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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 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
- {
- 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;
- 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;
- 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)
- {
- //m_log.DebugFormat("Updating movement animation to {0}", anim);
- if (!m_scenePresence.IsChildAgent)
- {
- if (m_animations.TrySetDefaultAnimation(
- anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
- {
- // 16384 is CHANGED_ANIMATION
- m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 });
- 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";
- }
- 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 > 0f)
- {
- // 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
- {
- // Not jumping
- m_animTickJump = 0;
- if (move.X != 0f || move.Y != 0f)
- {
- // Walking / crouchwalking / running
- if (move.Z < 0f)
- return "CROUCHWALK";
- else if (m_scenePresence.SetAlwaysRun)
- return "RUN";
- else
- return "WALK";
- }
- else
- {
- // Not walking
- if (move.Z < 0f)
- 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();
- if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
- {
- // This was the previous behavior before PREJUMP
- TrySetMovementAnimation("JUMP");
- }
- else
- {
- 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;
- }
- }
- }
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