From e1d98c9e4c579c9feb6bcc4e7473e2372f496fdb Mon Sep 17 00:00:00 2001
From: Melanie
Date: Thu, 6 Jun 2013 02:25:19 +0100
Subject: Committing Avination's Keyframe module. This is not hooked up yet and
 will do nothing. More commits to follow.

---
 OpenSim/Region/Framework/Scenes/KeyframeMotion.cs | 766 ++++++++++++++++++++++
 1 file changed, 766 insertions(+)
 create mode 100644 OpenSim/Region/Framework/Scenes/KeyframeMotion.cs

diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..d773ee7
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,766 @@
+// 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
+{
+    public class KeyframeTimer
+    {
+        private static Dictionary<Scene, KeyframeTimer>m_timers =
+                new Dictionary<Scene, KeyframeTimer>();
+
+        private Timer m_timer;
+        private Dictionary<KeyframeMotion, object> m_motions = new Dictionary<KeyframeMotion, object>();
+        private object m_lockObject = new object();
+        private object m_timerLock = new object();
+        private const double m_tickDuration = 50.0;
+        private Scene m_scene;
+
+        public double TickDuration
+        {
+            get { return m_tickDuration; }
+        }
+
+        public KeyframeTimer(Scene scene)
+        {
+            m_timer = new Timer();
+            m_timer.Interval = TickDuration;
+            m_timer.AutoReset = true;
+            m_timer.Elapsed += OnTimer;
+
+            m_scene = scene;
+
+            m_timer.Start();
+        }
+
+        private void OnTimer(object sender, ElapsedEventArgs ea)
+        {
+            if (!Monitor.TryEnter(m_timerLock))
+                return;
+
+            try
+            {
+                List<KeyframeMotion> motions;
+
+                lock (m_lockObject)
+                {
+                    motions = new List<KeyframeMotion>(m_motions.Keys);
+                }
+
+                foreach (KeyframeMotion m in motions)
+                {
+                    try
+                    {
+                        m.OnTimer(TickDuration);
+                    }
+                    catch (Exception inner)
+                    {
+                        // Don't stop processing
+                    }
+                }
+            }
+            catch (Exception e)
+            {
+                // Keep running no matter what
+            }
+            finally
+            {
+                Monitor.Exit(m_timerLock);
+            }
+        }
+
+        public static void Add(KeyframeMotion motion)
+        {
+            KeyframeTimer timer;
+
+            if (motion.Scene == null)
+                return;
+
+            lock (m_timers)
+            {
+                if (!m_timers.TryGetValue(motion.Scene, out timer))
+                {
+                    timer = new KeyframeTimer(motion.Scene);
+                    m_timers[motion.Scene] = timer;
+                }
+            }
+
+            lock (timer.m_lockObject)
+            {
+                timer.m_motions[motion] = null;
+            }
+        }
+
+        public static void Remove(KeyframeMotion motion)
+        {
+            KeyframeTimer timer;
+
+            if (motion.Scene == null)
+                return;
+
+            lock (m_timers)
+            {
+                if (!m_timers.TryGetValue(motion.Scene, out timer))
+                {
+                    return;
+                }
+            }
+
+            lock (timer.m_lockObject)
+            {
+                timer.m_motions.Remove(motion);
+            }
+        }
+    }
+
+    [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 = 2,
+            Rotation = 1
+        }
+
+        [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_serializedPosition;
+        private Vector3 m_basePosition;
+        private Quaternion m_baseRotation;
+
+        private Keyframe m_currentFrame;
+
+        private List<Keyframe> m_frames = new List<Keyframe>();
+
+        private Keyframe[] m_keyframes;
+
+        // skip timer events.
