KeyframeMotion.cs 27 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.PhysicsModules.SharedBase;
  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. public Vector3 StartPosition;
  186. };
  187. private Vector3 m_serializedPosition;
  188. private Vector3 m_basePosition;
  189. private Quaternion m_baseRotation;
  190. private Keyframe m_currentFrame;
  191. private List<Keyframe> m_frames = new List<Keyframe>();
  192. private Keyframe[] m_keyframes;
  193. // skip timer events.
  194. //timer.stop doesn't assure there aren't event threads still being fired
  195. [NonSerialized()]
  196. private bool m_timerStopped;
  197. [NonSerialized()]
  198. private bool m_isCrossing;
  199. [NonSerialized()]
  200. private bool m_waitingCrossing;
  201. // retry position for cross fail
  202. [NonSerialized()]
  203. private Vector3 m_nextPosition;
  204. [NonSerialized()]
  205. private SceneObjectGroup m_group;
  206. private PlayMode m_mode = PlayMode.Forward;
  207. private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
  208. private bool m_running = false;
  209. [NonSerialized()]
  210. private bool m_selected = false;
  211. private int m_iterations = 0;
  212. private int m_skipLoops = 0;
  213. [NonSerialized()]
  214. private Scene m_scene;
  215. public Scene Scene
  216. {
  217. get { return m_scene; }
  218. }
  219. public DataFormat Data
  220. {
  221. get { return m_data; }
  222. }
  223. public bool Selected
  224. {
  225. set
  226. {
  227. if (m_group != null)
  228. {
  229. if (!value)
  230. {
  231. // Once we're let go, recompute positions
  232. if (m_selected)
  233. UpdateSceneObject(m_group);
  234. }
  235. else
  236. {
  237. // Save selection position in case we get moved
  238. if (!m_selected)
  239. {
  240. StopTimer();
  241. m_serializedPosition = m_group.AbsolutePosition;
  242. }
  243. }
  244. }
  245. m_isCrossing = false;
  246. m_waitingCrossing = false;
  247. m_selected = value;
  248. }
  249. }
  250. private void StartTimer()
  251. {
  252. lock (m_frames)
  253. {
  254. KeyframeTimer.Add(this);
  255. m_timerStopped = false;
  256. }
  257. }
  258. private void StopTimer()
  259. {
  260. lock (m_frames)
  261. m_timerStopped = true;
  262. }
  263. public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
  264. {
  265. KeyframeMotion newMotion = null;
  266. try
  267. {
  268. using (MemoryStream ms = new MemoryStream(data))
  269. {
  270. BinaryFormatter fmt = new BinaryFormatter();
  271. newMotion = (KeyframeMotion)fmt.Deserialize(ms);
  272. }
  273. newMotion.m_group = grp;
  274. if (grp != null)
  275. {
  276. newMotion.m_scene = grp.Scene;
  277. if (grp.IsSelected)
  278. newMotion.m_selected = true;
  279. }
  280. newMotion.m_timerStopped = false;
  281. newMotion.m_running = true;
  282. newMotion.m_isCrossing = false;
  283. newMotion.m_waitingCrossing = false;
  284. }
  285. catch
  286. {
  287. newMotion = null;
  288. }
  289. return newMotion;
  290. }
  291. public void UpdateSceneObject(SceneObjectGroup grp)
  292. {
  293. m_isCrossing = false;
  294. m_waitingCrossing = false;
  295. StopTimer();
  296. if (grp == null)
  297. return;
  298. m_group = grp;
  299. m_scene = grp.Scene;
  300. lock (m_frames)
  301. {
  302. Vector3 grppos = grp.AbsolutePosition;
  303. Vector3 offset = grppos - m_serializedPosition;
  304. // avoid doing it more than once
  305. // current this will happen draging a prim to other region
  306. m_serializedPosition = grppos;
  307. m_basePosition += offset;
  308. m_currentFrame.Position += offset;
  309. m_nextPosition += offset;
  310. for (int i = 0; i < m_frames.Count; i++)
  311. {
  312. Keyframe k = m_frames[i];
  313. k.Position += offset;
  314. m_frames[i] = k;
  315. }
  316. }
  317. if (m_running)
  318. Start();
  319. }
  320. public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
  321. {
  322. m_mode = mode;
  323. m_data = data;
  324. m_group = grp;
  325. if (grp != null)
  326. {
