Harmonize with core and remove extraneous comments with no information in them
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8fb6ae379a
commit
5517e21068
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@ -58,20 +58,18 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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{
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get { return m_movementAnimation; }
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}
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// protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
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protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
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protected string m_movementAnimation = "CROUCH";
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private int m_animTickFall;
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// private int m_animTickJump;
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public int m_animTickJump; // ScenePresence has to see this to control +Z force
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public bool m_jumping = false; // Add for jumping
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public float m_jumpVelocity = 0f; // Add for jumping
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private int m_landing = 0; // Add for jumping
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public bool m_jumping = false;
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public float m_jumpVelocity = 0f;
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private int m_landing = 0;
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public bool Falling
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{
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get { return m_falling; }
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}
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private bool m_falling = false; // Add for falling
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private float m_fallHeight; // Add for falling
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private bool m_falling = false;
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private float m_fallHeight;
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/// <value>
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/// The scene presence that this animator applies to
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@ -133,9 +131,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public void ResetAnimations()
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{
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Console.WriteLine("ResetA.............");
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m_animations.Clear();
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TrySetMovementAnimation("STAND");
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TrySetMovementAnimation("STAND");
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}
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/// <summary>
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@ -165,16 +162,11 @@ TrySetMovementAnimation("STAND");
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/// </summary>
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public string GetMovementAnimation()
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{
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//Console.WriteLine("GMA-------"); //##
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//#@ const float FALL_DELAY = 0.33f;
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const float FALL_DELAY = 800f; //## mS
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//rm for jumping const float PREJUMP_DELAY = 0.25f;
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const float PREJUMP_DELAY = 200f; // mS add for jumping
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const float JUMP_PERIOD = 800f; // mS add for jumping
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const float FALL_DELAY = 800f;
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const float PREJUMP_DELAY = 200f;
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const float JUMP_PERIOD = 800f;
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#region Inputs
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AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
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// m_log.DebugFormat("[ANIM]: Control flags: {0}", controlFlags);
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PhysicsActor actor = m_scenePresence.PhysicsActor;
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// Create forward and left vectors from the current avatar rotation
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@ -196,16 +188,15 @@ TrySetMovementAnimation("STAND");
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// Direction in which the avatar is trying to move
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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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if (heldLeft) { move.X += left.X; move.Y += left.Y; }
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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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if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
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// Is the avatar trying to move?
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// bool moving = (move != Vector3.Zero);
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// rm for jumping bool jumping = m_animTickJump != 0;
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#endregion Inputs
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#region Flying
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@ -214,10 +205,10 @@ TrySetMovementAnimation("STAND");
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{
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m_animTickFall = 0;
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m_animTickJump = 0;
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m_jumping = false; //add for jumping
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m_falling = true; //add for falling
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m_jumpVelocity = 0f; //add for jumping
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actor.Selected = false; //add for jumping flag
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m_jumping = false;
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m_falling = true;
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m_jumpVelocity = 0f;
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actor.Selected = false;
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m_fallHeight = actor.Position.Z; // save latest flying height
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if (move.X != 0f || move.Y != 0f)
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@ -231,10 +222,9 @@ TrySetMovementAnimation("STAND");
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else if (move.Z < 0f)
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{
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if (actor != null && actor.IsColliding)
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{ //##
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//Console.WriteLine("LAND FLYING"); // ##
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{
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return "LAND";
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} //#
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}
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else
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return "HOVER_DOWN";
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}
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@ -248,28 +238,22 @@ TrySetMovementAnimation("STAND");
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#region Falling/Floating/Landing
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// rm for jumping if (actor == null || !actor.IsColliding)
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if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping
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if ((actor == null || !actor.IsColliding) && !m_jumping)
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{
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// rm float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
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float fallElapsed = (float)(Environment.TickCount - m_animTickFall); // add, in mS
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float fallElapsed = (float)(Environment.TickCount - m_animTickFall);
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float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
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//Console.WriteLine("falling t={0} v={1}", fallElapsed, fallVelocity); //##
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// rm for fall if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
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if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true; // add for falling and jumping
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if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true;
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if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) // add for jumping
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// not falling yet or going up
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if (m_animTickFall == 0 || (fallVelocity >= 0.0f))
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{
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// not falling yet, or going up
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// reset start of fall time
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m_animTickFall = Environment.TickCount;
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}
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// else if (!jumping && fallElapsed > FALL_DELAY)
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else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.WasFlying)) // add for falling and jumping
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else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.WasFlying))
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{
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// Falling long enough to trigger the animation
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//Console.WriteLine("FALLDOWN"); //##
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return "FALLDOWN";
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}
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@ -287,12 +271,11 @@ TrySetMovementAnimation("STAND");
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if ((move.Z > 0f) && (!m_jumping))
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{
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//Console.WriteLine("PJ {0}", jumptime); //##
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// Start jumping, prejump
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m_animTickFall = 0;
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m_jumping = true;
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m_falling = false;
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actor.Selected = true; // borrowed for jmping flag
