457 lines
17 KiB
C#
457 lines
17 KiB
C#
/*
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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 OpenSimulator 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.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Framework.Scenes.Animation
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{
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/// <summary>
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/// Handle all animation duties for a scene presence
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/// </summary>
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public class ScenePresenceAnimator
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{
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public AnimationSet Animations
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{
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get { return m_animations; }
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}
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protected AnimationSet m_animations = new AnimationSet();
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/// <value>
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/// The current movement animation
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/// </value>
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public string CurrentMovementAnimation
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{
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get { return m_movementAnimation; }
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}
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protected string m_movementAnimation = "DEFAULT";
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private int m_animTickFall;
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private int m_animTickJump;
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/// <value>
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/// The scene presence that this animator applies to
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/// </value>
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protected ScenePresence m_scenePresence;
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public ScenePresenceAnimator(ScenePresence sp)
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{
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m_scenePresence = sp;
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}
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public void AddAnimation(UUID animID, UUID objectID)
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{
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if (m_scenePresence.IsChildAgent)
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return;
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if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
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SendAnimPack();
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}
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// Called from scripts
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public void AddAnimation(string name, UUID objectID)
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{
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if (m_scenePresence.IsChildAgent)
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return;
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UUID animID = m_scenePresence.ControllingClient.GetDefaultAnimation(name);
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if (animID == UUID.Zero)
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return;
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AddAnimation(animID, objectID);
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}
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public void RemoveAnimation(UUID animID)
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{
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if (m_scenePresence.IsChildAgent)
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return;
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if (m_animations.Remove(animID))
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SendAnimPack();
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}
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// Called from scripts
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public void RemoveAnimation(string name)
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{
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if (m_scenePresence.IsChildAgent)
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return;
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UUID animID = m_scenePresence.ControllingClient.GetDefaultAnimation(name);
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if (animID == UUID.Zero)
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return;
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RemoveAnimation(animID);
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}
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public void ResetAnimations()
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{
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m_animations.Clear();
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}
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/// <summary>
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/// The movement animation is reserved for "main" animations
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/// that are mutually exclusive, e.g. flying and sitting.
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/// </summary>
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public void TrySetMovementAnimation(string anim)
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{
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//m_log.DebugFormat("Updating movement animation to {0}", anim);
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if (!m_scenePresence.IsChildAgent)
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{
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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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// 16384 is CHANGED_ANIMATION
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m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 });
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SendAnimPack();
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}
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}
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}
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/// <summary>
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/// This method determines the proper movement related animation
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/// </summary>
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public string GetMovementAnimation()
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{
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const float FALL_DELAY = 0.33f;
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const float PREJUMP_DELAY = 0.25f;
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#region Inputs
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if (m_scenePresence.SitGround)
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{
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return "SIT_GROUND_CONSTRAINED";
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}
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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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// Create forward and left vectors from the current avatar rotation
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Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_scenePresence.Rotation);
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Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix);
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Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
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// Check control flags
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bool heldForward =
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(((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS));
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bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG;
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bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS;
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bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
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//bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
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//bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
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bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
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bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG;
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//bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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//bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK;
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// Direction in which the avatar is trying to move
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Vector3 move = Vector3.Zero;
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if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
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if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; }
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if (heldLeft) { move.X += left.X; move.Y += left.Y; }
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if (heldRight) { move.X -= left.X; move.Y -= left.Y; }
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if (heldUp) { move.Z += 1; }
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if (heldDown) { move.Z -= 1; }
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// Is the avatar trying to move?
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// bool moving = (move != Vector3.Zero);
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bool jumping = m_animTickJump != 0;
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#endregion Inputs
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#region Flying
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if (actor != null && actor.Flying)
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{
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m_animTickFall = 0;
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m_animTickJump = 0;
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if (move.X != 0f || move.Y != 0f)
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{
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return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY");
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}
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else if (move.Z > 0f)
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{
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return "HOVER_UP";
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}
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else if (move.Z < 0f)
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{
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if (actor != null && actor.IsColliding)
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return "LAND";
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else
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return "HOVER_DOWN";
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}
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else
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{
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return "HOVER";
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}
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}
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#endregion Flying
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#region Falling/Floating/Landing
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if (actor == null || !actor.IsColliding)
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{
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float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
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float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
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if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
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{
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// Just started falling
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m_animTickFall = Environment.TickCount;
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}
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else if (!jumping && fallElapsed > FALL_DELAY)
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{
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// Falling long enough to trigger the animation
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return "FALLDOWN";
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}
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return m_movementAnimation;
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}
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#endregion Falling/Floating/Landing
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#region Ground Movement
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if (m_movementAnimation == "FALLDOWN")
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{
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m_animTickFall = Environment.TickCount;
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// TODO: SOFT_LAND support
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return "LAND";
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}
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else if (m_movementAnimation == "LAND")
