diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/KeyframeMotion.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/KeyframeMotion.cs | 707 |
1 files changed, 707 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs new file mode 100644 index 0000000..5cfba39 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs | |||
@@ -0,0 +1,707 @@ | |||
1 | // Proprietary code of Avination Virtual Limited | ||
2 | // (c) 2012 Melanie Thielker | ||
3 | // | ||
4 | |||
5 | using System; | ||
6 | using System.Timers; | ||
7 | using System.Collections; | ||
8 | using System.Collections.Generic; | ||
9 | using System.IO; | ||
10 | using System.Diagnostics; | ||
11 | using System.Reflection; | ||
12 | using System.Threading; | ||
13 | using OpenMetaverse; | ||
14 | using OpenSim.Framework; | ||
15 | using OpenSim.Region.Framework.Interfaces; | ||
16 | using OpenSim.Region.Physics.Manager; | ||
17 | using OpenSim.Region.Framework.Scenes.Serialization; | ||
18 | using System.Runtime.Serialization.Formatters.Binary; | ||
19 | using System.Runtime.Serialization; | ||
20 | using Timer = System.Timers.Timer; | ||
21 | using log4net; | ||
22 | |||
23 | namespace OpenSim.Region.Framework.Scenes | ||
24 | { | ||
25 | [Serializable] | ||
26 | public class KeyframeMotion | ||
27 | { | ||
28 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
29 | |||
30 | public enum PlayMode : int | ||
31 | { | ||
32 | Forward = 0, | ||
33 | Reverse = 1, | ||
34 | Loop = 2, | ||
35 | PingPong = 3 | ||
36 | }; | ||
37 | |||
38 | [Flags] | ||
39 | public enum DataFormat : int | ||
40 | { | ||
41 | Translation = 2, | ||
42 | Rotation = 1 | ||
43 | } | ||
44 | |||
45 | [Serializable] | ||
46 | public struct Keyframe | ||
47 | { | ||
48 | public Vector3? Position; | ||
49 | public Quaternion? Rotation; | ||
50 | public Quaternion StartRotation; | ||
51 | public int TimeMS; | ||
52 | public int TimeTotal; | ||
53 | public Vector3 AngularVelocity; | ||
54 | }; | ||
55 | |||
56 | private Vector3 m_serializedPosition; | ||
57 | private Vector3 m_basePosition; | ||
58 | private Quaternion m_baseRotation; | ||
59 | |||
60 | private Keyframe m_currentFrame; | ||
61 | |||
62 | private List<Keyframe> m_frames = new List<Keyframe>(); | ||
63 | |||
64 | private Keyframe[] m_keyframes; | ||
65 | |||
66 | [NonSerialized()] | ||
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; | ||
92 | |||
93 | [NonSerialized()] | ||
94 | private SceneObjectGroup m_group; | ||
95 | |||
96 | private PlayMode m_mode = PlayMode.Forward; | ||
97 | private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation; | ||
98 | |||
99 | private bool m_running = false; | ||
100 | [NonSerialized()] | ||
101 | private bool m_selected = false; | ||
102 | |||
103 | private int m_iterations = 0; | ||
104 | |||
105 | private const double timerInterval = 50.0; | ||
106 | |||
107 | public DataFormat Data | ||
108 | { | ||
109 | get { return m_data; } | ||
110 | } | ||
111 | |||
112 | public bool Selected | ||
113 | { | ||
114 | set | ||
115 | { | ||
116 | if (m_group != null) | ||
117 | { | ||
118 | if (!value) | ||
119 | { | ||
120 | // Once we're let go, recompute positions | ||
121 | if (m_selected) | ||
122 | UpdateSceneObject(m_group); | ||
123 | } | ||
124 | else | ||
125 | { | ||
126 | // Save selection position in case we get moved | ||
127 | if (!m_selected) | ||
