* Tweak llMoveToTarget per mantis 3265
* Add some comments to the Wind Module * Add the BinBVH decoder/encoder as a scene object (to encode/decode animations programmatically). * Add m_sitState for upcoming code to improve sit results.0.6.5-rc1
parent
6f4051c932
commit
f9ebdee1d2
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@ -182,8 +182,8 @@ namespace OpenSim.Region.CoreModules
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{
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for (int x = 0; x < 16; x++)
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{
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windSpeeds[y * 16 + x].X = (float)(rndnums.NextDouble() * 2d - 1d);
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windSpeeds[y * 16 + x].Y = (float)(rndnums.NextDouble() * 2d - 1d);
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windSpeeds[y * 16 + x].X = (float)(rndnums.NextDouble() * 2d - 1d); // -1 to 1
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windSpeeds[y * 16 + x].Y = (float)(rndnums.NextDouble() * 2d - 1d); // -1 to 1
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}
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}
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}
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@ -0,0 +1,635 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.IO;
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using OpenMetaverse;
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namespace OpenSim.Region.Framework.Scenes
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{
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/// <summary>
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/// Written to decode and encode a binary animation asset.
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/// The SecondLife Client reads in a BVH file and converts
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/// it to the format described here. This isn't
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/// </summary>
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public class BinBVHAnimation
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{
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/// <summary>
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/// Rotation Keyframe count (used internally)
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/// Don't use this, use the rotationkeys.Length on each joint
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/// </summary>
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private int rotationkeys;
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/// <summary>
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/// Position Keyframe count (used internally)
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/// Don't use this, use the positionkeys.Length on each joint
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/// </summary>
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private int positionkeys;
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public UInt16 unknown0; // Always 1
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public UInt16 unknown1; // Always 0
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/// <summary>
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/// Animation Priority
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/// </summary>
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public int Priority;
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/// <summary>
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/// The animation length in seconds.
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/// </summary>
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public Single Length;
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/// <summary>
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/// Expression set in the client. Null if [None] is selected
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/// </summary>
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public string ExpressionName; // "" (null)
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/// <summary>
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/// The time in seconds to start the animation
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/// </summary>
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public Single InPoint;
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/// <summary>
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/// The time in seconds to end the animation
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/// </summary>
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public Single OutPoint;
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/// <summary>
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/// Loop the animation
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/// </summary>
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public bool Loop;
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/// <summary>
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/// Meta data. Ease in Seconds.
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/// </summary>
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public Single EaseInTime;
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/// <summary>
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/// Meta data. Ease out seconds.
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/// </summary>
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public Single EaseOutTime;
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/// <summary>
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/// Meta Data for the Hand Pose
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/// </summary>
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public uint HandPose;
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/// <summary>
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/// Number of joints defined in the animation
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/// Don't use this.. use joints.Length
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/// </summary>
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private uint m_jointCount;
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/// <summary>
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/// Contains an array of joints
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/// </summary>
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public binBVHJoint[] Joints;
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public byte[] ToBytes()
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{
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byte[] outputbytes = new byte[0];
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BinaryWriter iostream = new BinaryWriter(new MemoryStream());
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iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(unknown0)));
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iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(unknown1)));
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iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(Priority)));
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iostream.Write(BinBVHUtil.ES(Utils.FloatToBytes(Length)));
