Falling animation fix, comment out instrumentation.
parent
24c73aa8b2
commit
c719e016ed
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@ -61,6 +61,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public bool m_jumping = false; // Add for jumping
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public float m_jumpVelocity = 0f; // Add for jumping
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private int m_landing = 0; // Add for jumping
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public bool m_falling = false; // Add for falling
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private float m_fallHeight; // Add for falling
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/// <value>
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/// The scene presence that this animator applies to
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@ -118,7 +120,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public void ResetAnimations()
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{
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Console.WriteLine("ResetA.............");
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m_animations.Clear();
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TrySetMovementAnimation("STAND");
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}
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/// <summary>
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@ -145,7 +149,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public string GetMovementAnimation()
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{
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//Console.WriteLine("GMA-------"); //##
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const float FALL_DELAY = 0.33f;
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//#@ const float FALL_DELAY = 0.33f;
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const float FALL_DELAY = 800f; //## mS
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//rm for jumping const float PREJUMP_DELAY = 0.25f;
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const float PREJUMP_DELAY = 200f; // mS add for jumping
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const float JUMP_PERIOD = 800f; // mS add for jumping
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@ -191,9 +196,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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{
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m_animTickFall = 0;
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m_animTickJump = 0;
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m_jumping = false; //add for jumping flag
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m_jumpVelocity = 0f; //add for jumping flag
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m_jumping = false; //add for jumping
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m_falling = true; //add for falling
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m_jumpVelocity = 0f; //add for jumping
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actor.Selected = false; //add for jumping flag
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m_fallHeight = actor.Position.Z; // save latest flying height
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if (move.X != 0f || move.Y != 0f)
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{
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@ -206,7 +213,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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else if (move.Z < 0f)
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{
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if (actor != null && actor.IsColliding)
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{ //##
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//Console.WriteLine("LAND FLYING"); // ##
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return "LAND";
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} //#
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else
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return "HOVER_DOWN";
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}
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@ -223,19 +233,25 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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// rm for jumping if (actor == null || !actor.IsColliding)
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if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping
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{
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//Console.WriteLine("FFL"); //##
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float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
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// rm float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
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float fallElapsed = (float)(Environment.TickCount - m_animTickFall); // add, in mS
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float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
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//Console.WriteLine("falling t={0} v={1}", fallElapsed, fallVelocity); //##
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if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
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// rm for fall if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
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if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true; // add for falling and jumping
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if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) // add for jumping
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// not falling yet or going up
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{
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// Just started falling
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// reset start of fall time
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m_animTickFall = Environment.TickCount;
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}
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// else if (!jumping && fallElapsed > FALL_DELAY)
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else if (!m_jumping && fallElapsed > FALL_DELAY) // add for jumping
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else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) ) // add for falling and jumping
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{
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// Falling long enough to trigger the animation
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//Console.WriteLine("FALLDOWN"); //##
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return "FALLDOWN";
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}
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@ -247,7 +263,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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#region Jumping // section added for jumping...
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Vector3 vj = Vector3.Zero;
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int jumptime;
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jumptime = Environment.TickCount - m_animTickJump;
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@ -258,12 +273,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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// Start jumping, prejump
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m_animTickFall = 0;
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m_jumping = true;
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m_falling = false;
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actor.Selected = true; // borrowed for jmping flag
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m_animTickJump = Environment.TickCount;
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vj.Z = 0.35f;
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m_jumpVelocity = 0.35f;
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vj += actor.Velocity;
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// #@ actor.Velocity = vj;
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return "PREJUMP";
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}
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@ -274,6 +287,7 @@ m_jumpVelocity = 0.35f;
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//Console.WriteLine("LA {0}", jumptime); //##
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// end jumping
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m_jumping = false;
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m_falling = false;
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actor.Selected = false; // borrowed for jumping flag
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m_jumpVelocity = 0f;
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m_animTickFall = Environment.TickCount;
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@ -283,10 +297,7 @@ m_jumpVelocity = 0f;
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{
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//Console.WriteLine("JD {0}", jumptime); //##
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// jump down
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vj = actor.Velocity;
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vj.Z = 0f;
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m_jumpVelocity = 0f;
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// #@ actor.Velocity = vj;
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return "JUMP";
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}
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else if (jumptime > PREJUMP_DELAY)
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@ -294,11 +305,7 @@ m_jumpVelocity = 0f;
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//Console.WriteLine("JU {0}", jumptime); //##
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// jump up
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m_jumping = true;
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vj.Z = 10f;
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m_jumpVelocity = 10f;
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vj.X = actor.Velocity.X;
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vj.Y = actor.Velocity.Y;
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// #@ actor.Velocity = vj;
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return "JUMP";
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}
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}
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@ -309,29 +316,37 @@ m_jumpVelocity = 10f;
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if (m_movementAnimation == "FALLDOWN")
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{
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m_falling = false;
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m_animTickFall = Environment.TickCount;
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// TODO: SOFT_LAND support
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return "LAND";
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float fallHeight = m_fallHeight - actor.Position.Z;
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//Console.WriteLine("Hit from {0}", fallHeight); //##
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if (fallHeight > 15.0f) // add for falling
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return "STANDUP";
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else if (fallHeight > 8.0f) // add for falling
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return "SOFT_LAND"; // add for falling
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else // add for falling
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return "LAND"; // add for falling
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}
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else if (m_movementAnimation == "LAND")
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{
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// rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
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int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
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// rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