128 | { | ||
129 | StopTimer(); | ||
130 | m_serializedPosition = m_group.AbsolutePosition; | ||
131 | } | ||
132 | } | ||
133 | } | ||
134 | m_isCrossing = false; | ||
135 | m_waitingCrossing = false; | ||
136 | m_selected = value; | ||
137 | } | ||
138 | } | ||
139 | |||
140 | private void StartTimer() | ||
141 | { | ||
142 | if (m_timer == null) | ||
143 | return; | ||
144 | m_timerStopped = false; | ||
145 | m_timer.Start(); | ||
146 | } | ||
147 | |||
148 | private void StopTimer() | ||
149 | { | ||
150 | if (m_timer == null || m_timerStopped) | ||
151 | return; | ||
152 | m_timerStopped = true; | ||
153 | m_timer.Stop(); | ||
154 | } | ||
155 | |||
156 | private void RemoveTimer() | ||
157 | { | ||
158 | if (m_timer == null) | ||
159 | return; | ||
160 | m_timerStopped = true; | ||
161 | m_timer.Stop(); | ||
162 | m_timer.Elapsed -= OnTimer; | ||
163 | m_timer = null; | ||
164 | } | ||
165 | |||
166 | |||
167 | public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data) | ||
168 | { | ||
169 | KeyframeMotion newMotion = null; | ||
170 | |||
171 | try | ||
172 | { | ||
173 | MemoryStream ms = new MemoryStream(data); | ||
174 | BinaryFormatter fmt = new BinaryFormatter(); | ||
175 | |||
176 | newMotion = (KeyframeMotion)fmt.Deserialize(ms); | ||
177 | |||
178 | newMotion.m_group = grp; | ||
179 | |||
180 | if (grp != null && grp.IsSelected) | ||
181 | newMotion.m_selected = true; | ||
182 | |||
183 | newMotion.m_onTimerLock = new object(); | ||
184 | newMotion.m_timerStopped = false; | ||
185 | newMotion.m_inOnTimer = false; | ||
186 | newMotion.m_isCrossing = false; | ||
187 | newMotion.m_waitingCrossing = false; | ||
188 | } | ||
189 | catch | ||
190 | { | ||
191 | newMotion = null; | ||
192 | } | ||
193 | |||
194 | return newMotion; | ||
195 | } | ||
196 | |||
197 | public void UpdateSceneObject(SceneObjectGroup grp) | ||
198 | { | ||
199 | // lock (m_onTimerLock) | ||
200 | { | ||
201 | m_isCrossing = false; | ||
202 | m_waitingCrossing = false; | ||
203 | StopTimer(); | ||
204 | |||
205 | if (grp == null) | ||
206 | return; | ||
207 | |||
208 | m_group = grp; | ||
209 | Vector3 grppos = grp.AbsolutePosition; | ||
210 | Vector3 offset = grppos - m_serializedPosition; | ||
211 | // avoid doing it more than once | ||
212 | // current this will happen draging a prim to other region | ||
213 | m_serializedPosition = grppos; | ||
214 | |||
215 | m_basePosition += offset; | ||
216 | m_currentFrame.Position += offset; | ||
217 | |||
218 | m_nextPosition += offset; | ||
219 | |||
220 | for (int i = 0; i < m_frames.Count; i++) | ||
221 | { | ||
222 | Keyframe k = m_frames[i]; | ||
223 | k.Position += offset; | ||
224 | m_frames[i]=k; | ||
225 | } | ||
226 | |||
227 | if (m_running) | ||
228 | Start(); | ||
229 | } | ||
230 | } | ||
231 | |||
232 | public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data) | ||
233 | { | ||
234 | m_mode = mode; | ||
235 | m_data = data; | ||
236 | |||
237 | m_group = grp; | ||
238 | if (grp != null) | ||
239 | { | ||
240 | m_basePosition = grp.AbsolutePosition; | ||
241 | m_baseRotation = grp.GroupRotation; | ||
242 | } | ||
243 | |||
244 | m_onTimerLock = new object(); | ||
245 | m_timerStopped = true; | ||
246 | m_inOnTimer = false; | ||
247 | m_isCrossing = false; | ||
248 | m_waitingCrossing = false; | ||
249 | } | ||
250 | |||
