diff options
author | Melanie | 2012-08-29 11:18:32 +0200 |
---|---|---|
committer | Melanie | 2012-08-29 11:18:32 +0200 |
commit | f671e446bfdca5932d45cc358324a667d3239473 (patch) | |
tree | 05c6a16e9e983a10845b2622f3c4d7091dae5765 /OpenSim/Region/Framework/Scenes/KeyframeMotion.cs | |
parent | Add a queue with two priority levels. This is a drop in replacement for (diff) | |
parent | A few more changes to keyframes (diff) | |
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Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/KeyframeMotion.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/KeyframeMotion.cs | 518 |
1 files changed, 391 insertions, 127 deletions
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs index 6ee09b7..42e3860 100644 --- a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs +++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs | |||
@@ -53,17 +53,42 @@ namespace OpenSim.Region.Framework.Scenes | |||
53 | public Vector3 AngularVelocity; | 53 | public Vector3 AngularVelocity; |
54 | }; | 54 | }; |
55 | 55 | ||
56 | private Vector3 m_serializedPosition; | ||
56 | private Vector3 m_basePosition; | 57 | private Vector3 m_basePosition; |
57 | private Quaternion m_baseRotation; | 58 | private Quaternion m_baseRotation; |
58 | private Vector3 m_serializedPosition; | ||
59 | 59 | ||
60 | private Keyframe m_currentFrame; | 60 | private Keyframe m_currentFrame; |
61 | |||
61 | private List<Keyframe> m_frames = new List<Keyframe>(); | 62 | private List<Keyframe> m_frames = new List<Keyframe>(); |
62 | 63 | ||
63 | private Keyframe[] m_keyframes; | 64 | private Keyframe[] m_keyframes; |
64 | 65 | ||
65 | [NonSerialized()] | 66 | [NonSerialized()] |
66 | protected Timer m_timer = new Timer(); | 67 | protected Timer m_timer = null; |
68 | |||
69 | // timer lock | ||
70 | [NonSerialized()] | ||
71 | private object m_onTimerLock; | ||
72 | |||
73 | // timer overrun detect | ||
74 | // prevents overlap or timer events threads frozen on the lock | ||
75 | [NonSerialized()] | ||
76 | private bool m_inOnTimer; | ||
77 | |||
78 | // skip timer events. | ||
79 | //timer.stop doesn't assure there aren't event threads still being fired | ||
80 | [NonSerialized()] | ||
81 | private bool m_timerStopped; | ||
82 | |||
83 | [NonSerialized()] | ||
84 | private bool m_isCrossing; | ||
85 | |||
86 | [NonSerialized()] | ||
87 | private bool m_waitingCrossing; | ||
88 | |||
89 | // retry position for cross fail | ||
90 | [NonSerialized()] | ||
91 | private Vector3 m_nextPosition; | ||
67 | 92 | ||
68 | [NonSerialized()] | 93 | [NonSerialized()] |
69 | private SceneObjectGroup m_group; | 94 | private SceneObjectGroup m_group; |
@@ -87,8 +112,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
87 | public bool Selected | 112 | public bool Selected |
88 | { | 113 | { |
89 | set | 114 | set |
90 | { | 115 | { |
91 | if (value) | 116 | if (!value) |
92 | { | 117 | { |
93 | // Once we're let go, recompute positions | 118 | // Once we're let go, recompute positions |
94 | if (m_selected) | 119 | if (m_selected) |
@@ -98,44 +123,104 @@ namespace OpenSim.Region.Framework.Scenes | |||
98 | { | 123 | { |
99 | // Save selection position in case we get moved | 124 | // Save selection position in case we get moved |
100 | if (!m_selected) | 125 | if (!m_selected) |
126 | { | ||
127 | StopTimer(); | ||
101 | m_serializedPosition = m_group.AbsolutePosition; | 128 | m_serializedPosition = m_group.AbsolutePosition; |