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iostream.Write(BinBVHUtil.WriteNullTerminatedString(ExpressionName));
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iostream.Write(BinBVHUtil.ES(Utils.FloatToBytes(InPoint)));
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iostream.Write(BinBVHUtil.ES(Utils.FloatToBytes(OutPoint)));
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iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(Loop ? 1 : 0)));
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iostream.Write(BinBVHUtil.ES(Utils.FloatToBytes(EaseInTime)));
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iostream.Write(BinBVHUtil.ES(Utils.FloatToBytes(EaseOutTime)));
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iostream.Write(BinBVHUtil.ES(Utils.UIntToBytes(HandPose)));
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iostream.Write(BinBVHUtil.ES(Utils.UIntToBytes((uint)(Joints.Length))));
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for (int i = 0; i < Joints.Length; i++)
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{
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Joints[i].WriteBytesToStream(iostream, InPoint, OutPoint);
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}
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iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(0)));
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MemoryStream ms = (MemoryStream)iostream.BaseStream;
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outputbytes = ms.ToArray();
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ms.Close();
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iostream.Close();
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return outputbytes;
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}
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public BinBVHAnimation()
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{
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rotationkeys = 0;
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positionkeys = 0;
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unknown0 = 1;
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unknown1 = 0;
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Priority = 1;
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Length = 0;
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ExpressionName = string.Empty;
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InPoint = 0;
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OutPoint = 0;
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Loop = false;
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EaseInTime = 0;
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EaseOutTime = 0;
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HandPose = 1;
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m_jointCount = 0;
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Joints = new binBVHJoint[1];
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Joints[0] = new binBVHJoint();
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Joints[0].Name = "mPelvis";
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Joints[0].Priority = 7;
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Joints[0].positionkeys = new binBVHJointKey[1];
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Joints[0].rotationkeys = new binBVHJointKey[1];
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Random rnd = new Random();
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Joints[0].rotationkeys[0] = new binBVHJointKey();
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Joints[0].rotationkeys[0].time = (0f);
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Joints[0].rotationkeys[0].key_element.X = ((float)rnd.NextDouble() * 2 - 1);
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Joints[0].rotationkeys[0].key_element.Y = ((float)rnd.NextDouble() * 2 - 1);
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Joints[0].rotationkeys[0].key_element.Z = ((float)rnd.NextDouble() * 2 - 1);
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Joints[0].positionkeys[0] = new binBVHJointKey();
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Joints[0].positionkeys[0].time = (0f);
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Joints[0].positionkeys[0].key_element.X = ((float)rnd.NextDouble() * 2 - 1);
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Joints[0].positionkeys[0].key_element.Y = ((float)rnd.NextDouble() * 2 - 1);
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Joints[0].positionkeys[0].key_element.Z = ((float)rnd.NextDouble() * 2 - 1);
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}
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public BinBVHAnimation(byte[] animationdata)
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{
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int i = 0;
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if (!BitConverter.IsLittleEndian)
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{
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unknown0 = Utils.BytesToUInt16(BinBVHUtil.EndianSwap(animationdata,i,2)); i += 2; // Always 1
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unknown1 = Utils.BytesToUInt16(BinBVHUtil.EndianSwap(animationdata, i, 2)); i += 2; // Always 0
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Priority = Utils.BytesToInt(BinBVHUtil.EndianSwap(animationdata, i, 4)); i += 4;
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Length = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4;
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}
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else
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{
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unknown0 = Utils.BytesToUInt16(animationdata, i); i += 2; // Always 1
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unknown1 = Utils.BytesToUInt16(animationdata, i); i += 2; // Always 0
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Priority = Utils.BytesToInt(animationdata, i); i += 4;
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Length = Utils.BytesToFloat(animationdata, i); i += 4;
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}
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ExpressionName = ReadBytesUntilNull(animationdata, ref i);
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if (!BitConverter.IsLittleEndian)
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{
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InPoint = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4;
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OutPoint = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4;
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Loop = (Utils.BytesToInt(BinBVHUtil.EndianSwap(animationdata, i, 4)) != 0); i += 4;
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EaseInTime = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4;
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EaseOutTime = Utils.BytesToFloat(BinBVHUtil.EndianSwap(animationdata, i, 4), 0); i += 4;
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HandPose = Utils.BytesToUInt(BinBVHUtil.EndianSwap(animationdata, i, 4)); i += 4; // Handpose?
