opensim – Blame information for rev 1
?pathlinks?
Rev | Author | Line No. | Line |
---|---|---|---|
1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
||
4 | * |
||
5 | * Redistribution and use in source and binary forms, with or without |
||
6 | * modification, are permitted provided that the following conditions are met: |
||
7 | * * Redistributions of source code must retain the above copyright |
||
8 | * notice, this list of conditions and the following disclaimer. |
||
9 | * * Redistributions in binary form must reproduce the above copyright |
||
10 | * notice, this list of conditions and the following disclaimer in the |
||
11 | * documentation and/or other materials provided with the distribution. |
||
12 | * * Neither the name of the OpenSimulator Project nor the |
||
13 | * names of its contributors may be used to endorse or promote products |
||
14 | * derived from this software without specific prior written permission. |
||
15 | * |
||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||
26 | */ |
||
27 | |||
28 | using System; |
||
29 | using System.Collections.Generic; |
||
30 | using System.Linq; |
||
31 | using System.Reflection; |
||
32 | using System.Threading; |
||
33 | using log4net; |
||
34 | using OpenMetaverse; |
||
35 | using OpenSim.Framework; |
||
36 | using OpenSim.Region.Framework.Interfaces; |
||
37 | using OpenSim.Region.Framework.Scenes; |
||
38 | using OpenSim.Region.Physics.Manager; |
||
39 | |||
40 | namespace OpenSim.Region.Framework.Scenes.Animation |
||
41 | { |
||
42 | /// <summary> |
||
43 | /// Handle all animation duties for a scene presence |
||
44 | /// </summary> |
||
45 | public class ScenePresenceAnimator |
||
46 | { |
||
47 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
||
48 | |||
49 | public AnimationSet Animations |
||
50 | { |
||
51 | get { return m_animations; } |
||
52 | } |
||
53 | protected AnimationSet m_animations = new AnimationSet(); |
||
54 | |||
55 | /// <value> |
||
56 | /// The current movement animation |
||
57 | /// </value> |
||
58 | public string CurrentMovementAnimation { get; private set; } |
||
59 | |||
60 | private int m_animTickFall; |
||
61 | public int m_animTickJump; // ScenePresence has to see this to control +Z force |
||
62 | public bool m_jumping = false; |
||
63 | public float m_jumpVelocity = 0f; |
||
64 | // private int m_landing = 0; |
||
65 | |||
66 | /// <summary> |
||
67 | /// Is the avatar falling? |
||
68 | /// </summary> |
||
69 | public bool Falling { get; private set; } |
||
70 | |||
71 | private float m_fallHeight; |
||
72 | |||
73 | /// <value> |
||
74 | /// The scene presence that this animator applies to |
||
75 | /// </value> |
||
76 | protected ScenePresence m_scenePresence; |
||
77 | |||
78 | public ScenePresenceAnimator(ScenePresence sp) |
||
79 | { |
||
80 | m_scenePresence = sp; |
||
81 | CurrentMovementAnimation = "CROUCH"; |
||
82 | } |
||
83 | |||
84 | public void AddAnimation(UUID animID, UUID objectID) |
||
85 | { |
||
86 | if (m_scenePresence.IsChildAgent) |
||
87 | return; |
||
88 | |||
89 | if (m_scenePresence.Scene.DebugAnimations) |
||
90 | m_log.DebugFormat( |
||
91 | "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", |
||
92 | GetAnimName(animID), animID, m_scenePresence.Name); |
||
93 | |||
94 | if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) |
||
95 | { |
||
96 | SendAnimPack(); |
||
97 | m_scenePresence.TriggerScenePresenceUpdated(); |
||
98 | } |
||
99 | } |
||
100 | |||
101 | // Called from scripts |
||
102 | public void AddAnimation(string name, UUID objectID) |
||
103 | { |
||
104 | if (m_scenePresence.IsChildAgent) |
||
105 | return; |
||
106 | |||
107 | // XXX: For some reason, we store all animations and use them with upper case names, but in LSL animations |
