diff options
Diffstat (limited to 'OpenSim/Region/Framework')
6 files changed, 495 insertions, 151 deletions
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs index b7b0d27..e4e6f2c 100644 --- a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs +++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs | |||
@@ -38,8 +38,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
38 | [Flags] | 38 | [Flags] |
39 | public enum DataFormat : int | 39 | public enum DataFormat : int |
40 | { | 40 | { |
41 | Translation = 1, | 41 | Translation = 2, |
42 | Rotation = 2 | 42 | Rotation = 1 |
43 | } | 43 | } |
44 | 44 | ||
45 | [Serializable] | 45 | [Serializable] |
@@ -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; |
@@ -88,54 +113,120 @@ namespace OpenSim.Region.Framework.Scenes | |||
88 | { | 113 | { |
89 | set | 114 | set |
90 | { | 115 | { |
91 | if (value) | 116 | if (m_group != null) |
92 | { | 117 | { |
93 | // Once we're let go, recompute positions | 118 | if (!value) |
94 | if (m_selected) | 119 | { |
95 | UpdateSceneObject(m_group); | 120 | // Once we're let go, recompute positions |
96 | } | 121 | if (m_selected) |
97 | else | 122 | UpdateSceneObject(m_group); |
98 | { | 123 | } |
99 | // Save selection position in case we get moved | 124 | else |
100 | if (!m_selected) | 125 | { |
101 | m_serializedPosition = m_group.AbsolutePosition; | 126 | // Save selection position in case we get moved |
127 | if (!m_selected) | ||
128 | { | ||
129 | StopTimer(); | ||
130 | m_serializedPosition = m_group.AbsolutePosition; | ||
131 | } | ||
132 | } | ||
102 | } | 133 | } |
103 | m_selected = value; } | 134 | m_isCrossing = false; |
135 | m_waitingCrossing = false; | ||
136 | m_selected = value; | ||
137 | } | ||
104 | } | 138 | } |
105 | 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 | |||
106 | public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data) | 167 | public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data) |
107 | { | 168 | { |
108 | MemoryStream ms = new MemoryStream(data); | 169 | KeyframeMotion newMotion = null; |
109 | 170 | ||
110 | BinaryFormatter fmt = new BinaryFormatter(); | 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; | ||
111 | 179 | ||
112 | KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms); | 180 | if (grp != null && grp.IsSelected) |
181 | newMotion.m_selected = true; | ||
113 | 182 | ||
114 | // This will be started when position is updated | 183 | newMotion.m_onTimerLock = new object(); |
115 | newMotion.m_timer = new Timer(); | 184 | newMotion.m_timerStopped = false; |
116 | newMotion.m_timer.Interval = (int)timerInterval; | 185 | newMotion.m_inOnTimer = false; |
117 | newMotion.m_timer.AutoReset = true; | 186 | newMotion.m_isCrossing = false; |
118 | newMotion.m_timer.Elapsed += newMotion.OnTimer; | 187 | newMotion.m_waitingCrossing = false; |
188 | } | ||
189 | catch | ||
190 | { | ||
191 | newMotion = null; | ||
192 | } | ||
119 | 193 | ||
120 | return newMotion; | 194 | return newMotion; |
121 | } | 195 | } |
122 | 196 | ||
123 | public void UpdateSceneObject(SceneObjectGroup grp) | 197 | public void UpdateSceneObject(SceneObjectGroup grp) |
124 | { | 198 | { |
125 | m_group = grp; | 199 | // 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 | { | 200 | { |
132 | Keyframe k = m_frames[i]; | 201 | m_isCrossing = false; |
133 | k.Position += offset; | 202 | m_waitingCrossing = false; |
134 | m_frames[i] = k; | 203 | StopTimer(); |
135 | } | 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; | ||
136 | 217 | ||
137 | if (m_running) | 218 | m_nextPosition += offset; |
