Move animation handling from ScenePresence into its own class.

0.6.0-stable
Jeff Ames 2008-05-12 17:00:47 +00:00
parent d3fb6039ca
commit dce5c470b6
3 changed files with 264 additions and 157 deletions

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@ -0,0 +1,59 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using libsecondlife;
namespace OpenSim.Region.Environment.Scenes
{
public class Animation
{
private LLUUID animID;
public LLUUID AnimID
{
get { return animID; }
set { animID = value; }
}
private int sequenceNum;
public int SequenceNum
{
get { return sequenceNum; }
set { sequenceNum = value; }
}
public Animation()
{
}
public Animation(LLUUID animID, int sequenceNum)
{
this.animID = animID;
this.sequenceNum = sequenceNum;
}
}
}

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@ -0,0 +1,151 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using libsecondlife;
namespace OpenSim.Region.Environment.Scenes
{
public class AnimationSet
{
public static AvatarAnimations Animations = new AvatarAnimations();
private Animation m_defaultAnimation = new Animation();
private List<Animation> m_animations = new List<Animation>();
public AnimationSet()
{
ResetDefaultAnimation();
}
public bool HasAnimation(LLUUID animID)
{
if (m_defaultAnimation.AnimID == animID)
return true;
for (int i = 0; i < m_animations.Count; ++i)
{
if (m_animations[i].AnimID == animID)
return true;
}
return false;
}
public bool Add(LLUUID animID, int sequenceNum)
{
lock (m_animations)
{
if (!HasAnimation(animID))
{
m_animations.Add(new Animation(animID, sequenceNum));
return true;
}
}
return false;
}
public bool Remove(LLUUID animID)
{
lock (m_animations)
{
if (m_defaultAnimation.AnimID == animID)
{
ResetDefaultAnimation();
}
else if (HasAnimation(animID))
{
for (int i = 0; i < m_animations.Count; i++)
{
if (m_animations[i].AnimID == animID)
{
m_animations.RemoveAt(i);
return true;
}
}
}
}
return false;
}
public void Clear()
{
ResetDefaultAnimation();
m_animations.Clear();
}
/// <summary>
/// The default animation is reserved for "main" animations
/// that are mutually exclusive, e.g. flying and sitting.
/// </summary>
public bool SetDefaultAnimation(LLUUID animID, int sequenceNum)
{
if (m_defaultAnimation.AnimID != animID)
{
m_defaultAnimation = new Animation(animID, sequenceNum);
return true;
}
return false;
}
protected bool ResetDefaultAnimation()
{
return TrySetDefaultAnimation("STAND", 1);
}
/// <summary>
/// Set the animation as the default animation if it's known
/// </summary>
public bool TrySetDefaultAnimation(string anim, int sequenceNum)
{
if (Animations.AnimsLLUUID.ContainsKey(anim))
{
return SetDefaultAnimation(Animations.AnimsLLUUID[anim], sequenceNum);
}
return false;
}
public void GetArrays(out LLUUID[] animIDs, out int[] sequenceNums)
{
lock (m_animations)
{
animIDs = new LLUUID[m_animations.Count + 1];
sequenceNums = new int[m_animations.Count + 1];
animIDs[0] = m_defaultAnimation.AnimID;
sequenceNums[0] = m_defaultAnimation.SequenceNum;
for (int i = 0; i < m_animations.Count; ++i)
{
animIDs[i + 1] = m_animations[i].AnimID;
sequenceNums[i + 1] = m_animations[i].SequenceNum;
}
}
}
}
}

