Fixed KeyframeMotion to work with very slow movement.

Previously, if the movement speed was below 0.05/sec then it didn't work correctly.

Fixes http://opensimulator.org/mantis/view.php?id=7117
0.8.0.3
Oren Hurvitz 2014-04-20 17:27:26 +03:00
parent 93a9ed2a6d
commit a893fd90cd
1 changed files with 33 additions and 25 deletions

View File

@ -180,7 +180,7 @@ namespace OpenSim.Region.Framework.Scenes
[Serializable]
public class KeyframeMotion
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
//private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public enum PlayMode : int
{
@ -206,6 +206,7 @@ namespace OpenSim.Region.Framework.Scenes
public int TimeMS;
public int TimeTotal;
public Vector3 AngularVelocity;
public Vector3 StartPosition;
};
private Vector3 m_serializedPosition;
@ -279,7 +280,7 @@ namespace OpenSim.Region.Framework.Scenes
if (!m_selected)
{
StopTimer();
m_serializedPosition = m_group.AbsolutePosition;
m_serializedPosition = m_group.AbsolutePosition;
}
}
}
@ -344,24 +345,26 @@ namespace OpenSim.Region.Framework.Scenes
return;
m_group = grp;
m_scene = grp.Scene;
m_scene = grp.Scene;
Vector3 grppos = grp.AbsolutePosition;
Vector3 offset = grppos - m_serializedPosition;
Vector3 offset = grppos - m_serializedPosition;
// avoid doing it more than once
// current this will happen draging a prim to other region
// current this will happen dragging a prim to other region
m_serializedPosition = grppos;
m_basePosition += offset;
m_currentFrame.Position += offset;
m_nextPosition += offset;
m_currentFrame.StartPosition += offset;
m_currentFrame.Position += offset;
for (int i = 0; i < m_frames.Count; i++)
{
Keyframe k = m_frames[i];
k.StartPosition += offset;
k.Position += offset;
m_frames[i]=k;
m_frames[i]=k;
}
if (m_running)
@ -513,6 +516,7 @@ namespace OpenSim.Region.Framework.Scenes
{
Keyframe k = m_keyframes[i];
k.StartPosition = pos;
if (k.Position.HasValue)
{
k.Position = (k.Position * direction);
@ -523,7 +527,7 @@ namespace OpenSim.Region.Framework.Scenes
{
k.Position = pos;
// k.Velocity = Vector3.Zero;
}
}
k.StartRotation = rot;
if (k.Rotation.HasValue)
@ -657,9 +661,9 @@ namespace OpenSim.Region.Framework.Scenes
m_currentFrame.TimeMS -= (int)tickDuration;
// Do the frame processing
double steps = (double)m_currentFrame.TimeMS / tickDuration;
double remainingSteps = (double)m_currentFrame.TimeMS / tickDuration;
if (steps <= 0.0)
if (remainingSteps <= 0.0)
{
m_group.RootPart.Velocity = Vector3.Zero;
m_group.RootPart.AngularVelocity = Vector3.Zero;
@ -679,27 +683,30 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
float completed = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
bool lastStep = m_currentFrame.TimeMS <= tickDuration;
Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
Vector3 motionThisFrame = v / (float)steps;
v = v * 1000 / m_currentFrame.TimeMS;
Vector3 positionThisStep = m_currentFrame.StartPosition + (m_currentFrame.Position.Value - m_currentFrame.StartPosition) * completed;
Vector3 motionThisStep = positionThisStep - m_group.AbsolutePosition;
if (Vector3.Mag(motionThisFrame) >= 0.05f)
float mag = Vector3.Mag(motionThisStep);
if ((mag >= 0.02f) || lastStep)
{
// m_group.AbsolutePosition += motionThisFrame;
m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
m_nextPosition = m_group.AbsolutePosition + motionThisStep;
m_group.AbsolutePosition = m_nextPosition;
//m_group.RootPart.Velocity = v;
update = true;
}
//int totalSteps = m_currentFrame.TimeTotal / (int)tickDuration;
//m_log.DebugFormat("KeyframeMotion.OnTimer: step {0}/{1}, curPosition={2}, finalPosition={3}, motionThisStep={4} (scene {5})",
// totalSteps - remainingSteps + 1, totalSteps, m_group.AbsolutePosition, m_currentFrame.Position, motionThisStep, m_scene.RegionInfo.RegionName);
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);
Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, completed);
step.Normalize();
/* use simpler change detection
* float angle = 0;
@ -734,7 +741,8 @@ namespace OpenSim.Region.Framework.Scenes
*/
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)
|| Math.Abs(step.Z - current.Z) > 0.001f
|| lastStep)
// assuming w is a dependente var
{
@ -760,9 +768,9 @@ namespace OpenSim.Region.Framework.Scenes
BinaryFormatter fmt = new BinaryFormatter();
SceneObjectGroup tmp = m_group;
m_group = null;
if (!m_selected && tmp != null)
m_serializedPosition = tmp.AbsolutePosition;
m_group = null;
if (!m_selected && tmp != null)
m_serializedPosition = tmp.AbsolutePosition;
fmt.Serialize(ms, this);
m_group = tmp;
if (m_running && !m_waitingCrossing)