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KeyframeMotion.cs 26 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. 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. KeyframeTimer.Add(this);
  253. m_timerStopped = false;
  254. }
  255. private void StopTimer()
  256. {
  257. m_timerStopped = true;
  258. KeyframeTimer.Remove(this);
  259. }
  260. public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
  261. {
  262. KeyframeMotion newMotion = null;
  263. try
  264. {
  265. using (MemoryStream ms = new MemoryStream(data))
  266. {
  267. BinaryFormatter fmt = new BinaryFormatter();
  268. newMotion = (KeyframeMotion)fmt.Deserialize(ms);
  269. }
  270. newMotion.m_group = grp;
  271. if (grp != null)
  272. {
  273. newMotion.m_scene = grp.Scene;
  274. if (grp.IsSelected)
  275. newMotion.m_selected = true;
  276. }
  277. newMotion.m_timerStopped = false;
  278. newMotion.m_running = true;
  279. newMotion.m_isCrossing = false;
  280. newMotion.m_waitingCrossing = false;
  281. }
  282. catch
  283. {
  284. newMotion = null;
  285. }
  286. return newMotion;
  287. }
  288. public void UpdateSceneObject(SceneObjectGroup grp)
  289. {
  290. m_isCrossing = false;
  291. m_waitingCrossing = false;
  292. StopTimer();
  293. if (grp == null)
  294. return;
  295. m_group = grp;
  296. m_scene = grp.Scene;
  297. Vector3 grppos = grp.AbsolutePosition;
  298. Vector3 offset = grppos - m_serializedPosition;
  299. // avoid doing it more than once
  300. // current this will happen dragging a prim to other region
  301. m_serializedPosition = grppos;
  302. m_basePosition += offset;
  303. m_nextPosition += offset;
  304. m_currentFrame.StartPosition += offset;
  305. m_currentFrame.Position += offset;
  306. for (int i = 0; i < m_frames.Count; i++)
  307. {
  308. Keyframe k = m_frames[i];
  309. k.StartPosition += offset;
  310. k.Position += offset;
  311. m_frames[i]=k;
  312. }
  313. if (m_running)
  314. Start();
  315. }
  316. public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
  317. {
  318. m_mode = mode;
  319. m_data = data;
  320. m_group = grp;
  321. if (grp != null)
  322. {
  323. m_basePosition = grp.AbsolutePosition;
  324. m_baseRotation = grp.GroupRotation;
  325. m_scene = grp.Scene;
  326. }
  327. m_timerStopped = true;
  328. m_isCrossing = false;
  329. m_waitingCrossing = false;
  330. }
  331. public void SetKeyframes(Keyframe[] frames)
  332. {
  333. m_keyframes = frames;
  334. }
  335. public KeyframeMotion Copy(SceneObjectGroup newgrp)
  336. {
  337. StopTimer();
  338. KeyframeMotion newmotion = new KeyframeMotion(null, m_mode, m_data);
  339. newmotion.m_group = newgrp;
  340. newmotion.m_scene = newgrp.Scene;
  341. if (m_keyframes != null)
  342. {
  343. newmotion.m_keyframes = new Keyframe[m_keyframes.Length];
  344. m_keyframes.CopyTo(newmotion.m_keyframes, 0);
  345. }
  346. newmotion.m_frames = new List<Keyframe>(m_frames);
  347. newmotion.m_basePosition = m_basePosition;
  348. newmotion.m_baseRotation = m_baseRotation;
  349. if (m_selected)
  350. newmotion.m_serializedPosition = m_serializedPosition;
  351. else
  352. {
  353. if (m_group != null)
  354. newmotion.m_serializedPosition = m_group.AbsolutePosition;
  355. else
  356. newmotion.m_serializedPosition = m_serializedPosition;
  357. }
  358. newmotion.m_currentFrame = m_currentFrame;
  359. newmotion.m_iterations = m_iterations;
  360. newmotion.m_running = m_running;
  361. if (m_running && !m_waitingCrossing)
  362. StartTimer();
  363. return newmotion;
  364. }
  365. public void Delete()
  366. {
  367. m_running = false;
  368. StopTimer();
  369. m_isCrossing = false;
  370. m_waitingCrossing = false;
  371. m_frames.Clear();
  372. m_keyframes = null;
  373. }
  374. public void Start()
  375. {
  376. m_isCrossing = false;
  377. m_waitingCrossing = false;
  378. if (m_keyframes != null && m_group != null && m_keyframes.Length > 0)
  379. {
  380. StartTimer();
  381. m_running = true;
  382. }
  383. else
  384. {
  385. m_running = false;
  386. StopTimer();
  387. }
  388. }
  389. public void Stop()
  390. {
  391. m_running = false;
  392. m_isCrossing = false;
  393. m_waitingCrossing = false;
  394. StopTimer();
  395. m_basePosition = m_group.AbsolutePosition;
  396. m_baseRotation = m_group.GroupRotation;
  397. m_group.RootPart.Velocity = Vector3.Zero;