||
108 | // are referenced with lower case names! |
||
109 | UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name.ToUpper()); |
||
110 | if (animID == UUID.Zero) |
||
111 | return; |
||
112 | |||
113 | // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", animID, name, m_scenePresence.Name); |
||
114 | |||
115 | AddAnimation(animID, objectID); |
||
116 | } |
||
117 | |||
118 | /// <summary> |
||
119 | /// Remove the specified animation |
||
120 | /// </summary> |
||
121 | /// <param name='animID'></param> |
||
122 | /// <param name='allowNoDefault'> |
||
123 | /// If true, then the default animation can be entirely removed. |
||
124 | /// If false, then removing the default animation will reset it to the simulator default (currently STAND). |
||
125 | /// </param> |
||
126 | public void RemoveAnimation(UUID animID, bool allowNoDefault) |
||
127 | { |
||
128 | if (m_scenePresence.IsChildAgent) |
||
129 | return; |
||
130 | |||
131 | if (m_scenePresence.Scene.DebugAnimations) |
||
132 | m_log.DebugFormat( |
||
133 | "[SCENE PRESENCE ANIMATOR]: Removing animation {0} {1} for {2}", |
||
134 | GetAnimName(animID), animID, m_scenePresence.Name); |
||
135 | |||
136 | if (m_animations.Remove(animID, allowNoDefault)) |
||
137 | { |
||
138 | SendAnimPack(); |
||
139 | m_scenePresence.TriggerScenePresenceUpdated(); |
||
140 | } |
||
141 | } |
||
142 | |||
143 | // Called from scripts |
||
144 | public void RemoveAnimation(string name) |
||
145 | { |
||
146 | if (m_scenePresence.IsChildAgent) |
||
147 | return; |
||
148 | |||
149 | // XXX: For some reason, we store all animations and use them with upper case names, but in LSL animations |
||
150 | // are referenced with lower case names! |
||
151 | UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name.ToUpper()); |
||
152 | if (animID == UUID.Zero) |
||
153 | return; |
||
154 | |||
155 | RemoveAnimation(animID, true); |
||
156 | } |
||
157 | |||
158 | public void ResetAnimations() |
||
159 | { |
||
160 | if (m_scenePresence.Scene.DebugAnimations) |
||
161 | m_log.DebugFormat( |
||
162 | "[SCENE PRESENCE ANIMATOR]: Resetting animations for {0} in {1}", |
||
163 | m_scenePresence.Name, m_scenePresence.Scene.RegionInfo.RegionName); |
||
164 | |||
165 | m_animations.Clear(); |
||
166 | } |
||
167 | |||
168 | /// <summary> |
||
169 | /// The movement animation is reserved for "main" animations |
||
170 | /// that are mutually exclusive, e.g. flying and sitting. |
||
171 | /// </summary> |
||
172 | /// <returns>'true' if the animation was updated</returns> |
||
173 | public bool TrySetMovementAnimation(string anim) |
||
174 | { |
||
175 | bool ret = false; |
||
176 | if (!m_scenePresence.IsChildAgent) |
||
177 | { |
||
178 | // m_log.DebugFormat( |
||
179 | // "[SCENE PRESENCE ANIMATOR]: Setting movement animation {0} for {1}", |
||
180 | // anim, m_scenePresence.Name); |
||
181 | |||
182 | if (m_animations.TrySetDefaultAnimation( |
||
183 | anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID)) |
||
184 | { |
||
185 | // m_log.DebugFormat( |
||
186 | // "[SCENE PRESENCE ANIMATOR]: Updating movement animation to {0} for {1}", |
||
187 | // anim, m_scenePresence.Name); |
||
188 | |||
189 | // 16384 is CHANGED_ANIMATION |
||
190 | m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION}); |
||
191 | SendAnimPack(); |
||
192 | ret = true; |
||
193 | } |
||
194 | } |
||
195 | else |
||
196 | { |
||
197 | m_log.WarnFormat( |
||
198 | "[SCENE PRESENCE ANIMATOR]: Tried to set movement animation {0} on child presence {1}", |
||
199 | anim, m_scenePresence.Name); |
||
200 | } |
||
201 | return ret; |
||
202 | } |
||
203 | |||
204 | /// <summary> |
||
205 | /// This method determines the proper movement related animation |
||
206 | /// </summary> |
||