251 | public void SetKeyframes(Keyframe[] frames) | ||
252 | { | ||
253 | m_keyframes = frames; | ||
254 | } | ||
255 | |||
256 | public KeyframeMotion Copy(SceneObjectGroup newgrp) | ||
257 | { | ||
258 | StopTimer(); | ||
259 | |||
260 | KeyframeMotion newmotion = new KeyframeMotion(null, m_mode, m_data); | ||
261 | |||
262 | newmotion.m_group = newgrp; | ||
263 | |||
264 | if (m_keyframes != null) | ||
265 | { | ||
266 | newmotion.m_keyframes = new Keyframe[m_keyframes.Length]; | ||
267 | m_keyframes.CopyTo(newmotion.m_keyframes, 0); | ||
268 | } | ||
269 | |||
270 | newmotion.m_frames = new List<Keyframe>(m_frames); | ||
271 | |||
272 | newmotion.m_basePosition = m_basePosition; | ||
273 | newmotion.m_baseRotation = m_baseRotation; | ||
274 | |||
275 | if (m_selected) | ||
276 | newmotion.m_serializedPosition = m_serializedPosition; | ||
277 | else | ||
278 | { | ||
279 | if (m_group != null) | ||
280 | newmotion.m_serializedPosition = m_group.AbsolutePosition; | ||
281 | else | ||
282 | newmotion.m_serializedPosition = m_serializedPosition; | ||
283 | } | ||
284 | |||
285 | newmotion.m_currentFrame = m_currentFrame; | ||
286 | |||
287 | newmotion.m_iterations = m_iterations; | ||
288 | newmotion.m_running = m_running; | ||
289 | |||
290 | if (m_running && !m_waitingCrossing) | ||
291 | StartTimer(); | ||
292 | |||
293 | return newmotion; | ||
294 | } | ||
295 | |||
296 | public void Delete() | ||
297 | { | ||
298 | m_running = false; | ||
299 | RemoveTimer(); | ||
300 | m_isCrossing = false; | ||
301 | m_waitingCrossing = false; | ||
302 | m_frames.Clear(); | ||
303 | m_keyframes = null; | ||
304 | } | ||
305 | |||
306 | public void Start() | ||
307 | { | ||
308 | m_isCrossing = false; | ||
309 | m_waitingCrossing = false; | ||
310 | if (m_keyframes != null && m_group != null && m_keyframes.Length > 0) | ||
311 | { | ||
312 | if (m_timer == null) | ||
313 | { | ||
314 | m_timer = new Timer(); | ||
315 | m_timer.Interval = timerInterval; | ||
316 | m_timer.AutoReset = true; | ||
317 | m_timer.Elapsed += OnTimer; | ||
318 | } | ||
319 | else | ||
320 | { | ||
321 | StopTimer(); | ||
322 | m_timer.Interval = timerInterval; | ||
323 | } | ||
324 | |||
325 | m_inOnTimer = false; | ||
326 | StartTimer(); | ||
327 | m_running = true; | ||
328 | } | ||
329 | else | ||
330 | { | ||
331 | m_running = false; | ||
332 | RemoveTimer(); | ||
333 | } | ||
334 | } | ||
335 | |||
336 | public void Stop() | ||
337 | { | ||
338 | m_running = false; | ||
339 | m_isCrossing = false; | ||
340 | m_waitingCrossing = false; | ||
341 | |||
342 | RemoveTimer(); | ||
343 | |||
344 | m_basePosition = m_group.AbsolutePosition; | ||
345 | m_baseRotation = m_group.GroupRotation; | ||
346 | |||
347 | m_group.RootPart.Velocity = Vector3.Zero; | ||
348 | m_group.RootPart.AngularVelocity = Vector3.Zero; | ||
349 | m_group.SendGroupRootTerseUpdate(); | ||
350 | // m_group.RootPart.ScheduleTerseUpdate(); | ||
351 | m_frames.Clear(); | ||
352 | } | ||
353 | |||
354 | public void Pause() | ||
355 | { | ||
356 | m_running = false; | ||
357 | RemoveTimer(); | ||
358 | |||
359 | m_group.RootPart.Velocity = Vector3.Zero; | ||
360 | m_group.RootPart.AngularVelocity = Vector3.Zero; | ||
361 | m_group.SendGroupRootTerseUpdate(); | ||
362 | // m_group.RootPart.ScheduleTerseUpdate(); | ||
363 | |||
364 | } | ||
365 | |||
366 | private void GetNextList() | ||