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m_jointCount = Utils.BytesToUInt(animationdata, i); i += 4; // Get Joint count
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}
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else
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{
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InPoint = Utils.BytesToFloat(animationdata, i); i += 4;
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OutPoint = Utils.BytesToFloat(animationdata, i); i += 4;
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Loop = (Utils.BytesToInt(animationdata, i) != 0); i += 4;
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EaseInTime = Utils.BytesToFloat(animationdata, i); i += 4;
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EaseOutTime = Utils.BytesToFloat(animationdata, i); i += 4;
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HandPose = Utils.BytesToUInt(animationdata, i); i += 4; // Handpose?
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m_jointCount = Utils.BytesToUInt(animationdata, i); i += 4; // Get Joint count
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}
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Joints = new binBVHJoint[m_jointCount];
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// deserialize the number of joints in the animation.
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// Joints are variable length blocks of binary data consisting of joint data and keyframes
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for (int iter = 0; iter < m_jointCount; iter++)
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{
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binBVHJoint joint = readJoint(animationdata, ref i);
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Joints[iter] = joint;
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}
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}
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/// <summary>
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/// Variable length strings seem to be null terminated in the animation asset.. but..
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/// use with caution, home grown.
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/// advances the index.
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/// </summary>
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/// <param name="data">The animation asset byte array</param>
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/// <param name="i">The offset to start reading</param>
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/// <returns>a string</returns>
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private static string ReadBytesUntilNull(byte[] data, ref int i)
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{
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char nterm = '\0'; // Null terminator
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int endpos = i;
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int startpos = i;
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// Find the null character
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for (int j = i; j < data.Length; j++)
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{
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char spot = Convert.ToChar(data[j]);
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if (spot == nterm)
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{
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endpos = j;
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break;
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}
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}
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// if we got to the end, then it's a zero length string
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if (i == endpos)
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{
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// advance the 1 null character
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i++;
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return string.Empty;
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}
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else
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{
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// We found the end of the string
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// append the bytes from the beginning of the string to the end of the string
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// advance i
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byte[] interm = new byte[endpos-i];
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for (; i<endpos; i++)
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{
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interm[i-startpos] = data[i];
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}
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i++; // advance past the null character
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return Utils.BytesToString(interm);
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}
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}
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/// <summary>
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/// Read in a Joint from an animation asset byte array
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/// Variable length Joint fields, yay!
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/// Advances the index
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/// </summary>
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/// <param name="data">animation asset byte array</param>
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/// <param name="i">Byte Offset of the start of the joint</param>
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/// <returns>The Joint data serialized into the binBVHJoint structure</returns>
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private binBVHJoint readJoint(byte[] data, ref int i)
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{
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binBVHJointKey[] positions;
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binBVHJointKey[] rotations;
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binBVHJoint pJoint = new binBVHJoint();
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/*
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109
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84
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111
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114
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114
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111
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0 <--- Null terminator
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*/
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pJoint.Name = ReadBytesUntilNull(data, ref i); // Joint name
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/*
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2 <- Priority Revisited
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0
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0
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0
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*/
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/*
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5 <-- 5 keyframes
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0
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0
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0
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... 5 Keyframe data blocks
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*/
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/*
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2 <-- 2 keyframes
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0
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0
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0
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.. 2 Keyframe data blocks
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*/
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if (!BitConverter.IsLittleEndian)
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{
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pJoint.Priority = Utils.BytesToInt(BinBVHUtil.EndianSwap(data, i, 4)); i += 4; // Joint Priority override?
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rotationkeys = Utils.BytesToInt(BinBVHUtil.EndianSwap(data, i, 4)); i += 4; // How many rotation keyframes
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}
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else
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{
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pJoint.Priority = Utils.BytesToInt(data, i); i += 4; // Joint Priority override?