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/* Try change ##
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if ((m_animTickFall != 0) && (landElapsed <= 500)) // add for jumping
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return "LAND";
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*/
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// NB if this 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 <= 300)) // add for jumping
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// rm for landing return "LAND";
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else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
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{
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//Console.WriteLine("LAND"); //##
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return "LAND";
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int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
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int limit = 1000; // add for jumping
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if(m_movementAnimation == "LAND") limit = 350; // add for jumping
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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)) // add for jumping
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{
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//Console.WriteLine("Lelapse {0}", m_movementAnimation); //##
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return m_movementAnimation;
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}
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else
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{
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//Console.WriteLine("STAND"); //##
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//Console.WriteLine("end/STAND"); //##
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m_fallHeight = actor.Position.Z; // save latest flying height
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return "STAND";
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}
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}
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@ -369,6 +384,8 @@ m_jumpVelocity = 10f;
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// next section moved outside paren. and realigned for jumping
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if (move.X != 0f || move.Y != 0f)
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{
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m_fallHeight = actor.Position.Z; // save latest flying height
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m_falling = false; // Add for falling
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// Walking / crouchwalking / running
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if (move.Z < 0f)
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return "CROUCHWALK";
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@ -380,6 +397,7 @@ m_jumpVelocity = 10f;
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// rm for jumping else
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else if (!m_jumping) // add for jumping
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{
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m_falling = false; // Add for falling
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// Not walking
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if (move.Z < 0f)
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return "CROUCH";
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@ -389,6 +407,7 @@ m_jumpVelocity = 10f;
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// end section realign for jumping
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#endregion Ground Movement
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m_falling = false; // Add for falling
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return m_movementAnimation;
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}
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@ -2568,9 +2568,11 @@ namespace OpenSim.Region.Framework.Scenes
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if (actor != null)
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{
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if (actor.Flying)
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// rm falling if (actor.Flying)
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if ((actor.Flying) || Animator.m_falling) // add for falling lateral speed
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{
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direc *= 4.0f;
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// rm speed mod direc *= 4.0f;
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direc *= 5.2f; // for speed mod
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//bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
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//bool colliding = (m_physicsActor.IsColliding==true);
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//if (controlland)
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@ -269,7 +269,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// </summary>
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public override bool IsColliding
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{
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get { return m_iscolliding; }
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//#@ get { return m_iscolliding; }
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get { //##
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//Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //##
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return m_iscolliding; } //##
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set
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{
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int i;
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@ -307,6 +310,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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m_iscolliding = true;
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}
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// ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding);
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if (m_wascolliding != m_iscolliding)
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{
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//base.SendCollisionUpdate(new CollisionEventUpdate());
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@ -589,7 +593,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
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_parent_scene.geom_name_map[Shell] = m_name;
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_parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
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//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name);
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Console.WriteLine("**** Create {2} Dicts: actor={0} name={1} height={3} rad={4}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name, CAPSULE_LENGTH, CAPSULE_RADIUS);
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d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
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d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
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@ -857,6 +861,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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m_pidControllerActive = false;
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force *= 100f;
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//Console.WriteLine("DF 1"); // ##
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if (!force.ApproxEquals(Vector3.Zero, 0.01f))
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doForce(force);
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// If uncommented, things get pushed off world
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//
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@ -896,7 +902,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.BodyAddForce(Body, force.X, force.Y, force.Z);
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//d.BodySetRotation(Body, ref m_StandUpRotation);
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//standupStraight();
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d.Vector3 vel = d.BodyGetLinearVel(Body); //##
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//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
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}
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}
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@ -1103,12 +1110,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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if (vec.IsFinite())
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{
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if (!vec.ApproxEquals(Vector3.Zero, 0.01f))
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if (!vec.ApproxEquals(Vector3.Zero, 0.02f)) // 0.01 allows 0.002 !!
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{
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//Console.WriteLine("DF 2"); // ##
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doForce(vec);
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if (!_zeroFlag)
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{
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AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
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// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
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}
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}
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}
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@ -713,7 +713,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// Test if we're colliding a geom with a space.
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// If so we have to drill down into the space recursively
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//Console.WriteLine("near -----------"); //##
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if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
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{
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if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
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@ -844,11 +844,21 @@ namespace OpenSim.Region.Physics.OdePlugin
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// Testing if the collision is at the feet of the avatar
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//m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
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if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
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p2.IsColliding = true;
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//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
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//#@ p2.IsColliding = true;
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if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
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//Console.WriteLine("AvColl 1 {0} - {1} - {2} - {3}", //##
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// curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f)); //##
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p2.IsColliding = true; //##
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}else{
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//Console.WriteLine("AvColl 2 {0} - {1} - {2} - {3}", //##
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// curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f)); //##
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} //##
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}
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else
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{
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//Console.WriteLine("AvColl 3 {0}", p2.PhysicsActorType); //##
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p2.IsColliding = true;
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}
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