129 | } | ||
102 | } | 130 | } |
103 | m_selected = value; } | 131 | m_isCrossing = false; |
132 | m_waitingCrossing = false; | ||
133 | m_selected = value; | ||
134 | } | ||
135 | } | ||
136 | |||
137 | private void StartTimer() | ||
138 | { | ||
139 | if (m_timer == null) | ||
140 | return; | ||
141 | m_timerStopped = false; | ||
142 | m_timer.Start(); | ||
104 | } | 143 | } |
105 | 144 | ||
145 | private void StopTimer() | ||
146 | { | ||
147 | if (m_timer == null || m_timerStopped) | ||
148 | return; | ||
149 | m_timerStopped = true; | ||
150 | m_timer.Stop(); | ||
151 | } | ||
152 | |||
153 | private void RemoveTimer() | ||
154 | { | ||
155 | if (m_timer == null) | ||
156 | return; | ||
157 | m_timerStopped = true; | ||
158 | m_timer.Stop(); | ||
159 | m_timer.Elapsed -= OnTimer; | ||
160 | m_timer = null; | ||
161 | } | ||
162 | |||
163 | |||
106 | public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data) | 164 | public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data) |
107 | { | 165 | { |
108 | MemoryStream ms = new MemoryStream(data); | 166 | KeyframeMotion newMotion = null; |
109 | 167 | ||
110 | BinaryFormatter fmt = new BinaryFormatter(); | 168 | try |
169 | { | ||
170 | MemoryStream ms = new MemoryStream(data); | ||
171 | BinaryFormatter fmt = new BinaryFormatter(); | ||
172 | |||
173 | newMotion = (KeyframeMotion)fmt.Deserialize(ms); | ||
111 | 174 | ||
112 | KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms); | 175 | newMotion.m_group = grp; |
113 | 176 | ||
114 | // This will be started when position is updated | 177 | if (grp != null && grp.IsSelected) |
115 | newMotion.m_timer = new Timer(); | 178 | newMotion.m_selected = true; |
116 | newMotion.m_timer.Interval = (int)timerInterval; | 179 | |
117 | newMotion.m_timer.AutoReset = true; | 180 | newMotion.m_onTimerLock = new object(); |
118 | newMotion.m_timer.Elapsed += newMotion.OnTimer; | 181 | newMotion.m_timerStopped = false; |
182 | newMotion.m_inOnTimer = false; | ||
183 | newMotion.m_isCrossing = false; | ||
184 | newMotion.m_waitingCrossing = false; | ||
185 | } | ||
186 | catch | ||
187 | { | ||
188 | newMotion = null; | ||
189 | } | ||
119 | 190 | ||
120 | return newMotion; | 191 | return newMotion; |
121 | } | 192 | } |
122 | 193 | ||
123 | public void UpdateSceneObject(SceneObjectGroup grp) | 194 | public void UpdateSceneObject(SceneObjectGroup grp) |
124 | { | 195 | { |
125 | m_group = grp; | 196 | // lock (m_onTimerLock) |
126 | Vector3 offset = grp.AbsolutePosition - m_serializedPosition; | ||
127 | |||
128 | m_basePosition += offset; | ||
129 | m_currentFrame.Position += offset; | ||
130 | for (int i = 0 ; i < m_frames.Count ; i++) | ||
131 | { | 197 | { |
132 | Keyframe k = m_frames[i]; | 198 | m_isCrossing = false; |
133 | k.Position += offset; | 199 | m_waitingCrossing = false; |
134 | m_frames[i] = k; | 200 | StopTimer(); |
135 | } | 201 | |
202 | m_group = grp; | ||
203 | Vector3 grppos = grp.AbsolutePosition; | ||
204 | Vector3 offset = grppos - m_serializedPosition; | ||
205 | // avoid doing it more than once | ||
206 | // current this will happen draging a prim to other region | ||
207 | m_serializedPosition = grppos; | ||
208 | |||
209 | m_basePosition += offset; | ||
210 | m_currentFrame.Position += offset; | ||
136 | 211 | ||
137 | if (m_running) | 212 | m_nextPosition += offset; |
138 | Start(); | 213 | |