138 | Start(); | 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 | } | ||
139 | } | 230 | } |
140 | 231 | ||
141 | public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data) | 232 | public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data) |
@@ -144,12 +235,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
144 | m_data = data; | 235 | m_data = data; |
145 | 236 | ||
146 | m_group = grp; | 237 | m_group = grp; |
147 | m_basePosition = grp.AbsolutePosition; | 238 | if (grp != null) |
148 | m_baseRotation = grp.GroupRotation; | 239 | { |
240 | m_basePosition = grp.AbsolutePosition; | ||
241 | m_baseRotation = grp.GroupRotation; | ||
242 | } | ||
149 | 243 | ||
150 | m_timer.Interval = (int)timerInterval; | 244 | m_onTimerLock = new object(); |
151 | m_timer.AutoReset = true; | 245 | m_timerStopped = true; |
152 | m_timer.Elapsed += OnTimer; | 246 | m_inOnTimer = false; |
247 | m_isCrossing = false; | ||
248 | m_waitingCrossing = false; | ||
153 | } | 249 | } |
154 | 250 | ||
155 | public void SetKeyframes(Keyframe[] frames) | 251 | public void SetKeyframes(Keyframe[] frames) |
@@ -157,19 +253,93 @@ namespace OpenSim.Region.Framework.Scenes | |||
157 | m_keyframes = frames; | 253 | m_keyframes = frames; |
158 | } | 254 | } |
159 | 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 | newmotion.m_currentFrame = m_currentFrame; | ||
276 | |||
277 | if (m_selected) | ||
278 | newmotion.m_serializedPosition = m_serializedPosition; | ||
279 | else | ||
280 | { | ||
281 | if (m_group != null) | ||
282 | newmotion.m_serializedPosition = m_group.AbsolutePosition; | ||
283 | else | ||
284 | newmotion.m_serializedPosition = m_serializedPosition; | ||
285 | } | ||
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 | |||
160 | public void Start() | 306 | public void Start() |
161 | { | 307 | { |
162 | if (m_keyframes.Length > 0) | 308 | m_isCrossing = false; |
163 | m_timer.Start(); | 309 | m_waitingCrossing = false; |
164 | m_running = true; | 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 | } | ||
165 | } | 334 | } |
166 | 335 | ||
167 | public void Stop() | 336 | public void Stop() |
168 | { | 337 | { |
169 | // Failed object creation | 338 | m_running = false; |
170 | if (m_timer == null) | 339 | m_isCrossing = false; |
171 | return; | 340 | m_waitingCrossing = false; |
172 | m_timer.Stop(); | 341 | |
342 | RemoveTimer(); | ||
173 | 343 | ||
174 | m_basePosition = m_group.AbsolutePosition; | 344 | m_basePosition = m_group.AbsolutePosition; |
175 | m_baseRotation = m_group.GroupRotation; | 345 | m_baseRotation = m_group.GroupRotation; |
@@ -179,17 +349,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
179 | m_group.SendGroupRootTerseUpdate(); | 349 | m_group.SendGroupRootTerseUpdate(); |
180 | 350 | ||
181 | m_frames.Clear(); | 351 | m_frames.Clear(); |
182 | m_running = false; | ||
183 | } | 352 | } |
184 | 353 | ||
185 | public void Pause() | 354 | public void Pause() |
186 | { | 355 | { |
356 | m_running = false; | ||
357 | RemoveTimer(); | ||
358 | |||
187 | m_group.RootPart.Velocity = Vector3.Zero; | 359 | m_group.RootPart.Velocity = Vector3.Zero; |
188 | m_group.RootPart.UpdateAngularVelocity(Vector3.Zero); | 360 | m_group.RootPart.UpdateAngularVelocity(Vector3.Zero); |
189 | m_group.SendGroupRootTerseUpdate(); | 361 | m_group.SendGroupRootTerseUpdate(); |
190 | |||
191 | m_timer.Stop(); | ||
192 | m_running = false; | ||
193 | } | 362 | } |
194 | 363 | ||
195 | private void GetNextList() | 364 | private void GetNextList() |
@@ -222,9 +391,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
222 | Keyframe k = m_keyframes[i]; | 391 | Keyframe k = m_keyframes[i]; |
223 | 392 | ||
