KeyframeMotion.cs 25 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Timers;
  29. using System.Collections;
  30. using System.Collections.Generic;
  31. using System.IO;
  32. using System.Diagnostics;
  33. using System.Reflection;
  34. using System.Threading;
  35. using OpenMetaverse;
  36. using OpenSim.Framework;
  37. using OpenSim.Region.Framework.Interfaces;
  38. using OpenSim.Region.Physics.Manager;
  39. using OpenSim.Region.Framework.Scenes.Serialization;
  40. using System.Runtime.Serialization.Formatters.Binary;
  41. using System.Runtime.Serialization;
  42. using Timer = System.Timers.Timer;
  43. using log4net;
  44. namespace OpenSim.Region.Framework.Scenes
  45. {
  46. public class KeyframeTimer
  47. {
  48. private static Dictionary<Scene, KeyframeTimer> m_timers =
  49. new Dictionary<Scene, KeyframeTimer>();
  50. private Timer m_timer;
  51. private Dictionary<KeyframeMotion, object> m_motions = new Dictionary<KeyframeMotion, object>();
  52. private object m_lockObject = new object();
  53. private object m_timerLock = new object();
  54. private const double m_tickDuration = 50.0;
  55. public double TickDuration
  56. {
  57. get { return m_tickDuration; }
  58. }
  59. public KeyframeTimer(Scene scene)
  60. {
  61. m_timer = new Timer();
  62. m_timer.Interval = TickDuration;
  63. m_timer.AutoReset = true;
  64. m_timer.Elapsed += OnTimer;
  65. }
  66. public void Start()
  67. {
  68. lock (m_timer)
  69. {
  70. if (!m_timer.Enabled)
  71. m_timer.Start();
  72. }
  73. }
  74. private void OnTimer(object sender, ElapsedEventArgs ea)
  75. {
  76. if (!Monitor.TryEnter(m_timerLock))
  77. return;
  78. try
  79. {
  80. List<KeyframeMotion> motions;
  81. lock (m_lockObject)
  82. {
  83. motions = new List<KeyframeMotion>(m_motions.Keys);
  84. }
  85. foreach (KeyframeMotion m in motions)
  86. {
  87. try
  88. {
  89. m.OnTimer(TickDuration);
  90. }
  91. catch (Exception)
  92. {
  93. // Don't stop processing
  94. }
  95. }
  96. }
  97. catch (Exception)
  98. {
  99. // Keep running no matter what
  100. }
  101. finally
  102. {
  103. Monitor.Exit(m_timerLock);
  104. }
  105. }
  106. public static void Add(KeyframeMotion motion)
  107. {
  108. KeyframeTimer timer;
  109. if (motion.Scene == null)
  110. return;
  111. lock (m_timers)
  112. {
  113. if (!m_timers.TryGetValue(motion.Scene, out timer))
  114. {
  115. timer = new KeyframeTimer(motion.Scene);
  116. m_timers[motion.Scene] = timer;
  117. if (!SceneManager.Instance.AllRegionsReady)
  118. {
  119. // Start the timers only once all the regions are ready. This is required
  120. // when using megaregions, because the megaregion is correctly configured
  121. // only after all the regions have been loaded. (If we don't do this then
  122. // when the prim moves it might think that it crossed into a region.)