  327. m_basePosition = grp.AbsolutePosition;
  328. m_baseRotation = grp.GroupRotation;
  329. m_scene = grp.Scene;
  330. }
  331. m_timerStopped = true;
  332. m_isCrossing = false;
  333. m_waitingCrossing = false;
  334. }
  335. public void SetKeyframes(Keyframe[] frames)
  336. {
  337. m_keyframes = frames;
  338. }
  339. public KeyframeMotion Copy(SceneObjectGroup newgrp)
  340. {
  341. StopTimer();
  342. KeyframeMotion newmotion = new KeyframeMotion(null, m_mode, m_data);
  343. newmotion.m_group = newgrp;
  344. newmotion.m_scene = newgrp.Scene;
  345. if (m_keyframes != null)
  346. {
  347. newmotion.m_keyframes = new Keyframe[m_keyframes.Length];
  348. m_keyframes.CopyTo(newmotion.m_keyframes, 0);
  349. }
  350. lock (m_frames)
  351. {
  352. newmotion.m_frames = new List<Keyframe>(m_frames);
  353. newmotion.m_basePosition = m_basePosition;
  354. newmotion.m_baseRotation = m_baseRotation;
  355. if (m_selected)
  356. newmotion.m_serializedPosition = m_serializedPosition;
  357. else
  358. {
  359. if (m_group != null)
  360. newmotion.m_serializedPosition = m_group.AbsolutePosition;
  361. else
  362. newmotion.m_serializedPosition = m_serializedPosition;
  363. }
  364. newmotion.m_currentFrame = m_currentFrame;
  365. newmotion.m_iterations = m_iterations;
  366. newmotion.m_running = m_running;
  367. }
  368. if (m_running && !m_waitingCrossing)
  369. StartTimer();
  370. return newmotion;
  371. }
  372. public void Delete()
  373. {
  374. m_running = false;
  375. StopTimer();
  376. m_isCrossing = false;
  377. m_waitingCrossing = false;
  378. m_frames.Clear();
  379. m_keyframes = null;
  380. }
  381. public void Start()
  382. {
  383. m_isCrossing = false;
  384. m_waitingCrossing = false;
  385. if (m_keyframes != null && m_group != null && m_keyframes.Length > 0)
  386. {
  387. StartTimer();
  388. m_running = true;
  389. m_group.Scene.EventManager.TriggerMovingStartEvent(m_group.RootPart.LocalId);
  390. }
  391. else
  392. {
  393. StopTimer();
  394. m_running = false;
  395. }
  396. }
  397. public void Stop()
  398. {
  399. StopTimer();
  400. m_running = false;
  401. m_isCrossing = false;
  402. m_waitingCrossing = false;
  403. m_basePosition = m_group.AbsolutePosition;
  404. m_baseRotation = m_group.GroupRotation;
  405. m_group.RootPart.Velocity = Vector3.Zero;
  406. m_group.RootPart.AngularVelocity = Vector3.Zero;
  407. m_group.SendGroupRootTerseUpdate();
  408. // m_group.RootPart.ScheduleTerseUpdate();
  409. m_frames.Clear();
  410. }
  411. public void Pause()
  412. {
  413. StopTimer();
  414. m_running = false;
  415. m_group.RootPart.Velocity = Vector3.Zero;
  416. m_group.RootPart.AngularVelocity = Vector3.Zero;
  417. m_skippedUpdates = 1000;
  418. m_group.SendGroupRootTerseUpdate();
  419. // m_group.RootPart.ScheduleTerseUpdate();
  420. }
  421. public void Suspend()
  422. {
  423. lock (m_frames)
  424. {
  425. if (m_timerStopped)
  426. return;
  427. m_timerStopped = true;
  428. }
  429. }
  430. public void Resume()
  431. {
  432. lock (m_frames)
  433. {
  434. if (!m_timerStopped)
  435. return;
  436. if (m_running && !m_waitingCrossing)
  437. StartTimer();
  438. m_skippedUpdates = 1000;
  439. }
  440. }
  441. private void GetNextList()
  442. {
  443. m_frames.Clear();
  444. Vector3 pos = m_basePosition;
  445. Quaternion rot = m_baseRotation;
  446. if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
  447. {
  448. int direction = 1;
  449. if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
  450. direction = -1;
  451. int start = 0;
  452. int end = m_keyframes.Length;
  453. if (direction < 0)
  454. {
  455. start = m_keyframes.Length - 1;
  456. end = -1;
  457. }
  458. for (int i = start; i != end ; i += direction)
  459. {
  460. Keyframe k = m_keyframes[i];
  461. k.StartPosition = pos;
  462. if (k.Position.HasValue)
  463. {
  464. k.Position = (k.Position * direction);
  465. // k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f);