+        //timer.stop doesn't assure there aren't event threads still being fired
+        [NonSerialized()]
+        private bool m_timerStopped;
+
+        [NonSerialized()]
+        private bool m_isCrossing;
+
+        [NonSerialized()]
+        private bool m_waitingCrossing;
+
+        // retry position for cross fail
+        [NonSerialized()]
+        private Vector3 m_nextPosition;
+
+        [NonSerialized()]
+        private SceneObjectGroup m_group;
+
+        private PlayMode m_mode = PlayMode.Forward;
+        private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
+
+        private bool m_running = false;
+
+        [NonSerialized()]
+        private bool m_selected = false;
+
+        private int m_iterations = 0;
+
+        private int m_skipLoops = 0;
+
+        [NonSerialized()]
+        private Scene m_scene;
+
+        public Scene Scene
+        {
+            get { return m_scene; }
+        }
+
+        public DataFormat Data
+        {
+            get { return m_data; }
+        }
+
+        public bool Selected
+        {
+            set
+            {
+                if (m_group != null)
+                {
+                    if (!value)
+                    {
+                        // Once we're let go, recompute positions
+                        if (m_selected)
+                            UpdateSceneObject(m_group);
+                    }
+                    else
+                    {
+                        // Save selection position in case we get moved
+                        if (!m_selected)
+                        {
+                            StopTimer();
+                            m_serializedPosition = m_group.AbsolutePosition;
+                        }
+                    }
+                }
+                m_isCrossing = false;
+                m_waitingCrossing = false;
+                m_selected = value;
+            }
+        }
+
+        private void StartTimer()
+        {
+            KeyframeTimer.Add(this);
+            m_timerStopped = false;
+        }
+
+        private void StopTimer()
+        {
+            m_timerStopped = true;
+            KeyframeTimer.Remove(this);
+        }
+
+        public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
+        {
+            KeyframeMotion newMotion = null;
+
+            try
+            {
+                MemoryStream ms = new MemoryStream(data);
+                BinaryFormatter fmt = new BinaryFormatter();
+
+                newMotion = (KeyframeMotion)fmt.Deserialize(ms);
+
+                newMotion.m_group = grp;
+
+                if (grp != null)
+                {
+                    newMotion.m_scene = grp.Scene;
+                    if (grp.IsSelected)
+                        newMotion.m_selected = true;
+                }
+
+                newMotion.m_timerStopped = false;
+                newMotion.m_running = true;
+                newMotion.m_isCrossing = false;
+                newMotion.m_waitingCrossing = false;
+            }
+            catch
+            {
+                newMotion = null;
+            }
+
+            return newMotion;
+        }
+
+        public void UpdateSceneObject(SceneObjectGroup grp)
+        {
+            m_isCrossing = false;
+            m_waitingCrossing = false;
+            StopTimer();
+
+            if (grp == null)
+                return;
+
+            m_group = grp;
+            m_scene = grp.Scene;
+
+            Vector3 grppos = grp.AbsolutePosition;
+            Vector3 offset = grppos - m_serializedPosition;
+            // avoid doing it more than once
+            // current this will happen draging a prim to other region
+            m_serializedPosition = grppos;
+
+            m_basePosition += offset;
+            m_currentFrame.Position += offset;
+
+            m_nextPosition += 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;
+            if (grp != null)
+            {
+                m_basePosition = grp.AbsolutePosition;
+                m_baseRotation = grp.GroupRotation;
+                m_scene = grp.Scene;
+            }
+
+            m_timerStopped = true;
+            m_isCrossing = false;
+            m_waitingCrossing = false;
+        }
+
+        public void SetKeyframes(Keyframe[] frames)
+        {
+            m_keyframes = frames;
+        }
+
+        public KeyframeMotion Copy(SceneObjectGroup newgrp)
+        {
+            StopTimer();
+
+            KeyframeMotion newmotion = new KeyframeMotion(null, m_mode, m_data);
+
+            newmotion.m_group = newgrp;
+            newmotion.m_scene = newgrp.Scene;
+
+            if (m_keyframes != null)
+            {
+                newmotion.m_keyframes = new Keyframe[m_keyframes.Length];
+                m_keyframes.CopyTo(newmotion.m_keyframes, 0);
+            }
+
+            newmotion.m_frames = new List<Keyframe>(m_frames);
