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- /*
- * 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 System.Collections.Generic;
- using System.Linq;
- using System.Reflection;
- using System.Threading;
- 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;
- if (m_scenePresence.Scene.DebugAnimations)
- m_log.DebugFormat(
- "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}",
- GetAnimName(animID), animID, m_scenePresence.Name);
- if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
- {
- SendAnimPack();
- m_scenePresence.TriggerScenePresenceUpdated();
- }
- }
- // 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);
- }
- /// <summary>
- /// Remove the specified animation
- /// </summary>
- /// <param name='animID'></param>
- /// <param name='allowNoDefault'>
- /// If true, then the default animation can be entirely removed.
- /// If false, then removing the default animation will reset it to the simulator default (currently STAND).
- /// </param>
- public void RemoveAnimation(UUID animID, bool allowNoDefault)
- {
- if (m_scenePresence.IsChildAgent)
- return;
- if (m_scenePresence.Scene.DebugAnimations)
- m_log.DebugFormat(
- "[SCENE PRESENCE ANIMATOR]: Removing animation {0} {1} for {2}",
- GetAnimName(animID), animID, m_scenePresence.Name);
- if (m_animations.Remove(animID, allowNoDefault))
- {
- SendAnimPack();
- m_scenePresence.TriggerScenePresenceUpdated();
- }
- }
- // 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, true);
- }
- public void ResetAnimations()
- {
- if (m_scenePresence.Scene.DebugAnimations)
- 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>
- /// <returns>'true' if the animation was updated</returns>
- public bool TrySetMovementAnimation(string anim)
- {
- bool ret = false;
- 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();
- ret = true;
- }
- }
- else
- {
- m_log.WarnFormat(
- "[SCENE PRESENCE ANIMATOR]: Tried to set movement animation {0} on child presence {1}",
- anim, m_scenePresence.Name);
- }
- return ret;
- }
- /// <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";
- }
- // Check if the user has stopped walking just now
- if (CurrentMovementAnimation == "WALK" && (move == Vector3.Zero))
- return "STAND";
- 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";
- }
- // We need to prevent these animations if the user tries to make their avatar walk or run whilst
- // specifying AGENT_CONTROL_STOP (pressing down space on viewers).
- else if (!m_scenePresence.AgentControlStopActive)
- {
- 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>
- /// <returns>'true' if the animation was changed</returns>
- public bool UpdateMovementAnimations()
- {
- // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Updating movement animations for {0}", m_scenePresence.Name);
- bool ret = false;
- lock (m_animations)
- {
- string newMovementAnimation = DetermineMovementAnimation();
- if (CurrentMovementAnimation != newMovementAnimation)
- {
- CurrentMovementAnimation = DetermineMovementAnimation();
- // m_log.DebugFormat(
- // "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()",
- // CurrentMovementAnimation, m_scenePresence.Name);
- // Only set it if it's actually changed, give a script
- // a chance to stop a default animation
- ret = TrySetMovementAnimation(CurrentMovementAnimation);
- }
- }
- return ret;
- }
- 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_log.DebugFormat(
- // "[SCENE PRESENCE ANIMATOR]: Sending anim pack with animations '{0}', sequence '{1}', uuids '{2}'",
- // string.Join(",", Array.ConvertAll<UUID, string>(animations, a => a.ToString())),
- // string.Join(",", Array.ConvertAll<int, string>(seqs, s => s.ToString())),
- // string.Join(",", Array.ConvertAll<UUID, string>(objectIDs, o => o.ToString())));
- 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 string GetAnimName(UUID animId)
- {
- string animName;
- if (!DefaultAvatarAnimations.AnimsNames.TryGetValue(animId, out animName))
- {
- AssetMetadata amd = m_scenePresence.Scene.AssetService.GetMetadata(animId.ToString());
- if (amd != null)
- animName = amd.Name;
- else
- animName = "Unknown";
- }
- return animName;
- }
- }
- }
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