367 | { | ||
368 | m_frames.Clear(); | ||
369 | Vector3 pos = m_basePosition; | ||
370 | Quaternion rot = m_baseRotation; | ||
371 | |||
372 | if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0) | ||
373 | { | ||
374 | int direction = 1; | ||
375 | if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0))) | ||
376 | direction = -1; | ||
377 | |||
378 | int start = 0; | ||
379 | int end = m_keyframes.Length; | ||
380 | // if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1) | ||
381 | // end = m_keyframes.Length - 1; | ||
382 | |||
383 | if (direction < 0) | ||
384 | { | ||
385 | start = m_keyframes.Length - 1; | ||
386 | end = -1; | ||
387 | // if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1) | ||
388 | // end = 0; | ||
389 | } | ||
390 | |||
391 | for (int i = start; i != end ; i += direction) | ||
392 | { | ||
393 | Keyframe k = m_keyframes[i]; | ||
394 | |||
395 | if (k.Position.HasValue) | ||
396 | { | ||
397 | k.Position = (k.Position * direction); | ||
398 | // k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f); | ||
399 | k.Position += pos; | ||
400 | } | ||
401 | else | ||
402 | { | ||
403 | k.Position = pos; | ||
404 | // k.Velocity = Vector3.Zero; | ||
405 | } | ||
406 | |||
407 | k.StartRotation = rot; | ||
408 | if (k.Rotation.HasValue) | ||
409 | { | ||
410 | if (direction == -1) | ||
411 | k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation); | ||
412 | k.Rotation = rot * k.Rotation; | ||
413 | } | ||
414 | else | ||
415 | { | ||
416 | k.Rotation = rot; | ||
417 | } | ||
418 | |||
419 | /* ang vel not in use for now | ||
420 | |||
421 | float angle = 0; | ||
422 | |||
423 | 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; | ||
424 | float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W; | ||
425 | float aa_bb = aa * bb; | ||
426 | |||
427 | if (aa_bb == 0) | ||
428 | { | ||
429 | angle = 0; | ||
430 | } | ||
431 | else | ||
432 | { | ||
433 | float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X + | ||
434 | k.StartRotation.Y * ((Quaternion)k.Rotation).Y + | ||
435 | k.StartRotation.Z * ((Quaternion)k.Rotation).Z + | ||
436 | k.StartRotation.W * ((Quaternion)k.Rotation).W; | ||
437 | float q = (ab * ab) / aa_bb; | ||
438 | |||
439 | if (q > 1.0f) | ||
440 | { | ||
441 | angle = 0; | ||
442 | } | ||
443 | else | ||
444 | { | ||
445 | angle = (float)Math.Acos(2 * q - 1); | ||
446 | } | ||
447 | } | ||
448 | |||
449 | k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000)); | ||
450 | */ | ||
451 | k.TimeTotal = k.TimeMS; | ||
452 | |||
453 | m_frames.Add(k); | ||
454 | |||
455 | pos = (Vector3)k.Position; | ||
456 | rot = (Quaternion)k.Rotation; | ||
457 | } | ||
458 | |||
459 | m_basePosition = pos; | ||
460 | m_baseRotation = rot; | ||
461 | |||
462 | m_iterations++; | ||
463 | } | ||
464 | } | ||
465 | |||
466 | protected void OnTimer(object sender, ElapsedEventArgs e) | ||
467 | { | ||
468 | if (m_timerStopped) // trap events still in air even after a timer.stop | ||
469 | return; | ||
470 | |||
471 | if (m_inOnTimer) // don't let overruns to happen | ||
472 | { | ||
473 | m_log.Warn("[KeyFrame]: timer overrun"); | ||
474 | return; | ||
475 | } | ||
476 | |||
477 | if (m_group == null) | ||
478 | return; | ||
479 | |||
480 | lock (m_onTimerLock) | ||
481 | { | ||
482 | |||
483 | m_inOnTimer = true; | ||
484 | |||
