Merge branch 'master' of /home/opensim/var/repo/opensim
commit
b94ab10922
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@ -54,11 +54,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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/// <value>
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/// The current movement animation
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/// </value>
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public string CurrentMovementAnimation
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{
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get { return m_movementAnimation; }
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}
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protected string m_movementAnimation = "CROUCH";
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public string CurrentMovementAnimation { get; private set; }
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private int m_animTickFall;
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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;
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@ -79,6 +76,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public ScenePresenceAnimator(ScenePresence sp)
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{
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m_scenePresence = sp;
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CurrentMovementAnimation = "CROUCH";
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}
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public void AddAnimation(UUID animID, UUID objectID)
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@ -146,6 +144,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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{
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if (!m_scenePresence.IsChildAgent)
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE ANIMATOR]: Setting movement animation {0} for {1}",
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// anim, m_scenePresence.Name);
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if (m_animations.TrySetDefaultAnimation(
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anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
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{
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@ -158,20 +160,18 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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SendAnimPack();
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}
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}
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// Don't leave this on since on teleports SP.HandleAgentUpdate() still hammers us for a while after it teleports
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// else
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// {
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// m_log.WarnFormat(
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// "[SCENE PRESENCE ANIMATOR]: Tried to set movement animation {0} on child presence {1}",
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// anim, m_scenePresence.Name);
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// throw new Exception(string.Format("aaargh on setting {0}", anim));
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// }
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else
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{
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m_log.WarnFormat(
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"[SCENE PRESENCE ANIMATOR]: Tried to set movement animation {0} on child presence {1}",
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anim, m_scenePresence.Name);
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}
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}
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/// <summary>
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/// This method determines the proper movement related animation
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/// </summary>
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public string GetMovementAnimation()
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private string DetermineMovementAnimation()
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{
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const float FALL_DELAY = 800f;
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const float PREJUMP_DELAY = 200f;
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@ -274,7 +274,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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return "FALLDOWN";
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}
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return m_movementAnimation;
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return CurrentMovementAnimation;
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}
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#endregion Falling/Floating/Landing
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@ -285,7 +285,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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int jumptime;
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jumptime = Environment.TickCount - m_animTickJump;
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if ((move.Z > 0f) && (!m_jumping))
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{
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// Start jumping, prejump
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@ -329,7 +328,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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#region Ground Movement
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if (m_movementAnimation == "FALLDOWN")
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if (CurrentMovementAnimation == "FALLDOWN")
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{
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m_falling = false;
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m_animTickFall = Environment.TickCount;
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@ -342,16 +341,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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else
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return "LAND";
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}
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else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
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else if ((CurrentMovementAnimation == "LAND") || (CurrentMovementAnimation == "SOFT_LAND") || (CurrentMovementAnimation == "STANDUP"))
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{
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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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if (CurrentMovementAnimation == "LAND")
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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))
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{
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return m_movementAnimation;
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return CurrentMovementAnimation;
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}
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else
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{
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@ -389,7 +389,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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#endregion Ground Movement
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m_falling = false;
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return m_movementAnimation;
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return CurrentMovementAnimation;
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}
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/// <summary>
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@ -397,8 +398,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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/// </summary>
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public void UpdateMovementAnimations()
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{
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m_movementAnimation = GetMovementAnimation();
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TrySetMovementAnimation(m_movementAnimation);
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CurrentMovementAnimation = DetermineMovementAnimation();
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TrySetMovementAnimation(CurrentMovementAnimation);
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}
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public UUID[] GetAnimationArray()
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@ -1293,11 +1293,11 @@ namespace OpenSim.Region.Framework.Scenes
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// "[SCENE PRESENCE]: In {0} received agent update from {1}",
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// Scene.RegionInfo.RegionName, remoteClient.Name);
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//if (IsChildAgent)
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//{
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if (IsChildAgent)
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{
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// // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");
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// return;
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//}
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return;
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}
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++m_movementUpdateCount;
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if (m_movementUpdateCount < 1)
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@ -3195,7 +3195,9 @@ namespace OpenSim.Region.Framework.Scenes
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}
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catch { }
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Animator.Animations.FromArray(cAgent.Anims);
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// FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
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if (cAgent.Anims != null)
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Animator.Animations.FromArray(cAgent.Anims);
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if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0)
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{
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@ -3280,6 +3282,9 @@ namespace OpenSim.Region.Framework.Scenes
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// Event called by the physics plugin to tell the avatar about a collision.
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private void PhysicsCollisionUpdate(EventArgs e)
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{
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if (IsChildAgent)
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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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@ -5554,7 +5554,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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flags |= ScriptBaseClass.AGENT_TYPING;
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}
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string agentMovementAnimation = agent.Animator.GetMovementAnimation();
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string agentMovementAnimation = agent.Animator.CurrentMovementAnimation;
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if (agentMovementAnimation == "CROUCH")
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{
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