214 | for (int i = 0; i < m_frames.Count; i++) | ||
215 | { | ||
216 | Keyframe k = m_frames[i]; | ||
217 | k.Position += offset; | ||
218 | m_frames[i]=k; | ||
219 | } | ||
220 | |||
221 | if (m_running) | ||
222 | Start(); | ||
223 | } | ||
139 | } | 224 | } |
140 | 225 | ||
141 | public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data) | 226 | public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data) |
@@ -143,13 +228,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
143 | m_mode = mode; | 228 | m_mode = mode; |
144 | m_data = data; | 229 | m_data = data; |
145 | 230 | ||
146 | m_group = grp; | 231 | m_onTimerLock = new object(); |
147 | m_basePosition = grp.AbsolutePosition; | ||
148 | m_baseRotation = grp.GroupRotation; | ||
149 | 232 | ||
150 | m_timer.Interval = (int)timerInterval; | 233 | m_group = grp; |
151 | m_timer.AutoReset = true; | 234 | if (grp != null) |
152 | m_timer.Elapsed += OnTimer; | 235 | { |
236 | m_basePosition = grp.AbsolutePosition; | ||
237 | m_baseRotation = grp.GroupRotation; | ||
238 | } | ||
239 | m_isCrossing = false; | ||
240 | m_waitingCrossing = false; | ||
153 | } | 241 | } |
154 | 242 | ||
155 | public void SetKeyframes(Keyframe[] frames) | 243 | public void SetKeyframes(Keyframe[] frames) |
@@ -157,19 +245,93 @@ namespace OpenSim.Region.Framework.Scenes | |||
157 | m_keyframes = frames; | 245 | m_keyframes = frames; |
158 | } | 246 | } |
159 | 247 | ||
248 | public KeyframeMotion Copy(SceneObjectGroup newgrp) | ||
249 | { | ||
250 | StopTimer(); | ||
251 | |||
252 | KeyframeMotion newmotion = new KeyframeMotion(newgrp, m_mode, m_data); | ||
253 | |||
254 | if (newgrp != null && newgrp.IsSelected) | ||
255 | newmotion.m_selected = true; | ||
256 | |||
257 | if (m_keyframes != null) | ||
258 | m_keyframes.CopyTo(newmotion.m_keyframes, 0); | ||
259 | |||
260 | newmotion.m_frames = new List<Keyframe>(m_frames); | ||
261 | newmotion.m_currentFrame = m_currentFrame; | ||
262 | |||
263 | newmotion.m_nextPosition = m_nextPosition; | ||
264 | if (m_selected) | ||
265 | newmotion.m_serializedPosition = m_serializedPosition; | ||
266 | else | ||
267 | { | ||
268 | if (m_group != null) | ||
269 | newmotion.m_serializedPosition = m_group.AbsolutePosition; | ||
270 | else | ||
271 | newmotion.m_serializedPosition = m_serializedPosition; | ||
272 | } | ||
273 | |||
274 | newmotion.m_iterations = m_iterations; | ||
275 | |||
276 | newmotion.m_onTimerLock = new object(); | ||
277 | newmotion.m_timerStopped = false; | ||
278 | newmotion.m_inOnTimer = false; | ||
279 | newmotion.m_isCrossing = false; | ||
280 | newmotion.m_waitingCrossing = false; | ||
281 | |||
282 | if (m_running && !m_waitingCrossing) | ||
283 | StartTimer(); | ||
284 | |||
285 | return newmotion; | ||
286 | } | ||
287 | |||
288 | public void Delete() | ||
289 | { | ||
290 | m_running = false; | ||
291 | RemoveTimer(); | ||
292 | m_isCrossing = false; | ||
293 | m_waitingCrossing = false; | ||
294 | m_frames.Clear(); | ||
295 | m_keyframes = null; | ||
296 | } | ||
297 | |||
160 | public void Start() | 298 | public void Start() |
161 | { | 299 | { |
300 | m_isCrossing = false; | ||
301 | m_waitingCrossing = false; | ||
162 | if (m_keyframes.Length > 0) | 302 | if (m_keyframes.Length > 0) |
163 | m_timer.Start(); | 303 | { |
164 | m_running = true; | 304 | if (m_timer == null) |
305 | { | ||
306 | m_timer = new Timer(); | ||
307 | m_timer.Interval = timerInterval; | ||
