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path: root/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs (follow)
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* Merge branch 'avination-current'Melanie Thielker2014-07-191-15/+64
|\ | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
| * Merge branch 'avination-current' of ssh://3dhosting.de/var/git/careminster ↵UbitUmarov2013-09-191-1/+1
| |\ | | | | | | | | | into avination-current
| | * Fix the root cause of keyframe motion region crossing offset - UpdateSceneObjectMelanie2013-08-251-21/+1
| | | | | | | | | | | | was being called twice on each crossing.
| | * * This fixes the border crossing offsets by storing the final keyframe ↵teravus2013-08-241-2/+22
| | | | | | | | | | | | location in the hijacked variable KeyFrame.AngularVelocity. When steps in OnTimer <= 0.0, normalize the final position by Constants.RegionSize and move the object there. The hack here is KeyFrame.AngularVelocity probably isn't the right name for this variable because it's the un-mucked with keyframe position. When you determine the feasibility of changing the name without affecting the serialization of existing objects in world... It's simply a name change to KeyFrame.FinalPosition or something proper.
| | * Revert "* This increases accuracy when border crossing (the reason is.. ↵teravus2013-08-241-7/+7
| | | | | | | | | | | | | | | | | | the border crossing code will use velocity to predict where the object should be, so setting it to zero. It still looses about 0.0045 per loop." This reverts commit 55400ff7be55b1c8dbededca68e6fce42cd6ce0f.
| | * * This increases accuracy when border crossing (the reason is.. the border ↵teravus2013-08-231-7/+7
| | | | | | | | | | | | crossing code will use velocity to predict where the object should be, so setting it to zero. It still looses about 0.0045 per loop.
| * | keyframe: add more locks, change timming stop, added Suspend and resumeUbitUmarov2013-06-061-15/+64
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| * Stop sending velocity to avoid snap-backMelanie2013-05-311-1/+1
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| * Make Keyframe motion cross regions againMelanie2013-03-031-0/+1
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| * Revert "Make keyframes use the sim's frame timer"Melanie2013-02-121-8/+15
| | | | | | | | This reverts commit e85a6237bfc0f00de4a183e29e515fa5baf1aa7f.
| * Revert "Push updates from keyframe directly to the front of the output queue ↵Melanie2013-02-121-6/+6
| | | | | | | | | | | | rather" This reverts commit 04235e58e87ae42617111cad2884e42785914d4e.
| * Push updates from keyframe directly to the front of the output queue ratherMelanie2013-02-121-6/+6
| | | | | | | | than through the update system.
| * Make keyframes use the sim's frame timerMelanie2013-02-111-15/+8
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| * Refactor KeyframeMotion to use one timer class per sceneMelanie2013-02-111-20/+75
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| * Change keyframe motion to use a single timer for all objects. This is requiredMelanie2013-01-301-236/+229
| | | | | | | | | | to prevent slippage between objects that are meant to move synchronously or keep their relative positions/rotations.
| * Send moving_end event to scripts when keyframed motion ends.Melanie2013-01-271-0/+10
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| * go back bypassing sog updates control (test)UbitUmarov2013-01-111-12/+12
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| * same for AngularVelocity. Use normal terse updates in place of sendingUbitUmarov2013-01-111-10/+18
| | | | | | | | imediatly. If that's good for physics, needs to be good for this
| * keyframe. Don't use group UpdateRotation since this enqueues a terseUbitUmarov2013-01-111-2/+6
| | | | | | | | update and we are sending them imediatly
| * normalize quaternion.Slerp outputsUbitUmarov2012-10-101-0/+1
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| * move keyframemotion.copy from sop.copy to sog.copy, where there isUbitUmarov2012-08-301-2/+2
| | | | | | | | newgroup information avaiable.
| * [possible still bad] make use of keyframemotion.copy on sop.copy, replacingUbitUmarov2012-08-301-25/+33
| | | | | | | | | | fromdata(seralize). for now its called with null group since sop.copy() hasn't usable new group information, so for copied keyframes be fully operational UpdateSceneObject(newgroup) needs to be called on them.
| * A few more changes to keyframesUbitUmarov2012-08-291-61/+113
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| * [Potentially broken] keyframes changes.. since it's there, use timer forUbitUmarov2012-08-291-115/+165
| | | | | | | | crossing retries and not still another thread, etc...
| * [possible still very broken] mess around keyframes. timer eventsUbitUmarov2012-08-281-103/+265
| | | | | | | | threads overlaps, some null objects exceptions, region crossing...
| * fix incoerence btw KFM_TRANSLATION and ROTATION LSL constants and internalUbitUmarov2012-08-261-2/+2
| | | | | | | | DataFormat enum, using values from the KFM constants
| * Make llSetKeyframedMotion prims waut at the borders of down sims and try againMelanie2012-02-261-0/+12
| | | | | | | | periodically.
| * Implement proper selection behaviorMelanie2012-02-261-0/+31
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| * Fix deserialization of Buoyancy, Force and Torque. Remove debug from the newMelanie2012-02-261-1/+0
| | | | | | | | code.
| * Serialize Keyframe motion for region crossingsMelanie2012-02-261-3/+68
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| * Implement llSetKeyframedMotion. No persistence, no region crossing. Yet.Melanie2012-02-261-0/+315
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* * This fixes the border crossing offsets by storing the final keyframe ↵teravus2013-09-161-2/+22
| | | | | | location in the hijacked variable KeyFrame.AngularVelocity. When steps in OnTimer <= 0.0, normalize the final position by Constants.RegionSize and move the object there. The hack here is KeyFrame.AngularVelocity probably isn't the right name for this variable because it's the un-mucked with keyframe position. When you determine the feasibility of changing the name without affecting the serialization of existing objects in world... It's simply a name change to KeyFrame.FinalPosition or something proper. (cherry picked from commit e0399ccaec68889c12e4679b4d62142b49b379df)
* minor: remove mono compiler warnings related to keyframe codeJustin Clark-Casey (justincc)2013-07-081-6/+3
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* Fix keyframe motion copyrightMelanie2013-06-061-3/+26
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* Committing Avination's Keyframe module. This is not hooked up yet and will ↵Melanie2013-06-061-0/+766
do nothing. More commits to follow.