Files
opensim/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
Justin Clark-Casey (justincc) 4402851b08 Get NPCs to revert to the correct 'resting' animation (e.g. stand or hover) after finishing their movement. This also fixes judder after an avatar has finished "go here"/autopilot movement in a viewer.
This meant reseting the SP.AgentControlFlags since the Animator uses these to determine the correct default animation.
2011-08-11 01:56:42 +01:00

466 lines
18 KiB
C#

/*
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using System;
using System.Collections.Generic;
using System.Reflection;
using log4net;
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
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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;
// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
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;
// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", animID, name, m_scenePresence.Name);
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)
{
if (!m_scenePresence.IsChildAgent)
{
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();
}
}
}
/// <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
if (m_scenePresence.SitGround)
{
return "SIT_GROUND_CONSTRAINED";
}
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) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_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";
}
else if (m_animTickJump == -1)
{
m_animTickJump = 0;
return "STAND";
}
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 ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
return "LAND";
}
m_animTickFall = 0;
if (move.Z > 0.2f)
{
// 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
return "JUMP";
}
else
{
// Not jumping
m_animTickJump = 0;
if (move.X != 0f || move.Y != 0f)
{
// Walking / crouchwalking / running
if (move.Z < 0)
return "CROUCHWALK";
else if (m_scenePresence.SetAlwaysRun)
return "RUN";
else
return "WALK";
}
else
{
// Not walking
if (move.Z < 0)
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();
// m_log.DebugFormat(
// "[SCENE PRESENCE ANIMATOR]: Got animation {0} for {1}", m_movementAnimation, m_scenePresence.Name);
TrySetMovementAnimation(m_movementAnimation);
}
public UUID[] GetAnimationArray()
{
UUID[] animIDs;
int[] sequenceNums;
UUID[] objectIDs;
m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
return animIDs;
}
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(UUID.Random(), "Random Animation", (sbyte)AssetType.Animation, m_scenePresence.UUID.ToString());
Animasset.Data = anim.ToBytes();
Animasset.Temporary = true;
Animasset.Local = true;
Animasset.Description = "dance";
//BinBVHAnimation bbvhanim = new BinBVHAnimation(Animasset.Data);
m_scenePresence.Scene.AssetService.Store(Animasset);
AddAnimation(Animasset.FullID, m_scenePresence.UUID);
return anim;
}
/// <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);
client.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);
}
public void Close()
{
m_animations = null;
m_scenePresence = null;
}
}
}