  398. m_group.RootPart.AngularVelocity = Vector3.Zero;
  399. m_group.SendGroupRootTerseUpdate();
  400. // m_group.RootPart.ScheduleTerseUpdate();
  401. m_frames.Clear();
  402. }
  403. public void Pause()
  404. {
  405. m_running = false;
  406. StopTimer();
  407. m_group.RootPart.Velocity = Vector3.Zero;
  408. m_group.RootPart.AngularVelocity = Vector3.Zero;
  409. m_group.SendGroupRootTerseUpdate();
  410. // m_group.RootPart.ScheduleTerseUpdate();
  411. }
  412. private void GetNextList()
  413. {
  414. m_frames.Clear();
  415. Vector3 pos = m_basePosition;
  416. Quaternion rot = m_baseRotation;
  417. if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
  418. {
  419. int direction = 1;
  420. if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
  421. direction = -1;
  422. int start = 0;
  423. int end = m_keyframes.Length;
  424. if (direction < 0)
  425. {
  426. start = m_keyframes.Length - 1;
  427. end = -1;
  428. }
  429. for (int i = start; i != end ; i += direction)
  430. {
  431. Keyframe k = m_keyframes[i];
  432. k.StartPosition = pos;
  433. if (k.Position.HasValue)
  434. {
  435. k.Position = (k.Position * direction);
  436. // k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f);
  437. k.Position += pos;
  438. }
  439. else
  440. {
  441. k.Position = pos;
  442. // k.Velocity = Vector3.Zero;
  443. }
  444. k.StartRotation = rot;
  445. if (k.Rotation.HasValue)
  446. {
  447. if (direction == -1)
  448. k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
  449. k.Rotation = rot * k.Rotation;
  450. }
  451. else
  452. {
  453. k.Rotation = rot;
  454. }
  455. /* ang vel not in use for now
  456. float angle = 0;
  457. 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;
  458. 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;
  459. float aa_bb = aa * bb;
  460. if (aa_bb == 0)
  461. {
  462. angle = 0;
  463. }
  464. else
  465. {
  466. float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
  467. k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
  468. k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
  469. k.StartRotation.W * ((Quaternion)k.Rotation).W;
  470. float q = (ab * ab) / aa_bb;
  471. if (q > 1.0f)
  472. {
  473. angle = 0;
  474. }
  475. else
  476. {
  477. angle = (float)Math.Acos(2 * q - 1);
  478. }
  479. }
  480. k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
  481. */
  482. k.TimeTotal = k.TimeMS;
  483. m_frames.Add(k);
  484. pos = (Vector3)k.Position;
  485. rot = (Quaternion)k.Rotation;
  486. }
  487. m_basePosition = pos;
  488. m_baseRotation = rot;
  489. m_iterations++;
  490. }
  491. }
  492. public void OnTimer(double tickDuration)
  493. {
  494. if (m_skipLoops > 0)
  495. {
  496. m_skipLoops--;
  497. return;
  498. }
  499. if (m_timerStopped) // trap events still in air even after a timer.stop
  500. return;
  501. if (m_group == null)
  502. return;
  503. bool update = false;
  504. if (m_selected)
  505. {
  506. if (m_group.RootPart.Velocity != Vector3.Zero)
  507. {
  508. m_group.RootPart.Velocity = Vector3.Zero;
  509. m_group.SendGroupRootTerseUpdate();
  510. }
  511. return;
  512. }
  513. if (m_isCrossing)
  514. {
  515. // if crossing and timer running then cross failed
  516. // wait some time then
  517. // retry to set the position that evtually caused the outbound
  518. // if still outside region this will call startCrossing below
  519. m_isCrossing = false;
  520. m_group.AbsolutePosition = m_nextPosition;
  521. if (!m_isCrossing)
  522. {
  523. StopTimer();
  524. StartTimer();
  525. }
  526. return;
  527. }
  528. if (m_frames.Count == 0)
  529. {
  530. GetNextList();
  531. if (m_frames.Count == 0)
  532. {
  533. Stop();
  534. Scene scene = m_group.Scene;
  535. IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>();
  536. foreach (IScriptModule m in scriptModules)
  537. {
  538. if (m == null)
  539. continue;
  540. m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]);
  541. }
  542. return;
  543. }
  544. m_currentFrame = m_frames[0];
  545. m_currentFrame.TimeMS += (int)tickDuration;
  546. //force a update on a keyframe transition
  547. update = true;
  548. }
  549. m_currentFrame.TimeMS -= (int)tickDuration;
  550. // Do the frame processing
  551. double remainingSteps = (double)m_currentFrame.TimeMS / tickDuration;