  123. SceneManager.Instance.OnRegionsReadyStatusChange += delegate(SceneManager sm)
  124. {
  125. if (sm.AllRegionsReady)
  126. timer.Start();
  127. };
  128. }
  129. // Check again, in case the regions were started while we were adding the event handler
  130. if (SceneManager.Instance.AllRegionsReady)
  131. {
  132. timer.Start();
  133. }
  134. }
  135. }
  136. lock (timer.m_lockObject)
  137. {
  138. timer.m_motions[motion] = null;
  139. }
  140. }
  141. public static void Remove(KeyframeMotion motion)
  142. {
  143. KeyframeTimer timer;
  144. if (motion.Scene == null)
  145. return;
  146. lock (m_timers)
  147. {
  148. if (!m_timers.TryGetValue(motion.Scene, out timer))
  149. {
  150. return;
  151. }
  152. }
  153. lock (timer.m_lockObject)
  154. {
  155. timer.m_motions.Remove(motion);
  156. }
  157. }
  158. }
  159. [Serializable]
  160. public class KeyframeMotion
  161. {
  162. // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  163. public enum PlayMode : int
  164. {
  165. Forward = 0,
  166. Reverse = 1,
  167. Loop = 2,
  168. PingPong = 3
  169. };
  170. [Flags]
  171. public enum DataFormat : int
  172. {
  173. Translation = 2,
  174. Rotation = 1
  175. }
  176. [Serializable]
  177. public struct Keyframe
  178. {
  179. public Vector3? Position;
  180. public Quaternion? Rotation;
  181. public Quaternion StartRotation;
  182. public int TimeMS;
  183. public int TimeTotal;
  184. public Vector3 AngularVelocity;
  185. };
  186. private Vector3 m_serializedPosition;
  187. private Vector3 m_basePosition;
  188. private Quaternion m_baseRotation;
  189. private Keyframe m_currentFrame;
  190. private List<Keyframe> m_frames = new List<Keyframe>();
  191. private Keyframe[] m_keyframes;
  192. // skip timer events.
  193. //timer.stop doesn't assure there aren't event threads still being fired
  194. [NonSerialized()]
  195. private bool m_timerStopped;
  196. [NonSerialized()]
  197. private bool m_isCrossing;
  198. [NonSerialized()]
  199. private bool m_waitingCrossing;
  200. // retry position for cross fail
  201. [NonSerialized()]
  202. private Vector3 m_nextPosition;
  203. [NonSerialized()]
  204. private SceneObjectGroup m_group;
  205. private PlayMode m_mode = PlayMode.Forward;
  206. private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
  207. private bool m_running = false;
  208. [NonSerialized()]
  209. private bool m_selected = false;
  210. private int m_iterations = 0;
  211. private int m_skipLoops = 0;
  212. [NonSerialized()]
  213. private Scene m_scene;
  214. public Scene Scene
  215. {
  216. get { return m_scene; }
  217. }
  218. public DataFormat Data
  219. {
  220. get { return m_data; }
  221. }
  222. public bool Selected
  223. {
  224. set
  225. {
  226. if (m_group != null)
  227. {
  228. if (!value)
  229. {
  230. // Once we're let go, recompute positions
  231. if (m_selected)
  232. UpdateSceneObject(m_group);
  233. }
  234. else
  235. {
  236. // Save selection position in case we get moved
  237. if (!m_selected)
  238. {
  239. StopTimer();
  240. m_serializedPosition = m_group.AbsolutePosition;
  241. }
  242. }
  243. }
  244. m_isCrossing = false;
  245. m_waitingCrossing = false;
  246. m_selected = value;
  247. }
  248. }
  249. private void StartTimer()
  250. {
  251. KeyframeTimer.Add(this);
  252. m_timerStopped = false;
  253. }
  254. private void StopTimer()
  255. {
  256. m_timerStopped = true;
  257. KeyframeTimer.Remove(this);
  258. }
  259. public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
  260. {
  261. KeyframeMotion newMotion = null;
  262. try
  263. {
  264. MemoryStream ms = new MemoryStream(data);
  265. BinaryFormatter fmt = new BinaryFormatter();
  266. newMotion = (KeyframeMotion)fmt.Deserialize(ms);
  267. newMotion.m_group = grp;
  268. if (grp != null)
  269. {
  270. newMotion.m_scene = grp.Scene;