  466. k.Position += pos;
  467. }
  468. else
  469. {
  470. k.Position = pos;
  471. // k.Velocity = Vector3.Zero;
  472. }
  473. k.StartRotation = rot;
  474. if (k.Rotation.HasValue)
  475. {
  476. if (direction == -1)
  477. k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
  478. k.Rotation = rot * k.Rotation;
  479. }
  480. else
  481. {
  482. k.Rotation = rot;
  483. }
  484. /* ang vel not in use for now
  485. float angle = 0;
  486. 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;
  487. 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;
  488. float aa_bb = aa * bb;
  489. if (aa_bb == 0)
  490. {
  491. angle = 0;
  492. }
  493. else
  494. {
  495. float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
  496. k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
  497. k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
  498. k.StartRotation.W * ((Quaternion)k.Rotation).W;
  499. float q = (ab * ab) / aa_bb;
  500. if (q > 1.0f)
  501. {
  502. angle = 0;
  503. }
  504. else
  505. {
  506. angle = (float)Math.Acos(2 * q - 1);
  507. }
  508. }
  509. k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
  510. */
  511. k.TimeTotal = k.TimeMS;
  512. m_frames.Add(k);
  513. pos = (Vector3)k.Position;
  514. rot = (Quaternion)k.Rotation;
  515. }
  516. m_basePosition = pos;
  517. m_baseRotation = rot;
  518. m_iterations++;
  519. }
  520. }
  521. public void OnTimer(double tickDuration)
  522. {
  523. if (!Monitor.TryEnter(m_frames))
  524. return;
  525. if (m_timerStopped)
  526. KeyframeTimer.Remove(this);
  527. else
  528. DoOnTimer(tickDuration);
  529. Monitor.Exit(m_frames);
  530. }
  531. private void Done()
  532. {
  533. KeyframeTimer.Remove(this);
  534. m_timerStopped = true;
  535. m_running = false;
  536. m_isCrossing = false;
  537. m_waitingCrossing = false;
  538. m_basePosition = m_group.AbsolutePosition;
  539. m_baseRotation = m_group.GroupRotation;
  540. m_group.RootPart.Velocity = Vector3.Zero;
  541. m_group.RootPart.AngularVelocity = Vector3.Zero;
  542. m_group.SendGroupRootTerseUpdate();
  543. m_frames.Clear();
  544. }
  545. Vector3 m_lastPosUpdate;
  546. Quaternion m_lastRotationUpdate;
  547. Vector3 m_currentVel;
  548. int m_skippedUpdates;
  549. private void DoOnTimer(double tickDuration)
  550. {
  551. if (m_skipLoops > 0)
  552. {
  553. m_skipLoops--;
  554. return;
  555. }
  556. if (m_group == null)
  557. return;
  558. bool update = false;
  559. if (m_selected)
  560. {
  561. if (m_group.RootPart.Velocity != Vector3.Zero)
  562. {
  563. m_group.RootPart.Velocity = Vector3.Zero;
  564. m_skippedUpdates = 1000;
  565. m_group.SendGroupRootTerseUpdate();
  566. }
  567. return;
  568. }
  569. if (m_isCrossing)
  570. {
  571. // if crossing and timer running then cross failed
  572. // wait some time then
  573. // retry to set the position that evtually caused the outbound
  574. // if still outside region this will call startCrossing below
  575. m_isCrossing = false;
  576. m_skippedUpdates = 1000;
  577. m_group.AbsolutePosition = m_nextPosition;
  578. if (!m_isCrossing)
  579. {
  580. StopTimer();
  581. StartTimer();
  582. }
  583. return;
  584. }
  585. if (m_frames.Count == 0)
  586. {
  587. lock (m_frames)
  588. {
  589. GetNextList();
  590. if (m_frames.Count == 0)
  591. {
  592. Done();
  593. m_group.Scene.EventManager.TriggerMovingEndEvent(m_group.RootPart.LocalId);
  594. return;
  595. }
  596. m_currentFrame = m_frames[0];
  597. }
  598. m_nextPosition = m_group.AbsolutePosition;
  599. m_currentVel = (Vector3)m_currentFrame.Position - m_nextPosition;
  600. m_currentVel /= (m_currentFrame.TimeMS * 0.001f);
  601. m_currentFrame.TimeMS += (int)tickDuration;
  602. update = true;
  603. }
  604. m_currentFrame.TimeMS -= (int)tickDuration;
  605. // Do the frame processing
  606. double remainingSteps = (double)m_currentFrame.TimeMS / tickDuration;
  607. if (remainingSteps <= 1.0)
  608. {
  609. m_group.RootPart.Velocity = Vector3.Zero;
