* Applying Mantis #1020 (Animations) - Thanks Melanie.

0.6.0-stable
Adam Frisby 2008-04-23 11:52:25 +00:00
parent 41f9bbc26d
commit bca7ab7e36
8 changed files with 178 additions and 82 deletions

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@ -245,7 +245,7 @@ namespace OpenSim.Framework
public delegate void SetAppearance(byte[] texture, AgentSetAppearancePacket.VisualParamBlock[] visualParam);
public delegate void StartAnim(IClientAPI remoteClient, LLUUID animID, int seq);
public delegate void StartAnim(IClientAPI remoteClient, LLUUID animID);
public delegate void StopAnim(IClientAPI remoteClient, LLUUID animID);
@ -573,6 +573,8 @@ namespace OpenSim.Framework
string LastName { get; }
int NextAnimationSequenceNumber { get; }
/// <summary>
/// Returns the full name of the agent/avatar represented by this client
/// </summary>

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@ -143,16 +143,26 @@ namespace OpenSim.Framework
{
"texture",
"sound",
"calling_card",
"landmark",
String.Empty,
String.Empty,
String.Empty,
String.Empty,
String.Empty,
String.Empty,
"object",
"notecard",
String.Empty,
String.Empty,
"lsl_text",
String.Empty
String.Empty,
String.Empty,
"bodypart",
String.Empty,
"snapshot",
String.Empty,
String.Empty,
"wearable",
"animation",
"gesture"
};
/// <summary>
@ -162,16 +172,26 @@ namespace OpenSim.Framework
{
"texture",
"sound",
String.Empty,
String.Empty,
String.Empty,
String.Empty,
String.Empty,
String.Empty,
String.Empty,
String.Empty,
"callcard",
"landmark",
"clothing", // Deprecated
"clothing",
"object",
"notecard",
"category",
"root",
"lsltext",
String.Empty
"lslbyte",
"txtr_tga",
"bodypart",
"trash",
"snapshot",
"lstndfnd",
"snd_wav",
"img_tga",
"jpeg",
"animatn",
"gesture"
};
public LLUUID ItemID = LLUUID.Zero;

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@ -91,6 +91,8 @@ namespace OpenSim.Region.ClientStack
private readonly uint m_circuitCode;
private int m_moneyBalance;
private int m_animationSequenceNumber = 1;
private byte[] m_channelVersion = Helpers.StringToField("OpenSimulator 0.5"); // Dummy value needed by libSL
/* protected variables */
@ -302,6 +304,11 @@ namespace OpenSim.Region.ClientStack
get { return m_moneyBalance; }
}
public int NextAnimationSequenceNumber
{
get { return m_animationSequenceNumber++; }
}
/* METHODS */
public ClientView(EndPoint remoteEP, IScene scene, AssetCache assetCache, PacketServer packServer,
@ -3429,7 +3436,7 @@ namespace OpenSim.Region.ClientStack
handlerStartAnim = OnStartAnim;
if (handlerStartAnim != null)
{
handlerStartAnim(this, AgentAni.AnimationList[i].AnimID, 1);
handlerStartAnim(this, AgentAni.AnimationList[i].AnimID);
}
}
else

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@ -729,8 +729,6 @@ namespace OpenSim.Region.Environment.Scenes
}
if (item != null)
{
if (item.AssetType == 0 || item.AssetType == 1 || item.AssetType == 10)
{
group.AddInventoryItem(remoteClient, primLocalID, item, copyID);
m_log.InfoFormat(
@ -739,18 +737,6 @@ namespace OpenSim.Region.Environment.Scenes
group.GetProperties(remoteClient);
}
else
{
// XXX Nasty temporary way of stopping things other than sounds, textures and scripts
// from going in a prim's inventory, since other things will not currently work
// See http://opensimulator.org/mantis/view.php?id=711 for the error caused later on
// - to implement requires changes to TaskInventoryItem (which really requires the current
// nasty way it is done to be changed).
m_log.WarnFormat(
"[PRIM INVENTORY]: Sorry, prim inventory storage of asset type {0} is not yet supported",
item.AssetType);
}
}
else
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: Could not find inventory item {0} to update for {1}!",

