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path: root/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
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// Proprietary code of Avination Virtual Limited
// (c) 2012 Melanie Thielker
//

using System;
using System.Timers;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Diagnostics;
using System.Reflection;
using System.Threading;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Physics.Manager;
using OpenSim.Region.Framework.Scenes.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
using System.Runtime.Serialization;
using Timer = System.Timers.Timer;
using log4net;

namespace OpenSim.Region.Framework.Scenes
{
    [Serializable]
    public class KeyframeMotion
    {
        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

        public enum PlayMode : int
        {
            Forward = 0,
            Reverse = 1,
            Loop = 2,
            PingPong = 3
        };

        [Flags]
        public enum DataFormat : int
        {
            Translation = 1,
            Rotation = 2
        }

        [Serializable]
        public struct Keyframe
        {
            public Vector3? Position;
            public Quaternion? Rotation;
            public Quaternion StartRotation;
            public int TimeMS;
            public int TimeTotal;
            public Vector3 AngularVelocity;
        };

        private Vector3 m_basePosition;
        private Quaternion m_baseRotation;
        private Vector3 m_serializedPosition;

        private Keyframe m_currentFrame;
        private List<Keyframe> m_frames = new List<Keyframe>();

        private Keyframe[] m_keyframes;

        [NonSerialized()]
        protected Timer m_timer = new Timer();

        [NonSerialized()]
        private SceneObjectGroup m_group;

        private PlayMode m_mode = PlayMode.Forward;
        private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;

        private bool m_running = false;

        private int m_iterations = 0;

        private const double timerInterval = 50.0;

        public DataFormat Data
        {
            get { return m_data; }
        }

        public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
        {
            MemoryStream ms = new MemoryStream(data);

            BinaryFormatter fmt = new BinaryFormatter();

            KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);

            // This will be started when position is updated
            newMotion.m_timer = new Timer();
            newMotion.m_timer.Interval = (int)timerInterval;
            newMotion.m_timer.AutoReset = true;
            newMotion.m_timer.Elapsed += newMotion.OnTimer;

            return newMotion;
        }

        public void UpdateSceneObject(SceneObjectGroup grp)
        {
            m_group = grp;
            Vector3 offset = grp.AbsolutePosition - m_serializedPosition;

            m_basePosition += offset;
            m_currentFrame.Position += offset;
            for (int i = 0 ; i < m_frames.Count ; i++)
            {
                Keyframe k = m_frames[i];
                k.Position += offset;
                m_frames[i] = k;
            }

            if (m_running)
                Start();
        }

        public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
        {
            m_mode = mode;
            m_data = data;

            m_group = grp;
            m_basePosition = grp.AbsolutePosition;
            m_baseRotation = grp.GroupRotation;

            m_timer.Interval = (int)timerInterval;
            m_timer.AutoReset = true;
            m_timer.Elapsed += OnTimer;
        }

        public void SetKeyframes(Keyframe[] frames)
        {
            m_keyframes = frames;
        }

        public void Start()
        {
            if (m_keyframes.Length > 0)
                m_timer.Start();
            m_running = true;
        }

        public void Stop()
        {
            // Failed object creation
            if (m_timer == null)
                return;
            m_timer.Stop();

            m_basePosition = m_group.AbsolutePosition;
            m_baseRotation = m_group.GroupRotation;

            m_group.RootPart.Velocity = Vector3.Zero;
            m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
            m_group.SendGroupRootTerseUpdate();

            m_frames.Clear();
            m_running = false;
        }

        public void Pause()
        {
            m_group.RootPart.Velocity = Vector3.Zero;
            m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
            m_group.SendGroupRootTerseUpdate();

            m_timer.Stop();
            m_running = false;
        }

        private void GetNextList()
        {
            m_frames.Clear();
            Vector3 pos = m_basePosition;
            Quaternion rot = m_baseRotation;

            if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
            {
                int direction = 1;
                if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
                    direction = -1;

                int start = 0;
                int end = m_keyframes.Length;
//                if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
//                    end = m_keyframes.Length - 1;