308 | m_timer.AutoReset = true; | ||
309 | m_timer.Elapsed += OnTimer; | ||
310 | } | ||
311 | else | ||
312 | { | ||
313 | StopTimer(); | ||
314 | m_timer.Interval = timerInterval; | ||
315 | } | ||
316 | |||
317 | m_inOnTimer = false; | ||
318 | StartTimer(); | ||
319 | m_running = true; | ||
320 | } | ||
321 | else | ||
322 | { | ||
323 | m_running = false; | ||
324 | RemoveTimer(); | ||
325 | } | ||
165 | } | 326 | } |
166 | 327 | ||
167 | public void Stop() | 328 | public void Stop() |
168 | { | 329 | { |
169 | // Failed object creation | 330 | m_running = false; |
170 | if (m_timer == null) | 331 | m_isCrossing = false; |
171 | return; | 332 | m_waitingCrossing = false; |
172 | m_timer.Stop(); | 333 | |
334 | RemoveTimer(); | ||
173 | 335 | ||
174 | m_basePosition = m_group.AbsolutePosition; | 336 | m_basePosition = m_group.AbsolutePosition; |
175 | m_baseRotation = m_group.GroupRotation; | 337 | m_baseRotation = m_group.GroupRotation; |
@@ -179,17 +341,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
179 | m_group.SendGroupRootTerseUpdate(); | 341 | m_group.SendGroupRootTerseUpdate(); |
180 | 342 | ||
181 | m_frames.Clear(); | 343 | m_frames.Clear(); |
182 | m_running = false; | ||
183 | } | 344 | } |
184 | 345 | ||
185 | public void Pause() | 346 | public void Pause() |
186 | { | 347 | { |
348 | m_running = false; | ||
349 | RemoveTimer(); | ||
350 | |||
187 | m_group.RootPart.Velocity = Vector3.Zero; | 351 | m_group.RootPart.Velocity = Vector3.Zero; |
188 | m_group.RootPart.UpdateAngularVelocity(Vector3.Zero); | 352 | m_group.RootPart.UpdateAngularVelocity(Vector3.Zero); |
189 | m_group.SendGroupRootTerseUpdate(); | 353 | m_group.SendGroupRootTerseUpdate(); |
190 | |||
191 | m_timer.Stop(); | ||
192 | m_running = false; | ||
193 | } | 354 | } |
194 | 355 | ||
195 | private void GetNextList() | 356 | private void GetNextList() |
@@ -222,9 +383,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
222 | Keyframe k = m_keyframes[i]; | 383 | Keyframe k = m_keyframes[i]; |
223 | 384 | ||
224 | if (k.Position.HasValue) | 385 | if (k.Position.HasValue) |
225 | k.Position = (k.Position * direction) + pos; | 386 | { |
387 | k.Position = (k.Position * direction); | ||
388 | // k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f); | ||
389 | k.Position += pos; | ||
390 | } | ||
226 | else | 391 | else |
392 | { | ||
227 | k.Position = pos; | 393 | k.Position = pos; |
394 | // k.Velocity = Vector3.Zero; | ||
395 | } | ||
228 | 396 | ||
229 | k.StartRotation = rot; | 397 | k.StartRotation = rot; |
230 | if (k.Rotation.HasValue) | 398 | if (k.Rotation.HasValue) |
@@ -238,6 +406,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
238 | k.Rotation = rot; | 406 | k.Rotation = rot; |
239 | } | 407 | } |
240 | 408 | ||
409 | /* ang vel not in use for now | ||
410 | |||
241 | float angle = 0; | 411 | float angle = 0; |
242 | 412 | ||
243 | float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W; | 413 | float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W; |
@@ -267,6 +437,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
267 | } | 437 | } |
268 | 438 | ||
269 | k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000)); | 439 | k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000)); |
440 | */ | ||
270 | k.TimeTotal = k.TimeMS; | 441 | k.TimeTotal = k.TimeMS; |
271 | 442 | ||
272 | m_frames.Add(k); | 443 | m_frames.Add(k); |