  552. if (remainingSteps <= 0.0)
  553. {
  554. m_group.RootPart.Velocity = Vector3.Zero;
  555. m_group.RootPart.AngularVelocity = Vector3.Zero;
  556. m_nextPosition = (Vector3)m_currentFrame.Position;
  557. m_group.AbsolutePosition = m_nextPosition;
  558. // we are sending imediate updates, no doing force a extra terseUpdate
  559. // m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
  560. m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation;
  561. m_frames.RemoveAt(0);
  562. if (m_frames.Count > 0)
  563. m_currentFrame = m_frames[0];
  564. update = true;
  565. }
  566. else
  567. {
  568. float completed = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
  569. bool lastStep = m_currentFrame.TimeMS <= tickDuration;
  570. Vector3 positionThisStep = m_currentFrame.StartPosition + (m_currentFrame.Position.Value - m_currentFrame.StartPosition) * completed;
  571. Vector3 motionThisStep = positionThisStep - m_group.AbsolutePosition;
  572. float mag = Vector3.Mag(motionThisStep);
  573. if ((mag >= 0.02f) || lastStep)
  574. {
  575. m_nextPosition = m_group.AbsolutePosition + motionThisStep;
  576. m_group.AbsolutePosition = m_nextPosition;
  577. update = true;
  578. }
  579. //int totalSteps = m_currentFrame.TimeTotal / (int)tickDuration;
  580. //m_log.DebugFormat("KeyframeMotion.OnTimer: step {0}/{1}, curPosition={2}, finalPosition={3}, motionThisStep={4} (scene {5})",
  581. // totalSteps - remainingSteps + 1, totalSteps, m_group.AbsolutePosition, m_currentFrame.Position, motionThisStep, m_scene.RegionInfo.RegionName);
  582. if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
  583. {
  584. Quaternion current = m_group.GroupRotation;
  585. Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, completed);
  586. step.Normalize();
  587. /* use simpler change detection
  588. * float angle = 0;
  589. float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
  590. float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
  591. float aa_bb = aa * bb;
  592. if (aa_bb == 0)
  593. {
  594. angle = 0;
  595. }
  596. else
  597. {
  598. float ab = current.X * step.X +
  599. current.Y * step.Y +
  600. current.Z * step.Z +
  601. current.W * step.W;
  602. float q = (ab * ab) / aa_bb;
  603. if (q > 1.0f)
  604. {
  605. angle = 0;
  606. }
  607. else
  608. {
  609. angle = (float)Math.Acos(2 * q - 1);
  610. }
  611. }
  612. if (angle > 0.01f)
  613. */
  614. if(Math.Abs(step.X - current.X) > 0.001f
  615. || Math.Abs(step.Y - current.Y) > 0.001f
  616. || Math.Abs(step.Z - current.Z) > 0.001f
  617. || lastStep)
  618. // assuming w is a dependente var
  619. {
  620. // m_group.UpdateGroupRotationR(step);
  621. m_group.RootPart.RotationOffset = step;
  622. //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
  623. update = true;
  624. }
  625. }
  626. }
  627. if (update)
  628. {
  629. m_group.SendGroupRootTerseUpdate();
  630. }
  631. }
  632. public Byte[] Serialize()
  633. {
  634. StopTimer();
  635. SceneObjectGroup tmp = m_group;
  636. m_group = null;
  637. if (!m_selected && tmp != null)
  638. m_serializedPosition = tmp.AbsolutePosition;
  639. using (MemoryStream ms = new MemoryStream())
  640. {
  641. BinaryFormatter fmt = new BinaryFormatter();
  642. fmt.Serialize(ms, this);
  643. m_group = tmp;
  644. if (m_running && !m_waitingCrossing)
  645. StartTimer();
  646. return ms.ToArray();
  647. }
  648. }
  649. public void StartCrossingCheck()
  650. {
  651. // timer will be restart by crossingFailure
  652. // or never since crossing worked and this
  653. // should be deleted
  654. StopTimer();
  655. m_isCrossing = true;
  656. m_waitingCrossing = true;
  657. // to remove / retune to smoth crossings
  658. if (m_group.RootPart.Velocity != Vector3.Zero)
  659. {
  660. m_group.RootPart.Velocity = Vector3.Zero;
  661. m_group.SendGroupRootTerseUpdate();
  662. // m_group.RootPart.ScheduleTerseUpdate();
  663. }
  664. }
  665. public void CrossingFailure()
  666. {
  667. m_waitingCrossing = false;
  668. if (m_group != null)
  669. {
  670. m_group.RootPart.Velocity = Vector3.Zero;
  671. m_group.SendGroupRootTerseUpdate();
  672. // m_group.RootPart.ScheduleTerseUpdate();
  673. if (m_running)
  674. {
  675. StopTimer();
  676. m_skipLoops = 1200; // 60 seconds
  677. StartTimer();
  678. }
  679. }
  680. }
  681. }
  682. }