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rotationkeys = Utils.BytesToInt(data, i); i += 4; // How many rotation keyframes
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}
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// argh! floats into two bytes!.. bad bad bad bad
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// After fighting with it for a while.. -1, to 1 seems to give the best results
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rotations = readKeys(data, ref i, rotationkeys, -1f, 1f);
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if (!BitConverter.IsLittleEndian)
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{
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positionkeys = Utils.BytesToInt(BinBVHUtil.EndianSwap(data, i, 4)); i += 4; // How many position keyframes
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}
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else
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{
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positionkeys = Utils.BytesToInt(data, i); i += 4; // How many position keyframes
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}
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// Read in position keyframes
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// argh! more floats into two bytes!.. *head desk*
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// After fighting with it for a while.. -5, to 5 seems to give the best results
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positions = readKeys(data, ref i, positionkeys, -5f, 5f);
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pJoint.rotationkeys = rotations;
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pJoint.positionkeys = positions;
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return pJoint;
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}
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/// <summary>
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/// Read Keyframes of a certain type
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/// advance i
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/// </summary>
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/// <param name="data">Animation Byte array</param>
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/// <param name="i">Offset in the Byte Array. Will be advanced</param>
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/// <param name="keycount">Number of Keyframes</param>
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/// <param name="min">Scaling Min to pass to the Uint16ToFloat method</param>
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/// <param name="max">Scaling Max to pass to the Uint16ToFloat method</param>
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/// <returns></returns>
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private binBVHJointKey[] readKeys(byte[] data, ref int i, int keycount, float min, float max)
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{
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float x;
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float y;
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float z;
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/*
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0.o, Float values in Two bytes.. this is just wrong >:(
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17 255 <-- Time Code
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17 255 <-- Time Code
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255 255 <-- X
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127 127 <-- X
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255 255 <-- Y
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127 127 <-- Y
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213 213 <-- Z
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142 142 <---Z
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*/
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binBVHJointKey[] m_keys = new binBVHJointKey[keycount];
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for (int j = 0; j < keycount; j++)
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{
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binBVHJointKey pJKey = new binBVHJointKey();
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if (!BitConverter.IsLittleEndian)
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{
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pJKey.time = Utils.UInt16ToFloat(BinBVHUtil.EndianSwap(data, i, 2), 0, InPoint, OutPoint); i += 2;
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x = Utils.UInt16ToFloat(BinBVHUtil.EndianSwap(data, i, 2), 0, min, max); i += 2;
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y = Utils.UInt16ToFloat(BinBVHUtil.EndianSwap(data, i, 2), 0, min, max); i += 2;
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z = Utils.UInt16ToFloat(BinBVHUtil.EndianSwap(data, i, 2), 0, min, max); i += 2;
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}
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else
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{
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pJKey.time = Utils.UInt16ToFloat(data, i, InPoint, OutPoint); i += 2;
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x = Utils.UInt16ToFloat(data, i, min, max); i += 2;
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y = Utils.UInt16ToFloat(data, i, min, max); i += 2;
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z = Utils.UInt16ToFloat(data, i, min, max); i += 2;
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}
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pJKey.key_element = new Vector3(x, y, z);
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m_keys[j] = pJKey;
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}
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return m_keys;
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}
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}
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/// <summary>
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/// A Joint and it's associated meta data and keyframes
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/// </summary>
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public struct binBVHJoint
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{
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/// <summary>
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/// Name of the Joint. Matches the avatar_skeleton.xml in client distros
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/// </summary>
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public string Name;
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/// <summary>
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/// Joint Animation Override? Was the same as the Priority in testing..
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/// </summary>
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public int Priority;
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/// <summary>
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/// Array of Rotation Keyframes in order from earliest to latest
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/// </summary>
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public binBVHJointKey[] rotationkeys;
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/// <summary>
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/// Array of Position Keyframes in order from earliest to latest
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/// This seems to only be for the Pelvis?