@@ -284,139 +455,232 @@ namespace OpenSim.Region.Framework.Scenes | |||
284 | 455 | ||
285 | protected void OnTimer(object sender, ElapsedEventArgs e) | 456 | protected void OnTimer(object sender, ElapsedEventArgs e) |
286 | { | 457 | { |
287 | if (m_frames.Count == 0) | 458 | if (m_timerStopped) // trap events still in air even after a timer.stop |
288 | { | 459 | return; |
289 | GetNextList(); | ||
290 | |||
291 | if (m_frames.Count == 0) | ||
292 | { | ||
293 | Stop(); | ||
294 | return; | ||
295 | } | ||
296 | |||
297 | m_currentFrame = m_frames[0]; | ||
298 | } | ||
299 | 460 | ||
300 | if (m_selected) | 461 | if (m_inOnTimer) // don't let overruns to happen |
301 | { | 462 | { |
302 | if (m_group.RootPart.Velocity != Vector3.Zero) | 463 | m_log.Warn("[KeyFrame]: timer overrun"); |
303 | { | ||
304 | m_group.RootPart.Velocity = Vector3.Zero; | ||
305 | m_group.SendGroupRootTerseUpdate(); | ||
306 | } | ||
307 | return; | 464 | return; |
308 | } | 465 | } |
309 | 466 | ||
310 | // Do the frame processing | 467 | if (m_group == null) |
311 | double steps = (double)m_currentFrame.TimeMS / timerInterval; | 468 | return; |
312 | float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal; | ||
313 | 469 | ||
314 | if (steps <= 1.0) | 470 | lock (m_onTimerLock) |
315 | { | 471 | { |
316 | m_currentFrame.TimeMS = 0; | ||
317 | 472 | ||
318 | m_group.AbsolutePosition = (Vector3)m_currentFrame.Position; | 473 | m_inOnTimer = true; |
319 | m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation); | ||
320 | } | ||
321 | else | ||
322 | { | ||
323 | Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition; | ||
324 | Vector3 motionThisFrame = v / (float)steps; | ||
325 | v = v * 1000 / m_currentFrame.TimeMS; | ||
326 | 474 | ||
327 | bool update = false; | 475 | bool update = false; |
328 | 476 | ||
329 | if (Vector3.Mag(motionThisFrame) >= 0.05f) | 477 | try |
330 | { | 478 | { |
331 | m_group.AbsolutePosition += motionThisFrame; | 479 | if (m_selected) |
332 | m_group.RootPart.Velocity = v; | 480 | { |
333 | update = true; | 481 | if (m_group.RootPart.Velocity != Vector3.Zero) |
334 | } | 482 | { |
483 | m_group.RootPart.Velocity = Vector3.Zero; | ||
484 | m_group.SendGroupRootTerseUpdate(); | ||
485 | } | ||
486 | m_inOnTimer = false; | ||
487 | return; | ||
488 | } | ||
335 | 489 | ||
336 | if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation) | 490 | if (m_isCrossing) |
337 | { | 491 | { |
338 | Quaternion current = m_group.GroupRotation; | 492 | // if crossing and timer running then cross failed |
493 | // wait some time then | ||
494 | // retry to set the position that evtually caused the outbound | ||
495 | // if still outside region this will call startCrossing below | ||
496 | m_isCrossing = false; | ||
497 | m_group.AbsolutePosition = m_nextPosition; | ||
498 | if (!m_isCrossing) | ||
499 | { | ||
500 | StopTimer(); | ||
501 | m_timer.Interval = timerInterval; | ||
502 | StartTimer(); | ||
503 | } | ||
504 | m_inOnTimer = false; | ||
505 | return; | ||
506 | } | ||
339 | 507 | ||
340 | Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete); | 508 | if (m_frames.Count == 0) |
509 | { | ||
510 | GetNextList(); | ||
341 | 511 | ||
342 | float angle = 0; | 512 | if (m_frames.Count == 0) |
513 | { | ||
514 | Stop(); | ||
515 | m_inOnTimer = false; | ||
516 | return; | ||
517 | } | ||
343 | 518 | ||
344 | float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W; | 519 | m_currentFrame = m_frames[0]; |