                if (direction < 0)
                {
                    start = m_keyframes.Length - 1;
                    end = -1;
//                    if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
//                        end = 0;
                }

                for (int i = start; i != end ; i += direction)
                {
                    Keyframe k = m_keyframes[i];

                    if (k.Position.HasValue)
                        k.Position = (k.Position * direction) + pos;
                    else
                        k.Position = pos;

                    k.StartRotation = rot;
                    if (k.Rotation.HasValue)
                    {
                        if (direction == -1)
                            k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
                        k.Rotation = rot * k.Rotation;
                    }
                    else
                    {
                        k.Rotation = rot;
                    }

                    float angle = 0;

                    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;
                    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;
                    float aa_bb = aa * bb;

                    if (aa_bb == 0)
                    {
                        angle = 0;
                    }
                    else
                    {
                        float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
                                   k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
                                   k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
                                   k.StartRotation.W * ((Quaternion)k.Rotation).W;
                        float q = (ab * ab) / aa_bb;

                        if (q > 1.0f)
                        {
                            angle = 0;
                        }
                        else
                        {
                            angle = (float)Math.Acos(2 * q - 1);
                        }
                    }

                    k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
                    k.TimeTotal = k.TimeMS;

                    m_frames.Add(k);

                    pos = (Vector3)k.Position;
                    rot = (Quaternion)k.Rotation;
                }

                m_basePosition = pos;
                m_baseRotation = rot;

                m_iterations++;
            }
        }

        protected void OnTimer(object sender, ElapsedEventArgs e)
        {
            if (m_frames.Count == 0)
            {
                GetNextList();

                if (m_frames.Count == 0)
                {
                    Stop();
                    return;
                }

                m_currentFrame = m_frames[0];
            }

            // Do the frame processing
            double steps = (double)m_currentFrame.TimeMS / timerInterval;
            float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;

            if (steps <= 1.0)
            {
                m_currentFrame.TimeMS = 0;

                m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
                m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
            }
            else
            {
                Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
                Vector3 motionThisFrame = v / (float)steps;
                v = v * 1000 / m_currentFrame.TimeMS;

                bool update = false;

                if (Vector3.Mag(motionThisFrame) >= 0.05f)
                {
                    m_group.AbsolutePosition += motionThisFrame;
                    m_group.RootPart.Velocity = v;
                    update = true;
                }

                if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
                {
                    Quaternion current = m_group.GroupRotation;

                    Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);

                    float angle = 0;

                    float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
                    float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
                    float aa_bb = aa * bb;

                    if (aa_bb == 0)
                    {
                        angle = 0;
                    }
                    else
                    {
                        float ab = current.X * step.X +
                                   current.Y * step.Y +
                                   current.Z * step.Z +
                                   current.W * step.W;
                        float q = (ab * ab) / aa_bb;

                        if (q > 1.0f)
                        {
                            angle = 0;
                        }
                        else
                        {
                            angle = (float)Math.Acos(2 * q - 1);
                        }
                    }

                    if (angle > 0.01f)
                    {
                        m_group.UpdateGroupRotationR(step);
                        //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
                        update = true;
                    }
                }

                if (update)
                    m_group.SendGroupRootTerseUpdate();
            }

            m_currentFrame.TimeMS -= (int)timerInterval;

            if (m_currentFrame.TimeMS <= 0)
            {
                m_group.RootPart.Velocity = Vector3.Zero;
                m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
                m_group.SendGroupRootTerseUpdate();

                m_frames.RemoveAt(0);
                if (m_frames.Count > 0)
                    m_currentFrame = m_frames[0];
            }
        }

        public Byte[] Serialize()
        {
            MemoryStream ms = new MemoryStream();
            m_timer.Stop();

            BinaryFormatter fmt = new BinaryFormatter();
            SceneObjectGroup tmp = m_group;
            m_group = null;
            m_serializedPosition = tmp.AbsolutePosition;
            fmt.Serialize(ms, this);
            m_group = tmp;
            return ms.ToArray();
        }
    }
}