485 | bool update = false; | ||
486 | |||
487 | try | ||
488 | { | ||
489 | if (m_selected) | ||
490 | { | ||
491 | if (m_group.RootPart.Velocity != Vector3.Zero) | ||
492 | { | ||
493 | m_group.RootPart.Velocity = Vector3.Zero; | ||
494 | m_group.SendGroupRootTerseUpdate(); | ||
495 | // m_group.RootPart.ScheduleTerseUpdate(); | ||
496 | |||
497 | } | ||
498 | m_inOnTimer = false; | ||
499 | return; | ||
500 | } | ||
501 | |||
502 | if (m_isCrossing) | ||
503 | { | ||
504 | // if crossing and timer running then cross failed | ||
505 | // wait some time then | ||
506 | // retry to set the position that evtually caused the outbound | ||
507 | // if still outside region this will call startCrossing below | ||
508 | m_isCrossing = false; | ||
509 | m_group.AbsolutePosition = m_nextPosition; | ||
510 | if (!m_isCrossing) | ||
511 | { | ||
512 | StopTimer(); | ||
513 | m_timer.Interval = timerInterval; | ||
514 | StartTimer(); | ||
515 | } | ||
516 | m_inOnTimer = false; | ||
517 | return; | ||
518 | } | ||
519 | |||
520 | if (m_frames.Count == 0) | ||
521 | { | ||
522 | GetNextList(); | ||
523 | |||
524 | if (m_frames.Count == 0) | ||
525 | { | ||
526 | Stop(); | ||
527 | m_inOnTimer = false; | ||
528 | return; | ||
529 | } | ||
530 | |||
531 | m_currentFrame = m_frames[0]; | ||
532 | m_currentFrame.TimeMS += (int)timerInterval; | ||
533 | |||
534 | //force a update on a keyframe transition | ||
535 | update = true; | ||
536 | } | ||
537 | |||
538 | m_currentFrame.TimeMS -= (int)timerInterval; | ||
539 | |||
540 | // Do the frame processing | ||
541 | double steps = (double)m_currentFrame.TimeMS / timerInterval; | ||
542 | |||
543 | if (steps <= 0.0) | ||
544 | { | ||
545 | m_group.RootPart.Velocity = Vector3.Zero; | ||
546 | m_group.RootPart.AngularVelocity = Vector3.Zero; | ||
547 | |||
548 | m_nextPosition = (Vector3)m_currentFrame.Position; | ||
549 | m_group.AbsolutePosition = m_nextPosition; | ||
550 | |||
551 | // we are sending imediate updates, no doing force a extra terseUpdate | ||
552 | // m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation); | ||
553 | |||
554 | m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation; | ||
555 | m_frames.RemoveAt(0); | ||
556 | if (m_frames.Count > 0) | ||
557 | m_currentFrame = m_frames[0]; | ||
558 | |||
559 | update = true; | ||
560 | } | ||
561 | else | ||
562 | { | ||
563 | float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal; | ||
564 | |||
565 | Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition; | ||
566 | Vector3 motionThisFrame = v / (float)steps; | ||
567 | v = v * 1000 / m_currentFrame.TimeMS; | ||
568 | |||
569 | if (Vector3.Mag(motionThisFrame) >= 0.05f) | ||
570 | { | ||
571 | // m_group.AbsolutePosition += motionThisFrame; | ||
572 | m_nextPosition = m_group.AbsolutePosition + motionThisFrame; | ||
573 | m_group.AbsolutePosition = m_nextPosition; | ||
574 | |||
575 | m_group.RootPart.Velocity = v; | ||
576 | update = true; | ||
577 | } | ||
578 | |||
579 | if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation) | ||
580 | { | ||
581 | Quaternion current = m_group.GroupRotation; | ||
582 | |||
583 | Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete); | ||
584 | step.Normalize(); | ||
585 | /* use simpler change detection | ||
586 | * float angle = 0; | ||
587 | |||
588 | float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W; | ||
