clean up coments, use a even faster XY move request detection

avinationmerge
UbitUmarov 2014-10-01 16:36:06 +01:00
parent 4c8819a143
commit 6d1f1103f3
1 changed files with 19 additions and 65 deletions

View File

@ -201,9 +201,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
bool ret = false; bool ret = false;
if (!m_scenePresence.IsChildAgent) if (!m_scenePresence.IsChildAgent)
{ {
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENE PRESENCE ANIMATOR]: Setting movement animation {0} for {1}", // "[SCENE PRESENCE ANIMATOR]: Setting movement animation {0} for {1}",
// anim, m_scenePresence.Name); // anim, m_scenePresence.Name);
if (aoSitGndAnim != UUID.Zero) if (aoSitGndAnim != UUID.Zero)
{ {
@ -240,9 +240,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
if (m_animations.TrySetDefaultAnimation( if (m_animations.TrySetDefaultAnimation(
anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID)) anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
{ {
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENE PRESENCE ANIMATOR]: Updating movement animation to {0} for {1}", // "[SCENE PRESENCE ANIMATOR]: Updating movement animation to {0} for {1}",
// anim, m_scenePresence.Name); // anim, m_scenePresence.Name);
// 16384 is CHANGED_ANIMATION // 16384 is CHANGED_ANIMATION
m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION }); m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION });
@ -299,26 +299,20 @@ namespace OpenSim.Region.Framework.Scenes.Animation
AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
PhysicsActor actor = m_scenePresence.PhysicsActor; PhysicsActor actor = m_scenePresence.PhysicsActor;
const AgentManager.ControlFlags ANYXYMASK = (
// there is no point on having this meaningless movement values, much less in world coordenates AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS |
// situation may change if vertical Axis of avatar is allowed to rotate. AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG |
// then jumping etc will need some care AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS |
AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG
// Create forward and left vectors from the current avatar rotation );
/* yes matrix are better, but getting it from the Quaternion will kill the advantage
Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_scenePresence.Rotation);
Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix);
Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
*/
// there is still a better way
// Vector3 fwd = Vector3.UnitX * m_scenePresence.Rotation;
// Vector3 left = Vector3.UnitY * m_scenePresence.Rotation;
// Check control flags // Check control flags
/* not in use
bool heldForward = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)) != 0); bool heldForward = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)) != 0);
bool heldBack = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG)) != 0); bool heldBack = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG)) != 0);
bool heldLeft = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS)) != 0); bool heldLeft = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS)) != 0);
bool heldRight = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG)) != 0); bool heldRight = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG)) != 0);
*/
bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
// bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS)) != 0); // bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS)) != 0);
@ -328,27 +322,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
//bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
//bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK;
bool heldOnXY = (heldForward || heldBack || heldLeft || heldRight); bool heldOnXY = ((controlFlags & ANYXYMASK) != 0);
if (heldOnXY || heldUp || heldDown) if (heldOnXY || heldUp || heldDown)
{ {
heldTurnLeft = false; heldTurnLeft = false;
heldTurnRight = false; heldTurnRight = false;
} }
// 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; }
*/
// Is the avatar trying to move?
// bool moving = (move != Vector3.Zero);
#endregion Inputs #endregion Inputs
// no physics actor case // no physics actor case
@ -357,7 +337,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
// well what to do? // well what to do?
currentControlState = motionControlStates.onsurface; currentControlState = motionControlStates.onsurface;
// if (move.X != 0f || move.Y != 0f)
if (heldOnXY) if (heldOnXY)
return "WALK"; return "WALK";
@ -377,18 +356,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
currentControlState = motionControlStates.flying; currentControlState = motionControlStates.flying;
// if (move.X != 0f || move.Y != 0f)
if (heldOnXY) if (heldOnXY)
{ {
return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY"); return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY");
} }
// else if (move.Z > 0f)
else if (heldUp) else if (heldUp)
{ {
return "HOVER_UP"; return "HOVER_UP";
} }
// else if (move.Z < 0f)
else if (heldDown) else if (heldDown)
{ {
if (isColliding) if (isColliding)
@ -444,7 +419,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
} }
// Check if the user has stopped walking just now // Check if the user has stopped walking just now
// if (CurrentMovementAnimation == "WALK" && move == Vector3.Zero))
if (CurrentMovementAnimation == "WALK" && !heldOnXY && !heldDown && !heldUp) if (CurrentMovementAnimation == "WALK" && !heldOnXY && !heldDown && !heldUp)
return "STAND"; return "STAND";
@ -457,7 +431,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
#region Jumping // section added for jumping... #region Jumping // section added for jumping...
// if (isColliding && move.Z > 0f && currentControlState != motionControlStates.jumping)
if (isColliding && heldUp && currentControlState != motionControlStates.jumping) if (isColliding && heldUp && currentControlState != motionControlStates.jumping)
{ {
// Start jumping, prejump // Start jumping, prejump
@ -538,13 +511,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
// next section moved outside paren. and realigned for jumping // next section moved outside paren. and realigned for jumping
// if (move.X != 0f || move.Y != 0f)
if (heldOnXY) if (heldOnXY)
{ {
currentControlState = motionControlStates.onsurface; currentControlState = motionControlStates.onsurface;
Falling = false; Falling = false;
// Walking / crouchwalking / running // Walking / crouchwalking / running
// if (move.Z < 0f)
if (heldDown) if (heldDown)
{ {
return "CROUCHWALK"; return "CROUCHWALK";
@ -564,7 +535,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
currentControlState = motionControlStates.onsurface; currentControlState = motionControlStates.onsurface;
Falling = false; Falling = false;
// Not walking // Not walking
// if (move.Z < 0)
if(heldDown) if(heldDown)
return "CROUCH"; return "CROUCH";
else if (heldTurnLeft) else if (heldTurnLeft)
@ -595,9 +565,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
{ {
CurrentMovementAnimation = newMovementAnimation; CurrentMovementAnimation = newMovementAnimation;
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()", // "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()",
// CurrentMovementAnimation, m_scenePresence.Name); // CurrentMovementAnimation, m_scenePresence.Name);
// Only set it if it's actually changed, give a script // Only set it if it's actually changed, give a script
// a chance to stop a default animation // a chance to stop a default animation
@ -701,22 +671,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
/// <param name="objectIDs"></param> /// <param name="objectIDs"></param>
public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs) public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs)
{ {
/*
if (m_scenePresence.IsChildAgent)
return;
// m_log.DebugFormat(
// "[SCENE PRESENCE ANIMATOR]: Sending anim pack with animations '{0}', sequence '{1}', uuids '{2}'",
// string.Join(",", Array.ConvertAll<UUID, string>(animations, a => a.ToString())),
// string.Join(",", Array.ConvertAll<int, string>(seqs, s => s.ToString())),
// string.Join(",", Array.ConvertAll<UUID, string>(objectIDs, o => o.ToString())));
m_scenePresence.Scene.ForEachClient(
delegate(IClientAPI client)
{
client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs);
});
*/
m_scenePresence.SendAnimPack(animations, seqs, objectIDs); m_scenePresence.SendAnimPack(animations, seqs, objectIDs);
} }