224 | if (k.Position.HasValue) | 393 | if (k.Position.HasValue) |
225 | k.Position = (k.Position * direction) + pos; | 394 | { |
395 | k.Position = (k.Position * direction); | ||
396 | // k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f); | ||
397 | k.Position += pos; | ||
398 | } | ||
226 | else | 399 | else |
400 | { | ||
227 | k.Position = pos; | 401 | k.Position = pos; |
402 | // k.Velocity = Vector3.Zero; | ||
403 | } | ||
228 | 404 | ||
229 | k.StartRotation = rot; | 405 | k.StartRotation = rot; |
230 | if (k.Rotation.HasValue) | 406 | if (k.Rotation.HasValue) |
@@ -238,6 +414,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
238 | k.Rotation = rot; | 414 | k.Rotation = rot; |
239 | } | 415 | } |
240 | 416 | ||
417 | /* ang vel not in use for now | ||
418 | |||
241 | float angle = 0; | 419 | float angle = 0; |
242 | 420 | ||
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; | 421 | 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 +445,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
267 | } | 445 | } |
268 | 446 | ||
269 | k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000)); | 447 | k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000)); |
448 | */ | ||
270 | k.TimeTotal = k.TimeMS; | 449 | k.TimeTotal = k.TimeMS; |
271 | 450 | ||
272 | m_frames.Add(k); | 451 | m_frames.Add(k); |
@@ -284,139 +463,232 @@ namespace OpenSim.Region.Framework.Scenes | |||
284 | 463 | ||
285 | protected void OnTimer(object sender, ElapsedEventArgs e) | 464 | protected void OnTimer(object sender, ElapsedEventArgs e) |
286 | { | 465 | { |
287 | if (m_frames.Count == 0) | 466 | if (m_timerStopped) // trap events still in air even after a timer.stop |
288 | { | 467 | 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 | 468 | ||
300 | if (m_selected) | 469 | if (m_inOnTimer) // don't let overruns to happen |
301 | { | 470 | { |
302 | if (m_group.RootPart.Velocity != Vector3.Zero) | 471 | m_log.Warn("[KeyFrame]: timer overrun"); |
303 | { | ||
304 | m_group.RootPart.Velocity = Vector3.Zero; | ||
305 | m_group.SendGroupRootTerseUpdate(); | ||
306 | } | ||
307 | return; | 472 | return; |
308 | } | 473 | } |
309 | 474 | ||
310 | // Do the frame processing | 475 | if (m_group == null) |
311 | double steps = (double)m_currentFrame.TimeMS / timerInterval; | 476 | return; |
312 | float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal; | ||
313 | 477 | ||
314 | if (steps <= 1.0) | 478 | lock (m_onTimerLock) |
315 | { | 479 | { |
316 | m_currentFrame.TimeMS = 0; | ||
317 | 480 | ||
318 | m_group.AbsolutePosition = (Vector3)m_currentFrame.Position; | 481 | 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 | 482 | ||
327 | bool update = false; | 483 | bool update = false; |
328 | 484 | ||
329 | if (Vector3.Mag(motionThisFrame) >= 0.05f) | 485 | try |
330 | { | 486 | { |
331 | m_group.AbsolutePosition += motionThisFrame; | 487 | if (m_selected) |
332 | m_group.RootPart.Velocity = v; | 488 | { |
333 | update = true; | 489 | if (m_group.RootPart.Velocity != Vector3.Zero) |
334 | } | 490 | { |
491 | m_group.RootPart.Velocity = Vector3.Zero; | ||
492 | m_group.SendGroupRootTerseUpdate(); | ||
493 | } | ||
494 | m_inOnTimer = false; | ||
495 | return; | ||
496 | } | ||
335 | 497 | ||
336 | if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation) | 498 | if (m_isCrossing) |
337 | { | 499 | { |
338 | Quaternion current = m_group.GroupRotation; | 500 | // if crossing and timer running then cross failed |
501 | // wait some time then | ||
502 | // retry to set the position that evtually caused the outbound | ||
503 | // if still outside region this will call startCrossing below | ||
