removed useless unreal inworld movement vector estimation. Do animation state using movement control flags only, on avatar frame of reference. This will hold
valid until the up direction is allowed to be diferent from the world one.avinationmerge
parent
49bf83ecb8
commit
4c8819a143
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@ -48,7 +48,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public AnimationSet Animations
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{
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get { return m_animations; }
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get { return m_animations; }
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}
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protected AnimationSet m_animations = new AnimationSet();
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@ -63,7 +63,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public bool m_jumping = false;
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// private int m_landing = 0;
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// private int m_landing = 0;
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/// <summary>
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/// Is the avatar falling?
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@ -113,7 +113,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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if (animID == UUID.Zero)
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return;
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// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", animID, name, m_scenePresence.Name);
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// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", animID, name, m_scenePresence.Name);
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AddAnimation(animID, objectID);
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}
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@ -155,7 +155,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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else
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m_animations.Remove(animID, false);
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}
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if(sendPack)
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if (sendPack)
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SendAnimPack();
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}
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@ -201,9 +201,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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bool ret = false;
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if (!m_scenePresence.IsChildAgent)
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE ANIMATOR]: Setting movement animation {0} for {1}",
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// anim, m_scenePresence.Name);
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// m_log.DebugFormat(
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// "[SCENE PRESENCE ANIMATOR]: Setting movement animation {0} for {1}",
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// anim, m_scenePresence.Name);
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if (aoSitGndAnim != UUID.Zero)
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{
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@ -299,29 +299,44 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
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PhysicsActor actor = m_scenePresence.PhysicsActor;
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// there is no point on having this meaningless movement values, much less in world coordenates
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// situation may change if vertical Axis of avatar is allowed to rotate.
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// then jumping etc will need some care
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// Create forward and left vectors from the current avatar rotation
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Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_scenePresence.Rotation);
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Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix);
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Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
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/* yes matrix are better, but getting it from the Quaternion will kill the advantage
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Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_scenePresence.Rotation);
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Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix);
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Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
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*/
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// there is still a better way
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// Vector3 fwd = Vector3.UnitX * m_scenePresence.Rotation;
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// Vector3 left = Vector3.UnitY * m_scenePresence.Rotation;
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// Check control flags
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bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
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bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
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bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
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bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
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bool heldForward = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)) != 0);
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bool heldBack = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG)) != 0);
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bool heldLeft = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS)) != 0);
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bool heldRight = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG)) != 0);
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bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
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bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
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bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
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bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG;
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// bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS)) != 0);
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// excluded nudge up so it doesn't trigger jump state
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bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS)) != 0);
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bool heldDown = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG)) != 0);
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//bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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//bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK;
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if (heldForward || heldBack || heldLeft || heldRight || heldUp || heldDown)
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bool heldOnXY = (heldForward || heldBack || heldLeft || heldRight);
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if (heldOnXY || heldUp || heldDown)
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{
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heldTurnLeft = false;
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heldTurnRight = false;
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}
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// Direction in which the avatar is trying to move
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/*
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Vector3 move = Vector3.Zero;
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if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
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if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; }
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@ -329,9 +344,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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if (heldRight) { move.X -= left.X; move.Y -= left.Y; }
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if (heldUp) { move.Z += 1; }
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if (heldDown) { move.Z -= 1; }
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*/
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// Is the avatar trying to move?
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// bool moving = (move != Vector3.Zero);
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// bool moving = (move != Vector3.Zero);
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#endregion Inputs
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// no physics actor case
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@ -340,13 +357,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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// well what to do?
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currentControlState = motionControlStates.onsurface;
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if (move.X != 0f || move.Y != 0f)
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// if (move.X != 0f || move.Y != 0f)
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if (heldOnXY)
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return "WALK";
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return "STAND";
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}
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#region Flying
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bool isColliding = actor.IsColliding;
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@ -360,15 +377,19 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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currentControlState = motionControlStates.flying;
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if (move.X != 0f || move.Y != 0f)
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// if (move.X != 0f || move.Y != 0f)
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if (heldOnXY)
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{
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return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY");
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}
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else if (move.Z > 0f)
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// else if (move.Z > 0f)
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else if (heldUp)
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{
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return "HOVER_UP";
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}
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else if (move.Z < 0f)
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// else if (move.Z < 0f)
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else if (heldDown)
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{
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if (isColliding)
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{
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@ -423,7 +444,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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}
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// Check if the user has stopped walking just now
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if (CurrentMovementAnimation == "WALK" && (move == Vector3.Zero))
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// if (CurrentMovementAnimation == "WALK" && move == Vector3.Zero))
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if (CurrentMovementAnimation == "WALK" && !heldOnXY && !heldDown && !heldUp)
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return "STAND";
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return CurrentMovementAnimation;
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@ -435,8 +457,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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#region Jumping // section added for jumping...