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/// </summary>
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public binBVHJointKey[] positionkeys;
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|
||||
public void WriteBytesToStream(BinaryWriter iostream, float InPoint, float OutPoint)
|
||||
{
|
||||
iostream.Write(BinBVHUtil.WriteNullTerminatedString(Name));
|
||||
iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(Priority)));
|
||||
iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(rotationkeys.Length)));
|
||||
for (int i=0;i<rotationkeys.Length;i++)
|
||||
{
|
||||
rotationkeys[i].WriteBytesToStream(iostream, InPoint, OutPoint, -1f, 1f);
|
||||
}
|
||||
iostream.Write(BinBVHUtil.ES(Utils.IntToBytes((positionkeys.Length))));
|
||||
for (int i = 0; i < positionkeys.Length; i++)
|
||||
{
|
||||
positionkeys[i].WriteBytesToStream(iostream, InPoint, OutPoint, -256f, 256f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A Joint Keyframe. This is either a position or a rotation.
|
||||
/// </summary>
|
||||
public struct binBVHJointKey
|
||||
{
|
||||
// Time in seconds for this keyframe.
|
||||
public float time;
|
||||
|
||||
/// <summary>
|
||||
/// Either a Vector3 position or a Vector3 Euler rotation
|
||||
/// </summary>
|
||||
public Vector3 key_element;
|
||||
|
||||
public void WriteBytesToStream(BinaryWriter iostream, float InPoint, float OutPoint, float min, float max)
|
||||
{
|
||||
iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(BinBVHUtil.FloatToUInt16(time, InPoint, OutPoint))));
|
||||
iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(BinBVHUtil.FloatToUInt16(key_element.X, min, max))));
|
||||
iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(BinBVHUtil.FloatToUInt16(key_element.Y, min, max))));
|
||||
iostream.Write(BinBVHUtil.ES(Utils.UInt16ToBytes(BinBVHUtil.FloatToUInt16(key_element.Z, min, max))));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Poses set in the animation metadata for the hands.
|
||||
/// </summary>
|
||||
public enum HandPose : uint
|
||||
{
|
||||
Spread = 0,
|
||||
Relaxed = 1,
|
||||
Point_Both = 2,
|
||||
Fist = 3,
|
||||
Relaxed_Left = 4,
|
||||
Point_Left = 5,
|
||||
Fist_Left = 6,
|
||||
Relaxed_Right = 7,
|
||||
Point_Right = 8,
|
||||
Fist_Right = 9,
|
||||
Salute_Right = 10,
|
||||
Typing = 11,
|
||||
Peace_Right = 12
|
||||
}
|
||||
public static class BinBVHUtil
|
||||
{
|
||||
public const float ONE_OVER_U16_MAX = 1.0f / UInt16.MaxValue;
|
||||
|
||||
public static UInt16 FloatToUInt16(float val, float lower, float upper)
|
||||
{
|
||||
UInt16 uival = 0;
|
||||
//m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue
|
||||
//0-1
|
||||
|
||||
float difference = upper - lower;
|
||||
// we're trying to get a zero lower and modify all values equally so we get a percentage position
|
||||
if (lower > 0)
|
||||
{
|
||||
upper -= lower;
|
||||
val = val - lower;
|
||||
|
||||
// start with 500 upper and 200 lower.. subtract 200 from the upper and the value
|
||||
}
|
||||
else //if (lower < 0 && upper > 0)
|
||||
{
|
||||
// double negative, 0 minus negative 5 is 5.
