*TEST* add movement states SIT and SITGROUND. ScenePresence on SIT,
SITGROUND or STAND, sets directly the state, and desired sitAnimation for default sitsavinationmerge
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0caa59b286
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@ -204,7 +204,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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SendAnimPack();
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ret = true;
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}
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else if (m_animations.TrySetDefaultAnimation(
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else
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{
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// translate sit and sitground state animations
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if (anim == "SIT" || anim == "SITGROUND")
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anim = m_scenePresence.sitAnimation;
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if (m_animations.TrySetDefaultAnimation(
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anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
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{
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// m_log.DebugFormat(
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@ -217,6 +223,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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ret = true;
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}
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}
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}
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else
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{
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m_log.WarnFormat(
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@ -236,6 +243,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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const float JUMP_PERIOD = 800f;
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#region Inputs
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if (m_scenePresence.SitGround)
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return "SITGROUND";
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if (m_scenePresence.ParentID != 0 || m_scenePresence.ParentUUID != UUID.Zero)
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return "SIT";
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AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
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PhysicsActor actor = m_scenePresence.PhysicsActor;
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@ -491,15 +503,20 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public bool ForceUpdateMovementAnimations()
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{
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// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Updating movement animations for {0}", m_scenePresence.Name);
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bool ret = false;
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lock (m_animations)
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{
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string newMovementAnimation = DetermineMovementAnimation();
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ret = TrySetMovementAnimation(newMovementAnimation);
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CurrentMovementAnimation = DetermineMovementAnimation();
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return TrySetMovementAnimation(CurrentMovementAnimation);
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}
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}
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public bool SetMovementAnimations(string motionState)
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{
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lock (m_animations)
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{
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CurrentMovementAnimation = motionState;
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return TrySetMovementAnimation(CurrentMovementAnimation);
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}
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return ret;
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}
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public UUID[] GetAnimationArray()
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@ -243,7 +243,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// Server Side Animation Override
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/// </value>
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public MovementAnimationOverrides Overrides { get; private set; }
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public String sitAnimation = "SIT";
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/// <summary>
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/// Attachments recorded on this avatar.
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/// </summary>
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@ -2779,7 +2779,11 @@ namespace OpenSim.Region.Framework.Scenes
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SendAvatarDataToAllAgents();
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}
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Animator.TrySetMovementAnimation("STAND");
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// reset to default sitAnimation
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sitAnimation = "SIT";
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// Animator.TrySetMovementAnimation("STAND");
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Animator.SetMovementAnimations("STAND");
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TriggerScenePresenceUpdated();
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}
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@ -3058,11 +3062,18 @@ namespace OpenSim.Region.Framework.Scenes
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SendAvatarDataToAllAgents();
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/*
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if(status == 3)
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Animator.TrySetMovementAnimation("SIT_GROUND");
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else
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Animator.TrySetMovementAnimation("SIT");
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*/
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if (status == 3)
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sitAnimation = "SIT_GROUND";
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else
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sitAnimation = "SIT";
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Animator.SetMovementAnimations("SIT");
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part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
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}
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@ -3164,12 +3175,13 @@ namespace OpenSim.Region.Framework.Scenes
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SendAvatarDataToAllAgents();
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String sitAnimation = "SIT";
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sitAnimation = "SIT";
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if (!String.IsNullOrEmpty(part.SitAnimation))
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{
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sitAnimation = part.SitAnimation;
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}
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Animator.TrySetMovementAnimation(sitAnimation);
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// Animator.TrySetMovementAnimation(sitAnimation);
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Animator.SetMovementAnimations("SIT");
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TriggerScenePresenceUpdated();
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}
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}
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@ -3181,10 +3193,14 @@ namespace OpenSim.Region.Framework.Scenes
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// m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick..
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m_AngularVelocity = Vector3.Zero;
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Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
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TriggerScenePresenceUpdated();
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sitAnimation = "SIT_GROUND_CONSTRAINED";
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// Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
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// TriggerScenePresenceUpdated();
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SitGround = true;
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RemoveFromPhysicalScene();
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Animator.SetMovementAnimations("SITGROUND");
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TriggerScenePresenceUpdated();
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}
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/// <summary>
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@ -132,25 +132,29 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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private Dictionary<string, string> MovementAnimationsForLSL =
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new Dictionary<string, string> {
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{"CROUCH", "Crouching"},
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{"CROUCHWALK", "CrouchWalking"},
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{"FALLDOWN", "Falling Down"},
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{"FLY", "Flying"},
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{"FLYSLOW", "FlyingSlow"},
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{"HOVER", "Hovering"},
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{"HOVER_UP", "Hovering Up"},
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{"HOVER_DOWN", "Hovering Down"},
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{"HOVER", "Hovering"},
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{"LAND", "Landing"},
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{"FALLDOWN", "Falling Down"},
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{"PREJUMP", "PreJumping"},
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{"JUMP", "Jumping"},
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{"STANDUP", "Standing Up"},
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{"SOFT_LAND", "Soft Landing"},
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{"STAND", "Standing"},
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{"CROUCHWALK", "CrouchWalking"},
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{"LAND", "Landing"},
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{"PREJUMP", "PreJumping"},
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{"RUN", "Running"},
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{"WALK", "Walking"},
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{"CROUCH", "Crouching"},
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{"SIT","Sitting"},
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{"SITGROUND","Sitting on Ground"},
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{"STAND", "Standing"},
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{"STANDUP", "Standing Up"},
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{"STRIDE","Striding"},
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{"SOFT_LAND", "Soft Landing"},
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{"TURNLEFT", "Turning Left"},
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{"TURNRIGHT", "Turning Right"}
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{"TURNRIGHT", "Turning Right"},
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{"WALK", "Walking"}
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};
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//An array of HTTP/1.1 headers that are not allowed to be used
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//as custom headers by llHTTPRequest.
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private string[] HttpStandardHeaders =
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@ -4884,10 +4888,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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if (presence != null)
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{
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if (presence.SitGround)
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return "Sitting on Ground";
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if (presence.ParentID != 0 || presence.ParentUUID != UUID.Zero)
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return "Sitting";
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// if (presence.SitGround)
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// return "Sitting on Ground";
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// if (presence.ParentID != 0 || presence.ParentUUID != UUID.Zero)
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// return "Sitting";
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string movementAnimation = presence.Animator.CurrentMovementAnimation;
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string lslMovementAnimation;
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