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if (isColliding && move.Z > 0f && currentControlState != motionControlStates.jumping)
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{
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// if (isColliding && move.Z > 0f && currentControlState != motionControlStates.jumping)
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if (isColliding && heldUp && currentControlState != motionControlStates.jumping)
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{
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// Start jumping, prejump
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currentControlState = motionControlStates.jumping;
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m_jumping = true;
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@ -481,7 +504,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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currentControlState = motionControlStates.landing;
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m_animTickLand = Environment.TickCount;
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// TODO: SOFT_LAND support
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float fallVsq =m_lastFallVelocity*m_lastFallVelocity;
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float fallVsq = m_lastFallVelocity * m_lastFallVelocity;
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if (fallVsq > 300f) // aprox 20*h
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return "STANDUP";
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else if (fallVsq > 160f)
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@ -514,12 +537,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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// next section moved outside paren. and realigned for jumping
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if (move.X != 0f || move.Y != 0f)
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// if (move.X != 0f || move.Y != 0f)
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if (heldOnXY)
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{
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currentControlState = motionControlStates.onsurface;
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Falling = false;
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// Walking / crouchwalking / running
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if (move.Z < 0f)
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// if (move.Z < 0f)
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if (heldDown)
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{
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return "CROUCHWALK";
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}
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@ -538,7 +564,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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currentControlState = motionControlStates.onsurface;
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Falling = false;
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// Not walking
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if (move.Z < 0)
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// if (move.Z < 0)
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if(heldDown)
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return "CROUCH";
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else if (heldTurnLeft)
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return "TURNLEFT";
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@ -558,7 +585,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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/// <returns>'true' if the animation was changed</returns>
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public bool UpdateMovementAnimations()
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{
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// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Updating movement animations for {0}", m_scenePresence.Name);
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// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Updating movement animations for {0}", m_scenePresence.Name);
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bool ret = false;
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lock (m_animations)
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@ -568,9 +595,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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{
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CurrentMovementAnimation = newMovementAnimation;
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// m_log.DebugFormat(
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// "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()",
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// CurrentMovementAnimation, m_scenePresence.Name);
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// m_log.DebugFormat(
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// "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()",
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// CurrentMovementAnimation, m_scenePresence.Name);
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// Only set it if it's actually changed, give a script
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// a chance to stop a default animation
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@ -612,13 +639,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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int rnditerations = 3;
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BinBVHAnimation anim = new BinBVHAnimation();
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List<string> parts = new List<string>();
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parts.Add("mPelvis");parts.Add("mHead");parts.Add("mTorso");
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parts.Add("mHipLeft");parts.Add("mHipRight");parts.Add("mHipLeft");parts.Add("mKneeLeft");
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parts.Add("mKneeRight");parts.Add("mCollarLeft");parts.Add("mCollarRight");parts.Add("mNeck");
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parts.Add("mElbowLeft");parts.Add("mElbowRight");parts.Add("mWristLeft");parts.Add("mWristRight");
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parts.Add("mShoulderLeft");parts.Add("mShoulderRight");parts.Add("mAnkleLeft");parts.Add("mAnkleRight");
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parts.Add("mEyeRight");parts.Add("mChest");parts.Add("mToeLeft");parts.Add("mToeRight");
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parts.Add("mFootLeft");parts.Add("mFootRight");parts.Add("mEyeLeft");
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parts.Add("mPelvis"); parts.Add("mHead"); parts.Add("mTorso");
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parts.Add("mHipLeft"); parts.Add("mHipRight"); parts.Add("mHipLeft"); parts.Add("mKneeLeft");