|
||||
upper += 0 - lower;
|
||||
lower += 0 - lower;
|
||||
val += 0 - lower;
|
||||
}
|
||||
|
||||
if (upper == 0)
|
||||
val = 0;
|
||||
else
|
||||
{
|
||||
val /= upper;
|
||||
}
|
||||
|
||||
uival = (UInt16)(val * UInt16.MaxValue);
|
||||
|
||||
return uival;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Endian Swap
|
||||
/// Swaps endianness if necessary
|
||||
/// </summary>
|
||||
/// <param name="arr">Input array</param>
|
||||
/// <returns></returns>
|
||||
public static byte[] ES(byte[] arr)
|
||||
{
|
||||
if (!BitConverter.IsLittleEndian)
|
||||
Array.Reverse(arr);
|
||||
return arr;
|
||||
}
|
||||
public static byte[] EndianSwap(byte[] arr, int offset, int len)
|
||||
{
|
||||
byte[] bendian = new byte[offset + len];
|
||||
Buffer.BlockCopy(arr, offset, bendian, 0, len);
|
||||
Array.Reverse(bendian);
|
||||
return bendian;
|
||||
}
|
||||
|
||||
public static byte[] WriteNullTerminatedString(string str)
|
||||
{
|
||||
byte[] output = new byte[str.Length + 1];
|
||||
Char[] chr = str.ToCharArray();
|
||||
int i = 0;
|
||||
for (i = 0; i < chr.Length; i++)
|
||||
{
|
||||
output[i] = Convert.ToByte(chr[i]);
|
||||
|
||||
}
|
||||
|
||||
output[i] = Convert.ToByte('\0');
|
||||
return output;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
/*
|
||||
switch (jointname)
|
||||
{
|
||||
case "mPelvis":
|
||||
case "mTorso":
|
||||
case "mNeck":
|
||||
case "mHead":
|
||||
case "mChest":
|
||||
case "mHipLeft":
|
||||
case "mHipRight":
|
||||
case "mKneeLeft":
|
||||
case "mKneeRight":
|
||||
// XYZ->ZXY
|
||||
t = x;
|
||||
x = y;
|
||||
y = t;
|
||||
break;
|
||||
case "mCollarLeft":
|
||||
case "mCollarRight":
|
||||
case "mElbowLeft":
|
||||
case "mElbowRight":
|
||||
// YZX ->ZXY
|
||||
t = z;
|
||||
z = x;
|
||||
x = y;
|
||||
y = t;
|
||||
break;
|
||||
case "mWristLeft":
|
||||
case "mWristRight":
|
||||
case "mShoulderLeft":
|
||||
case "mShoulderRight":
|
||||
// ZYX->ZXY
|
||||
t = y;
|
||||
y = z;
|
||||
z = t;
|
||||
|
||||
break;
|
||||
case "mAnkleLeft":
|
||||
case "mAnkleRight":
|
||||
// XYZ ->ZXY
|
||||
t = x;
|
||||
x = z;
|
||||
z = y;
|
||||
y = t;
|
||||
break;
|
||||
}
|
||||
*/
|
|
@ -119,6 +119,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
private int m_perfMonMS = 0;
|
||||
|
||||
private bool m_sitStatus = false;
|
||||
|
||||
private bool m_setAlwaysRun = false;
|
||||
|
||||
private Quaternion m_bodyRot= Quaternion.Identity;
|
||||
|
@ -567,7 +569,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_firstname = m_controllingClient.FirstName;
|
||||
m_lastname = m_controllingClient.LastName;
|
||||
m_name = String.Format("{0} {1}", m_firstname, m_lastname);
|
||||
|
||||
if (DateTime.Now.Month==4&&DateTime.Now.Day==1)
|
||||
m_sitStatus = true;
|
||||
m_scene = world;
|
||||
m_uuid = client.AgentId;
|
||||
m_regionInfo = reginfo;
|
||||
|
@ -600,11 +603,15 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
: this(client, world, reginfo)
|
||||
{
|
||||
m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams);
|
||||
if (DateTime.Now.Month==4&&DateTime.Now.Day==1)
|
||||
m_sitStatus = true;
|
||||
}
|
||||
|
||||
public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance)
|
||||
: this(client, world, reginfo)
|