207 | private string DetermineMovementAnimation() |
||
208 | { |
||
209 | const float FALL_DELAY = 800f; |
||
210 | const float PREJUMP_DELAY = 200f; |
||
211 | const float JUMP_PERIOD = 800f; |
||
212 | #region Inputs |
||
213 | |||
214 | AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; |
||
215 | PhysicsActor actor = m_scenePresence.PhysicsActor; |
||
216 | |||
217 | // Create forward and left vectors from the current avatar rotation |
||
218 | Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(m_scenePresence.Rotation); |
||
219 | Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix); |
||
220 | Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); |
||
221 | |||
222 | // Check control flags |
||
223 | 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); |
||
224 | 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); |
||
225 | 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); |
||
226 | 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); |
||
227 | bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; |
||
228 | bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; |
||
229 | bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; |
||
230 | bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; |
||
231 | //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; |
||
232 | //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; |
||
233 | if (heldForward || heldBack || heldLeft || heldRight || heldUp || heldDown) |
||
234 | { |
||
235 | heldTurnLeft = false; |
||
236 | heldTurnRight = false; |
||
237 | } |
||
238 | |||
239 | // Direction in which the avatar is trying to move |
||
240 | Vector3 move = Vector3.Zero; |
||
241 | if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; } |
||
242 | if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } |
||
243 | if (heldLeft) { move.X += left.X; move.Y += left.Y; } |
||
244 | if (heldRight) { move.X -= left.X; move.Y -= left.Y; } |
||
245 | if (heldUp) { move.Z += 1; } |
||
246 | if (heldDown) { move.Z -= 1; } |
||
247 | |||
248 | // Is the avatar trying to move? |
||
249 | // bool moving = (move != Vector3.Zero); |
||
250 | #endregion Inputs |
||
251 | |||
252 | #region Flying |
||
253 | |||
254 | if (actor != null && actor.Flying) |
||
255 | { |
||
256 | m_animTickFall = 0; |
||
257 | m_animTickJump = 0; |
||
258 | m_jumping = false; |
||
259 | Falling = false; |
||
260 | m_jumpVelocity = 0f; |
||
261 | actor.Selected = false; |
||
262 | m_fallHeight = actor.Position.Z; // save latest flying height |
||
263 | |||
264 | if (move.X != 0f || move.Y != 0f) |
||
265 | { |
||
266 | return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY"); |
||
267 | } |
||
268 | else if (move.Z > 0f) |
||
269 | { |
||
270 | return "HOVER_UP"; |
||
271 | } |
||
272 | else if (move.Z < 0f) |
||
273 | { |
||
274 | if (actor != null && actor.IsColliding) |
||
275 | return "LAND"; |
||
276 | else |
||
277 | return "HOVER_DOWN"; |
||
278 | } |
||
279 | else |
||
280 | { |
||
281 | return "HOVER"; |
||
282 | } |
||
283 | } |
||
284 | |||
285 | #endregion Flying |
||
286 | |||
287 | #region Falling/Floating/Landing |
||
288 | |||
289 | if ((actor == null || !actor.IsColliding) && !m_jumping) |
||
290 | { |
||
291 | float fallElapsed = (float)(Environment.TickCount - m_animTickFall); |
||
292 | float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; |
||
293 | |||
294 | if (!m_jumping && (fallVelocity < -3.0f)) |
||
295 | Falling = true; |
||
296 | |||
297 | if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) |
||
298 | { |
||
299 | // not falling yet, or going up |
||
300 | // reset start of fall time |
||
301 | m_animTickFall = Environment.TickCount; |
||
302 | } |
||
303 | else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.WasFlying)) |