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@ -233,6 +233,33 @@ namespace OpenSim.Region.Environment.Scenes
}
}
// Assumes a lock is held on the inventory
private bool InventoryContainsName(string name)
{
foreach (TaskInventoryItem item in m_taskInventory.Values)
{
if(item.Name == name)
return true;
}
return false;
}
private string FindAvailableInventoryName(string name)
{
if(!InventoryContainsName(name))
return name;
int suffix=1;
while(suffix < 256)
{
string tryName=String.Format("{0} {1}", name, suffix);
if(!InventoryContainsName(tryName))
return tryName;
suffix++;
}
return String.Empty;
}
/// <summary>
/// Add an item to this prim's inventory.
/// </summary>
@ -243,6 +270,12 @@ namespace OpenSim.Region.Environment.Scenes
item.CreationDate = 1000;
item.ParentPartID = UUID;
string name=FindAvailableInventoryName(item.Name);
if(name == String.Empty)
return;
item.Name=name;
lock (m_taskInventory)
{
m_taskInventory.Add(item.ItemID, item);

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@ -359,17 +359,15 @@ namespace OpenSim.Region.Environment.Scenes
AbsolutePosition = m_controllingClient.StartPos;
// TODO: m_animations and m_animationSeqs should always be of the same length.
// Move them into an object to (hopefully) avoid threading issues.
try
{
m_animations.Add(Animations.AnimsLLUUID["STAND"]);
SetMovementAnimation(Animations.AnimsLLUUID["STAND"]);
}
catch (KeyNotFoundException)
{
m_log.Warn("[AVATAR]: KeyNotFound Exception playing avatar stand animation");
}
m_animationSeqs.Add(1);
RegisterToEvents();
SetDirectionVectors();
@ -549,6 +547,7 @@ namespace OpenSim.Region.Environment.Scenes
AddToPhysicalScene();
m_physicsActor.Flying = isFlying;
SendAnimPack();
m_scene.SwapRootAgentCount(false);
m_scene.CommsManager.UserProfileCacheService.RequestInventoryForUser(m_uuid);
@ -571,6 +570,15 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
public void MakeChildAgent()
{
if(m_animations.Count > 0)
{
LLUUID movement=m_animations[0];
m_animations.Clear();
m_animationSeqs.Clear();
SetMovementAnimation(movement);
}
// m_log.DebugFormat(
// "[SCENEPRESENCE]: Downgrading child agent {0}, {1} to a root agent in {2}",
// Name, UUID, m_scene.RegionInfo.RegionName);
@ -634,7 +642,7 @@ namespace OpenSim.Region.Environment.Scenes
{
AbsolutePosition = AbsolutePosition + new LLVector3(0, 0, (1.56f / 6));
}
SetMovementAnimation(Animations.AnimsLLUUID["LAND"], 2);
SetMovementAnimation(Animations.AnimsLLUUID["LAND"]);
SendFullUpdateToAllClients();
}
@ -754,7 +762,7 @@ namespace OpenSim.Region.Environment.Scenes
{
// TODO: This doesn't quite work yet -- probably a parent ID problem
// m_parentID = (what should this be?)
SetMovementAnimation(Animations.AnimsLLUUID["SIT_GROUND"], 1);
SetMovementAnimation(Animations.AnimsLLUUID["SIT_GROUND"]);
}
// In the future, these values might need to go global.
// Here's where you get them.
@ -891,7 +899,7 @@ namespace OpenSim.Region.Environment.Scenes
}
}
SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
SetMovementAnimation(Animations.AnimsLLUUID["STAND"]);
}
private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset)
@ -1025,7 +1033,7 @@ namespace OpenSim.Region.Environment.Scenes
Velocity = new LLVector3(0, 0, 0);
RemoveFromPhysicalScene();
SetMovementAnimation(Animations.AnimsLLUUID["SIT"], 1);
SetMovementAnimation(Animations.AnimsLLUUID["SIT"]);
SendFullUpdateToAllClients();