345 | float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W; | 520 | m_currentFrame.TimeMS += (int)timerInterval; |
346 | float aa_bb = aa * bb; | ||
347 | 521 | ||
348 | if (aa_bb == 0) | 522 | //force a update on a keyframe transition |
523 | update = true; | ||
524 | } | ||
525 | |||
526 | m_currentFrame.TimeMS -= (int)timerInterval; | ||
527 | |||
528 | // Do the frame processing | ||
529 | double steps = (double)m_currentFrame.TimeMS / timerInterval; | ||
530 | |||
531 | if (steps <= 0.0) | ||
349 | { | 532 | { |
350 | angle = 0; | 533 | m_group.RootPart.Velocity = Vector3.Zero; |
534 | m_group.RootPart.UpdateAngularVelocity(Vector3.Zero); | ||
535 | |||
536 | m_nextPosition = (Vector3)m_currentFrame.Position; | ||
537 | m_group.AbsolutePosition = m_nextPosition; | ||
538 | |||
539 | m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation); | ||
540 | |||
541 | m_frames.RemoveAt(0); | ||
542 | if (m_frames.Count > 0) | ||
543 | m_currentFrame = m_frames[0]; | ||
544 | |||
545 | update = true; | ||
351 | } | 546 | } |
352 | else | 547 | else |
353 | { | 548 | { |
354 | float ab = current.X * step.X + | 549 | float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal; |
355 | current.Y * step.Y + | ||
356 | current.Z * step.Z + | ||
357 | current.W * step.W; | ||
358 | float q = (ab * ab) / aa_bb; | ||
359 | 550 | ||
360 | if (q > 1.0f) | 551 | Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition; |
552 | Vector3 motionThisFrame = v / (float)steps; | ||
553 | v = v * 1000 / m_currentFrame.TimeMS; | ||
554 | |||
555 | if (Vector3.Mag(motionThisFrame) >= 0.05f) | ||
361 | { | 556 | { |
362 | angle = 0; | 557 | // m_group.AbsolutePosition += motionThisFrame; |
558 | m_nextPosition = m_group.AbsolutePosition + motionThisFrame; | ||
559 | m_group.AbsolutePosition = m_nextPosition; | ||
560 | |||
561 | m_group.RootPart.Velocity = v; | ||
562 | update = true; | ||
363 | } | 563 | } |
364 | else | 564 | |
565 | if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation) | ||
365 | { | 566 | { |
366 | angle = (float)Math.Acos(2 * q - 1); | 567 | Quaternion current = m_group.GroupRotation; |
568 | |||
569 | Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete); | ||
570 | /* use simpler change detection | ||
571 | * float angle = 0; | ||
572 | |||
573 | float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W; | ||
574 | float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W; | ||
575 | float aa_bb = aa * bb; | ||
576 | |||
577 | if (aa_bb == 0) | ||
578 | { | ||
579 | angle = 0; | ||
580 | } | ||
581 | else | ||
582 | { | ||
583 | float ab = current.X * step.X + | ||
584 | current.Y * step.Y + | ||
585 | current.Z * step.Z + | ||
586 | current.W * step.W; | ||
587 | float q = (ab * ab) / aa_bb; | ||
588 | |||
589 | if (q > 1.0f) | ||
590 | { | ||
591 | angle = 0; | ||
592 | } | ||
593 | else | ||
594 | { | ||
595 | angle = (float)Math.Acos(2 * q - 1); | ||
596 | } | ||
597 | } | ||
598 | |||
599 | if (angle > 0.01f) | ||
600 | */ | ||
601 | if(Math.Abs(step.X - current.X) > 0.001f | ||
602 | || Math.Abs(step.Y - current.Y) > 0.001f | ||
603 | || Math.Abs(step.Z - current.Z) > 0.001f) | ||
604 | // assuming w is a dependente var | ||
605 | |||
606 | { | ||
607 | m_group.UpdateGroupRotationR(step); | ||
608 | //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2); | ||
609 | update = true; | ||
610 | } | ||
367 | } | 611 | } |