||
304 | { |
||
305 | // Falling long enough to trigger the animation |
||
306 | return "FALLDOWN"; |
||
307 | } |
||
308 | |||
309 | // Check if the user has stopped walking just now |
||
310 | if (CurrentMovementAnimation == "WALK" && (move == Vector3.Zero)) |
||
311 | return "STAND"; |
||
312 | |||
313 | return CurrentMovementAnimation; |
||
314 | } |
||
315 | |||
316 | #endregion Falling/Floating/Landing |
||
317 | |||
318 | |||
319 | #region Jumping // section added for jumping... |
||
320 | |||
321 | int jumptime; |
||
322 | jumptime = Environment.TickCount - m_animTickJump; |
||
323 | |||
324 | if ((move.Z > 0f) && (!m_jumping)) |
||
325 | { |
||
326 | // Start jumping, prejump |
||
327 | m_animTickFall = 0; |
||
328 | m_jumping = true; |
||
329 | Falling = false; |
||
330 | actor.Selected = true; // borrowed for jumping flag |
||
331 | m_animTickJump = Environment.TickCount; |
||
332 | m_jumpVelocity = 0.35f; |
||
333 | return "PREJUMP"; |
||
334 | } |
||
335 | |||
336 | if (m_jumping) |
||
337 | { |
||
338 | if ((jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding) |
||
339 | { |
||
340 | // end jumping |
||
341 | m_jumping = false; |
||
342 | Falling = false; |
||
343 | actor.Selected = false; // borrowed for jumping flag |
||
344 | m_jumpVelocity = 0f; |
||
345 | m_animTickFall = Environment.TickCount; |
||
346 | return "LAND"; |
||
347 | } |
||
348 | else if (jumptime > JUMP_PERIOD) |
||
349 | { |
||
350 | // jump down |
||
351 | m_jumpVelocity = 0f; |
||
352 | return "JUMP"; |
||
353 | } |
||
354 | else if (jumptime > PREJUMP_DELAY) |
||
355 | { |
||
356 | // jump up |
||
357 | m_jumping = true; |
||
358 | m_jumpVelocity = 10f; |
||
359 | return "JUMP"; |
||
360 | } |
||
361 | } |
||
362 | |||
363 | #endregion Jumping |
||
364 | |||
365 | #region Ground Movement |
||
366 | |||
367 | if (CurrentMovementAnimation == "FALLDOWN") |
||
368 | { |
||
369 | Falling = false; |
||
370 | m_animTickFall = Environment.TickCount; |
||
371 | // TODO: SOFT_LAND support |
||
372 | float fallHeight = m_fallHeight - actor.Position.Z; |
||
373 | if (fallHeight > 15.0f) |
||
374 | return "STANDUP"; |
||
375 | else if (fallHeight > 8.0f) |
||
376 | return "SOFT_LAND"; |
||
377 | else |
||
378 | return "LAND"; |
||
379 | } |
||
380 | else if ((CurrentMovementAnimation == "LAND") || (CurrentMovementAnimation == "SOFT_LAND") || (CurrentMovementAnimation == "STANDUP")) |
||
381 | { |
||
382 | int landElapsed = Environment.TickCount - m_animTickFall; |
||
383 | int limit = 1000; |
||
384 | if (CurrentMovementAnimation == "LAND") |
||
385 | limit = 350; |
||
386 | // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client |
||
387 | |||
388 | if ((m_animTickFall != 0) && (landElapsed <= limit)) |
||
389 | { |
||
390 | return CurrentMovementAnimation; |
||
391 | } |
||
392 | else |
||
393 | { |
||
394 | m_fallHeight = actor.Position.Z; // save latest flying height |
||
395 | return "STAND"; |
||
396 | } |
||
397 | } |
||
398 | |||
399 | // next section moved outside paren. and realigned for jumping |
||
400 | if (move.X != 0f || move.Y != 0f) |
||
401 | { |
||
402 | m_fallHeight = actor.Position.Z; // save latest flying height |
||
403 | Falling = false; |
||
404 | // Walking / crouchwalking / running |
||
405 | if (move.Z < 0f) |
||
406 | { |
||
407 | return "CROUCHWALK"; |
||
408 | } |
||
409 | // We need to prevent these animations if the user tries to make their avatar walk or run whilst |
||
410 | // specifying AGENT_CONTROL_STOP (pressing down space on viewers). |
||
411 | else if (!m_scenePresence.AgentControlStopActive) |
||
412 | { |
||
413 | if (m_scenePresence.SetAlwaysRun) |
||
414 | return "RUN"; |
||
415 | else |
||
416 | return "WALK"; |
||
417 | } |
||
418 | } |
||
