.Zero; SendFullUpdateToAllClients(); //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); @@ -1851,7 +1853,7 @@ namespace OpenSim.Region.Framework.Scenes } m_parentID = m_requestedSitTargetID; - Velocity = new Vector3(0, 0, 0); + Velocity = Vector3.Zero; RemoveFromPhysicalScene(); TrySetMovementAnimation(sitAnimation); @@ -2008,7 +2010,7 @@ namespace OpenSim.Region.Framework.Scenes protected void TrySetMovementAnimation(string anim) { //m_log.DebugFormat("Updating movement animation to {0}", anim); - + if (!m_isChildAgent) { if (m_animations.TrySetDefaultAnimation(anim, m_controllingClient.NextAnimationSequenceNumber, UUID.Zero)) @@ -2239,12 +2241,176 @@ namespace OpenSim.Region.Framework.Scenes } } + public string GetMovementAnimation2() + { + const float FALL_DELAY = 0.33f; + const float PREJUMP_DELAY = 0.25f; + + m_allowFalling = true; + + AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_AgentControlFlags; + PhysicsActor actor = m_physicsActor; + + // Create forward and left vectors from the current avatar rotation + Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_bodyRot); + 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; + 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; + + #region Flying + + if (actor != null && actor.Flying) + { + m_animTickFall = 0; + m_animTickJump = 0; + + if (move.X != 0f || move.Y != 0f) + { + return (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; + + if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && actor.Velocity.Z >= 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 (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_setAlwaysRun) + return "RUN"; + else + return "WALK"; + } + else + { + // Not walking + if (move.Z < 0f) + return "CROUCH"; + else + return "STAND"; + } + } + + #endregion Ground Movement + + return m_movementAnimation; + } + /// /// Update the movement animation of this avatar according to its current state /// protected void UpdateMovementAnimations() { - string movementAnimation = GetMovementAnimation(); + string movementAnimation = GetMovementAnimation2(); if (movementAnimation == "FALLDOWN" && m_allowFalling == false) { @@ -2367,7 +2533,8 @@ namespace OpenSim.Region.Framework.Scenes if (m_isChildAgent == false) { - Vector3 velocity = (m_physicsActor != null) ? m_physicsActor.Velocity : Vector3.Zero; + PhysicsActor actor = m_physicsActor; + Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero; // Throw away duplicate or insignificant updates if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||