aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
blob: b7b0d27388a1dea6d5c7e1c43b77ee83cba3140b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
// 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;
        [NonSerialized()]
        private bool m_selected = false;

        private int m_iterations = 0;

        private const double timerInterval = 50.0;

        public DataFormat Data
        {
            get { return m_data; }
        }

        public bool Selected
        {
            set
            {
                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)
                        m_serializedPosition = m_group.AbsolutePosition;
                }
                m_selected = value; }
        }

        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];
            }

            if (m_selected)
            {
                if (m_group.RootPart.Velocity != Vector3.Zero)
                {
                    m_group.RootPart.Velocity = Vector3.Zero;
                    m_group.SendGroupRootTerseUpdate();
                }
                return;
            }

            // 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();
        }

        public void CrossingFailure()
        {
            // The serialization has stopped the timer, so let's wait a moment
            // then retry the crossing. We'll get back here if it fails.
            Util.FireAndForget(delegate (object x)
            {
                Thread.Sleep(60000);
                if (m_running)
                    m_timer.Start();
            });
        }
    }
}