419 | else if (!m_jumping) |
||
420 | { |
||
421 | Falling = false; |
||
422 | // Not walking |
||
423 | if (move.Z < 0) |
||
424 | return "CROUCH"; |
||
425 | else if (heldTurnLeft) |
||
426 | return "TURNLEFT"; |
||
427 | else if (heldTurnRight) |
||
428 | return "TURNRIGHT"; |
||
429 | else |
||
430 | return "STAND"; |
||
431 | } |
||
432 | #endregion Ground Movement |
||
433 | |||
434 | Falling = false; |
||
435 | |||
436 | return CurrentMovementAnimation; |
||
437 | } |
||
438 | |||
439 | /// <summary> |
||
440 | /// Update the movement animation of this avatar according to its current state |
||
441 | /// </summary> |
||
442 | /// <returns>'true' if the animation was changed</returns> |
||
443 | public bool UpdateMovementAnimations() |
||
444 | { |
||
445 | // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Updating movement animations for {0}", m_scenePresence.Name); |
||
446 | |||
447 | bool ret = false; |
||
448 | lock (m_animations) |
||
449 | { |
||
450 | string newMovementAnimation = DetermineMovementAnimation(); |
||
451 | if (CurrentMovementAnimation != newMovementAnimation) |
||
452 | { |
||
453 | CurrentMovementAnimation = DetermineMovementAnimation(); |
||
454 | |||
455 | // m_log.DebugFormat( |
||
456 | // "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()", |
||
457 | // CurrentMovementAnimation, m_scenePresence.Name); |
||
458 | |||
459 | // Only set it if it's actually changed, give a script |
||
460 | // a chance to stop a default animation |
||
461 | ret = TrySetMovementAnimation(CurrentMovementAnimation); |
||
462 | } |
||
463 | } |
||
464 | return ret; |
||
465 | } |
||
466 | |||
467 | public UUID[] GetAnimationArray() |
||
468 | { |
||
469 | UUID[] animIDs; |
||
470 | int[] sequenceNums; |
||
471 | UUID[] objectIDs; |
||
472 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); |
||
473 | return animIDs; |
||
474 | } |
||
475 | |||
476 | public BinBVHAnimation GenerateRandomAnimation() |
||
477 | { |
||
478 | int rnditerations = 3; |
||
479 | BinBVHAnimation anim = new BinBVHAnimation(); |
||
480 | List<string> parts = new List<string>(); |
||
481 | parts.Add("mPelvis");parts.Add("mHead");parts.Add("mTorso"); |
||
482 | parts.Add("mHipLeft");parts.Add("mHipRight");parts.Add("mHipLeft");parts.Add("mKneeLeft"); |
||
483 | parts.Add("mKneeRight");parts.Add("mCollarLeft");parts.Add("mCollarRight");parts.Add("mNeck"); |
||
484 | parts.Add("mElbowLeft");parts.Add("mElbowRight");parts.Add("mWristLeft");parts.Add("mWristRight"); |
||
485 | parts.Add("mShoulderLeft");parts.Add("mShoulderRight");parts.Add("mAnkleLeft");parts.Add("mAnkleRight"); |
||
486 | parts.Add("mEyeRight");parts.Add("mChest");parts.Add("mToeLeft");parts.Add("mToeRight"); |
||
487 | parts.Add("mFootLeft");parts.Add("mFootRight");parts.Add("mEyeLeft"); |
||
488 | anim.HandPose = 1; |
||
489 | anim.InPoint = 0; |
||
490 | anim.OutPoint = (rnditerations * .10f); |
||
491 | anim.Priority = 7; |
||
492 | anim.Loop = false; |
||
493 | anim.Length = (rnditerations * .10f); |
||
494 | anim.ExpressionName = "afraid"; |
||
495 | anim.EaseInTime = 0; |
||
496 | anim.EaseOutTime = 0; |
||
497 | |||
498 | string[] strjoints = parts.ToArray(); |
||
499 | anim.Joints = new binBVHJoint[strjoints.Length]; |
||
500 | for (int j = 0; j < strjoints.Length; j++) |
||
501 | { |
||
502 | anim.Joints[j] = new binBVHJoint(); |
||
503 | anim.Joints[j].Name = strjoints[j]; |
||
504 | anim.Joints[j].Priority = 7; |
||
505 | anim.Joints[j].positionkeys = new binBVHJointKey[rnditerations]; |
||
506 | anim.Joints[j].rotationkeys = new binBVHJointKey[rnditerations]; |
||
507 | Random rnd = new Random(); |
||
508 | for (int i = 0; i < rnditerations; i++) |
||
509 | { |
||
510 | anim.Joints[j].rotationkeys[i] = new binBVHJointKey(); |
||