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parts.Add("mKneeRight"); parts.Add("mCollarLeft"); parts.Add("mCollarRight"); parts.Add("mNeck");
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parts.Add("mElbowLeft"); parts.Add("mElbowRight"); parts.Add("mWristLeft"); parts.Add("mWristRight");
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parts.Add("mShoulderLeft"); parts.Add("mShoulderRight"); parts.Add("mAnkleLeft"); parts.Add("mAnkleRight");
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parts.Add("mEyeRight"); parts.Add("mChest"); parts.Add("mToeLeft"); parts.Add("mToeRight");
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parts.Add("mFootLeft"); parts.Add("mFootRight"); parts.Add("mEyeLeft");
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anim.HandPose = 1;
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anim.InPoint = 0;
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anim.OutPoint = (rnditerations * .10f);
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@ -642,12 +669,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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for (int i = 0; i < rnditerations; i++)
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{
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anim.Joints[j].rotationkeys[i] = new binBVHJointKey();
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anim.Joints[j].rotationkeys[i].time = (i*.10f);
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anim.Joints[j].rotationkeys[i].key_element.X = ((float) rnd.NextDouble()*2 - 1);
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anim.Joints[j].rotationkeys[i].key_element.Y = ((float) rnd.NextDouble()*2 - 1);
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anim.Joints[j].rotationkeys[i].key_element.Z = ((float) rnd.NextDouble()*2 - 1);
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anim.Joints[j].rotationkeys[i].time = (i * .10f);
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anim.Joints[j].rotationkeys[i].key_element.X = ((float)rnd.NextDouble() * 2 - 1);
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anim.Joints[j].rotationkeys[i].key_element.Y = ((float)rnd.NextDouble() * 2 - 1);
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anim.Joints[j].rotationkeys[i].key_element.Z = ((float)rnd.NextDouble() * 2 - 1);
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anim.Joints[j].positionkeys[i] = new binBVHJointKey();
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anim.Joints[j].positionkeys[i].time = (i*.10f);
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anim.Joints[j].positionkeys[i].time = (i * .10f);
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anim.Joints[j].positionkeys[i].key_element.X = 0;
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anim.Joints[j].positionkeys[i].key_element.Y = 0;
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anim.Joints[j].positionkeys[i].key_element.Z = 0;
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@ -674,22 +701,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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/// <param name="objectIDs"></param>
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public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs)
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{
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/*
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if (m_scenePresence.IsChildAgent)
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return;
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/*
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if (m_scenePresence.IsChildAgent)
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return;
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// m_log.DebugFormat(
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// "[SCENE PRESENCE ANIMATOR]: Sending anim pack with animations '{0}', sequence '{1}', uuids '{2}'",
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// string.Join(",", Array.ConvertAll<UUID, string>(animations, a => a.ToString())),
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// string.Join(",", Array.ConvertAll<int, string>(seqs, s => s.ToString())),
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// string.Join(",", Array.ConvertAll<UUID, string>(objectIDs, o => o.ToString())));
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// m_log.DebugFormat(
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// "[SCENE PRESENCE ANIMATOR]: Sending anim pack with animations '{0}', sequence '{1}', uuids '{2}'",
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// string.Join(",", Array.ConvertAll<UUID, string>(animations, a => a.ToString())),
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// string.Join(",", Array.ConvertAll<int, string>(seqs, s => s.ToString())),
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// string.Join(",", Array.ConvertAll<UUID, string>(objectIDs, o => o.ToString())));
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m_scenePresence.Scene.ForEachClient(
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delegate(IClientAPI client)
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{
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client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs);
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});
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*/
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m_scenePresence.Scene.ForEachClient(
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delegate(IClientAPI client)
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{
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client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs);
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});
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*/
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m_scenePresence.SendAnimPack(animations, seqs, objectIDs);
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}
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sequenceNums = null;
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objectIDs = null;
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if(m_animations != null)
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if (m_animations != null)
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m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
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}
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m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
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// SendAnimPack(animIDs, sequenceNums, objectIDs);
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// SendAnimPack(animIDs, sequenceNums, objectIDs);
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m_scenePresence.SendAnimPack(animIDs, sequenceNums, objectIDs);
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}
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