Make anims way more snappy. Decouple SP animation handling from physics frame
time.avinationmerge
parent
dfd7068864
commit
ade164667f
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@ -233,6 +233,8 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_collisionEventFlag = false;
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private bool m_collisionEventFlag = false;
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private object m_collisionEventLock = new Object();
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private object m_collisionEventLock = new Object();
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private int m_movementAnimationUpdateCounter = 0;
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private Vector3 m_prevSitOffset;
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private Vector3 m_prevSitOffset;
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protected AvatarAppearance m_appearance;
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protected AvatarAppearance m_appearance;
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@ -741,6 +743,26 @@ namespace OpenSim.Region.Framework.Scenes
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Appearance = appearance;
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Appearance = appearance;
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}
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}
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private void RegionHeartbeatEnd(Scene scene)
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{
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if (IsChildAgent)
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return;
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m_movementAnimationUpdateCounter ++;
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if (m_movementAnimationUpdateCounter >= 2)
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{
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m_movementAnimationUpdateCounter = 0;
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if (Animator != null)
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{
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Animator.UpdateMovementAnimations();
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}
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else
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{
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m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
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}
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}
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}
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public void RegisterToEvents()
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public void RegisterToEvents()
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{
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{
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ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
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ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
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@ -952,6 +974,8 @@ namespace OpenSim.Region.Framework.Scenes
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MovementFlag = 0;
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MovementFlag = 0;
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m_scene.EventManager.TriggerOnMakeRootAgent(this);
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m_scene.EventManager.TriggerOnMakeRootAgent(this);
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m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
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}
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}
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public int GetStateSource()
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public int GetStateSource()
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@ -979,6 +1003,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// </remarks>
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/// </remarks>
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public void MakeChildAgent()
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public void MakeChildAgent()
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{
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{
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m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
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m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
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m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
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// Reset these so that teleporting in and walking out isn't seen
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// Reset these so that teleporting in and walking out isn't seen
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@ -2377,14 +2403,15 @@ namespace OpenSim.Region.Framework.Scenes
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direc.Z *= 2.6f;
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direc.Z *= 2.6f;
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// TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
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// TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
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Animator.TrySetMovementAnimation("PREJUMP");
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// Animator.TrySetMovementAnimation("PREJUMP");
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Animator.TrySetMovementAnimation("JUMP");
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// Animator.TrySetMovementAnimation("JUMP");
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}
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}
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}
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}
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}
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}
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// TODO: Add the force instead of only setting it to support multiple forces per frame?
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// TODO: Add the force instead of only setting it to support multiple forces per frame?
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m_forceToApply = direc;
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m_forceToApply = direc;
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Animator.UpdateMovementAnimations();
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}
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}
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#endregion
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#endregion
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@ -3334,18 +3361,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (IsChildAgent)
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if (IsChildAgent)
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return;
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return;
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//if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
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// The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
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// as of this comment the interval is set in AddToPhysicalScene
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if (Animator != null)
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{
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// if (m_updateCount > 0)
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// {
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Animator.UpdateMovementAnimations();
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// m_updateCount--;
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// }
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}
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CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
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CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
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Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
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Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
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