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{
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float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
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if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
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return "LAND";
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}
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m_animTickFall = 0;
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if (move.Z > 0f)
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{
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// Jumping
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if (!jumping)
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{
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// Begin prejump
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m_animTickJump = Environment.TickCount;
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return "PREJUMP";
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}
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else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f)
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{
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// Start actual jump
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if (m_animTickJump == -1)
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{
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// Already jumping! End the current jump
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m_animTickJump = 0;
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return "JUMP";
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}
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m_animTickJump = -1;
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return "JUMP";
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}
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}
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else
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{
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// Not jumping
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m_animTickJump = 0;
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if (move.X != 0f || move.Y != 0f)
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{
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// Walking / crouchwalking / running
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if (move.Z < 0f)
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return "CROUCHWALK";
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else if (m_scenePresence.SetAlwaysRun)
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return "RUN";
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else
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return "WALK";
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}
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else
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{
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// Not walking
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if (move.Z < 0f)
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return "CROUCH";
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else
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return "STAND";
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}
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}
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#endregion Ground Movement
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return m_movementAnimation;
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}
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/// <summary>
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/// Update the movement animation of this avatar according to its current state
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/// </summary>
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public void UpdateMovementAnimations()
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{
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m_movementAnimation = GetMovementAnimation();
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if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
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{
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// This was the previous behavior before PREJUMP
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TrySetMovementAnimation("JUMP");
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}
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else
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{
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TrySetMovementAnimation(m_movementAnimation);
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}
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}
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public UUID[] GetAnimationArray()
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{
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UUID[] animIDs;
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int[] sequenceNums;
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UUID[] objectIDs;
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m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
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return animIDs;
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}
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public BinBVHAnimation GenerateRandomAnimation()
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{
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int rnditerations = 3;
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BinBVHAnimation anim = new BinBVHAnimation();
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List<string> parts = new List<string>();
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parts.Add("mPelvis");parts.Add("mHead");parts.Add("mTorso");
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parts.Add("mHipLeft");parts.Add("mHipRight");parts.Add("mHipLeft");parts.Add("mKneeLeft");
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parts.Add("mKneeRight");parts.Add("mCollarLeft");parts.Add("mCollarRight");parts.Add("mNeck");
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parts.Add("mElbowLeft");parts.Add("mElbowRight");parts.Add("mWristLeft");parts.Add("mWristRight");
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parts.Add("mShoulderLeft");parts.Add("mShoulderRight");parts.Add("mAnkleLeft");parts.Add("mAnkleRight");
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parts.Add("mEyeRight");parts.Add("mChest");parts.Add("mToeLeft");parts.Add("mToeRight");
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parts.Add("mFootLeft");parts.Add("mFootRight");parts.Add("mEyeLeft");
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anim.HandPose = 1;
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anim.InPoint = 0;
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anim.OutPoint = (rnditerations * .10f);
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anim.Priority = 7;
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anim.Loop = false;
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anim.Length = (rnditerations * .10f);
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anim.ExpressionName = "afraid";
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anim.EaseInTime = 0;
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anim.EaseOutTime = 0;
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string[] strjoints = parts.ToArray();
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anim.Joints = new binBVHJoint[strjoints.Length];
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for (int j = 0; j < strjoints.Length; j++)
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{
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anim.Joints[j] = new binBVHJoint();
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anim.Joints[j].Name = strjoints[j];
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anim.Joints[j].Priority = 7;
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anim.Joints[j].positionkeys = new binBVHJointKey[rnditerations];
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anim.Joints[j].rotationkeys = new binBVHJointKey[rnditerations];
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Random rnd = new Random();
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for (int i = 0; i < rnditerations; i++)
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{
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anim.Joints[j].rotationkeys[i] = new binBVHJointKey();
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anim.Joints[j].rotationkeys[i].time = (i*.10f);
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anim.Joints[j].rotationkeys[i].key_element.X = ((float) rnd.NextDouble()*2 - 1);
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anim.Joints[j].rotationkeys[i].key_element.Y = ((float) rnd.NextDouble()*2 - 1);
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anim.Joints[j].rotationkeys[i].key_element.Z = ((float) rnd.NextDouble()*2 - 1);
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anim.Joints[j].positionkeys[i] = new binBVHJointKey();
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anim.Joints[j].positionkeys[i].time = (i*.10f);
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anim.Joints[j].positionkeys[i].key_element.X = 0;
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anim.Joints[j].positionkeys[i].key_element.Y = 0;
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anim.Joints[j].positionkeys[i].key_element.Z = 0;
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}
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}
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AssetBase Animasset = new AssetBase(UUID.Random(), "Random Animation", (sbyte)AssetType.Animation);
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Animasset.Data = anim.ToBytes();
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Animasset.Temporary = true;
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Animasset.Local = true;
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Animasset.Description = "dance";
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//BinBVHAnimation bbvhanim = new BinBVHAnimation(Animasset.Data);
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m_scenePresence.Scene.AssetService.Store(Animasset);
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AddAnimation(Animasset.FullID, m_scenePresence.UUID);
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return anim;
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="animations"></param>
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/// <param name="seqs"></param>
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/// <param name="objectIDs"></param>
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public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs)
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{
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if (m_scenePresence.IsChildAgent)
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return;
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m_scenePresence.Scene.ForEachClient(
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delegate(IClientAPI client)
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{
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client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs);
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});
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}
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public void SendAnimPackToClient(IClientAPI client)
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{
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if (m_scenePresence.IsChildAgent)
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return;
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UUID[] animIDs;
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int[] sequenceNums;
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UUID[] objectIDs;
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m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
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m_scenePresence.ControllingClient.SendAnimations(
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animIDs, sequenceNums, m_scenePresence.ControllingClient.AgentId, objectIDs);
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}
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/// <summary>
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/// Send animation information about this avatar to all clients.
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/// </summary>
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public void SendAnimPack()
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{
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//m_log.Debug("Sending animation pack to all");
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if (m_scenePresence.IsChildAgent)
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return;
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UUID[] animIDs;
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int[] sequenceNums;
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UUID[] objectIDs;
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m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
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SendAnimPack(animIDs, sequenceNums, objectIDs);
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}
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public void Close()
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{
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m_animations = null;
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m_scenePresence = null;
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}
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}
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} |