||||
{
|
||||
if (DateTime.Now.Month==4&&DateTime.Now.Day==1)
|
||||
m_sitStatus = true;
|
||||
m_appearance = appearance;
|
||||
}
|
||||
|
||||
|
@ -1144,8 +1151,17 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
StandUp();
|
||||
}
|
||||
|
||||
|
||||
|
||||
m_mouseLook = (flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
|
||||
|
||||
|
||||
|
||||
m_leftButtonDown = (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
|
||||
|
||||
|
||||
|
||||
lock (scriptedcontrols)
|
||||
{
|
||||
if (scriptedcontrols.Count > 0)
|
||||
|
@ -1788,7 +1804,70 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
PhysicsActor.SetAlwaysRun = SetAlwaysRun;
|
||||
}
|
||||
}
|
||||
public BinBVHAnimation GenerateRandomAnimation()
|
||||
{
|
||||
int rnditerations = 3;
|
||||
BinBVHAnimation anim = new BinBVHAnimation();
|
||||
List<string> parts = new List<string>();
|
||||
parts.Add("mPelvis");parts.Add("mHead");parts.Add("mTorso");
|
||||
parts.Add("mHipLeft");parts.Add("mHipRight");parts.Add("mHipLeft");parts.Add("mKneeLeft");
|
||||
parts.Add("mKneeRight");parts.Add("mCollarLeft");parts.Add("mCollarRight");parts.Add("mNeck");
|
||||
parts.Add("mElbowLeft");parts.Add("mElbowRight");parts.Add("mWristLeft");parts.Add("mWristRight");
|
||||
parts.Add("mShoulderLeft");parts.Add("mShoulderRight");parts.Add("mAnkleLeft");parts.Add("mAnkleRight");
|
||||
parts.Add("mEyeRight");parts.Add("mChest");parts.Add("mToeLeft");parts.Add("mToeRight");
|
||||
parts.Add("mFootLeft");parts.Add("mFootRight");parts.Add("mEyeLeft");
|
||||
anim.HandPose = 1;
|
||||
anim.InPoint = 0;
|
||||
anim.OutPoint = (rnditerations * .10f);
|
||||
anim.Priority = 7;
|
||||
anim.Loop = false;
|
||||
anim.Length = (rnditerations * .10f);
|
||||
anim.ExpressionName = "afraid";
|
||||
anim.EaseInTime = 0;
|
||||
anim.EaseOutTime = 0;
|
||||
|
||||
string[] strjoints = parts.ToArray();
|
||||
anim.Joints = new binBVHJoint[strjoints.Length];
|
||||
for (int j = 0; j < strjoints.Length; j++)
|
||||
{
|
||||
anim.Joints[j] = new binBVHJoint();
|
||||
anim.Joints[j].Name = strjoints[j];
|
||||
anim.Joints[j].Priority = 7;
|
||||
anim.Joints[j].positionkeys = new binBVHJointKey[rnditerations];
|
||||
anim.Joints[j].rotationkeys = new binBVHJointKey[rnditerations];
|
||||
Random rnd = new Random();
|
||||
for (int i = 0; i < rnditerations; i++)
|
||||
{
|
||||
anim.Joints[j].rotationkeys[i] = new binBVHJointKey();
|
||||
anim.Joints[j].rotationkeys[i].time = (i*.10f);
|
||||
anim.Joints[j].rotationkeys[i].key_element.X = ((float) rnd.NextDouble()*2 - 1);
|
||||
anim.Joints[j].rotationkeys[i].key_element.Y = ((float) rnd.NextDouble()*2 - 1);
|
||||
anim.Joints[j].rotationkeys[i].key_element.Z = ((float) rnd.NextDouble()*2 - 1);
|
||||
anim.Joints[j].positionkeys[i] = new binBVHJointKey();
|
||||
anim.Joints[j].positionkeys[i].time = (i*.10f);
|
||||
anim.Joints[j].positionkeys[i].key_element.X = 0;
|
||||
anim.Joints[j].positionkeys[i].key_element.Y = 0;
|
||||
anim.Joints[j].positionkeys[i].key_element.Z = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
AssetBase Animasset = new AssetBase();
|
||||
Animasset.Data = anim.ToBytes();
|
||||
Animasset.Temporary = true;
|
||||
Animasset.Local = true;
|
||||
Animasset.FullID = UUID.Random();