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actor.Selected = true; // borrowed for jumping flag
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m_animTickJump = Environment.TickCount;
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m_jumpVelocity = 0.35f;
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return "PREJUMP";
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@ -302,7 +285,6 @@ TrySetMovementAnimation("STAND");
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{
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if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
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{
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//Console.WriteLine("LA {0}", jumptime); //##
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// end jumping
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m_jumping = false;
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m_falling = false;
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@ -313,14 +295,12 @@ TrySetMovementAnimation("STAND");
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}
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else if (jumptime > JUMP_PERIOD)
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{
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//Console.WriteLine("JD {0}", jumptime); //##
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// jump down
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m_jumpVelocity = 0f;
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return "JUMP";
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}
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else if (jumptime > PREJUMP_DELAY)
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{
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//Console.WriteLine("JU {0}", jumptime); //##
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// jump up
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m_jumping = true;
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m_jumpVelocity = 10f;
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@ -328,7 +308,7 @@ TrySetMovementAnimation("STAND");
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}
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}
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#endregion Jumping // end added section
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#endregion Jumping
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#region Ground Movement
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@ -338,72 +318,36 @@ TrySetMovementAnimation("STAND");
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m_animTickFall = Environment.TickCount;
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// TODO: SOFT_LAND support
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float fallHeight = m_fallHeight - actor.Position.Z;
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//Console.WriteLine("Hit from {0}", fallHeight); //##
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if (fallHeight > 15.0f) // add for falling
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if (fallHeight > 15.0f)
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return "STANDUP";
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else if (fallHeight > 8.0f) // add for falling
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return "SOFT_LAND"; // add for falling
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else // add for falling
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return "LAND"; // add for falling
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else if (fallHeight > 8.0f)
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return "SOFT_LAND";
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else
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return "LAND";
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}
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// rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
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// rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
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// rm for landing return "LAND";
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else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
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{
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int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
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int limit = 1000; // add for jumping
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if(m_movementAnimation == "LAND") limit = 350; // add for jumping
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int landElapsed = Environment.TickCount - m_animTickFall;
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int limit = 1000;
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if(m_movementAnimation == "LAND") limit = 350;
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// NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
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if ((m_animTickFall != 0) && (landElapsed <= limit)) // add for jumping
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if ((m_animTickFall != 0) && (landElapsed <= limit))
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{
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//Console.WriteLine("Lelapse {0}", m_movementAnimation); //##
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return m_movementAnimation;
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}
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else
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{
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//Console.WriteLine("end/STAND"); //##
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m_fallHeight = actor.Position.Z; // save latest flying height
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return "STAND";
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}
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}
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/* This section removed, replaced by jumping section
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m_animTickFall = 0;
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if (move.Z > 0.2f)
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{
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// Jumping
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if (!jumping)
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{
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// Begin prejump
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m_animTickJump = Environment.TickCount;
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return "PREJUMP";
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}
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else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
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{
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// Start actual jump
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if (m_animTickJump == -1)
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{
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// Already jumping! End the current jump
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m_animTickJump = 0;
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return "JUMP";
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}
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m_animTickJump = -1;
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return "JUMP";
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}
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}
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else
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{
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// Not jumping
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m_animTickJump = 0;
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*/
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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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{
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m_fallHeight = actor.Position.Z; // save latest flying height
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m_falling = false; // Add for falling
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m_falling = false;
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// Walking / crouchwalking / running
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if (move.Z < 0f)
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return "CROUCHWALK";
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else
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return "WALK";
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}
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// rm for jumping else
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else if (!m_jumping) // add for jumping
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else if (!m_jumping)
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{
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m_falling = false; // Add for falling
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m_falling = false;
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// Not walking
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if (move.Z < 0)
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return "CROUCH";
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@ -426,10 +369,9 @@ TrySetMovementAnimation("STAND");
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else
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return "STAND";
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}
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// end section realign for jumping
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#endregion Ground Movement
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m_falling = false; // Add for falling
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m_falling = false;
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return m_movementAnimation;
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}
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@ -439,15 +381,7 @@ TrySetMovementAnimation("STAND");
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public void UpdateMovementAnimations()
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{
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m_movementAnimation = GetMovementAnimation();
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/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
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{
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// This was the previous behavior before PREJUMP
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TrySetMovementAnimation("JUMP");
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}
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else
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{ removed for jumping */
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TrySetMovementAnimation(m_movementAnimation);
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// rm for jumping }
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}
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public UUID[] GetAnimationArray()
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