  271. if (grp.IsSelected)
  272. newMotion.m_selected = true;
  273. }
  274. newMotion.m_timerStopped = false;
  275. newMotion.m_running = true;
  276. newMotion.m_isCrossing = false;
  277. newMotion.m_waitingCrossing = false;
  278. }
  279. catch
  280. {
  281. newMotion = null;
  282. }
  283. return newMotion;
  284. }
  285. public void UpdateSceneObject(SceneObjectGroup grp)
  286. {
  287. m_isCrossing = false;
  288. m_waitingCrossing = false;
  289. StopTimer();
  290. if (grp == null)
  291. return;
  292. m_group = grp;
  293. m_scene = grp.Scene;
  294. Vector3 grppos = grp.AbsolutePosition;
  295. Vector3 offset = grppos - m_serializedPosition;
  296. // avoid doing it more than once
  297. // current this will happen draging a prim to other region
  298. m_serializedPosition = grppos;
  299. m_basePosition += offset;
  300. m_currentFrame.Position += offset;
  301. m_nextPosition += offset;
  302. for (int i = 0; i < m_frames.Count; i++)
  303. {
  304. Keyframe k = m_frames[i];
  305. k.Position += offset;
  306. m_frames[i]=k;
  307. }
  308. if (m_running)
  309. Start();
  310. }
  311. public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
  312. {
  313. m_mode = mode;
  314. m_data = data;
  315. m_group = grp;
  316. if (grp != null)
  317. {
  318. m_basePosition = grp.AbsolutePosition;
  319. m_baseRotation = grp.GroupRotation;
  320. m_scene = grp.Scene;
  321. }
  322. m_timerStopped = true;
  323. m_isCrossing = false;
  324. m_waitingCrossing = false;
  325. }
  326. public void SetKeyframes(Keyframe[] frames)
  327. {
  328. m_keyframes = frames;
  329. }
  330. public KeyframeMotion Copy(SceneObjectGroup newgrp)
  331. {
  332. StopTimer();
  333. KeyframeMotion newmotion = new KeyframeMotion(null, m_mode, m_data);
  334. newmotion.m_group = newgrp;
  335. newmotion.m_scene = newgrp.Scene;
  336. if (m_keyframes != null)
  337. {
  338. newmotion.m_keyframes = new Keyframe[m_keyframes.Length];
  339. m_keyframes.CopyTo(newmotion.m_keyframes, 0);
  340. }
  341. newmotion.m_frames = new List<Keyframe>(m_frames);
  342. newmotion.m_basePosition = m_basePosition;
  343. newmotion.m_baseRotation = m_baseRotation;
  344. if (m_selected)
  345. newmotion.m_serializedPosition = m_serializedPosition;
  346. else
  347. {
  348. if (m_group != null)
  349. newmotion.m_serializedPosition = m_group.AbsolutePosition;
  350. else
  351. newmotion.m_serializedPosition = m_serializedPosition;
  352. }
  353. newmotion.m_currentFrame = m_currentFrame;
  354. newmotion.m_iterations = m_iterations;
  355. newmotion.m_running = m_running;
  356. if (m_running && !m_waitingCrossing)
  357. StartTimer();
  358. return newmotion;
  359. }
  360. public void Delete()
  361. {
  362. m_running = false;
  363. StopTimer();
  364. m_isCrossing = false;
  365. m_waitingCrossing = false;
  366. m_frames.Clear();
  367. m_keyframes = null;
  368. }
  369. public void Start()
  370. {
  371. m_isCrossing = false;
  372. m_waitingCrossing = false;
  373. if (m_keyframes != null && m_group != null && m_keyframes.Length > 0)
  374. {
  375. StartTimer();
  376. m_running = true;
  377. }
  378. else
  379. {
  380. m_running = false;
  381. StopTimer();
  382. }
  383. }
  384. public void Stop()
  385. {
  386. m_running = false;
  387. m_isCrossing = false;
  388. m_waitingCrossing = false;
  389. StopTimer();
  390. m_basePosition = m_group.AbsolutePosition;
  391. m_baseRotation = m_group.GroupRotation;
  392. m_group.RootPart.Velocity = Vector3.Zero;
  393. m_group.RootPart.AngularVelocity = Vector3.Zero;
  394. m_group.SendGroupRootTerseUpdate();
  395. // m_group.RootPart.ScheduleTerseUpdate();
  396. m_frames.Clear();
  397. }
  398. public void Pause()
  399. {
  400. m_running = false;
  401. StopTimer();
  402. m_group.RootPart.Velocity = Vector3.Zero;
  403. m_group.RootPart.AngularVelocity = Vector3.Zero;