View File

@ -73,12 +73,10 @@ namespace OpenSim.Region.Environment.Scenes
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public static AvatarAnimations Animations = new AvatarAnimations();
public static byte[] DefaultTexture;
public LLUUID currentParcelUUID = LLUUID.Zero;
private List<LLUUID> m_animations = new List<LLUUID>();
private List<int> m_animationSeqs = new List<int>();
private AnimationSet m_animations = new AnimationSet();
private Dictionary<LLUUID, ScriptControllers> scriptedcontrols = new Dictionary<LLUUID, ScriptControllers>();
private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO;
private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO;
@ -608,15 +606,8 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
public void MakeChildAgent()
{
if (m_animations.Count > 0)
{
LLUUID movementAnim = m_animations[0];
m_animations.Clear();
m_animations.Clear();
m_animationSeqs.Clear();
SetMovementAnimation(movementAnim);
}
// m_log.DebugFormat(
// "[SCENEPRESENCE]: Downgrading child agent {0}, {1} to a root agent in {2}",
// Name, UUID, m_scene.RegionInfo.RegionName);
@ -1104,66 +1095,31 @@ namespace OpenSim.Region.Environment.Scenes
if (m_isChildAgent)
return;
// Don't let this animation become the movement animation
if (m_animations.Count < 1)
TrySetMovementAnimation("STAND");
if (!m_animations.Contains(animID))
if (m_animations.Add(animID, m_controllingClient.NextAnimationSequenceNumber))
{
m_animations.Add(animID);
m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber);
SendAnimPack();
}
}
public void AddAnimation(string name)
{
if (m_isChildAgent)
return;
LLUUID animID = m_controllingClient.GetDefaultAnimation(name);
if (animID == LLUUID.Zero)
return;
AddAnimation(animID);
}
public void RemoveAnimation(LLUUID animID)
{
if (m_isChildAgent)
return;
if (m_animations.Contains(animID))
if (m_animations.Remove(animID))
{
if (m_animations[0] == animID)
{
TrySetMovementAnimation("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 AddAnimation(string name)
{
if (m_isChildAgent)
return;
// Don't let this animation become the movement animation
if (m_animations.Count < 1)
TrySetMovementAnimation("STAND");
LLUUID animID = m_controllingClient.GetDefaultAnimation(name);
if (animID == LLUUID.Zero)
return;
if (!m_animations.Contains(animID))
{
m_animations.Add(animID);
m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber);
SendAnimPack();
}
}
@ -1177,34 +1133,9 @@ namespace OpenSim.Region.Environment.Scenes
if (animID == LLUUID.Zero)
return;
if (m_animations.Contains(animID))
{
if (m_animations[0] == animID)
{
TrySetMovementAnimation("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;
}
}
}
}
RemoveAnimation(animID);
}
public void HandleStartAnim(IClientAPI remoteClient, LLUUID animID)
{
AddAnimation(animID);
@ -1216,88 +1147,63 @@ namespace OpenSim.Region.Environment.Scenes
}
/// <summary>
/// The movement animation is the first element of the animation list,
/// reserved for "main" animations that are mutually exclusive,
/// like flying and sitting, for example.
/// The movement animation is reserved for "main" animations
/// that are mutually exclusive, e.g. flying and sitting.
/// </summary>
protected void SetMovementAnimation(LLUUID animID)
{
if (m_animations.Count < 1)
if (m_animations.SetDefaultAnimation(animID, m_controllingClient.NextAnimationSequenceNumber))
{
m_animations.Add(Animations.AnimsLLUUID["STAND"]);
m_animationSeqs.Add(1);
SendAnimPack();
}
else
{
try
{
if (m_animations[0] != animID)
{
m_animations[0] = animID;
m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber;
SendAnimPack();
}
}
catch
{
m_log.Warn("[AVATAR]: SetMovementAnimation for avatar failed. Attempting recovery...");
m_animations[0] = animID;
m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber;
SendAnimPack();
}
}
}
/// <summary>
/// Set the first known animation in the given list as the movement animation
/// The movement animation is reserved for "main" animations
/// that are mutually exclusive, e.g. flying and sitting.
/// </summary>
protected void TrySetMovementAnimation(params string[] anims)