504 | m_isCrossing = false; | ||
505 | m_group.AbsolutePosition = m_nextPosition; | ||
506 | if (!m_isCrossing) | ||
507 | { | ||
508 | StopTimer(); | ||
509 | m_timer.Interval = timerInterval; | ||
510 | StartTimer(); | ||
511 | } | ||
512 | m_inOnTimer = false; | ||
513 | return; | ||
514 | } | ||
339 | 515 | ||
340 | Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete); | 516 | if (m_frames.Count == 0) |
517 | { | ||
518 | GetNextList(); | ||
341 | 519 | ||
342 | float angle = 0; | 520 | if (m_frames.Count == 0) |
521 | { | ||
522 | Stop(); | ||
523 | m_inOnTimer = false; | ||
524 | return; | ||
525 | } | ||
343 | 526 | ||
344 | float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W; | 527 | m_currentFrame = m_frames[0]; |
345 | float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W; | 528 | m_currentFrame.TimeMS += (int)timerInterval; |
346 | float aa_bb = aa * bb; | ||
347 | 529 | ||
348 | if (aa_bb == 0) | 530 | //force a update on a keyframe transition |
531 | update = true; | ||
532 | } | ||
533 | |||
534 | m_currentFrame.TimeMS -= (int)timerInterval; | ||
535 | |||
536 | // Do the frame processing | ||
537 | double steps = (double)m_currentFrame.TimeMS / timerInterval; | ||
538 | |||
539 | if (steps <= 0.0) | ||
349 | { | 540 | { |
350 | angle = 0; | 541 | m_group.RootPart.Velocity = Vector3.Zero; |
542 | m_group.RootPart.UpdateAngularVelocity(Vector3.Zero); | ||
543 | |||
544 | m_nextPosition = (Vector3)m_currentFrame.Position; | ||
545 | m_group.AbsolutePosition = m_nextPosition; | ||
546 | |||
547 | m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation); | ||
548 | |||
549 | m_frames.RemoveAt(0); | ||
550 | if (m_frames.Count > 0) | ||
551 | m_currentFrame = m_frames[0]; | ||
552 | |||
553 | update = true; | ||
351 | } | 554 | } |
352 | else | 555 | else |
353 | { | 556 | { |
354 | float ab = current.X * step.X + | 557 | 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 | 558 | ||
360 | if (q > 1.0f) | 559 | Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition; |
560 | Vector3 motionThisFrame = v / (float)steps; | ||
561 | v = v * 1000 / m_currentFrame.TimeMS; | ||
562 | |||
563 | if (Vector3.Mag(motionThisFrame) >= 0.05f) | ||
361 | { | 564 | { |
362 | angle = 0; | 565 | // m_group.AbsolutePosition += motionThisFrame; |
566 | m_nextPosition = m_group.AbsolutePosition + motionThisFrame; | ||
567 | m_group.AbsolutePosition = m_nextPosition; | ||
568 | |||
569 | m_group.RootPart.Velocity = v; | ||
570 | update = true; | ||
363 | } | 571 | } |
364 | else | 572 | |
573 | if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation) | ||
365 | { | 574 | { |
366 | angle = (float)Math.Acos(2 * q - 1); | 575 | Quaternion current = m_group.GroupRotation; |
576 | |||
577 | Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete); | ||
578 | /* use simpler change detection | ||
579 | * float angle = 0; | ||
580 | |||
581 | float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W; | ||
582 | float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W; | ||
583 | float aa_bb = aa * bb; | ||
584 | |||
585 | if (aa_bb == 0) | ||
586 | { | ||
587 | angle = 0; | ||
588 | } | ||
589 | else | ||
590 | { | ||
591 | float ab = current.X * step.X + | ||
592 | current.Y * step.Y + | ||
593 | current.Z * step.Z + | ||
594 | current.W * step.W; | ||
595 | float q = (ab * ab) / aa_bb; | ||
596 | |||
597 | if (q > 1.0f) | ||
598 | { | ||
599 | angle = 0; | ||
600 | } | ||
601 | else | ||
602 | { | ||
603 | angle = (float)Math.Acos(2 * q - 1); | ||
604 | } | ||
605 | } | ||
606 | |||
607 | if (angle > 0.01f) | ||
608 | */ | ||
