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-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs58
1 files changed, 33 insertions, 25 deletions
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
index ab1e7fa..2d489ea 100644
--- a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -180,7 +180,7 @@ namespace OpenSim.Region.Framework.Scenes
180 [Serializable] 180 [Serializable]
181 public class KeyframeMotion 181 public class KeyframeMotion
182 { 182 {
183// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 183 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
184 184
185 public enum PlayMode : int 185 public enum PlayMode : int
186 { 186 {
@@ -206,6 +206,7 @@ namespace OpenSim.Region.Framework.Scenes
206 public int TimeMS; 206 public int TimeMS;
207 public int TimeTotal; 207 public int TimeTotal;
208 public Vector3 AngularVelocity; 208 public Vector3 AngularVelocity;
209 public Vector3 StartPosition;
209 }; 210 };
210 211
211 private Vector3 m_serializedPosition; 212 private Vector3 m_serializedPosition;
@@ -279,7 +280,7 @@ namespace OpenSim.Region.Framework.Scenes
279 if (!m_selected) 280 if (!m_selected)
280 { 281 {
281 StopTimer(); 282 StopTimer();
282 m_serializedPosition = m_group.AbsolutePosition; 283 m_serializedPosition = m_group.AbsolutePosition;
283 } 284 }
284 } 285 }
285 } 286 }
@@ -344,24 +345,26 @@ namespace OpenSim.Region.Framework.Scenes
344 return; 345 return;
345 346
346 m_group = grp; 347 m_group = grp;
347 m_scene = grp.Scene; 348 m_scene = grp.Scene;
348 349
349 Vector3 grppos = grp.AbsolutePosition; 350 Vector3 grppos = grp.AbsolutePosition;
350 Vector3 offset = grppos - m_serializedPosition; 351 Vector3 offset = grppos - m_serializedPosition;
351 // avoid doing it more than once 352 // avoid doing it more than once
352 // current this will happen draging a prim to other region 353 // current this will happen dragging a prim to other region
353 m_serializedPosition = grppos; 354 m_serializedPosition = grppos;
354 355
355 m_basePosition += offset; 356 m_basePosition += offset;
356 m_currentFrame.Position += offset;
357
358 m_nextPosition += offset; 357 m_nextPosition += offset;
358
359 m_currentFrame.StartPosition += offset;
360 m_currentFrame.Position += offset;
359 361
360 for (int i = 0; i < m_frames.Count; i++) 362 for (int i = 0; i < m_frames.Count; i++)
361 { 363 {
362 Keyframe k = m_frames[i]; 364 Keyframe k = m_frames[i];
365 k.StartPosition += offset;
363 k.Position += offset; 366 k.Position += offset;
364 m_frames[i]=k; 367 m_frames[i]=k;
365 } 368 }
366 369
367 if (m_running) 370 if (m_running)
@@ -513,6 +516,7 @@ namespace OpenSim.Region.Framework.Scenes
513 { 516 {
514 Keyframe k = m_keyframes[i]; 517 Keyframe k = m_keyframes[i];
515 518
519 k.StartPosition = pos;
516 if (k.Position.HasValue) 520 if (k.Position.HasValue)
517 { 521 {
518 k.Position = (k.Position * direction); 522 k.Position = (k.Position * direction);
@@ -523,7 +527,7 @@ namespace OpenSim.Region.Framework.Scenes
523 { 527 {
524 k.Position = pos; 528 k.Position = pos;
525// k.Velocity = Vector3.Zero; 529// k.Velocity = Vector3.Zero;
526 } 530 }
527 531
528 k.StartRotation = rot; 532 k.StartRotation = rot;
529 if (k.Rotation.HasValue) 533 if (k.Rotation.HasValue)
@@ -657,9 +661,9 @@ namespace OpenSim.Region.Framework.Scenes
657 m_currentFrame.TimeMS -= (int)tickDuration; 661 m_currentFrame.TimeMS -= (int)tickDuration;
658 662
659 // Do the frame processing 663 // Do the frame processing