  404. m_group.SendGroupRootTerseUpdate();
  405. // m_group.RootPart.ScheduleTerseUpdate();
  406. }
  407. private void GetNextList()
  408. {
  409. m_frames.Clear();
  410. Vector3 pos = m_basePosition;
  411. Quaternion rot = m_baseRotation;
  412. if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
  413. {
  414. int direction = 1;
  415. if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
  416. direction = -1;
  417. int start = 0;
  418. int end = m_keyframes.Length;
  419. if (direction < 0)
  420. {
  421. start = m_keyframes.Length - 1;
  422. end = -1;
  423. }
  424. for (int i = start; i != end ; i += direction)
  425. {
  426. Keyframe k = m_keyframes[i];
  427. if (k.Position.HasValue)
  428. {
  429. k.Position = (k.Position * direction);
  430. // k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f);
  431. k.Position += pos;
  432. }
  433. else
  434. {
  435. k.Position = pos;
  436. // k.Velocity = Vector3.Zero;
  437. }
  438. k.StartRotation = rot;
  439. if (k.Rotation.HasValue)
  440. {
  441. if (direction == -1)
  442. k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
  443. k.Rotation = rot * k.Rotation;
  444. }
  445. else
  446. {
  447. k.Rotation = rot;
  448. }
  449. /* ang vel not in use for now
  450. float angle = 0;
  451. 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;
  452. 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;
  453. float aa_bb = aa * bb;
  454. if (aa_bb == 0)
  455. {
  456. angle = 0;
  457. }
  458. else
  459. {
  460. float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
  461. k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
  462. k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
  463. k.StartRotation.W * ((Quaternion)k.Rotation).W;
  464. float q = (ab * ab) / aa_bb;
  465. if (q > 1.0f)
  466. {
  467. angle = 0;
  468. }
  469. else
  470. {
  471. angle = (float)Math.Acos(2 * q - 1);
  472. }
  473. }
  474. k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
  475. */
  476. k.TimeTotal = k.TimeMS;
  477. m_frames.Add(k);
  478. pos = (Vector3)k.Position;
  479. rot = (Quaternion)k.Rotation;
  480. }
  481. m_basePosition = pos;
  482. m_baseRotation = rot;
  483. m_iterations++;
  484. }
  485. }
  486. public void OnTimer(double tickDuration)
  487. {
  488. if (m_skipLoops > 0)
  489. {
  490. m_skipLoops--;
  491. return;
  492. }
  493. if (m_timerStopped) // trap events still in air even after a timer.stop
  494. return;
  495. if (m_group == null)
  496. return;
  497. bool update = false;
  498. if (m_selected)
  499. {
  500. if (m_group.RootPart.Velocity != Vector3.Zero)
  501. {
  502. m_group.RootPart.Velocity = Vector3.Zero;
  503. m_group.SendGroupRootTerseUpdate();
  504. }
  505. return;
  506. }
  507. if (m_isCrossing)
  508. {
  509. // if crossing and timer running then cross failed
  510. // wait some time then
  511. // retry to set the position that evtually caused the outbound
  512. // if still outside region this will call startCrossing below
  513. m_isCrossing = false;
  514. m_group.AbsolutePosition = m_nextPosition;
  515. if (!m_isCrossing)
  516. {
  517. StopTimer();
  518. StartTimer();
  519. }
  520. return;
  521. }
  522. if (m_frames.Count == 0)
  523. {
  524. GetNextList();
  525. if (m_frames.Count == 0)
  526. {
  527. Stop();
  528. Scene scene = m_group.Scene;
  529. IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>();
  530. foreach (IScriptModule m in scriptModules)
  531. {
  532. if (m == null)
  533. continue;
  534. m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]);
  535. }
  536. return;
  537. }
  538. m_currentFrame = m_frames[0];
  539. m_currentFrame.TimeMS += (int)tickDuration;
  540. //force a update on a keyframe transition
  541. update = true;
  542. }
  543. m_currentFrame.TimeMS -= (int)tickDuration;
  544. // Do the frame processing
