diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 2346c607a8..a23dc31737 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -233,6 +233,8 @@ namespace OpenSim.Region.Framework.Scenes private bool m_collisionEventFlag = false; private object m_collisionEventLock = new Object(); + private int m_movementAnimationUpdateCounter = 0; + private Vector3 m_prevSitOffset; protected AvatarAppearance m_appearance; @@ -741,6 +743,26 @@ namespace OpenSim.Region.Framework.Scenes Appearance = appearance; } + private void RegionHeartbeatEnd(Scene scene) + { + if (IsChildAgent) + return; + + m_movementAnimationUpdateCounter ++; + if (m_movementAnimationUpdateCounter >= 2) + { + m_movementAnimationUpdateCounter = 0; + if (Animator != null) + { + Animator.UpdateMovementAnimations(); + } + else + { + m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd; + } + } + } + public void RegisterToEvents() { ControllingClient.OnCompleteMovementToRegion += CompleteMovement; @@ -952,6 +974,8 @@ namespace OpenSim.Region.Framework.Scenes MovementFlag = 0; m_scene.EventManager.TriggerOnMakeRootAgent(this); + + m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd; } public int GetStateSource() @@ -979,6 +1003,8 @@ namespace OpenSim.Region.Framework.Scenes /// public void MakeChildAgent() { + m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd; + m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); // Reset these so that teleporting in and walking out isn't seen @@ -2377,14 +2403,15 @@ namespace OpenSim.Region.Framework.Scenes direc.Z *= 2.6f; // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. - Animator.TrySetMovementAnimation("PREJUMP"); - Animator.TrySetMovementAnimation("JUMP"); +// Animator.TrySetMovementAnimation("PREJUMP"); +// Animator.TrySetMovementAnimation("JUMP"); } } } // TODO: Add the force instead of only setting it to support multiple forces per frame? m_forceToApply = direc; + Animator.UpdateMovementAnimations(); } #endregion @@ -3334,18 +3361,6 @@ namespace OpenSim.Region.Framework.Scenes if (IsChildAgent) return; - //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) - // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents( - // as of this comment the interval is set in AddToPhysicalScene - if (Animator != null) - { -// if (m_updateCount > 0) -// { - Animator.UpdateMovementAnimations(); -// m_updateCount--; -// } - } - CollisionEventUpdate collisionData = (CollisionEventUpdate)e; Dictionary coldata = collisionData.m_objCollisionList;