*TEST* add movement states SIT and SITGROUND. ScenePresence on SIT,

SITGROUND or STAND, sets directly the state, and desired sitAnimation for
default sits
This commit is contained in:
UbitUmarov
2014-09-10 19:30:57 +01:00
parent 0caa59b286
commit f66b58cf00
3 changed files with 74 additions and 37 deletions

View File

@@ -200,21 +200,28 @@ namespace OpenSim.Region.Framework.Scenes.Animation
if (overridenAnim != UUID.Zero)
{
m_animations.SetDefaultAnimation(overridenAnim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID);
m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION});
m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION });
SendAnimPack();
ret = true;
}
else if (m_animations.TrySetDefaultAnimation(
anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
else
{
// m_log.DebugFormat(
// "[SCENE PRESENCE ANIMATOR]: Updating movement animation to {0} for {1}",
// anim, m_scenePresence.Name);
// translate sit and sitground state animations
if (anim == "SIT" || anim == "SITGROUND")
anim = m_scenePresence.sitAnimation;
// 16384 is CHANGED_ANIMATION
m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION});
SendAnimPack();
ret = true;
if (m_animations.TrySetDefaultAnimation(
anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
{
// m_log.DebugFormat(
// "[SCENE PRESENCE ANIMATOR]: Updating movement animation to {0} for {1}",
// anim, m_scenePresence.Name);
// 16384 is CHANGED_ANIMATION
m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION });
SendAnimPack();
ret = true;
}
}
}
else
@@ -236,6 +243,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
const float JUMP_PERIOD = 800f;
#region Inputs
if (m_scenePresence.SitGround)
return "SITGROUND";
if (m_scenePresence.ParentID != 0 || m_scenePresence.ParentUUID != UUID.Zero)
return "SIT";
AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
PhysicsActor actor = m_scenePresence.PhysicsActor;
@@ -491,15 +503,20 @@ namespace OpenSim.Region.Framework.Scenes.Animation
public bool ForceUpdateMovementAnimations()
{
// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Updating movement animations for {0}", m_scenePresence.Name);
bool ret = false;
lock (m_animations)
{
string newMovementAnimation = DetermineMovementAnimation();
ret = TrySetMovementAnimation(newMovementAnimation);
CurrentMovementAnimation = DetermineMovementAnimation();
return TrySetMovementAnimation(CurrentMovementAnimation);
}
}
public bool SetMovementAnimations(string motionState)
{
lock (m_animations)
{
CurrentMovementAnimation = motionState;
return TrySetMovementAnimation(CurrentMovementAnimation);
}
return ret;
}
public UUID[] GetAnimationArray()