diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs index ab1e7faf33..2d489ea663 100644 --- a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs +++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs @@ -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)