Files
opensim/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
Justin Clark-Casey (justincc) a9995ede65 Fix bug in ScenePresenceAnimator.RemoveAnimation() introduced in commit 1a8769e
Forgot to uppercase the animation name for default animations, since for some reason we store and use them in upper rather than lowercase.
2012-03-23 01:08:13 +00:00

539 lines
22 KiB
C#

/*
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using System;
using System.Threading;
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; private set; }
private int m_animTickFall;
public int m_animTickJump; // ScenePresence has to see this to control +Z force
public bool m_jumping = false;
public float m_jumpVelocity = 0f;
// private int m_landing = 0;
/// <summary>
/// Is the avatar falling?
/// </summary>
public bool Falling { get; private set; }
private float m_fallHeight;
/// <value>
/// The scene presence that this animator applies to
/// </value>
protected ScenePresence m_scenePresence;
public ScenePresenceAnimator(ScenePresence sp)
{
m_scenePresence = sp;
CurrentMovementAnimation = "CROUCH";
}
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;
// XXX: For some reason, we store all animations and use them with upper case names, but in LSL animations
// are referenced with lower case names!
UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name.ToUpper());
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;
// XXX: For some reason, we store all animations and use them with upper case names, but in LSL animations
// are referenced with lower case names!
UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name.ToUpper());
if (animID == UUID.Zero)
return;
RemoveAnimation(animID);
}
public void ResetAnimations()
{
// m_log.DebugFormat(
// "[SCENE PRESENCE ANIMATOR]: Resetting animations for {0} in {1}",
// m_scenePresence.Name, m_scenePresence.Scene.RegionInfo.RegionName);
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)
{
// m_log.DebugFormat(
// "[SCENE PRESENCE ANIMATOR]: Setting movement animation {0} for {1}",
// anim, m_scenePresence.Name);
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();
}
}
else
{
m_log.WarnFormat(
"[SCENE PRESENCE ANIMATOR]: Tried to set movement animation {0} on child presence {1}",
anim, m_scenePresence.Name);
}
}
/// <summary>
/// This method determines the proper movement related animation
/// </summary>
private string DetermineMovementAnimation()
{
const float FALL_DELAY = 800f;
const float PREJUMP_DELAY = 200f;
const float JUMP_PERIOD = 800f;
#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 || (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 || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_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;
if (heldForward || heldBack || heldLeft || heldRight || heldUp || heldDown)
{
heldTurnLeft = false;
heldTurnRight = false;
}
// 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);
#endregion Inputs
#region Flying
if (actor != null && actor.Flying)
{
m_animTickFall = 0;
m_animTickJump = 0;
m_jumping = false;
Falling = false;
m_jumpVelocity = 0f;
actor.Selected = false;
m_fallHeight = actor.Position.Z; // save latest flying height
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) && !m_jumping)
{
float fallElapsed = (float)(Environment.TickCount - m_animTickFall);
float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
if (!m_jumping && (fallVelocity < -3.0f))
Falling = true;
if (m_animTickFall == 0 || (fallVelocity >= 0.0f))
{
// not falling yet, or going up
// reset start of fall time
m_animTickFall = Environment.TickCount;
}
else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.WasFlying))
{
// Falling long enough to trigger the animation
return "FALLDOWN";
}
return CurrentMovementAnimation;
}
#endregion Falling/Floating/Landing
#region Jumping // section added for jumping...
int jumptime;
jumptime = Environment.TickCount - m_animTickJump;
if ((move.Z > 0f) && (!m_jumping))
{
// Start jumping, prejump
m_animTickFall = 0;
m_jumping = true;
Falling = false;
actor.Selected = true; // borrowed for jumping flag
m_animTickJump = Environment.TickCount;
m_jumpVelocity = 0.35f;
return "PREJUMP";
}
if (m_jumping)
{
if ((jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
{
// end jumping
m_jumping = false;
Falling = false;
actor.Selected = false; // borrowed for jumping flag
m_jumpVelocity = 0f;
m_animTickFall = Environment.TickCount;
return "LAND";
}
else if (jumptime > JUMP_PERIOD)
{
// jump down
m_jumpVelocity = 0f;
return "JUMP";
}
else if (jumptime > PREJUMP_DELAY)
{
// jump up
m_jumping = true;
m_jumpVelocity = 10f;
return "JUMP";
}
}
#endregion Jumping
#region Ground Movement
if (CurrentMovementAnimation == "FALLDOWN")
{
Falling = false;
m_animTickFall = Environment.TickCount;
// TODO: SOFT_LAND support
float fallHeight = m_fallHeight - actor.Position.Z;
if (fallHeight > 15.0f)
return "STANDUP";
else if (fallHeight > 8.0f)
return "SOFT_LAND";
else
return "LAND";
}
else if ((CurrentMovementAnimation == "LAND") || (CurrentMovementAnimation == "SOFT_LAND") || (CurrentMovementAnimation == "STANDUP"))
{
int landElapsed = Environment.TickCount - m_animTickFall;
int limit = 1000;
if (CurrentMovementAnimation == "LAND")
limit = 350;
// NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
if ((m_animTickFall != 0) && (landElapsed <= limit))
{
return CurrentMovementAnimation;
}
else
{
m_fallHeight = actor.Position.Z; // save latest flying height
return "STAND";
}
}
// next section moved outside paren. and realigned for jumping
if (move.X != 0f || move.Y != 0f)
{
m_fallHeight = actor.Position.Z; // save latest flying height
Falling = false;
// Walking / crouchwalking / running
if (move.Z < 0f)
return "CROUCHWALK";
else if (m_scenePresence.SetAlwaysRun)
return "RUN";
else
return "WALK";
}
else if (!m_jumping)
{
Falling = false;
// Not walking
if (move.Z < 0)
return "CROUCH";
else if (heldTurnLeft)
return "TURNLEFT";
else if (heldTurnRight)
return "TURNRIGHT";
else
return "STAND";
}
#endregion Ground Movement
Falling = false;
return CurrentMovementAnimation;
}
/// <summary>
/// Update the movement animation of this avatar according to its current state
/// </summary>
public void UpdateMovementAnimations()
{
CurrentMovementAnimation = DetermineMovementAnimation();
// m_log.DebugFormat(
// "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()",
// CurrentMovementAnimation, m_scenePresence.Name);
TrySetMovementAnimation(CurrentMovementAnimation);
}
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;
}
}
}