Refactoring animation handling in ScenePresence.

0.6.0-stable
Jeff Ames 2008-05-12 04:31:28 +00:00
parent 2382342c65
commit dc67264f6d
1 changed files with 102 additions and 144 deletions

View File

@ -397,15 +397,7 @@ namespace OpenSim.Region.Environment.Scenes
AbsolutePosition = m_controllingClient.StartPos; AbsolutePosition = m_controllingClient.StartPos;
// Move them into an object to (hopefully) avoid threading issues. TrySetMovementAnimation("STAND");
try
{
SetMovementAnimation(Animations.AnimsLLUUID["STAND"]);
}
catch (KeyNotFoundException)
{
m_log.Warn("[AVATAR]: KeyNotFound Exception playing avatar stand animation");
}
RegisterToEvents(); RegisterToEvents();
SetDirectionVectors(); SetDirectionVectors();
@ -618,12 +610,12 @@ namespace OpenSim.Region.Environment.Scenes
{ {
if (m_animations.Count > 0) if (m_animations.Count > 0)
{ {
LLUUID movement=m_animations[0]; LLUUID movementAnim = m_animations[0];
m_animations.Clear(); m_animations.Clear();
m_animationSeqs.Clear(); m_animationSeqs.Clear();
SetMovementAnimation(movement); SetMovementAnimation(movementAnim);
} }
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENEPRESENCE]: Downgrading child agent {0}, {1} to a root agent in {2}", // "[SCENEPRESENCE]: Downgrading child agent {0}, {1} to a root agent in {2}",
@ -689,7 +681,7 @@ namespace OpenSim.Region.Environment.Scenes
{ {
AbsolutePosition = AbsolutePosition + new LLVector3(0, 0, (1.56f / 6)); AbsolutePosition = AbsolutePosition + new LLVector3(0, 0, (1.56f / 6));
} }
SetMovementAnimation(Animations.AnimsLLUUID["LAND"]); TrySetMovementAnimation("LAND");
SendFullUpdateToAllClients(); SendFullUpdateToAllClients();
} }
@ -815,9 +807,9 @@ namespace OpenSim.Region.Environment.Scenes
if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
{ {
// TODO: This doesn't quite work yet -- probably a parent ID problem // TODO: This doesn't enable the "stand up" button on the viewer yet (probably a parent ID problem)
// m_parentID = (what should this be?) // m_parentID = ???
SetMovementAnimation(Animations.AnimsLLUUID["SIT_GROUND"]); TrySetMovementAnimation("SIT_GROUND");
} }
// In the future, these values might need to go global. // In the future, these values might need to go global.
// Here's where you get them. // Here's where you get them.
@ -826,10 +818,6 @@ namespace OpenSim.Region.Environment.Scenes
// m_headrotation = agentData.AgentData.HeadRotation; // m_headrotation = agentData.AgentData.HeadRotation;
// m_state = agentData.AgentData.State; // m_state = agentData.AgentData.State;
if (m_allowMovement) if (m_allowMovement)
{ {
int i = 0; int i = 0;
@ -908,10 +896,13 @@ namespace OpenSim.Region.Environment.Scenes
} }
} }
} }
if ((update_movementflag) || (update_rotation && DCFlagKeyPressed))
if (update_movementflag || (update_rotation && DCFlagKeyPressed))
{ {
AddNewMovement(agent_control_v3, q); AddNewMovement(agent_control_v3, q);
UpdateMovementAnimations(update_movementflag);
if (update_movementflag)
UpdateMovementAnimations();
} }
} }
@ -955,7 +946,7 @@ namespace OpenSim.Region.Environment.Scenes
} }
} }
SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); TrySetMovementAnimation("STAND");
} }
private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset) private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset)
@ -1088,7 +1079,7 @@ namespace OpenSim.Region.Environment.Scenes
Velocity = new LLVector3(0, 0, 0); Velocity = new LLVector3(0, 0, 0);
RemoveFromPhysicalScene(); RemoveFromPhysicalScene();
SetMovementAnimation(Animations.AnimsLLUUID["SIT"]); TrySetMovementAnimation("SIT");
SendFullUpdateToAllClients(); SendFullUpdateToAllClients();
// This may seem stupid, but Our Full updates don't send avatar rotation :P // 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) // So we're also sending a terse update (which has avatar rotation)
@ -1115,7 +1106,7 @@ namespace OpenSim.Region.Environment.Scenes
// Don't let this animation become the movement animation // Don't let this animation become the movement animation
if (m_animations.Count < 1) if (m_animations.Count < 1)
SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); TrySetMovementAnimation("STAND");