609 | if(Math.Abs(step.X - current.X) > 0.001f | ||
610 | || Math.Abs(step.Y - current.Y) > 0.001f | ||
611 | || Math.Abs(step.Z - current.Z) > 0.001f) | ||
612 | // assuming w is a dependente var | ||
613 | |||
614 | { | ||
615 | m_group.UpdateGroupRotationR(step); | ||
616 | //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2); | ||
617 | update = true; | ||
618 | } | ||
367 | } | 619 | } |
368 | } | 620 | } |
369 | 621 | ||
370 | if (angle > 0.01f) | 622 | if (update) |
371 | { | 623 | 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 | 624 | ||
384 | if (m_currentFrame.TimeMS <= 0) | 625 | } |
385 | { | 626 | catch ( Exception ex) |
386 | m_group.RootPart.Velocity = Vector3.Zero; | 627 | { |
387 | m_group.RootPart.UpdateAngularVelocity(Vector3.Zero); | 628 | // still happening sometimes |
388 | m_group.SendGroupRootTerseUpdate(); | 629 | // lets try to see where |
630 | m_log.Warn("[KeyFrame]: timer overrun" + ex.Message); | ||
631 | } | ||
389 | 632 | ||
390 | m_frames.RemoveAt(0); | 633 | finally |
391 | if (m_frames.Count > 0) | 634 | { |
392 | m_currentFrame = m_frames[0]; | 635 | // make sure we do not let this frozen |
636 | m_inOnTimer = false; | ||
637 | } | ||
393 | } | 638 | } |
394 | } | 639 | } |
395 | 640 | ||
396 | public Byte[] Serialize() | 641 | public Byte[] Serialize() |
397 | { | 642 | { |
643 | StopTimer(); | ||
398 | MemoryStream ms = new MemoryStream(); | 644 | MemoryStream ms = new MemoryStream(); |
399 | m_timer.Stop(); | ||
400 | 645 | ||
401 | BinaryFormatter fmt = new BinaryFormatter(); | 646 | BinaryFormatter fmt = new BinaryFormatter(); |
402 | SceneObjectGroup tmp = m_group; | 647 | SceneObjectGroup tmp = m_group; |
403 | m_group = null; | 648 | m_group = null; |
404 | m_serializedPosition = tmp.AbsolutePosition; | 649 | if (!m_selected && tmp != null) |
650 | m_serializedPosition = tmp.AbsolutePosition; | ||
405 | fmt.Serialize(ms, this); | 651 | fmt.Serialize(ms, this); |
406 | m_group = tmp; | 652 | m_group = tmp; |
653 | if (m_running && !m_waitingCrossing) | ||
654 | StartTimer(); | ||
655 | |||
407 | return ms.ToArray(); | 656 | return ms.ToArray(); |
408 | } | 657 | } |
409 | 658 | ||
659 | public void StartCrossingCheck() | ||
660 | { | ||
661 | // timer will be restart by crossingFailure | ||
662 | // or never since crossing worked and this | ||
663 | // should be deleted | ||
664 | StopTimer(); | ||
665 | |||
666 | m_isCrossing = true; | ||
667 | m_waitingCrossing = true; | ||
668 | |||
669 | // to remove / retune to smoth crossings | ||
670 | if (m_group.RootPart.Velocity != Vector3.Zero) | ||
671 | { | ||
672 | m_group.RootPart.Velocity = Vector3.Zero; | ||
673 | m_group.SendGroupRootTerseUpdate(); | ||
674 | } | ||
675 | } | ||
676 | |||
410 | public void CrossingFailure() | 677 | public void CrossingFailure() |
411 | { | 678 | { |
412 | // The serialization has stopped the timer, so let's wait a moment | 679 | m_waitingCrossing = false; |
413 | // then retry the crossing. We'll get back here if it fails. | 680 | |
414 | Util.FireAndForget(delegate (object x) | 681 | if (m_group != null) |
415 | { | 682 | { |
416 | Thread.Sleep(60000); | 683 | m_group.RootPart.Velocity = Vector3.Zero; |
417 | if (m_running) | 684 | m_group.SendGroupRootTerseUpdate(); |
418 | m_timer.Start(); | 685 | |
419 | }); | 686 | if (m_running && m_timer != null) |
687 | { | ||
688 | m_timer.Interval = 60000; | ||
689 | StartTimer(); | ||
690 | } | ||
691 | } | ||
420 | } | 692 | } |
421 | } | 693 | } |
422 | } | 694 | } |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs index 7e781c3..16c0d25 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs | |||