589 | float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W; | ||
590 | float aa_bb = aa * bb; | ||
591 | |||
592 | if (aa_bb == 0) | ||
593 | { | ||
594 | angle = 0; | ||
595 | } | ||
596 | else | ||
597 | { | ||
598 | float ab = current.X * step.X + | ||
599 | current.Y * step.Y + | ||
600 | current.Z * step.Z + | ||
601 | current.W * step.W; | ||
602 | float q = (ab * ab) / aa_bb; | ||
603 | |||
604 | if (q > 1.0f) | ||
605 | { | ||
606 | angle = 0; | ||
607 | } | ||
608 | else | ||
609 | { | ||
610 | angle = (float)Math.Acos(2 * q - 1); | ||
611 | } | ||
612 | } | ||
613 | |||
614 | if (angle > 0.01f) | ||
615 | */ | ||
616 | if(Math.Abs(step.X - current.X) > 0.001f | ||
617 | || Math.Abs(step.Y - current.Y) > 0.001f | ||
618 | || Math.Abs(step.Z - current.Z) > 0.001f) | ||
619 | // assuming w is a dependente var | ||
620 | |||
621 | { | ||
622 | // m_group.UpdateGroupRotationR(step); | ||
623 | m_group.RootPart.RotationOffset = step; | ||
624 | |||
625 | //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2); | ||
626 | update = true; | ||
627 | } | ||
628 | } | ||
629 | } | ||
630 | |||
631 | if (update) | ||
632 | m_group.SendGroupRootTerseUpdate(); | ||
633 | // m_group.RootPart.ScheduleTerseUpdate(); | ||
634 | |||
635 | |||
636 | } | ||
637 | catch ( Exception ex) | ||
638 | { | ||
639 | // still happening sometimes | ||
640 | // lets try to see where | ||
641 | m_log.Warn("[KeyFrame]: timer overrun" + ex.Message); | ||
642 | } | ||
643 | |||
644 | finally | ||
645 | { | ||
646 | // make sure we do not let this frozen | ||
647 | m_inOnTimer = false; | ||
648 | } | ||
649 | } | ||
650 | } | ||
651 | |||
652 | public Byte[] Serialize() | ||
653 | { | ||
654 | StopTimer(); | ||
655 | MemoryStream ms = new MemoryStream(); | ||
656 | |||
657 | BinaryFormatter fmt = new BinaryFormatter(); | ||
658 | SceneObjectGroup tmp = m_group; | ||
659 | m_group = null; | ||
660 | if (!m_selected && tmp != null) | ||
661 | m_serializedPosition = tmp.AbsolutePosition; | ||
662 | fmt.Serialize(ms, this); | ||
663 | m_group = tmp; | ||
664 | if (m_running && !m_waitingCrossing) | ||
665 | StartTimer(); | ||
666 | |||
667 | return ms.ToArray(); | ||
668 | } | ||
669 | |||
670 | public void StartCrossingCheck() | ||
671 | { | ||
672 | // timer will be restart by crossingFailure | ||
673 | // or never since crossing worked and this | ||
674 | // should be deleted | ||
675 | StopTimer(); | ||
676 | |||
677 | m_isCrossing = true; | ||
678 | m_waitingCrossing = true; | ||
679 | |||
680 | // to remove / retune to smoth crossings | ||
681 | if (m_group.RootPart.Velocity != Vector3.Zero) | ||
682 | { | ||
683 | m_group.RootPart.Velocity = Vector3.Zero; | ||
684 | m_group.SendGroupRootTerseUpdate(); | ||
685 | // m_group.RootPart.ScheduleTerseUpdate(); | ||
686 | } | ||
687 | } | ||
688 | |||
689 | public void CrossingFailure() | ||
690 | { | ||
691 | m_waitingCrossing = false; | ||
692 | |||
693 | if (m_group != null) | ||
694 | { | ||
695 | m_group.RootPart.Velocity = Vector3.Zero; | ||
696 | m_group.SendGroupRootTerseUpdate(); | ||
697 | // m_group.RootPart.ScheduleTerseUpdate(); | ||
698 | |||
699 | if (m_running && m_timer != null) | ||
700 | { | ||
701 | m_timer.Interval = 60000; | ||
702 | StartTimer(); | ||
703 | } | ||
704 | } | ||
705 | } | ||
706 | } | ||
707 | } | ||