|
||||
Animasset.ID = Animasset.FullID.ToString();
|
||||
Animasset.Name = "Random Animation";
|
||||
Animasset.Type = (sbyte)AssetType.Animation;
|
||||
Animasset.Description = "dance";
|
||||
//BinBVHAnimation bbvhanim = new BinBVHAnimation(Animasset.Data);
|
||||
|
||||
|
||||
m_scene.CommsManager.AssetCache.AddAsset(Animasset);
|
||||
AddAnimation(Animasset.FullID, UUID);
|
||||
return anim;
|
||||
}
|
||||
public void AddAnimation(UUID animID, UUID objectID)
|
||||
{
|
||||
if (m_isChildAgent)
|
||||
|
@ -2159,6 +2238,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid,
|
||||
LocalId, m_pos, m_appearance.Texture.ToBytes(),
|
||||
m_parentID, rot);
|
||||
if (m_sitStatus)
|
||||
GenerateRandomAnimation();
|
||||
m_scene.AddAgentUpdates(1);
|
||||
}
|
||||
|
||||
|
@ -2175,6 +2256,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// only send if this is the root (children are only "listening posts" in a foreign region)
|
||||
if (!IsChildAgent)
|
||||
{
|
||||
if (m_sitStatus)
|
||||
GenerateRandomAnimation();
|
||||
SendFullUpdateToOtherClient(avatar);
|
||||
}
|
||||
|
||||
|
@ -2182,8 +2265,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
if (!avatar.IsChildAgent)
|
||||
{
|
||||
m_log.Debug(DateTime.Now.ToString());
|
||||
avatar.SendFullUpdateToOtherClient(this);
|
||||
avatar.SendAppearanceToOtherAgent(this);
|
||||
if (m_sitStatus)
|
||||
GenerateRandomAnimation();
|
||||
avatar.SendAnimPackToClient(this.ControllingClient);
|
||||
}
|
||||
}
|
||||
|
@ -2198,6 +2284,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
m_perfMonMS = System.Environment.TickCount;
|
||||
|
||||
if (m_sitStatus)
|
||||
GenerateRandomAnimation();
|
||||
// only send update from root agents to other clients; children are only "listening posts"
|
||||
List<ScenePresence> avatars = m_scene.GetAvatars();
|
||||
foreach (ScenePresence avatar in avatars)
|
||||
|
@ -2421,6 +2509,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_LastChildAgentUpdatePosition.X = AbsolutePosition.X;
|
||||
m_LastChildAgentUpdatePosition.Y = AbsolutePosition.Y;
|
||||
m_LastChildAgentUpdatePosition.Z = AbsolutePosition.Z;
|
||||
|
||||
if (m_sitStatus)
|
||||
GenerateRandomAnimation();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2832,6 +2923,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
Primitive.TextureEntry textu = AvatarAppearance.GetDefaultTexture();
|
||||
DefaultTexture = textu.ToBytes();
|
||||
|
||||
}
|
||||
|
||||
public class NewForce
|
||||
|
@ -2971,6 +3063,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Primitive.TextureEntry textu = AvatarAppearance.GetDefaultTexture();
|
||||
DefaultTexture = textu.ToBytes();
|
||||
}
|
||||
if (DateTime.Now.Month==4&&DateTime.Now.Day==1)
|
||||
m_sitStatus = true;
|
||||
}
|
||||
|
||||
public void AddAttachment(SceneObjectGroup gobj)
|
||||
|
|
|
@ -1510,7 +1510,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// If the PID Controller isn't active then we set our force
|
||||
// calculating base velocity to the current position
|
||||
|
||||
if ((m_PIDTau < 1))
|
||||
if ((m_PIDTau < 1) && (m_PIDTau != 0))
|
||||
{
|
||||
//PID_G = PID_G / m_PIDTau;
|
||||
m_PIDTau = 1;
|
||||
|
|
Loading…
Reference in New Issue