@@ -422,6 +422,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
422 | ); | 422 | ); |
423 | } | 423 | } |
424 | 424 | ||
425 | private class DescendentsRequestData | ||
426 | { | ||
427 | public IClientAPI RemoteClient; | ||
428 | public UUID FolderID; | ||
429 | public UUID OwnerID; | ||
430 | public bool FetchFolders; | ||
431 | public bool FetchItems; | ||
432 | public int SortOrder; | ||
433 | } | ||
434 | |||
435 | private Queue<DescendentsRequestData> m_descendentsRequestQueue = new Queue<DescendentsRequestData>(); | ||
436 | private Object m_descendentsRequestLock = new Object(); | ||
437 | private bool m_descendentsRequestProcessing = false; | ||
438 | |||
425 | /// <summary> | 439 | /// <summary> |
426 | /// Tell the client about the various child items and folders contained in the requested folder. | 440 | /// Tell the client about the various child items and folders contained in the requested folder. |
427 | /// </summary> | 441 | /// </summary> |
@@ -458,17 +472,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
458 | } | 472 | } |
459 | } | 473 | } |
460 | 474 | ||
461 | // We're going to send the reply async, because there may be | 475 | lock (m_descendentsRequestLock) |
462 | // an enormous quantity of packets -- basically the entire inventory! | 476 | { |
463 | // We don't want to block the client thread while all that is happening. | 477 | if (!m_descendentsRequestProcessing) |
464 | SendInventoryDelegate d = SendInventoryAsync; | 478 | { |
465 | d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d); | 479 | m_descendentsRequestProcessing = true; |
480 | |||
481 | // We're going to send the reply async, because there may be | ||
482 | // an enormous quantity of packets -- basically the entire inventory! | ||
483 | // We don't want to block the client thread while all that is happening. | ||
484 | SendInventoryDelegate d = SendInventoryAsync; | ||
485 | d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d); | ||
486 | |||
487 | return; | ||
488 | } | ||
489 | |||
490 | DescendentsRequestData req = new DescendentsRequestData(); | ||
491 | req.RemoteClient = remoteClient; | ||
492 | req.FolderID = folderID; | ||
493 | req.OwnerID = ownerID; | ||
494 | req.FetchFolders = fetchFolders; | ||
495 | req.FetchItems = fetchItems; | ||
496 | req.SortOrder = sortOrder; | ||
497 | |||
498 | m_descendentsRequestQueue.Enqueue(req); | ||
499 | } | ||
466 | } | 500 | } |
467 | 501 | ||
468 | delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder); | 502 | delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder); |
469 | 503 | ||
470 | void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) | 504 | void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) |
471 | { | 505 | { |
506 | Thread.Sleep(20); | ||
472 | SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems); | 507 | SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems); |
473 | } | 508 | } |
474 | 509 | ||
@@ -476,6 +511,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
476 | { | 511 | { |
477 | SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState; | 512 | SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState; |
478 | d.EndInvoke(iar); | 513 | d.EndInvoke(iar); |
514 | |||
515 | lock (m_descendentsRequestLock) | ||
516 | { | ||
517 | if (m_descendentsRequestQueue.Count > 0) | ||
518 | { | ||
519 | DescendentsRequestData req = m_descendentsRequestQueue.Dequeue(); | ||
520 | |||
521 | d = SendInventoryAsync; | ||
522 | d.BeginInvoke(req.RemoteClient, req.FolderID, req.OwnerID, req.FetchFolders, req.FetchItems, req.SortOrder, SendInventoryComplete, d); | ||
523 | |||
524 | return; | ||