+
+            newmotion.m_basePosition = m_basePosition;
+            newmotion.m_baseRotation = m_baseRotation;
+
+            if (m_selected)
+                newmotion.m_serializedPosition = m_serializedPosition;
+            else
+            {
+                if (m_group != null)
+                    newmotion.m_serializedPosition = m_group.AbsolutePosition;
+                else
+                    newmotion.m_serializedPosition = m_serializedPosition;
+            }
+
+            newmotion.m_currentFrame = m_currentFrame;
+
+            newmotion.m_iterations = m_iterations;
+            newmotion.m_running = m_running;
+
+            if (m_running && !m_waitingCrossing)
+                StartTimer();
+
+            return newmotion;
+        }
+
+        public void Delete()
+        {
+            m_running = false;
+            StopTimer();
+            m_isCrossing = false;
+            m_waitingCrossing = false;
+            m_frames.Clear();
+            m_keyframes = null;
+        }
+
+        public void Start()
+        {
+            m_isCrossing = false;
+            m_waitingCrossing = false;
+            if (m_keyframes != null && m_group != null && m_keyframes.Length > 0)
+            {
+                StartTimer();
+                m_running = true;
+            }
+            else
+            {
+                m_running = false;
+                StopTimer();
+            }
+        }
+
+        public void Stop()
+        {
+            m_running = false;
+            m_isCrossing = false;
+            m_waitingCrossing = false;
+
+            StopTimer();
+
+            m_basePosition = m_group.AbsolutePosition;
+            m_baseRotation = m_group.GroupRotation;
+
+            m_group.RootPart.Velocity = Vector3.Zero;
+            m_group.RootPart.AngularVelocity = Vector3.Zero;
+            m_group.SendGroupRootTerseUpdate();
+//            m_group.RootPart.ScheduleTerseUpdate();
+            m_frames.Clear();
+        }
+
+        public void Pause()
+        {
+            m_running = false;
+            StopTimer();
+
+            m_group.RootPart.Velocity = Vector3.Zero;
+            m_group.RootPart.AngularVelocity = Vector3.Zero;
+            m_group.SendGroupRootTerseUpdate();
+//            m_group.RootPart.ScheduleTerseUpdate();
+
+        }
+
+        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 (direction < 0)
+                {
+                    start = m_keyframes.Length - 1;
+                    end = -1;
+                }
+
+                for (int i = start; i != end ; i += direction)
+                {
+                    Keyframe k = m_keyframes[i];
+
+                    if (k.Position.HasValue)
+                    {
+                        k.Position = (k.Position * direction);
+//                        k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f);
+                        k.Position += pos;
+                    }
+                    else
+                    {
+                        k.Position = pos;
+//                        k.Velocity = Vector3.Zero;
+                    }
+
+                    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;
+                    }
+
+/* ang vel not in use for now
+
+                    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++;
+            }
+        }
+
+        public void OnTimer(double tickDuration)
+        {
+            if (m_skipLoops > 0)
+            {
+                m_skipLoops--;
+                return;
+            }
+
+            if (m_timerStopped) // trap events still in air even after a timer.stop
+                return;
+
+            if (m_group == null)
+                return;
+
+            bool update = false;
+
+            if (m_selected)
+            {
+                if (m_group.RootPart.Velocity != Vector3.Zero)
+                {
+                    m_group.RootPart.Velocity = Vector3.Zero;
+                    m_group.SendGroupRootTerseUpdate();
+
+                }
+                return;
+            }
+
+            if (m_isCrossing)
+            {
+                // if crossing and timer running then cross failed
+                // wait some time then
+                // retry to set the position that evtually caused the outbound
+                // if still outside region this will call startCrossing below
+                m_isCrossing = false;
+                m_group.AbsolutePosition = m_nextPosition;
+                if (!m_isCrossing)
+                {
+                    StopTimer();
+                    StartTimer();
+                }
+                return;
+            }
+
+            if (m_frames.Count == 0)
+            {
+                GetNextList();
+
+                if (m_frames.Count == 0)
+                {
+                    Stop();