  545. double steps = (double)m_currentFrame.TimeMS / tickDuration;
  546. if (steps <= 0.0)
  547. {
  548. m_group.RootPart.Velocity = Vector3.Zero;
  549. m_group.RootPart.AngularVelocity = Vector3.Zero;
  550. m_nextPosition = (Vector3)m_currentFrame.Position;
  551. m_group.AbsolutePosition = m_nextPosition;
  552. // we are sending imediate updates, no doing force a extra terseUpdate
  553. // m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
  554. m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation;
  555. m_frames.RemoveAt(0);
  556. if (m_frames.Count > 0)
  557. m_currentFrame = m_frames[0];
  558. update = true;
  559. }
  560. else
  561. {
  562. float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
  563. Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
  564. Vector3 motionThisFrame = v / (float)steps;
  565. v = v * 1000 / m_currentFrame.TimeMS;
  566. if (Vector3.Mag(motionThisFrame) >= 0.05f)
  567. {
  568. // m_group.AbsolutePosition += motionThisFrame;
  569. m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
  570. m_group.AbsolutePosition = m_nextPosition;
  571. //m_group.RootPart.Velocity = v;
  572. update = true;
  573. }
  574. if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
  575. {
  576. Quaternion current = m_group.GroupRotation;
  577. Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
  578. step.Normalize();
  579. /* use simpler change detection
  580. * float angle = 0;
  581. float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
  582. float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
  583. float aa_bb = aa * bb;
  584. if (aa_bb == 0)
  585. {
  586. angle = 0;
  587. }
  588. else
  589. {
  590. float ab = current.X * step.X +
  591. current.Y * step.Y +
  592. current.Z * step.Z +
  593. current.W * step.W;
  594. float q = (ab * ab) / aa_bb;
  595. if (q > 1.0f)
  596. {
  597. angle = 0;
  598. }
  599. else
  600. {
  601. angle = (float)Math.Acos(2 * q - 1);
  602. }
  603. }
  604. if (angle > 0.01f)
  605. */
  606. if(Math.Abs(step.X - current.X) > 0.001f
  607. || Math.Abs(step.Y - current.Y) > 0.001f
  608. || Math.Abs(step.Z - current.Z) > 0.001f)
  609. // assuming w is a dependente var
  610. {
  611. // m_group.UpdateGroupRotationR(step);
  612. m_group.RootPart.RotationOffset = step;
  613. //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
  614. update = true;
  615. }
  616. }
  617. }
  618. if (update)
  619. {
  620. m_group.SendGroupRootTerseUpdate();
  621. }
  622. }
  623. public Byte[] Serialize()
  624. {
  625. StopTimer();
  626. MemoryStream ms = new MemoryStream();
  627. BinaryFormatter fmt = new BinaryFormatter();
  628. SceneObjectGroup tmp = m_group;
  629. m_group = null;
  630. if (!m_selected && tmp != null)
  631. m_serializedPosition = tmp.AbsolutePosition;
  632. fmt.Serialize(ms, this);
  633. m_group = tmp;
  634. if (m_running && !m_waitingCrossing)
  635. StartTimer();
  636. return ms.ToArray();
  637. }
  638. public void StartCrossingCheck()
  639. {
  640. // timer will be restart by crossingFailure
  641. // or never since crossing worked and this
  642. // should be deleted
  643. StopTimer();
  644. m_isCrossing = true;
  645. m_waitingCrossing = true;
  646. // to remove / retune to smoth crossings
  647. if (m_group.RootPart.Velocity != Vector3.Zero)
  648. {
  649. m_group.RootPart.Velocity = Vector3.Zero;
  650. m_group.SendGroupRootTerseUpdate();
  651. // m_group.RootPart.ScheduleTerseUpdate();
  652. }
  653. }
  654. public void CrossingFailure()
  655. {
  656. m_waitingCrossing = false;
  657. if (m_group != null)
  658. {
  659. m_group.RootPart.Velocity = Vector3.Zero;
  660. m_group.SendGroupRootTerseUpdate();
  661. // m_group.RootPart.ScheduleTerseUpdate();
  662. if (m_running)
  663. {
  664. StopTimer();
  665. m_skipLoops = 1200; // 60 seconds
  666. StartTimer();
  667. }
  668. }
  669. }
  670. }
  671. }