Harmonize with core and remove extraneous comments with no information in them

avinationmerge
Melanie 2011-11-05 22:34:36 +00:00
parent 8fb6ae379a
commit 5517e21068
1 changed files with 39 additions and 105 deletions

View File

@ -58,20 +58,18 @@ namespace OpenSim.Region.Framework.Scenes.Animation
{
get { return m_movementAnimation; }
}
// protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
protected string m_movementAnimation = "CROUCH";
private int m_animTickFall;
// private int m_animTickJump;
public int m_animTickJump; // ScenePresence has to see this to control +Z force
public bool m_jumping = false; // Add for jumping
public float m_jumpVelocity = 0f; // Add for jumping
private int m_landing = 0; // Add for jumping
public bool m_jumping = false;
public float m_jumpVelocity = 0f;
private int m_landing = 0;
public bool Falling
{
get { return m_falling; }
}
private bool m_falling = false; // Add for falling
private float m_fallHeight; // Add for falling
private bool m_falling = false;
private float m_fallHeight;
/// <value>
/// The scene presence that this animator applies to
@ -133,9 +131,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
public void ResetAnimations()
{
Console.WriteLine("ResetA.............");
m_animations.Clear();
TrySetMovementAnimation("STAND");
TrySetMovementAnimation("STAND");
}
/// <summary>
@ -165,16 +162,11 @@ TrySetMovementAnimation("STAND");
/// </summary>
public string GetMovementAnimation()
{
//Console.WriteLine("GMA-------"); //##
//#@ const float FALL_DELAY = 0.33f;
const float FALL_DELAY = 800f; //## mS
//rm for jumping const float PREJUMP_DELAY = 0.25f;
const float PREJUMP_DELAY = 200f; // mS add for jumping
const float JUMP_PERIOD = 800f; // mS add for jumping
const float FALL_DELAY = 800f;
const float PREJUMP_DELAY = 200f;
const float JUMP_PERIOD = 800f;
#region Inputs
AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
// m_log.DebugFormat("[ANIM]: Control flags: {0}", controlFlags);
PhysicsActor actor = m_scenePresence.PhysicsActor;
// Create forward and left vectors from the current avatar rotation
@ -196,16 +188,15 @@ TrySetMovementAnimation("STAND");
// 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; }
if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
// Is the avatar trying to move?
// bool moving = (move != Vector3.Zero);
// rm for jumping bool jumping = m_animTickJump != 0;
#endregion Inputs
#region Flying
@ -214,10 +205,10 @@ TrySetMovementAnimation("STAND");
{
m_animTickFall = 0;
m_animTickJump = 0;
m_jumping = false; //add for jumping
m_falling = true; //add for falling
m_jumpVelocity = 0f; //add for jumping
actor.Selected = false; //add for jumping flag
m_jumping = false;
m_falling = true;
m_jumpVelocity = 0f;
actor.Selected = false;
m_fallHeight = actor.Position.Z; // save latest flying height
if (move.X != 0f || move.Y != 0f)
@ -231,10 +222,9 @@ TrySetMovementAnimation("STAND");
else if (move.Z < 0f)
{
if (actor != null && actor.IsColliding)
{ //##
//Console.WriteLine("LAND FLYING"); // ##
{
return "LAND";
} //#
}
else
return "HOVER_DOWN";
}
@ -248,28 +238,22 @@ TrySetMovementAnimation("STAND");
#region Falling/Floating/Landing
// rm for jumping if (actor == null || !actor.IsColliding)
if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping
if ((actor == null || !actor.IsColliding) && !m_jumping)
{
// rm float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
float fallElapsed = (float)(Environment.TickCount - m_animTickFall); // add, in mS
float fallElapsed = (float)(Environment.TickCount - m_animTickFall);
float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
//Console.WriteLine("falling t={0} v={1}", fallElapsed, fallVelocity); //##
// rm for fall if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true; // add for falling and jumping
if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true;
if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) // add for jumping
// not falling yet or going up
if (m_animTickFall == 0 || (fallVelocity >= 0.0f))
{
// not falling yet, or going up
// reset start of fall time
m_animTickFall = Environment.TickCount;
}
// else if (!jumping && fallElapsed > FALL_DELAY)
else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.WasFlying)) // add for falling and jumping