  610. m_group.RootPart.AngularVelocity = Vector3.Zero;
  611. m_nextPosition = (Vector3)m_currentFrame.Position;
  612. m_group.AbsolutePosition = m_nextPosition;
  613. m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation;
  614. lock (m_frames)
  615. {
  616. m_frames.RemoveAt(0);
  617. if (m_frames.Count > 0)
  618. {
  619. m_currentFrame = m_frames[0];
  620. m_currentVel = (Vector3)m_currentFrame.Position - m_nextPosition;
  621. m_currentVel /= (m_currentFrame.TimeMS * 0.001f);
  622. m_group.RootPart.Velocity = m_currentVel;
  623. m_currentFrame.TimeMS += (int)tickDuration;
  624. }
  625. else
  626. m_group.RootPart.Velocity = Vector3.Zero;
  627. }
  628. update = true;
  629. }
  630. else
  631. {
  632. bool lastSteps = remainingSteps < 4;
  633. Vector3 currentPosition = m_group.AbsolutePosition;
  634. Vector3 motionThisFrame = (Vector3)m_currentFrame.Position - currentPosition;
  635. motionThisFrame /= (float)remainingSteps;
  636. m_nextPosition = currentPosition + motionThisFrame;
  637. Quaternion currentRotation = m_group.GroupRotation;
  638. if ((Quaternion)m_currentFrame.Rotation != currentRotation)
  639. {
  640. float completed = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
  641. Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, completed);
  642. step.Normalize();
  643. m_group.RootPart.RotationOffset = step;
  644. if (Math.Abs(step.X - m_lastRotationUpdate.X) > 0.001f
  645. || Math.Abs(step.Y - m_lastRotationUpdate.Y) > 0.001f
  646. || Math.Abs(step.Z - m_lastRotationUpdate.Z) > 0.001f)
  647. update = true;
  648. }
  649. m_group.AbsolutePosition = m_nextPosition;
  650. if(lastSteps)
  651. m_group.RootPart.Velocity = Vector3.Zero;
  652. else
  653. m_group.RootPart.Velocity = m_currentVel;
  654. if(!update && (
  655. lastSteps ||
  656. m_skippedUpdates * tickDuration > 0.5 ||
  657. Math.Abs(m_nextPosition.X - currentPosition.X) > 5f ||
  658. Math.Abs(m_nextPosition.Y - currentPosition.Y) > 5f ||
  659. Math.Abs(m_nextPosition.Z - currentPosition.Z) > 5f
  660. ))
  661. {
  662. update = true;
  663. }
  664. else
  665. m_skippedUpdates++;
  666. }
  667. if(update)
  668. {
  669. m_lastPosUpdate = m_nextPosition;
  670. m_lastRotationUpdate = m_group.GroupRotation;
  671. m_skippedUpdates = 0;
  672. m_group.SendGroupRootTerseUpdate();
  673. }
  674. }
  675. public Byte[] Serialize()
  676. {
  677. bool timerWasStopped;
  678. lock (m_frames)
  679. {
  680. timerWasStopped = m_timerStopped;
  681. }
  682. StopTimer();
  683. SceneObjectGroup tmp = m_group;
  684. m_group = null;
  685. using (MemoryStream ms = new MemoryStream())
  686. {
  687. BinaryFormatter fmt = new BinaryFormatter();
  688. if (!m_selected && tmp != null)
  689. m_serializedPosition = tmp.AbsolutePosition;
  690. fmt.Serialize(ms, this);
  691. m_group = tmp;
  692. if (!timerWasStopped && m_running && !m_waitingCrossing)
  693. StartTimer();
  694. return ms.ToArray();
  695. }
  696. }
  697. public void StartCrossingCheck()
  698. {
  699. // timer will be restart by crossingFailure
  700. // or never since crossing worked and this
  701. // should be deleted
  702. StopTimer();
  703. m_isCrossing = true;
  704. m_waitingCrossing = true;
  705. // to remove / retune to smoth crossings
  706. if (m_group.RootPart.Velocity != Vector3.Zero)
  707. {
  708. m_group.RootPart.Velocity = Vector3.Zero;
  709. m_skippedUpdates = 1000;
  710. m_group.SendGroupRootTerseUpdate();
  711. // m_group.RootPart.ScheduleTerseUpdate();
  712. }
  713. }
  714. public void CrossingFailure()
  715. {
  716. m_waitingCrossing = false;
  717. if (m_group != null)
  718. {
  719. m_group.RootPart.Velocity = Vector3.Zero;
  720. m_skippedUpdates = 1000;
  721. m_group.SendGroupRootTerseUpdate();
  722. // m_group.RootPart.ScheduleTerseUpdate();
  723. if (m_running)
  724. {
  725. StopTimer();
  726. m_skipLoops = 1200; // 60 seconds
  727. StartTimer();
  728. }
  729. }
  730. }
  731. }
  732. }