Merge branch 'master' of /home/opensim/var/repo/opensim

iar_mods
BlueWall 2011-12-02 20:53:35 -05:00
commit f144baa9a8
2 changed files with 28 additions and 23 deletions

View File

@ -399,6 +399,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
public void UpdateMovementAnimations() public void UpdateMovementAnimations()
{ {
CurrentMovementAnimation = DetermineMovementAnimation(); CurrentMovementAnimation = DetermineMovementAnimation();
// m_log.DebugFormat(
// "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()",
// CurrentMovementAnimation, m_scenePresence.Name);
TrySetMovementAnimation(CurrentMovementAnimation); TrySetMovementAnimation(CurrentMovementAnimation);
} }

View File

@ -149,9 +149,9 @@ namespace OpenSim.Region.Framework.Scenes
} }
private bool m_wasFlying; // add for fly velocity control private bool m_wasFlying; // add for fly velocity control
private int m_lastColCount = -1; //KF: Look for Collision chnages // private int m_lastColCount = -1; //KF: Look for Collision chnages
private int m_updateCount = 0; //KF: Update Anims for a while // private int m_updateCount = 0; //KF: Update Anims for a while
private static readonly int UPDATE_COUNT = 10; // how many frames to update for // private static readonly int UPDATE_COUNT = 10; // how many frames to update for
private TeleportFlags m_teleportFlags; private TeleportFlags m_teleportFlags;
public TeleportFlags TeleportFlags public TeleportFlags TeleportFlags
@ -1366,14 +1366,14 @@ namespace OpenSim.Region.Framework.Scenes
#endregion Inputs #endregion Inputs
// Make anims work for client side autopilot // // Make anims work for client side autopilot
if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0) // if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
m_updateCount = UPDATE_COUNT; // m_updateCount = UPDATE_COUNT;
//
// Make turning in place work // // Make turning in place work
if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0 || // if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0 ||
(flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) // (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
m_updateCount = UPDATE_COUNT; // m_updateCount = UPDATE_COUNT;
if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
{ {
@ -2297,7 +2297,7 @@ namespace OpenSim.Region.Framework.Scenes
public void HandleAgentSitOnGround() public void HandleAgentSitOnGround()
{ {
m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. // m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
SitGround = true; SitGround = true;
RemoveFromPhysicalScene(); RemoveFromPhysicalScene();
@ -3290,11 +3290,11 @@ namespace OpenSim.Region.Framework.Scenes
// as of this comment the interval is set in AddToPhysicalScene // as of this comment the interval is set in AddToPhysicalScene
if (Animator != null) if (Animator != null)
{ {
if (m_updateCount > 0) // if (m_updateCount > 0)
{ // {
Animator.UpdateMovementAnimations(); Animator.UpdateMovementAnimations();
m_updateCount--; // m_updateCount--;
} // }
} }
CollisionEventUpdate collisionData = (CollisionEventUpdate)e; CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
@ -3302,13 +3302,13 @@ namespace OpenSim.Region.Framework.Scenes
CollisionPlane = Vector4.UnitW; CollisionPlane = Vector4.UnitW;
// No collisions at all means we may be flying. Update always // // No collisions at all means we may be flying. Update always
// to make falling work // // to make falling work
if (m_lastColCount != coldata.Count || coldata.Count == 0) // if (m_lastColCount != coldata.Count || coldata.Count == 0)
{ // {
m_updateCount = UPDATE_COUNT; // m_updateCount = UPDATE_COUNT;
m_lastColCount = coldata.Count; // m_lastColCount = coldata.Count;
} // }
if (coldata.Count != 0 && Animator != null) if (coldata.Count != 0 && Animator != null)
{ {