+                    Scene scene = m_group.Scene;
+
+                    IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>();
+                    foreach (IScriptModule m in scriptModules)
+                    {
+                        if (m == null)
+                            continue;
+                        m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]);
+                    }
+
+                    return;
+                }
+
+                m_currentFrame = m_frames[0];
+                m_currentFrame.TimeMS += (int)tickDuration;
+
+                //force a update on a keyframe transition
+                update = true;
+            }
+
+            m_currentFrame.TimeMS -= (int)tickDuration;
+
+            // Do the frame processing
+            double steps = (double)m_currentFrame.TimeMS / tickDuration;
+
+            if (steps <= 0.0)
+            {
+                m_group.RootPart.Velocity = Vector3.Zero;
+                m_group.RootPart.AngularVelocity = Vector3.Zero;
+
+                m_nextPosition = (Vector3)m_currentFrame.Position;
+                m_group.AbsolutePosition = m_nextPosition;
+
+                // we are sending imediate updates, no doing force a extra terseUpdate
+                // m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
+
+                m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation;
+                m_frames.RemoveAt(0);
+                if (m_frames.Count > 0)
+                    m_currentFrame = m_frames[0];
+
+                update = true;
+            }
+            else
+            {
+                float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
+
+                Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
+                Vector3 motionThisFrame = v / (float)steps;
+                v = v * 1000 / m_currentFrame.TimeMS;
+
+                if (Vector3.Mag(motionThisFrame) >= 0.05f)
+                {
+                    // m_group.AbsolutePosition += motionThisFrame;
+                    m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
+                    m_group.AbsolutePosition = m_nextPosition;
+
+                    //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);
+                    step.Normalize();
+/* use simpler change detection
+* 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)
+*/
+                    if(Math.Abs(step.X - current.X) > 0.001f 
+                        || Math.Abs(step.Y - current.Y) > 0.001f 
+                        || Math.Abs(step.Z - current.Z) > 0.001f)
+                        // assuming w is a dependente var
+
+                    {
+//                                m_group.UpdateGroupRotationR(step);
+                        m_group.RootPart.RotationOffset = step;
+
+                        //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
+                        update = true;
+                    }
+                }
+            }
+
+            if (update)
+            {
+                m_group.SendGroupRootTerseUpdate();
+            }
+        }
+
+        public Byte[] Serialize()
+        {
+            StopTimer();
+            MemoryStream ms = new MemoryStream();
+
+            BinaryFormatter fmt = new BinaryFormatter();
+            SceneObjectGroup tmp = m_group;
+            m_group = null;
+            if (!m_selected && tmp != null)
+                m_serializedPosition = tmp.AbsolutePosition;
+            fmt.Serialize(ms, this);
+            m_group = tmp;
+            if (m_running && !m_waitingCrossing)
+                StartTimer();
+
+            return ms.ToArray();
+        }
+
+        public void StartCrossingCheck()
+        {
+            // timer will be restart by crossingFailure
+            // or never since crossing worked and this 
+            // should be deleted
+            StopTimer();
+           
+            m_isCrossing = true;
+            m_waitingCrossing = true;
+
+            // to remove / retune to smoth crossings
+            if (m_group.RootPart.Velocity != Vector3.Zero)
+            {
+                m_group.RootPart.Velocity = Vector3.Zero;
+                m_group.SendGroupRootTerseUpdate();
+//                m_group.RootPart.ScheduleTerseUpdate();
+            }
+        }
+
+        public void CrossingFailure()
+        {
+            m_waitingCrossing = false;
+
+            if (m_group != null)
+            {
+                m_group.RootPart.Velocity = Vector3.Zero;
+                m_group.SendGroupRootTerseUpdate();
+//                m_group.RootPart.ScheduleTerseUpdate();
+
+                if (m_running)
+                {
+                    StopTimer();
+                    m_skipLoops = 1200; // 60 seconds
+                    StartTimer();
+                }
+            }
+        }
+    }
+}
-- 
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