511 | anim.Joints[j].rotationkeys[i].time = (i*.10f); |
||
512 | anim.Joints[j].rotationkeys[i].key_element.X = ((float) rnd.NextDouble()*2 - 1); |
||
513 | anim.Joints[j].rotationkeys[i].key_element.Y = ((float) rnd.NextDouble()*2 - 1); |
||
514 | anim.Joints[j].rotationkeys[i].key_element.Z = ((float) rnd.NextDouble()*2 - 1); |
||
515 | anim.Joints[j].positionkeys[i] = new binBVHJointKey(); |
||
516 | anim.Joints[j].positionkeys[i].time = (i*.10f); |
||
517 | anim.Joints[j].positionkeys[i].key_element.X = 0; |
||
518 | anim.Joints[j].positionkeys[i].key_element.Y = 0; |
||
519 | anim.Joints[j].positionkeys[i].key_element.Z = 0; |
||
520 | } |
||
521 | } |
||
522 | |||
523 | AssetBase Animasset = new AssetBase(UUID.Random(), "Random Animation", (sbyte)AssetType.Animation, m_scenePresence.UUID.ToString()); |
||
524 | Animasset.Data = anim.ToBytes(); |
||
525 | Animasset.Temporary = true; |
||
526 | Animasset.Local = true; |
||
527 | Animasset.Description = "dance"; |
||
528 | //BinBVHAnimation bbvhanim = new BinBVHAnimation(Animasset.Data); |
||
529 | |||
530 | m_scenePresence.Scene.AssetService.Store(Animasset); |
||
531 | AddAnimation(Animasset.FullID, m_scenePresence.UUID); |
||
532 | return anim; |
||
533 | } |
||
534 | |||
535 | /// <summary> |
||
536 | /// |
||
537 | /// </summary> |
||
538 | /// <param name="animations"></param> |
||
539 | /// <param name="seqs"></param> |
||
540 | /// <param name="objectIDs"></param> |
||
541 | public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs) |
||
542 | { |
||
543 | if (m_scenePresence.IsChildAgent) |
||
544 | return; |
||
545 | |||
546 | // m_log.DebugFormat( |
||
547 | // "[SCENE PRESENCE ANIMATOR]: Sending anim pack with animations '{0}', sequence '{1}', uuids '{2}'", |
||
548 | // string.Join(",", Array.ConvertAll<UUID, string>(animations, a => a.ToString())), |
||
549 | // string.Join(",", Array.ConvertAll<int, string>(seqs, s => s.ToString())), |
||
550 | // string.Join(",", Array.ConvertAll<UUID, string>(objectIDs, o => o.ToString()))); |
||
551 | |||
552 | m_scenePresence.Scene.ForEachClient( |
||
553 | delegate(IClientAPI client) |
||
554 | { |
||
555 | client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs); |
||
556 | }); |
||
557 | } |
||
558 | |||
559 | public void SendAnimPackToClient(IClientAPI client) |
||
560 | { |
||
561 | if (m_scenePresence.IsChildAgent) |
||
562 | return; |
||
563 | |||
564 | UUID[] animIDs; |
||
565 | int[] sequenceNums; |
||
566 | UUID[] objectIDs; |
||
567 | |||
568 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); |
||
569 | client.SendAnimations(animIDs, sequenceNums, m_scenePresence.ControllingClient.AgentId, objectIDs); |
||
570 | } |
||
571 | |||
572 | /// <summary> |
||
573 | /// Send animation information about this avatar to all clients. |
||
574 | /// </summary> |
||
575 | public void SendAnimPack() |
||
576 | { |
||
577 | //m_log.Debug("Sending animation pack to all"); |
||
578 | |||
579 | if (m_scenePresence.IsChildAgent) |
||
580 | return; |
||
581 | |||
582 | UUID[] animIDs; |
||
583 | int[] sequenceNums; |
||
584 | UUID[] objectIDs; |
||
585 | |||
586 | m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); |
||
587 | |||
588 | SendAnimPack(animIDs, sequenceNums, objectIDs); |
||
589 | } |
||
590 | |||
591 | public string GetAnimName(UUID animId) |
||
592 | { |
||
593 | string animName; |
||
594 | |||
595 | if (!DefaultAvatarAnimations.AnimsNames.TryGetValue(animId, out animName)) |
||
596 | { |
||
597 | AssetMetadata amd = m_scenePresence.Scene.AssetService.GetMetadata(animId.ToString()); |
||
598 | if (amd != null) |
||
599 | animName = amd.Name; |
||
600 | else |
||
601 | animName = "Unknown"; |
||
602 | } |
||
603 | |||
604 | return animName; |
||
605 | } |
||
606 | } |
||
607 | } |