Trigger OnScenePresenceUpdated when the avatar's animations change.
parent
48a175eff7
commit
4d32ca19bf
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@ -92,7 +92,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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GetAnimName(animID), animID, m_scenePresence.Name);
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if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
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{
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SendAnimPack();
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}
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}
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// Called from scripts
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@ -131,7 +133,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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GetAnimName(animID), animID, m_scenePresence.Name);
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if (m_animations.Remove(animID, allowNoDefault))
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{
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SendAnimPack();
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}
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}
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// Called from scripts
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@ -163,8 +167,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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/// The movement animation is reserved for "main" animations
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/// that are mutually exclusive, e.g. flying and sitting.
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/// </summary>
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public void TrySetMovementAnimation(string anim)
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/// <returns>'true' if the animation was updated</returns>
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public bool TrySetMovementAnimation(string anim)
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{
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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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@ -181,6 +187,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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// 16384 is CHANGED_ANIMATION
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m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION});
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SendAnimPack();
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ret = true;
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}
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}
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else
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@ -189,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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"[SCENE PRESENCE ANIMATOR]: Tried to set movement animation {0} on child presence {1}",
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anim, m_scenePresence.Name);
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}
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return ret;
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}
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/// <summary>
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@ -422,8 +430,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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/// <summary>
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/// Update the movement animation of this avatar according to its current state
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/// </summary>
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public void UpdateMovementAnimations()
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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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bool ret = false;
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lock (m_animations)
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{
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string newMovementAnimation = DetermineMovementAnimation();
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@ -437,9 +447,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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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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TrySetMovementAnimation(CurrentMovementAnimation);
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ret = TrySetMovementAnimation(CurrentMovementAnimation);
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}
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}
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return ret;
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}
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public UUID[] GetAnimationArray()
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@ -2039,6 +2039,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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Animator.TrySetMovementAnimation("STAND");
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TriggerScenePresenceUpdated();
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}
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private SceneObjectPart FindNextAvailableSitTarget(UUID targetID)
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@ -2432,6 +2433,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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Animator.TrySetMovementAnimation(sitAnimation);
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SendAvatarDataToAllAgents();
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TriggerScenePresenceUpdated();
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}
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}
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@ -2440,6 +2442,7 @@ namespace OpenSim.Region.Framework.Scenes
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// m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick..
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m_AngularVelocity = Vector3.Zero;
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Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
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TriggerScenePresenceUpdated();
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SitGround = true;
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RemoveFromPhysicalScene();
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}
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@ -2456,11 +2459,13 @@ namespace OpenSim.Region.Framework.Scenes
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public void HandleStartAnim(IClientAPI remoteClient, UUID animID)
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{
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Animator.AddAnimation(animID, UUID.Zero);
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TriggerScenePresenceUpdated();
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}
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public void HandleStopAnim(IClientAPI remoteClient, UUID animID)
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{
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Animator.RemoveAnimation(animID, false);
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TriggerScenePresenceUpdated();
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}
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/// <summary>
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@ -3465,7 +3470,8 @@ namespace OpenSim.Region.Framework.Scenes
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// if (m_updateCount > 0)
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// {
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Animator.UpdateMovementAnimations();
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if (Animator.UpdateMovementAnimations())
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TriggerScenePresenceUpdated();
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// m_updateCount--;
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// }
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