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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.PhysicsModules.SharedBase;
- 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;
- private int m_animTickLand;
- private int m_animTickJump;
- public bool m_jumping = false;
- // private int m_landing = 0;
- /// <summary>
- /// Is the avatar falling?
- /// </summary>
- public bool Falling { get; private set; }
- private float m_lastFallVelocity;
- /// <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_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();
- }
- }
- public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
- {
- if (m_scenePresence.IsChildAgent)
- return;
- if (animID != UUID.Zero)
- {
- if (addRemove)
- m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
- else
- m_animations.Remove(animID, false);
- }
- if (sendPack)
- 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, 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();
- }
- UUID aoSitGndAnim = UUID.Zero;
- /// <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 (aoSitGndAnim != UUID.Zero)
- {
- avnChangeAnim(aoSitGndAnim, false, true);
- aoSitGndAnim = UUID.Zero;
- }
- UUID overridenAnim = m_scenePresence.Overrides.GetOverriddenAnimation(anim);
- if (overridenAnim != UUID.Zero)
- {
- if (anim == "SITGROUND")
- {
- UUID defsit = DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"];
- if (defsit == UUID.Zero)
- return false;
- m_animations.SetDefaultAnimation(defsit, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID);
- aoSitGndAnim = overridenAnim;
- avnChangeAnim(overridenAnim, true, false);
- }
- else
- {
- m_animations.SetDefaultAnimation(overridenAnim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID);
- }
- m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION });
- SendAnimPack();
- ret = true;
- }
- else
- {
- // translate sit and sitground state animations
- if (anim == "SIT" || anim == "SITGROUND")
- anim = m_scenePresence.sitAnimation;
- 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;
- }
- public enum motionControlStates : byte
- {
- sitted = 0,
- flying,
- falling,
- jumping,
- landing,
- onsurface
- }
- public motionControlStates currentControlState = motionControlStates.onsurface;
- /// <summary>
- /// This method determines the proper movement related animation
- /// </summary>
- private string DetermineMovementAnimation()
- {
- const int FALL_DELAY = 800;
- const int PREJUMP_DELAY = 200;
- const int JUMP_PERIOD = 800;
- #region Inputs
- if (m_scenePresence.IsInTransit)
- return CurrentMovementAnimation;
- if (m_scenePresence.SitGround)
- {
- currentControlState = motionControlStates.sitted;
- return "SITGROUND";
- }
- if (m_scenePresence.ParentID != 0 || m_scenePresence.ParentUUID != UUID.Zero)
- {
- currentControlState = motionControlStates.sitted;
- return "SIT";
- }
- AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
- PhysicsActor actor = m_scenePresence.PhysicsActor;
- const AgentManager.ControlFlags ANYXYMASK = (
- AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS |
- AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG |
- AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS |
- AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG
- );
- // Check control flags
- /* not in use
- bool heldForward = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)) != 0);
- bool heldBack = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG)) != 0);
- bool heldLeft = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS)) != 0);
- bool heldRight = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG)) != 0);
- */
- 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_NUDGE_UP_POS)) != 0);
- // excluded nudge up so it doesn't trigger jump state
- bool heldUp = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_POS)) != 0);
- bool heldDown = ((controlFlags & (AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG)) != 0);
- //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;
- bool heldOnXY = ((controlFlags & ANYXYMASK) != 0);
- if (heldOnXY || heldUp || heldDown)
- {
- heldTurnLeft = false;
- heldTurnRight = false;
- }
- #endregion Inputs
- // no physics actor case
- if (actor == null)
- {
- // well what to do?
- currentControlState = motionControlStates.onsurface;
- if (heldOnXY)
- return "WALK";
- return "STAND";
- }
- #region Flying
- bool isColliding = actor.IsColliding;
- if (actor.Flying)
- {
- m_animTickFall = 0;
- m_animTickJump = 0;
- m_jumping = false;
- Falling = false;
- currentControlState = motionControlStates.flying;
- if (heldOnXY)
- {
- return (m_scenePresence.Scene.m_useFlySlow ? "FLYSLOW" : "FLY");
- }
- else if (heldUp)
- {
- return "HOVER_UP";
- }
- else if (heldDown)
- {
- if (isColliding)
- {
- actor.Flying = false;
- currentControlState = motionControlStates.landing;
- m_animTickLand = Environment.TickCount;
- return "LAND";
- }
- else
- return "HOVER_DOWN";
- }
- else
- {
- return "HOVER";
- }
- }
- else
- {
- if (isColliding && currentControlState == motionControlStates.flying)
- {
- currentControlState = motionControlStates.landing;
- m_animTickLand = Environment.TickCount;
- return "LAND";
- }
- }
- #endregion Flying
- #region Falling/Floating/Landing
- if (!isColliding && currentControlState != motionControlStates.jumping)
- {
- float fallVelocity = actor.Velocity.Z;
- // if stable on Hover assume falling
- if(actor.PIDHoverActive && fallVelocity < 0.05f)
- {
- Falling = true;
- currentControlState = motionControlStates.falling;
- m_lastFallVelocity = fallVelocity;
- return "FALLDOWN";
- }
- if (fallVelocity < -2.5f)
- Falling = true;
- if (m_animTickFall == 0 || (fallVelocity >= -0.5f))
- {
- m_animTickFall = Environment.TickCount;
- }
- else
- {
- int fallElapsed = (Environment.TickCount - m_animTickFall);
- if ((fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f))
- {
- currentControlState = motionControlStates.falling;
- m_lastFallVelocity = fallVelocity;
- // Falling long enough to trigger the animation
- return "FALLDOWN";
- }
- }
- // Check if the user has stopped walking just now
- if (CurrentMovementAnimation == "WALK" && !heldOnXY && !heldDown && !heldUp)
- return "STAND";
- return CurrentMovementAnimation;
- }
- m_animTickFall = 0;
- #endregion Falling/Floating/Landing
- #region Jumping // section added for jumping...
