mirror of
https://github.com/opensim/opensim.git
synced 2026-08-10 03:06:05 +08:00
refactor: move most animation methods from ScenePresence into a new ScenePresenceAnimator class
This commit is contained in:
@@ -0,0 +1,388 @@
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes.Animation
|
||||
{
|
||||
/// <summary>
|
||||
/// Handle all animation duties for a scene presence
|
||||
/// </summary>
|
||||
public class ScenePresenceAnimator
|
||||
{
|
||||
public AnimationSet Animations
|
||||
{
|
||||
get { return m_animations; }
|
||||
}
|
||||
protected AnimationSet m_animations = new AnimationSet();
|
||||
|
||||
/// <value>
|
||||
/// The current movement animation
|
||||
/// </value>
|
||||
public string CurrentMovementAnimation
|
||||
{
|
||||
get { return m_movementAnimation; }
|
||||
}
|
||||
protected string m_movementAnimation = "DEFAULT";
|
||||
|
||||
private int m_animTickFall;
|
||||
private int m_animTickJump;
|
||||
|
||||
/// <value>
|
||||
/// The scene presence that this animator applies to
|
||||
/// </value>
|
||||
protected ScenePresence m_scenePresence;
|
||||
|
||||
public ScenePresenceAnimator(ScenePresence sp)
|
||||
{
|
||||
m_scenePresence = sp;
|
||||
}
|
||||
|
||||
public void AddAnimation(UUID animID, UUID objectID)
|
||||
{
|
||||
if (m_scenePresence.IsChildAgent)
|
||||
return;
|
||||
|
||||
if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
|
||||
SendAnimPack();
|
||||
}
|
||||
|
||||
// Called from scripts
|
||||
public void AddAnimation(string name, UUID objectID)
|
||||
{
|
||||
if (m_scenePresence.IsChildAgent)
|
||||
return;
|
||||
|
||||
UUID animID = m_scenePresence.ControllingClient.GetDefaultAnimation(name);
|
||||
if (animID == UUID.Zero)
|
||||
return;
|
||||
|
||||
AddAnimation(animID, objectID);
|
||||
}
|
||||
|
||||
public void RemoveAnimation(UUID animID)
|
||||
{
|
||||
if (m_scenePresence.IsChildAgent)
|
||||
return;
|
||||
|
||||
if (m_animations.Remove(animID))
|
||||
SendAnimPack();
|
||||
}
|
||||
|
||||
// Called from scripts
|
||||
public void RemoveAnimation(string name)
|
||||
{
|
||||
if (m_scenePresence.IsChildAgent)
|
||||
return;
|
||||
|
||||
UUID animID = m_scenePresence.ControllingClient.GetDefaultAnimation(name);
|
||||
if (animID == UUID.Zero)
|
||||
return;
|
||||
|
||||
RemoveAnimation(animID);
|
||||
}
|
||||
|
||||
public void ResetAnimations()
|
||||
{
|
||||
m_animations.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The movement animation is reserved for "main" animations
|
||||
/// that are mutually exclusive, e.g. flying and sitting.
|
||||
/// </summary>
|
||||
public void TrySetMovementAnimation(string anim)
|
||||
{
|
||||
//m_log.DebugFormat("Updating movement animation to {0}", anim);
|
||||
|
||||
if (!m_scenePresence.IsChildAgent)
|
||||
{
|
||||
if (m_animations.TrySetDefaultAnimation(
|
||||
anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero))
|
||||
{
|
||||
// 16384 is CHANGED_ANIMATION
|
||||
m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 });
|
||||
SendAnimPack();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This method determines the proper movement related animation
|
||||
/// </summary>
|
||||
public string GetMovementAnimation()
|
||||
{
|
||||
const float FALL_DELAY = 0.33f;
|
||||
const float PREJUMP_DELAY = 0.25f;
|
||||
|
||||
#region Inputs
|
||||
|
||||
AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
|
||||
PhysicsActor actor = m_scenePresence.PhysicsActor;
|
||||
|
||||
// Create forward and left vectors from the current avatar rotation
|
||||
Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_scenePresence.Rotation);
|
||||
Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix);
|
||||
Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
|
||||
|
||||
// Check control flags
|
||||
bool heldForward = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
|
||||
bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG;
|
||||
bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS;
|
||||
bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
|
||||
//bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
|
||||
//bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
|
||||
bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
|
||||
bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG;
|
||||
//bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
|
||||
//bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK;
|
||||
|
||||
// Direction in which the avatar is trying to move
|
||||
Vector3 move = Vector3.Zero;
|
||||
if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
|
||||
if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; }
|
||||
if (heldLeft) { move.X += left.X; move.Y += left.Y; }
|
||||
if (heldRight) { move.X -= left.X; move.Y -= left.Y; }
|
||||
if (heldUp) { move.Z += 1; }
|
||||
if (heldDown) { move.Z -= 1; }
|
||||
|
||||
// Is the avatar trying to move?