// This may seem stupid, but Our Full updates don't send avatar rotation :P
// So we're also sending a terse update (which has avatar rotation)
@ -1045,35 +1053,58 @@ namespace OpenSim.Region.Environment.Scenes
}
}
public void AddAnimation(LLUUID animID, int seq)
public void AddAnimation(LLUUID animID)
{
if(m_isChildAgent)
return;
// Don't let this animation become the movement animation
if(m_animations.Count < 1)
SetMovementAnimation(Animations.AnimsLLUUID["STAND"]);
if (!m_animations.Contains(animID))
{
m_animations.Add(animID);
m_animationSeqs.Add(seq);
m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber);
SendAnimPack();
}
}
public void RemoveAnimation(LLUUID animID)
{
if(m_isChildAgent)
return;
if (m_animations.Contains(animID))
{
if (m_animations[0] == animID)
{
SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
SetMovementAnimation(Animations.AnimsLLUUID["STAND"]);
}
else
{
// What a HACK!! Anim list really needs to be an object!
int idx;
for(idx=0;idx < m_animations.Count;idx++)
{
if(m_animations[idx] == animID)
{
int seq=m_animationSeqs[idx];
m_animations.Remove(animID);
m_animationSeqs.Remove(seq);
SendAnimPack();
break;
}
}
}
}
}
public void HandleStartAnim(IClientAPI remoteClient, LLUUID animID, int seq)
public void HandleStartAnim(IClientAPI remoteClient, LLUUID animID)
{
AddAnimation(animID, seq);
AddAnimation(animID);
}
public void HandleStopAnim(IClientAPI remoteClient, LLUUID animID)
@ -1086,25 +1117,35 @@ namespace OpenSim.Region.Environment.Scenes
/// reserved for "main" animations that are mutually exclusive,
/// like flying and sitting, for example.
/// </summary>
protected void SetMovementAnimation(LLUUID anim, int seq)
protected void SetMovementAnimation(LLUUID anim)
{
if(m_animations.Count < 1)
{
m_animations.Add(Animations.AnimsLLUUID["STAND"]);
m_animationSeqs.Add(1);
SendAnimPack();
}
else
{
try
{
if (m_animations[0] != anim)
{
m_animations[0] = anim;
m_animationSeqs[0] = seq;
SendAnimPack();
m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber;
}
SendAnimPack();
}
catch
{
m_log.Warn("[AVATAR]: SetMovementAnimation for avatar failed. Attempting recovery...");
m_animations[0] = anim;
m_animationSeqs[0] = seq;
m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber;
SendAnimPack();
}
}
}
/// <summary>
/// This method handles agent movement related animations
@ -1123,18 +1164,18 @@ namespace OpenSim.Region.Environment.Scenes
if (m_physicsActor.Flying)
{
// We are flying
SetMovementAnimation(Animations.AnimsLLUUID["FLY"], 1);
SetMovementAnimation(Animations.AnimsLLUUID["FLY"]);
}
else if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
PhysicsActor.IsColliding)
{
// Client is pressing the page down button and moving and is colliding with something
SetMovementAnimation(Animations.AnimsLLUUID["CROUCHWALK"], 1);
SetMovementAnimation(Animations.AnimsLLUUID["CROUCHWALK"]);
}
else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6)
{
// Client is moving and falling at a velocity greater then 6 meters per unit
SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"], 1);
SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"]);
}
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 &&
(m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
@ -1142,7 +1183,7 @@ namespace OpenSim.Region.Environment.Scenes
// Client is moving, and colliding and pressing the page up button but isn't flying
try
{
SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