- if (isColliding && heldUp && currentControlState != motionControlStates.jumping && !actor.PIDHoverActive)
- {
- // Start jumping, prejump
- currentControlState = motionControlStates.jumping;
- m_jumping = true;
- Falling = false;
- m_animTickJump = Environment.TickCount;
- return "PREJUMP";
- }
- if (currentControlState == motionControlStates.jumping)
- {
- int jumptime = Environment.TickCount - m_animTickJump;
- if ((jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
- {
- // end jumping
- m_jumping = false;
- Falling = false;
- actor.Selected = false; // borrowed for jumping flag
- m_animTickLand = Environment.TickCount;
- currentControlState = motionControlStates.landing;
- return "LAND";
- }
- else if (jumptime > JUMP_PERIOD)
- {
- // jump down
- return "JUMP";
- }
- else if (jumptime > PREJUMP_DELAY)
- {
- // jump up
- m_jumping = true;
- return "JUMP";
- }
- return CurrentMovementAnimation;
- }
- #endregion Jumping
- #region Ground Movement
- if (currentControlState == motionControlStates.falling)
- {
- Falling = false;
- currentControlState = motionControlStates.landing;
- m_animTickLand = Environment.TickCount;
- // TODO: SOFT_LAND support
- float fallVsq = m_lastFallVelocity * m_lastFallVelocity;
- if (fallVsq > 300f) // aprox 20*h
- return "STANDUP";
- else if (fallVsq > 160f)
- return "SOFT_LAND";
- else
- return "LAND";
- }
- if (currentControlState == motionControlStates.landing)
- {
- Falling = false;
- int landElapsed = Environment.TickCount - m_animTickLand;
- 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_animTickLand != 0) && (landElapsed <= limit))
- {
- return CurrentMovementAnimation;
- }
- else
- {
- currentControlState = motionControlStates.onsurface;
- m_animTickLand = 0;
- return "STAND";
- }
- }
- // next section moved outside paren. and realigned for jumping
- if (heldOnXY)
- {
- currentControlState = motionControlStates.onsurface;
- Falling = false;
- // Walking / crouchwalking / running
- if (heldDown)
- {
- 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
- {
- currentControlState = motionControlStates.onsurface;
- Falling = false;
- // Not walking
- if (heldDown)
- return "CROUCH";
- else if (heldTurnLeft)
- return "TURNLEFT";
- else if (heldTurnRight)
- return "TURNRIGHT";
- else
- return "STAND";
- }
- #endregion Ground Movement
- 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 = newMovementAnimation;
- // 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 bool ForceUpdateMovementAnimations()
- {
- lock (m_animations)
- {
- CurrentMovementAnimation = DetermineMovementAnimation();
- return TrySetMovementAnimation(CurrentMovementAnimation);
- }
- }
- public bool SetMovementAnimations(string motionState)
- {
- lock (m_animations)
- {
- CurrentMovementAnimation = motionState;
- return 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>();
- /// Torso and Head
- parts.Add("mPelvis");
- parts.Add("mTorso");
- parts.Add("mChest");
- parts.Add("mNeck");
- parts.Add("mHead");
- parts.Add("mSkull");
- parts.Add("mEyeRight");
- parts.Add("mEyeLeft");
- /// Arms
- parts.Add("mCollarLeft");
- parts.Add("mShoulderLeft");
- parts.Add("mElbowLeft");
- parts.Add("mWristLeft");
- parts.Add("mCollarRight");
- parts.Add("mShoulderRight");
- parts.Add("mElbowRight");
- parts.Add("mWristRight");
- /// Legs
- parts.Add("mHipLeft");
- parts.Add("mKneeLeft");
- parts.Add("mAnkleLeft");
- parts.Add("mFootLeft");
- parts.Add("mToeLeft");
- parts.Add("mHipRight");
- parts.Add("mKneeRight");
- parts.Add("mAnkleRight");
- parts.Add("mFootRight");
- parts.Add("mToeRight");
- ///Hands
- parts.Add("mHandThumb1Left");
- parts.Add("mHandThumb1Right");
- parts.Add("mHandThumb2Left");
- parts.Add("mHandThumb2Right");
- parts.Add("mHandThumb3Left");
- parts.Add("mHandThumb3Right");