if (!m_animations.Contains(animID)) if (!m_animations.Contains(animID))
{ {
@ -1134,7 +1125,7 @@ namespace OpenSim.Region.Environment.Scenes
{ {
if (m_animations[0] == animID) if (m_animations[0] == animID)
{ {
SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); TrySetMovementAnimation("STAND");
} }
else else
{ {
@ -1163,9 +1154,9 @@ namespace OpenSim.Region.Environment.Scenes
// Don't let this animation become the movement animation // Don't let this animation become the movement animation
if (m_animations.Count < 1) if (m_animations.Count < 1)
SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); TrySetMovementAnimation("STAND");
LLUUID animID=m_controllingClient.GetDefaultAnimation(name); LLUUID animID = m_controllingClient.GetDefaultAnimation(name);
if (animID == LLUUID.Zero) if (animID == LLUUID.Zero)
return; return;
@ -1182,7 +1173,7 @@ namespace OpenSim.Region.Environment.Scenes
if (m_isChildAgent) if (m_isChildAgent)
return; return;
LLUUID animID=m_controllingClient.GetDefaultAnimation(name); LLUUID animID = m_controllingClient.GetDefaultAnimation(name);
if (animID == LLUUID.Zero) if (animID == LLUUID.Zero)
return; return;
@ -1190,18 +1181,18 @@ namespace OpenSim.Region.Environment.Scenes
{ {
if (m_animations[0] == animID) if (m_animations[0] == animID)
{ {
SetMovementAnimation(Animations.AnimsLLUUID["STAND"]); TrySetMovementAnimation("STAND");
} }
else else
{ {
// What a HACK!! Anim list really needs to be an object! // What a HACK!! Anim list really needs to be an object!
int idx; int idx;
for(idx=0;idx < m_animations.Count;idx++) for(idx = 0; idx < m_animations.Count; idx++)
{ {
if (m_animations[idx] == animID) if (m_animations[idx] == animID)
{ {
int seq=m_animationSeqs[idx]; int seq = m_animationSeqs[idx];
m_animations.Remove(animID); m_animations.Remove(animID);
m_animationSeqs.Remove(seq); m_animationSeqs.Remove(seq);
@ -1229,32 +1220,44 @@ namespace OpenSim.Region.Environment.Scenes
/// reserved for "main" animations that are mutually exclusive, /// reserved for "main" animations that are mutually exclusive,
/// like flying and sitting, for example. /// like flying and sitting, for example.
/// </summary> /// </summary>
protected void SetMovementAnimation(LLUUID anim) protected void SetMovementAnimation(LLUUID animID)
{ {
if (m_animations.Count < 1) if (m_animations.Count < 1)
{ {
m_animations.Add(Animations.AnimsLLUUID["STAND"]); m_animations.Add(Animations.AnimsLLUUID["STAND"]);
m_animationSeqs.Add(1); m_animationSeqs.Add(1);
SendAnimPack();
} }
else else
{ {
try try
{ {
if (m_animations[0] != anim) if (m_animations[0] != animID)
{ {
m_animations[0] = anim; m_animations[0] = animID;
m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber; m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber;
} }
SendAnimPack();
} }
catch catch
{ {
m_log.Warn("[AVATAR]: SetMovementAnimation for avatar failed. Attempting recovery..."); m_log.Warn("[AVATAR]: SetMovementAnimation for avatar failed. Attempting recovery...");
m_animations[0] = anim; m_animations[0] = animID;
m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber; m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber;
SendAnimPack(); }
}
SendAnimPack();
}
/// <summary>
/// Set the first known animation in the given list as the movement animation
/// </summary>
protected void TrySetMovementAnimation(params string[] anims)
{
foreach (string anim in anims)
{
if (Animations.AnimsLLUUID.ContainsKey(anim))
{
SetMovementAnimation(Animations.AnimsLLUUID[anim]);
break;
} }
} }
} }
@ -1262,106 +1265,67 @@ namespace OpenSim.Region.Environment.Scenes
/// <summary> /// <summary>
/// This method handles agent movement related animations /// This method handles agent movement related animations
/// </summary> /// </summary>
protected void UpdateMovementAnimations(bool update_movementflag) protected void UpdateMovementAnimations()
{ {
if (m_movementflag != 0)
if (update_movementflag)
{ {
// Are we moving? // We are moving
if (m_movementflag != 0) if (m_physicsActor.Flying)
{ {
// We are moving TrySetMovementAnimation("FLY");
}
if (m_physicsActor.Flying) else if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