SetMovementAnimation(Animations.AnimsLLUUID["JUMP"]);
}
catch (KeyNotFoundException)
{ }
@ -1152,7 +1193,7 @@ namespace OpenSim.Region.Environment.Scenes
// We are running
try
{
SetMovementAnimation(Animations.AnimsLLUUID["RUN"], 1);
SetMovementAnimation(Animations.AnimsLLUUID["RUN"]);
}
catch (KeyNotFoundException)
{ }
@ -1162,7 +1203,7 @@ namespace OpenSim.Region.Environment.Scenes
// We're moving, but we're not doing anything else.. so play the stand animation
try
{
SetMovementAnimation(Animations.AnimsLLUUID["WALK"], 1);
SetMovementAnimation(Animations.AnimsLLUUID["WALK"]);
}
catch (KeyNotFoundException)
{ }
@ -1177,23 +1218,23 @@ namespace OpenSim.Region.Environment.Scenes
PhysicsActor.IsColliding)
{
// Client pressing the page down button
SetMovementAnimation(Animations.AnimsLLUUID["CROUCH"], 1);
SetMovementAnimation(Animations.AnimsLLUUID["CROUCH"]);
}
else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying)
{
// Not colliding and not flying, and we're falling at high speed
SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"], 1);
SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"]);
}
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying &&
(m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
{
// This is the standing jump
SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
SetMovementAnimation(Animations.AnimsLLUUID["JUMP"]);
}
else if (m_physicsActor.Flying)
{
// We're flying but not moving
SetMovementAnimation(Animations.AnimsLLUUID["HOVER"], 1);
SetMovementAnimation(Animations.AnimsLLUUID["HOVER"]);
}
else
{
@ -1201,7 +1242,7 @@ namespace OpenSim.Region.Environment.Scenes
try
{
SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
SetMovementAnimation(Animations.AnimsLLUUID["STAND"]);
}
catch (KeyNotFoundException)
{ }
@ -1257,8 +1298,8 @@ namespace OpenSim.Region.Environment.Scenes
// PreJump and jump happen too quickly. Many times prejump gets ignored.
try
{
SetMovementAnimation(Animations.AnimsLLUUID["PREJUMP"], 1);
SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
SetMovementAnimation(Animations.AnimsLLUUID["PREJUMP"]);
SetMovementAnimation(Animations.AnimsLLUUID["JUMP"]);
}
catch (KeyNotFoundException)
{ }
@ -1495,6 +1536,9 @@ namespace OpenSim.Region.Environment.Scenes
/// <param name="seqs"></param>
public void SendAnimPack(LLUUID[] animations, int[] seqs)
{
if(m_isChildAgent)
return;
m_scene.Broadcast(
delegate(IClientAPI client) { client.SendAnimations(animations, seqs, m_controllingClient.AgentId); });
}
@ -1915,7 +1959,7 @@ namespace OpenSim.Region.Environment.Scenes
m_animations = new List<LLUUID>();
m_animations.Add(Animations.AnimsLLUUID["STAND"]);
m_animationSeqs.Add(1);
m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber);
SetDirectionVectors();
*/

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@ -217,6 +217,10 @@ namespace OpenSim.Region.Examples.SimpleModule
get { return FirstName + LastName; }
}
public virtual int NextAnimationSequenceNumber
{
get { return 1; }
}
public virtual void OutPacket(Packet newPack, ThrottleOutPacketType packType)
{

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@ -434,7 +434,7 @@ namespace OpenSim.Region.ScriptEngine.Common
if (World.Entities.ContainsKey(avatar) && World.Entities[avatar] is ScenePresence)
{
ScenePresence target = (ScenePresence)World.Entities[avatar];
target.AddAnimation(avatar, 0);
target.AddAnimation(avatar);
}
}