Harmonize with core and remove extraneous comments with no information in them
parent
8fb6ae379a
commit
5517e21068
|
@ -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
|
||||
|
@ -133,7 +131,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
|
||||
public void ResetAnimations()
|
||||
{
|
||||
Console.WriteLine("ResetA.............");
|
||||
m_animations.Clear();
|
||||
TrySetMovementAnimation("STAND");
|
||||
}
|
||||
|
@ -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 }
|
||||
}
|
||||
|
||||
public UUID[] GetAnimationArray()
|
||||
|
|
Loading…
Reference in New Issue