{ PhysicsActor.IsColliding)
// We are flying {
SetMovementAnimation(Animations.AnimsLLUUID["FLY"]); TrySetMovementAnimation("CROUCHWALK");
} }
else if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6)
PhysicsActor.IsColliding) {
{ // Client is moving and falling at a velocity greater then 6 meters per unit
// Client is pressing the page down button and moving and is colliding with something TrySetMovementAnimation("FALLDOWN");
SetMovementAnimation(Animations.AnimsLLUUID["CROUCHWALK"]); }
} else if (!PhysicsActor.IsColliding && Velocity.Z > 0 &&
else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6) (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
{ {
// Client is moving and falling at a velocity greater then 6 meters per unit TrySetMovementAnimation("JUMP");
SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"]); }
} else if (m_setAlwaysRun)
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && {
(m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) TrySetMovementAnimation("RUN");
{
// Client is moving, and colliding and pressing the page up button but isn't flying
try
{
SetMovementAnimation(Animations.AnimsLLUUID["JUMP"]);
}
catch (KeyNotFoundException)
{ }
}
else if (m_setAlwaysRun)
{
// We are running
try
{
SetMovementAnimation(Animations.AnimsLLUUID["RUN"]);
}
catch (KeyNotFoundException)
{ }
}
else
{
// We're moving, but we're not doing anything else.. so play the stand animation
try
{
SetMovementAnimation(Animations.AnimsLLUUID["WALK"]);
}
catch (KeyNotFoundException)
{ }
}
} }
else else
{ {
// Not moving TrySetMovementAnimation("WALK");
}
if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && }
PhysicsActor.IsColliding) else
{ {
// Client pressing the page down button // Not moving
SetMovementAnimation(Animations.AnimsLLUUID["CROUCH"]);
} if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying) PhysicsActor.IsColliding)
{ {
// Not colliding and not flying, and we're falling at high speed TrySetMovementAnimation("CROUCH");
SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"]); }
} else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying)
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying && {
(m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0) TrySetMovementAnimation("FALLDOWN");
{ }
// This is the standing jump else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying &&
SetMovementAnimation(Animations.AnimsLLUUID["JUMP"]); (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
} {
else if (m_physicsActor.Flying) // This is the standing jump
{ TrySetMovementAnimation("JUMP");
// We're flying but not moving }
SetMovementAnimation(Animations.AnimsLLUUID["HOVER"]); else if (m_physicsActor.Flying)
} {
else TrySetMovementAnimation("HOVER");
{ }
// We're not moving.. and we're not doing anything.. so play the stand animation else
try {
{ TrySetMovementAnimation("STAND");
SetMovementAnimation(Animations.AnimsLLUUID["STAND"]);
}
catch (KeyNotFoundException)
{ }
}
} }
} }
} }
/// <summary> /// <summary>
@ -1402,19 +1366,13 @@ namespace OpenSim.Region.Environment.Scenes
{ {
if (!m_physicsActor.Flying && m_physicsActor.IsColliding) if (!m_physicsActor.Flying && m_physicsActor.IsColliding)
{ {
//direc.z *= 40;
if (direc.z > 2.0f) if (direc.z > 2.0f)
{ {
direc.z *= 3; direc.z *= 3;
//System.Console.WriteLine("Jump");
// PreJump and jump happen too quickly. Many times prejump gets ignored. // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
try TrySetMovementAnimation("PREJUMP");
{ TrySetMovementAnimation("JUMP");
SetMovementAnimation(Animations.AnimsLLUUID["PREJUMP"]);
SetMovementAnimation(Animations.AnimsLLUUID["JUMP"]);
}
catch (KeyNotFoundException)
{ }
} }
} }
} }
@ -2045,10 +2003,10 @@ namespace OpenSim.Region.Environment.Scenes
m_scene.EventManager.TriggerAvatarKill(killerObj, this); m_scene.EventManager.TriggerAvatarKill(killerObj, this);
} }
if (Velocity.X > 0 || Velocity.Y > 0)
bool isUserMoving = Velocity.X > 0 || Velocity.Y > 0; UpdateMovementAnimations();
UpdateMovementAnimations(isUserMoving);
} }
public void setHealthWithUpdate(float health) public void setHealthWithUpdate(float health)
{ {
Health = health; Health = health;