|
||||
// bool moving = (move != Vector3.Zero);
|
||||
bool jumping = m_animTickJump != 0;
|
||||
|
||||
#endregion Inputs
|
||||
|
||||
#region Flying
|
||||
|
||||
if (actor != null && actor.Flying)
|
||||
{
|
||||
m_animTickFall = 0;
|
||||
m_animTickJump = 0;
|
||||
|
||||
if (move.X != 0f || move.Y != 0f)
|
||||
{
|
||||
return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY");
|
||||
}
|
||||
else if (move.Z > 0f)
|
||||
{
|
||||
return "HOVER_UP";
|
||||
}
|
||||
else if (move.Z < 0f)
|
||||
{
|
||||
if (actor != null && actor.IsColliding)
|
||||
return "LAND";
|
||||
else
|
||||
return "HOVER_DOWN";
|
||||
}
|
||||
else
|
||||
{
|
||||
return "HOVER";
|
||||
}
|
||||
}
|
||||
|
||||
#endregion Flying
|
||||
|
||||
#region Falling/Floating/Landing
|
||||
|
||||
if (actor == null || !actor.IsColliding)
|
||||
{
|
||||
float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
|
||||
float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
|
||||
|
||||
if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
|
||||
{
|
||||
// Just started falling
|
||||
m_animTickFall = Environment.TickCount;
|
||||
}
|
||||
else if (!jumping && fallElapsed > FALL_DELAY)
|
||||
{
|
||||
// Falling long enough to trigger the animation
|
||||
return "FALLDOWN";
|
||||
}
|
||||
|
||||
return m_movementAnimation;
|
||||
}
|
||||
|
||||
#endregion Falling/Floating/Landing
|
||||
|
||||
#region Ground Movement
|
||||
|
||||
if (m_movementAnimation == "FALLDOWN")
|
||||
{
|
||||
m_animTickFall = Environment.TickCount;
|
||||
|
||||
// TODO: SOFT_LAND support
|
||||
return "LAND";
|
||||
}
|
||||
else if (m_movementAnimation == "LAND")
|
||||
{
|
||||
float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
|
||||
|
||||
if (landElapsed <= FALL_DELAY)
|
||||
return "LAND";
|
||||
}
|
||||
|
||||
m_animTickFall = 0;
|
||||
|
||||
if (move.Z > 0f)
|
||||
{
|
||||
// Jumping
|
||||
if (!jumping)
|
||||
{
|
||||
// Begin prejump
|
||||
m_animTickJump = Environment.TickCount;
|
||||
return "PREJUMP";
|
||||
}
|
||||
else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f)
|
||||
{
|
||||
// Start actual jump
|
||||
if (m_animTickJump == -1)
|
||||
{
|
||||
// Already jumping! End the current jump
|
||||
m_animTickJump = 0;
|
||||
return "JUMP";
|
||||
}
|
||||
|
||||
m_animTickJump = -1;
|
||||
return "JUMP";
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Not jumping
|
||||
m_animTickJump = 0;
|
||||
|
||||
if (move.X != 0f || move.Y != 0f)
|
||||
{
|
||||
// Walking / crouchwalking / running
|
||||
if (move.Z < 0f)
|
||||
return "CROUCHWALK";
|
||||
else if (m_scenePresence.SetAlwaysRun)
|
||||
return "RUN";
|
||||
else
|
||||
return "WALK";
|
||||
}
|
||||
else
|
||||
{
|
||||
// Not walking
|
||||
if (move.Z < 0f)
|
||||
return "CROUCH";
|
||||
else
|
||||
return "STAND";
|
||||
}
|
||||
}
|
||||
|
||||
#endregion Ground Movement
|
||||
|
||||
return m_movementAnimation;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the movement animation of this avatar according to its current state
|
||||
/// </summary>
|
||||
public void UpdateMovementAnimations()
|
||||
{
|
||||
m_movementAnimation = GetMovementAnimation();
|
||||
|
||||
if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
|
||||
{
|
||||
// This was the previous behavior before PREJUMP
|
||||
TrySetMovementAnimation("JUMP");
|
||||
}
|
||||
else
|
||||
{
|
||||
TrySetMovementAnimation(m_movementAnimation);
|
||||
}
|
||||
}
|
||||
|
||||
public UUID[] GetAnimationArray()
|
||||
{
|
||||
UUID[] animIDs;
|
||||
int[] sequenceNums;
|
||||
UUID[] objectIDs;
|
||||
m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
|
||||
return animIDs;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="animations"></param>
|
||||
/// <param name="seqs"></param>
|
||||
/// <param name="objectIDs"></param>
|
||||
public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs)
|
||||
{
|
||||
if (m_scenePresence.IsChildAgent)
|
||||
return;
|
||||
|
||||
m_scenePresence.Scene.ForEachClient(
|
||||
delegate(IClientAPI client)
|
||||
{
|
||||
client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs);
|
||||
});
|
||||
}
|
||||
|
||||
public void SendAnimPackToClient(IClientAPI client)
|
||||
{
|
||||
if (m_scenePresence.IsChildAgent)
|
||||
return;
|
||||
|
||||
UUID[] animIDs;
|
||||
int[] sequenceNums;
|
||||
UUID[] objectIDs;
|
||||
|
||||
m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
|
||||
|
||||
m_scenePresence.ControllingClient.SendAnimations(
|
||||
animIDs, sequenceNums, m_scenePresence.ControllingClient.AgentId, objectIDs);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Send animation information about this avatar to all clients.
|
||||
/// </summary>
|
||||
public void SendAnimPack()
|
||||
{
|
||||
//m_log.Debug("Sending animation pack to all");
|
||||
|
||||
if (m_scenePresence.IsChildAgent)
|
||||
return;
|
||||
|
||||
UUID[] animIDs;
|
||||
int[] sequenceNums;
|
||||
UUID[] objectIDs;
|
||||
|
||||
m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
|
||||
|
||||
SendAnimPack(animIDs, sequenceNums, objectIDs);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user