diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index e9e1845d4c..0410150718 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -26,6 +26,7 @@
*/
using System;
+using System.Threading;
using System.Collections.Generic;
using System.Reflection;
using log4net;
@@ -42,7 +43,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
///
public class ScenePresenceAnimator
{
-// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public AnimationSet Animations
{
@@ -57,11 +58,19 @@ namespace OpenSim.Region.Framework.Scenes.Animation
{
get { return m_movementAnimation; }
}
- protected string m_movementAnimation = "DEFAULT";
-
+ 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;
+ public float m_jumpVelocity = 0f;
+ private int m_landing = 0;
+ public bool Falling
+ {
+ get { return m_falling; }
+ }
+ private bool m_falling = false;
+ private float m_fallHeight;
+
///
/// The scene presence that this animator applies to
///
@@ -122,7 +131,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
public void ResetAnimations()
{
+Console.WriteLine("ResetA.............");
m_animations.Clear();
+TrySetMovementAnimation("STAND");
}
///
@@ -152,15 +163,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
///
public string GetMovementAnimation()
{
- const float FALL_DELAY = 0.33f;
- const float PREJUMP_DELAY = 0.25f;
-
+ const float FALL_DELAY = 800f;
+ const float PREJUMP_DELAY = 200f;
+ const float JUMP_PERIOD = 800f;
#region Inputs
- if (m_scenePresence.SitGround)
- {
- return "SIT_GROUND_CONSTRAINED";
- }
+
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
@@ -169,13 +178,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
// Check control flags
- bool heldForward =
- (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS));
- bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG;
- bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS;
- bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
- 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 heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
+ bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
+ bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
+ bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
+ //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 heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG;
//bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
@@ -183,17 +191,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
// 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);
- bool jumping = m_animTickJump != 0;
-
#endregion Inputs
#region Flying
@@ -202,6 +208,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
{
m_animTickFall = 0;
m_animTickJump = 0;
+ 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)
{
@@ -213,8 +224,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
}
else if (move.Z < 0f)
{
- if (actor != null && actor.IsColliding)
+ if (actor != null && actor.IsColliding)
+ {
return "LAND";
+ }
else
return "HOVER_DOWN";
}
@@ -228,107 +241,141 @@ namespace OpenSim.Region.Framework.Scenes.Animation
#region Falling/Floating/Landing
- if (actor == null || !actor.IsColliding)
+ if ((actor == null || !actor.IsColliding) && !m_jumping)
{
- float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
+ float fallElapsed = (float)(Environment.TickCount - m_animTickFall);
float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
- if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
+ if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true;
+
+ if (m_animTickFall == 0 || (fallVelocity >= 0.0f))
{
- // Just started falling
+ // 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))
{
// Falling long enough to trigger the animation
return "FALLDOWN";
}
- else if (m_animTickJump == -1)
- {
- m_animTickJump = 0;
- return "STAND";
- }
return m_movementAnimation;
}
#endregion Falling/Floating/Landing
+
+ #region Jumping // section added for jumping...
+
+ int jumptime;
+ jumptime = Environment.TickCount - m_animTickJump;
+
+
+ if ((move.Z > 0f) && (!m_jumping))
+ {
+ // Start jumping, prejump
+ m_animTickFall = 0;
+ m_jumping = true;
+ m_falling = false;
+ actor.Selected = true; // borrowed for jumping flag
+ m_animTickJump = Environment.TickCount;
+ m_jumpVelocity = 0.35f;
+ return "PREJUMP";
+ }
+
+ if(m_jumping)
+ {
+ if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
+ {
+ // end jumping
+ m_jumping = false;
+ m_falling = false;
+ actor.Selected = false; // borrowed for jumping flag
+ m_jumpVelocity = 0f;
+ m_animTickFall = Environment.TickCount;
+ return "LAND";
+ }
+ else if (jumptime > JUMP_PERIOD)
+ {
+ // jump down
+ m_jumpVelocity = 0f;
+ return "JUMP";
+ }
+ else if (jumptime > PREJUMP_DELAY)
+ {
+ // jump up
+ m_jumping = true;
+ m_jumpVelocity = 10f;
+ return "JUMP";
+ }
+ }
+
+ #endregion Jumping
+
#region Ground Movement
if (m_movementAnimation == "FALLDOWN")
{
+ m_falling = false;
m_animTickFall = Environment.TickCount;
-
// TODO: SOFT_LAND support
- return "LAND";
- }
- else if (m_movementAnimation == "LAND")
- {
- float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
- if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
+ float fallHeight = m_fallHeight - actor.Position.Z;
+ if (fallHeight > 15.0f)
+ return "STANDUP";
+ else if (fallHeight > 8.0f)
+ return "SOFT_LAND";
+ else
return "LAND";
}
-
- m_animTickFall = 0;
-
- if (move.Z > 0.2f)
+ else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
{
- // Jumping
- if (!jumping)
- {
- // Begin prejump
- m_animTickJump = Environment.TickCount;
- return "PREJUMP";
- }
- else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f)
- {
- // Start actual jump
- if (m_animTickJump == -1)
- {
- // Already jumping! End the current jump
- m_animTickJump = 0;
- return "JUMP";
- }
+ 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
- m_animTickJump = -1;
- return "JUMP";
- }
- else
- return "JUMP";
- }
- else
- {
- // Not jumping
- m_animTickJump = 0;
-
- if (move.X != 0f || move.Y != 0f)
+ if ((m_animTickFall != 0) && (landElapsed <= limit))
{
- // Walking / crouchwalking / running
- if (move.Z < 0)
- return "CROUCHWALK";
- else if (m_scenePresence.SetAlwaysRun)
- return "RUN";
- else
- return "WALK";
+ return m_movementAnimation;
}
else
{
- // Not walking
- if (move.Z < 0)
- return "CROUCH";
- else if (heldTurnLeft)
- return "TURNLEFT";
- else if (heldTurnRight)
- return "TURNRIGHT";
- else
- return "STAND";
+ m_fallHeight = actor.Position.Z; // save latest flying height
+ return "STAND";
}
}
+ // 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;
+ // Walking / crouchwalking / running
+ if (move.Z < 0f)
+ return "CROUCHWALK";
+ else if (m_scenePresence.SetAlwaysRun)
+ return "RUN";
+ else
+ return "WALK";
+ }
+ else if (!m_jumping)
+ {
+ m_falling = false;
+ // Not walking
+ if (move.Z < 0)
+ return "CROUCH";
+// else if (heldTurnLeft)
+// return "TURNLEFT";
+// else if (heldTurnRight)
+// return "TURNRIGHT";
+ else
+ return "STAND";
+ }
#endregion Ground Movement
- //return m_movementAnimation;
+ m_falling = false;
+ return m_movementAnimation;
}
///
@@ -337,8 +384,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
public void UpdateMovementAnimations()
{
m_movementAnimation = GetMovementAnimation();
-// m_log.DebugFormat(
-// "[SCENE PRESENCE ANIMATOR]: Got animation {0} for {1}", m_movementAnimation, m_scenePresence.Name);
TrySetMovementAnimation(m_movementAnimation);
}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index ebb9b0afee..287f637534 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2420,7 +2420,11 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.Info("[AGENT]: Stop Flying");
//}
}
- if (!PhysicsActor.Flying && PhysicsActor.IsColliding)
+ if (Animator.Falling && m_wasFlying) // if falling from flying, disable motion add
+ {
+ direc *= 0.0f;
+ }
+ else if (!PhysicsActor.Flying && PhysicsActor.IsColliding)
{
if (direc.Z > 2.0f)
{