else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.WasFlying))
{
// Falling long enough to trigger the animation
//Console.WriteLine("FALLDOWN"); //##
return "FALLDOWN";
}
@ -287,12 +271,11 @@ TrySetMovementAnimation("STAND");
if ((move.Z > 0f) && (!m_jumping))
{
//Console.WriteLine("PJ {0}", jumptime); //##
// Start jumping, prejump
m_animTickFall = 0;
m_jumping = true;
m_falling = false;
actor.Selected = true; // borrowed for jmping flag
actor.Selected = true; // borrowed for jumping flag
m_animTickJump = Environment.TickCount;
m_jumpVelocity = 0.35f;
return "PREJUMP";
@ -302,7 +285,6 @@ TrySetMovementAnimation("STAND");
{
if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
{
//Console.WriteLine("LA {0}", jumptime); //##
// end jumping
m_jumping = false;
m_falling = false;
@ -313,14 +295,12 @@ TrySetMovementAnimation("STAND");
}
else if (jumptime > JUMP_PERIOD)
{
//Console.WriteLine("JD {0}", jumptime); //##
// jump down
m_jumpVelocity = 0f;
return "JUMP";
}
else if (jumptime > PREJUMP_DELAY)
{
//Console.WriteLine("JU {0}", jumptime); //##
// jump up
m_jumping = true;
m_jumpVelocity = 10f;
@ -328,7 +308,7 @@ TrySetMovementAnimation("STAND");
}
}
#endregion Jumping // end added section
#endregion Jumping
#region Ground Movement
@ -338,72 +318,36 @@ TrySetMovementAnimation("STAND");
m_animTickFall = Environment.TickCount;
// TODO: SOFT_LAND support
float fallHeight = m_fallHeight - actor.Position.Z;
//Console.WriteLine("Hit from {0}", fallHeight); //##
if (fallHeight > 15.0f) // add for falling
if (fallHeight > 15.0f)
return "STANDUP";
else if (fallHeight > 8.0f) // add for falling
return "SOFT_LAND"; // add for falling
else // add for falling
return "LAND"; // add for falling
else if (fallHeight > 8.0f)
return "SOFT_LAND";
else
return "LAND";
}
// rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
// rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
// rm for landing return "LAND";
else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
{
int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
int limit = 1000; // add for jumping
if(m_movementAnimation == "LAND") limit = 350; // add for jumping
int landElapsed = Environment.TickCount - m_animTickFall;
int limit = 1000;
if(m_movementAnimation == "LAND") limit = 350;
// NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
if ((m_animTickFall != 0) && (landElapsed <= limit)) // add for jumping
if ((m_animTickFall != 0) && (landElapsed <= limit))
{
//Console.WriteLine("Lelapse {0}", m_movementAnimation); //##
return m_movementAnimation;
}
else
{
//Console.WriteLine("end/STAND"); //##
m_fallHeight = actor.Position.Z; // save latest flying height
return "STAND";
}
}
/* This section removed, replaced by jumping section
m_animTickFall = 0;
if (move.Z > 0.2f)
{
// Jumping
if (!jumping)
{
// Begin prejump
m_animTickJump = Environment.TickCount;
return "PREJUMP";
}
else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
{
// 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;
*/
// next section moved outside paren. and realigned for jumping
if (move.X != 0f || move.Y != 0f)
{
m_fallHeight = actor.Position.Z; // save latest flying height
m_falling = false; // Add for falling
m_falling = false;
// Walking / crouchwalking / running
if (move.Z < 0f)
return "CROUCHWALK";
@ -412,10 +356,9 @@ TrySetMovementAnimation("STAND");
else
return "WALK";
}
// rm for jumping else
else if (!m_jumping) // add for jumping
else if (!m_jumping)
{
m_falling = false; // Add for falling
m_falling = false;
// Not walking
if (move.Z < 0)
return "CROUCH";
@ -426,10 +369,9 @@ TrySetMovementAnimation("STAND");
else
return "STAND";
}
// end section realign for jumping
#endregion Ground Movement
m_falling = false; // Add for falling
m_falling = false;
return m_movementAnimation;
}
@ -439,15 +381,7 @@ TrySetMovementAnimation("STAND");
public void UpdateMovementAnimations()
{
m_movementAnimation = GetMovementAnimation();
/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
{
// This was the previous behavior before PREJUMP
TrySetMovementAnimation("JUMP");
}
else
{ removed for jumping */
TrySetMovementAnimation(m_movementAnimation);
// rm for jumping }
TrySetMovementAnimation(m_movementAnimation);
}
public UUID[] GetAnimationArray()