525 | } | ||
526 | |||
527 | m_descendentsRequestProcessing = false; | ||
528 | } | ||
479 | } | 529 | } |
480 | 530 | ||
481 | /// <summary> | 531 | /// <summary> |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 5b529c3..8fb6c3b 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -2376,6 +2376,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2376 | 2376 | ||
2377 | foreach (SceneObjectPart part in partList) | 2377 | foreach (SceneObjectPart part in partList) |
2378 | { | 2378 | { |
2379 | if (part.KeyframeMotion != null) | ||
2380 | { | ||
2381 | part.KeyframeMotion.Delete(); | ||
2382 | part.KeyframeMotion = null; | ||
2383 | } | ||
2384 | |||
2379 | if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0)) | 2385 | if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0)) |
2380 | { | 2386 | { |
2381 | PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? | 2387 | PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index fcb1571..0448c25 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -509,6 +509,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
509 | Vector3 newpos = Vector3.Zero; | 509 | Vector3 newpos = Vector3.Zero; |
510 | OpenSim.Services.Interfaces.GridRegion destination = null; | 510 | OpenSim.Services.Interfaces.GridRegion destination = null; |
511 | 511 | ||
512 | if (m_rootPart.KeyframeMotion != null) | ||
513 | m_rootPart.KeyframeMotion.StartCrossingCheck(); | ||
514 | |||
512 | bool canCross = true; | 515 | bool canCross = true; |
513 | foreach (ScenePresence av in m_linkedAvatars) | 516 | foreach (ScenePresence av in m_linkedAvatars) |
514 | { | 517 | { |
@@ -551,7 +554,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
551 | av.ParentID = 0; | 554 | av.ParentID = 0; |
552 | } | 555 | } |
553 | 556 | ||
554 | // m_linkedAvatars.Clear(); | 557 | // m_linkedAvatars.Clear(); |
555 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 558 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); |
556 | 559 | ||
557 | // Normalize | 560 | // Normalize |
@@ -599,11 +602,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
599 | avsToCross.Clear(); | 602 | avsToCross.Clear(); |
600 | 603 | ||
601 | } | 604 | } |
602 | else if (RootPart.PhysActor != null) | 605 | else |
603 | { | 606 | { |
604 | RootPart.PhysActor.CrossingFailure(); | 607 | if (m_rootPart.KeyframeMotion != null) |
605 | } | 608 | m_rootPart.KeyframeMotion.CrossingFailure(); |
606 | 609 | ||
610 | if (RootPart.PhysActor != null) | ||
611 | { | ||
612 | RootPart.PhysActor.CrossingFailure(); | ||
613 | } | ||
614 | } | ||
607 | Vector3 oldp = AbsolutePosition; | 615 | Vector3 oldp = AbsolutePosition; |
608 | val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f); | 616 | val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f); |
609 | val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f); | 617 | val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f); |
@@ -2054,15 +2062,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2054 | HasGroupChangedDueToDelink = false; | 2062 | HasGroupChangedDueToDelink = false; |
2055 | 2063 | ||
2056 | m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); | 2064 | m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); |
2065 | /* | ||
2057 | backup_group.ForEachPart(delegate(SceneObjectPart part) | 2066 | backup_group.ForEachPart(delegate(SceneObjectPart part) |
2058 | { | 2067 | { |
2059 | if (part.KeyframeMotion != null) | 2068 | if (part.KeyframeMotion != null) |
2060 | { | 2069 | { |
2061 | part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize()); | 2070 | part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize()); |