660 double steps = (double)m_currentFrame.TimeMS / tickDuration; 664 double remainingSteps = (double)m_currentFrame.TimeMS / tickDuration;
661 665
662 if (steps <= 0.0) 666 if (remainingSteps <= 0.0)
663 { 667 {
664 m_group.RootPart.Velocity = Vector3.Zero; 668 m_group.RootPart.Velocity = Vector3.Zero;
665 m_group.RootPart.AngularVelocity = Vector3.Zero; 669 m_group.RootPart.AngularVelocity = Vector3.Zero;
@@ -679,27 +683,30 @@ namespace OpenSim.Region.Framework.Scenes
679 } 683 }
680 else 684 else
681 { 685 {
682 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal; 686 float completed = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
687 bool lastStep = m_currentFrame.TimeMS <= tickDuration;
688
689 Vector3 positionThisStep = m_currentFrame.StartPosition + (m_currentFrame.Position.Value - m_currentFrame.StartPosition) * completed;
690 Vector3 motionThisStep = positionThisStep - m_group.AbsolutePosition;
683 691
684 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition; 692 float mag = Vector3.Mag(motionThisStep);
685 Vector3 motionThisFrame = v / (float)steps;
686 v = v * 1000 / m_currentFrame.TimeMS;
687 693
688 if (Vector3.Mag(motionThisFrame) >= 0.05f) 694 if ((mag >= 0.02f) || lastStep)
689 { 695 {
690 // m_group.AbsolutePosition += motionThisFrame; 696 m_nextPosition = m_group.AbsolutePosition + motionThisStep;
691 m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
692 m_group.AbsolutePosition = m_nextPosition; 697 m_group.AbsolutePosition = m_nextPosition;
693
694 //m_group.RootPart.Velocity = v;
695 update = true; 698 update = true;
696 } 699 }
697 700
701 //int totalSteps = m_currentFrame.TimeTotal / (int)tickDuration;
702 //m_log.DebugFormat("KeyframeMotion.OnTimer: step {0}/{1}, curPosition={2}, finalPosition={3}, motionThisStep={4} (scene {5})",
703 // totalSteps - remainingSteps + 1, totalSteps, m_group.AbsolutePosition, m_currentFrame.Position, motionThisStep, m_scene.RegionInfo.RegionName);
704
698 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation) 705 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
699 { 706 {
700 Quaternion current = m_group.GroupRotation; 707 Quaternion current = m_group.GroupRotation;
701 708
702 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete); 709 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, completed);
703 step.Normalize(); 710 step.Normalize();
704/* use simpler change detection 711/* use simpler change detection
705* float angle = 0; 712* float angle = 0;
@@ -734,7 +741,8 @@ namespace OpenSim.Region.Framework.Scenes
734*/ 741*/
735 if(Math.Abs(step.X - current.X) > 0.001f 742 if(Math.Abs(step.X - current.X) > 0.001f
736 || Math.Abs(step.Y - current.Y) > 0.001f 743 || Math.Abs(step.Y - current.Y) > 0.001f
737 || Math.Abs(step.Z - current.Z) > 0.001f) 744 || Math.Abs(step.Z - current.Z) > 0.001f
745 || lastStep)
738 // assuming w is a dependente var 746 // assuming w is a dependente var
739 747
740 { 748 {
@@ -760,9 +768,9 @@ namespace OpenSim.Region.Framework.Scenes
760 768
761 BinaryFormatter fmt = new BinaryFormatter(); 769 BinaryFormatter fmt = new BinaryFormatter();
762 SceneObjectGroup tmp = m_group; 770 SceneObjectGroup tmp = m_group;
763 m_group = null; 771 m_group = null;
764 if (!m_selected && tmp != null) 772 if (!m_selected && tmp != null)
765 m_serializedPosition = tmp.AbsolutePosition; 773 m_serializedPosition = tmp.AbsolutePosition;
766 fmt.Serialize(ms, this); 774 fmt.Serialize(ms, this);
767 m_group = tmp; 775 m_group = tmp;
768 if (m_running && !m_waitingCrossing) 776 if (m_running && !m_waitingCrossing)