368 | } | 612 | } |
369 | 613 | ||
370 | if (angle > 0.01f) | 614 | if (update) |
371 | { | 615 | m_group.SendGroupRootTerseUpdate(); |
372 | m_group.UpdateGroupRotationR(step); | ||
373 | //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2); | ||
374 | update = true; | ||
375 | } | ||
376 | } | ||
377 | |||
378 | if (update) | ||
379 | m_group.SendGroupRootTerseUpdate(); | ||
380 | } | ||
381 | |||
382 | m_currentFrame.TimeMS -= (int)timerInterval; | ||
383 | 616 | ||
384 | if (m_currentFrame.TimeMS <= 0) | 617 | } |
385 | { | 618 | catch ( Exception ex) |
386 | m_group.RootPart.Velocity = Vector3.Zero; | 619 | { |
387 | m_group.RootPart.UpdateAngularVelocity(Vector3.Zero); | 620 | // still happening sometimes |
388 | m_group.SendGroupRootTerseUpdate(); | 621 | // lets try to see where |
622 | m_log.Warn("[KeyFrame]: timer overrun" + ex.Message); | ||
623 | } | ||
389 | 624 | ||
390 | m_frames.RemoveAt(0); | 625 | finally |
391 | if (m_frames.Count > 0) | 626 | { |
392 | m_currentFrame = m_frames[0]; | 627 | // make sure we do not let this frozen |
628 | m_inOnTimer = false; | ||
629 | } | ||
393 | } | 630 | } |
394 | } | 631 | } |
395 | 632 | ||
396 | public Byte[] Serialize() | 633 | public Byte[] Serialize() |
397 | { | 634 | { |
635 | StopTimer(); | ||
398 | MemoryStream ms = new MemoryStream(); | 636 | MemoryStream ms = new MemoryStream(); |
399 | m_timer.Stop(); | ||
400 | 637 | ||
401 | BinaryFormatter fmt = new BinaryFormatter(); | 638 | BinaryFormatter fmt = new BinaryFormatter(); |
402 | SceneObjectGroup tmp = m_group; | 639 | SceneObjectGroup tmp = m_group; |
403 | m_group = null; | 640 | m_group = null; |
404 | m_serializedPosition = tmp.AbsolutePosition; | 641 | if (!m_selected && tmp != null) |
642 | m_serializedPosition = tmp.AbsolutePosition; | ||
405 | fmt.Serialize(ms, this); | 643 | fmt.Serialize(ms, this); |
406 | m_group = tmp; | 644 | m_group = tmp; |
645 | if (m_running && !m_waitingCrossing) | ||
646 | StartTimer(); | ||
647 | |||
407 | return ms.ToArray(); | 648 | return ms.ToArray(); |
408 | } | 649 | } |
409 | 650 | ||
651 | public void StartCrossingCheck() | ||
652 | { | ||
653 | // timer will be restart by crossingFailure | ||
654 | // or never since crossing worked and this | ||
655 | // should be deleted | ||
656 | StopTimer(); | ||
657 | |||
658 | m_isCrossing = true; | ||
659 | m_waitingCrossing = true; | ||
660 | |||
661 | // to remove / retune to smoth crossings | ||
662 | if (m_group.RootPart.Velocity != Vector3.Zero) | ||
663 | { | ||
664 | m_group.RootPart.Velocity = Vector3.Zero; | ||
665 | m_group.SendGroupRootTerseUpdate(); | ||
666 | } | ||
667 | } | ||
668 | |||
410 | public void CrossingFailure() | 669 | public void CrossingFailure() |
411 | { | 670 | { |
412 | // The serialization has stopped the timer, so let's wait a moment | 671 | m_waitingCrossing = false; |
413 | // then retry the crossing. We'll get back here if it fails. | 672 | |
414 | Util.FireAndForget(delegate (object x) | 673 | if (m_group != null) |
415 | { | 674 | { |
416 | Thread.Sleep(60000); | 675 | m_group.RootPart.Velocity = Vector3.Zero; |
417 | if (m_running) | 676 | m_group.SendGroupRootTerseUpdate(); |
418 | m_timer.Start(); | 677 | |
419 | }); | 678 | if (m_running && m_timer != null) |
679 | { | ||
680 | m_timer.Interval = 60000; | ||
681 | StartTimer(); | ||
682 | } | ||
683 | } | ||
420 | } | 684 | } |
421 | } | 685 | } |
422 | } | 686 | } |