2062 | part.KeyframeMotion.UpdateSceneObject(this); | 2071 | // part.KeyframeMotion.UpdateSceneObject(this); |
2063 | } | 2072 | } |
2064 | }); | 2073 | }); |
2065 | 2074 | */ | |
2066 | datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); | 2075 | datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); |
2067 | 2076 | ||
2068 | backup_group.ForEachPart(delegate(SceneObjectPart part) | 2077 | backup_group.ForEachPart(delegate(SceneObjectPart part) |
@@ -3025,7 +3034,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3025 | /// <param name="objectGroup"></param> | 3034 | /// <param name="objectGroup"></param> |
3026 | public virtual void DetachFromBackup() | 3035 | public virtual void DetachFromBackup() |
3027 | { | 3036 | { |
3028 | m_scene.SceneGraph.FireDetachFromBackup(this); | 3037 | if (m_scene != null) |
3038 | m_scene.SceneGraph.FireDetachFromBackup(this); | ||
3029 | if (m_isBackedUp && Scene != null) | 3039 | if (m_isBackedUp && Scene != null) |
3030 | m_scene.EventManager.OnBackup -= ProcessBackup; | 3040 | m_scene.EventManager.OnBackup -= ProcessBackup; |
3031 | 3041 | ||
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 4ed3413..8e419f9 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -769,7 +769,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
769 | { | 769 | { |
770 | m_groupPosition = value; | 770 | m_groupPosition = value; |
771 | PhysicsActor actor = PhysActor; | 771 | PhysicsActor actor = PhysActor; |
772 | if (actor != null) | 772 | if (actor != null && ParentGroup.Scene.PhysicsScene != null) |
773 | { | 773 | { |
774 | try | 774 | try |
775 | { | 775 | { |
@@ -2110,6 +2110,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2110 | Array.Copy(Shape.ExtraParams, extraP, extraP.Length); | 2110 | Array.Copy(Shape.ExtraParams, extraP, extraP.Length); |
2111 | dupe.Shape.ExtraParams = extraP; | 2111 | dupe.Shape.ExtraParams = extraP; |
2112 | 2112 | ||
2113 | if (KeyframeMotion != null) | ||
2114 | dupe.KeyframeMotion = KeyframeMotion.Copy(null); | ||
2115 | |||
2113 | if (userExposed) | 2116 | if (userExposed) |
2114 | { | 2117 | { |
2115 | if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero) | 2118 | if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero) |
@@ -3407,6 +3410,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3407 | /// </summary> | 3410 | /// </summary> |
3408 | public void SendTerseUpdateToAllClients() | 3411 | public void SendTerseUpdateToAllClients() |
3409 | { | 3412 | { |
3413 | if (ParentGroup == null || ParentGroup.Scene == null) | ||
3414 | return; | ||
3415 | |||
3410 | ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) | 3416 | ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) |
3411 | { | 3417 | { |
3412 | SendTerseUpdateToClient(client); | 3418 | SendTerseUpdateToClient(client); |
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs index 134bd9d..123c158 100644 --- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs +++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs | |||
@@ -1241,7 +1241,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
1241 | 1241 | ||
1242 | if (sog.RootPart.KeyframeMotion != null) | 1242 | if (sog.RootPart.KeyframeMotion != null) |
1243 | { | 1243 | { |
1244 | Byte[] data = sog.RootPart.KeyframeMotion.Serialize(); | 1244 | Byte[] data = sog.RootPart.KeyframeMotion.Serialize(); |
1245 | 1245 | ||
1246 | writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty); | 1246 | writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty); |
1247 | writer.WriteBase64(data, 0, data.Length); | 1247 | writer.WriteBase64(data, 0, data.Length); |