From 5517e210682b329152e4face3a59945ff6d71c25 Mon Sep 17 00:00:00 2001 From: Melanie Date: Sat, 5 Nov 2011 22:34:36 +0000 Subject: [PATCH] Harmonize with core and remove extraneous comments with no information in them --- .../Scenes/Animation/ScenePresenceAnimator.cs | 144 +++++------------- 1 file changed, 39 insertions(+), 105 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index c39f34f901..68e405ed4b 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -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; /// /// 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"); } /// @@ -165,16 +162,11 @@ TrySetMovementAnimation("STAND"); /// 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()