protected void TrySetMovementAnimation(string anim)
{
foreach (string anim in anims)
if (m_animations.TrySetDefaultAnimation(anim, m_controllingClient.NextAnimationSequenceNumber))
{
if (Animations.AnimsLLUUID.ContainsKey(anim))
{
SetMovementAnimation(Animations.AnimsLLUUID[anim]);
break;
}
SendAnimPack();
}
}
/// <summary>
/// This method handles agent movement related animations
/// This method determines the proper movement related animation
/// </summary>
protected void UpdateMovementAnimations()
protected string GetMovementAnimation()
{
if (m_movementflag != 0)
{
// We are moving
if (m_physicsActor.Flying)
{
TrySetMovementAnimation("FLY");
return "FLY";
}
else if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
PhysicsActor.IsColliding)
{
TrySetMovementAnimation("CROUCHWALK");
return "CROUCHWALK";
}
else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6)
{
// Client is moving and falling at a velocity greater then 6 meters per unit
TrySetMovementAnimation("FALLDOWN");
return "FALLDOWN";
}
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 &&
(m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
{
TrySetMovementAnimation("JUMP");
return "JUMP";
}
else if (m_setAlwaysRun)
{
TrySetMovementAnimation("RUN");
return "RUN";
}
else
{
TrySetMovementAnimation("WALK");
return "WALK";
}
}
else
@ -1307,29 +1213,34 @@ namespace OpenSim.Region.Environment.Scenes
if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
PhysicsActor.IsColliding)
{
TrySetMovementAnimation("CROUCH");
return "CROUCH";
}
else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying)
{
TrySetMovementAnimation("FALLDOWN");
return "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
TrySetMovementAnimation("JUMP");
return "JUMP";
}
else if (m_physicsActor.Flying)
{
TrySetMovementAnimation("HOVER");
return "HOVER";
}
else
{
TrySetMovementAnimation("STAND");
return "STAND";
}
}
}
protected void UpdateMovementAnimations()
{
TrySetMovementAnimation(GetMovementAnimation());
}
/// <summary>
/// Adds a new movement
/// </summary>
@ -1422,21 +1333,15 @@ namespace OpenSim.Region.Environment.Scenes
}
else if ((Util.GetDistanceTo(lastPhysPos, AbsolutePosition) > 0.02) || (Util.GetDistanceTo(m_lastVelocity, m_velocity) > 0.02)) // physics-related movement
{
// Send Terse Update to all clients updates lastPhysPos and m_lastVelocity
// doing the above assures us that we know what we sent the clients last
SendTerseUpdateToAllClients();
m_updateCount = 0;
}
// followed suggestion from mic bowman. reversed the two lines below.
CheckForBorderCrossing();
CheckForSignificantMovement(); // sends update to the modules.
}
}
@ -1621,7 +1526,15 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
public void SendAnimPack()
{
SendAnimPack(m_animations.ToArray(), m_animationSeqs.ToArray());
if (m_isChildAgent)
return;
LLUUID[] animIDs;
int[] sequenceNums;
m_animations.GetArrays(out animIDs, out sequenceNums);
SendAnimPack(animIDs, sequenceNums);
}
#endregion
@ -2142,14 +2055,7 @@ namespace OpenSim.Region.Environment.Scenes
DefaultTexture = textu.ToBytes();
}
List<Guid> animations_work = (List<Guid>)info.GetValue("m_animations", typeof(List<Guid>));
foreach (Guid guid in animations_work)
{
m_animations.Add(new LLUUID(guid));
}
m_animationSeqs = (List<int>)info.GetValue("m_animationSeqs", typeof(List<int>));
m_animations = (AnimationSet)info.GetValue("m_animations", typeof(AnimationSet));
m_updateflag = (bool)info.GetValue("m_updateflag", typeof(bool));
m_movementflag = (byte)info.GetValue("m_movementflag", typeof(byte));
m_forcesList = (List<NewForce>)info.GetValue("m_forcesList", typeof(List<NewForce>));
@ -2304,16 +2210,7 @@ namespace OpenSim.Region.Environment.Scenes
base.GetObjectData(info, context);
List<Guid> animations_work = new List<Guid>();
foreach (LLUUID uuid in m_animations)
{
animations_work.Add(uuid.UUID);
}
info.AddValue("m_animations", animations_work);
info.AddValue("m_animationSeqs", m_animationSeqs);
info.AddValue("m_animations", m_animations);
info.AddValue("m_updateflag", m_updateflag);
info.AddValue("m_movementflag", m_movementflag);
info.AddValue("m_forcesList", m_forcesList);