- parts.Add("mHandIndex1Left");
- parts.Add("mHandIndex1Right");
- parts.Add("mHandIndex2Left");
- parts.Add("mHandIndex2Right");
- parts.Add("mHandIndex3Left");
- parts.Add("mHandIndex3Right");
- parts.Add("mHandMiddle1Left");
- parts.Add("mHandMiddle1Right");
- parts.Add("mHandMiddle2Left");
- parts.Add("mHandMiddle2Right");
- parts.Add("mHandMiddle3Left");
- parts.Add("mHandMiddle3Right");
- parts.Add("mHandRing1Left");
- parts.Add("mHandRing1Right");
- parts.Add("mHandRing2Left");
- parts.Add("mHandRing2Right");
- parts.Add("mHandRing3Left");
- parts.Add("mHandRing3Right");
- parts.Add("mHandPinky1Left");
- parts.Add("mHandPinky1Right");
- parts.Add("mHandPinky2Left");
- parts.Add("mHandPinky2Right");
- parts.Add("mHandPinky3Left");
- parts.Add("mHandPinky3Right");
- ///Face
- parts.Add("mFaceForeheadLeft");
- parts.Add("mFaceForeheadCenter");
- parts.Add("mFaceForeheadRight");
- parts.Add("mFaceEyebrowOuterLeft");
- parts.Add("mFaceEyebrowCenterLeft");
- parts.Add("mFaceEyebrowInnerLeft");
- parts.Add("mFaceEyebrowOuterRight");
- parts.Add("mFaceEyebrowCenterRight");
- parts.Add("mFaceEyebrowInnerRight");
- parts.Add("mFaceEyeLidUpperLeft");
- parts.Add("mFaceEyeLidLowerLeft");
- parts.Add("mFaceEyeLidUpperRight");
- parts.Add("mFaceEyeLidLowerRight");
- parts.Add("mFaceEyeAltLeft");
- parts.Add("mFaceEyeAltRight");
- parts.Add("mFaceEyecornerInnerLeft");
- parts.Add("mFaceEyecornerInnerRight");
- parts.Add("mFaceEar1Left");
- parts.Add("mFaceEar2Left");
- parts.Add("mFaceEar1Right");
- parts.Add("mFaceEar2Right");
- parts.Add("mFaceNoseLeft");
- parts.Add("mFaceNoseCenter");
- parts.Add("mFaceNoseRight");
- parts.Add("mFaceNoseBase");
- parts.Add("mFaceNoseBridge");
- parts.Add("mFaceCheekUpperInnerLeft");
- parts.Add("mFaceCheekUpperOuterLeft");
- parts.Add("mFaceCheekUpperInnerRight");
- parts.Add("mFaceCheekUpperOuterRight");
- parts.Add("mFaceJaw");
- parts.Add("mFaceLipUpperLeft");
- parts.Add("mFaceLipUpperCenter");
- parts.Add("mFaceLipUpperRight");
- parts.Add("mFaceLipCornerLeft");
- parts.Add("mFaceLipCornerRight");
- parts.Add("mFaceTongueBase");
- parts.Add("mFaceTongueTip");
- parts.Add("mFaceLipLowerLeft");
- parts.Add("mFaceLipLowerCenter");
- parts.Add("mFaceLipLowerRight");
- parts.Add("mFaceTeethLower");
- parts.Add("mFaceTeethUpper");
- parts.Add("mFaceChin");
- ///Spine
- parts.Add("mSpine1");
- parts.Add("mSpine2");
- parts.Add("mSpine3");
- parts.Add("mSpine4");
- ///Wings
- parts.Add("mWingsRoot");
- parts.Add("mWing1Left");
- parts.Add("mWing2Left");
- parts.Add("mWing3Left");
- parts.Add("mWing4Left");
- parts.Add("mWing1Right");
- parts.Add("mWing2Right");
- parts.Add("mWing3Right");
- parts.Add("mWing4Right");
- parts.Add("mWing4FanRight");
- parts.Add("mWing4FanLeft");
- ///Hind Limbs
- parts.Add("mHindLimbsRoot");
- parts.Add("mHindLimb1Left");
- parts.Add("mHindLimb2Left");
- parts.Add("mHindLimb3Left");
- parts.Add("mHindLimb4Left");
- parts.Add("mHindLimb1Right");
- parts.Add("mHindLimb2Right");
- parts.Add("mHindLimb3Right");
- parts.Add("mHindLimb4Right");
- ///Tail
- parts.Add("mTail1");
- parts.Add("mTail2");
- parts.Add("mTail3");
- parts.Add("mTail4");
- parts.Add("mTail5");
- parts.Add("mTail6");
- 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)
- {
- m_scenePresence.SendAnimPack(animations, seqs, objectIDs);
- }
- public void GetArrays(out UUID[] animIDs, out int[] sequenceNums, out UUID[] objectIDs)
- {
- animIDs = null;
- sequenceNums = null;
- objectIDs = null;
- if (m_animations != null)
- m_animations.GetArrays(out animIDs, out sequenceNums, out 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);
- m_scenePresence.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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