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=71170.8.0.3
parent
93a9ed2a6d
commit
a893fd90cd
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@ -206,6 +206,7 @@ namespace OpenSim.Region.Framework.Scenes
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public int TimeMS;
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public int TimeTotal;
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public Vector3 AngularVelocity;
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public Vector3 StartPosition;
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};
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private Vector3 m_serializedPosition;
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@ -349,17 +350,19 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 grppos = grp.AbsolutePosition;
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Vector3 offset = grppos - m_serializedPosition;
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// avoid doing it more than once
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// current this will happen draging a prim to other region
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// current this will happen dragging a prim to other region
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m_serializedPosition = grppos;
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m_basePosition += offset;
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m_currentFrame.Position += offset;
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m_nextPosition += offset;
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m_currentFrame.StartPosition += offset;
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m_currentFrame.Position += offset;
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for (int i = 0; i < m_frames.Count; i++)
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{
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Keyframe k = m_frames[i];
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k.StartPosition += offset;
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k.Position += offset;
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m_frames[i]=k;
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}
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@ -513,6 +516,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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Keyframe k = m_keyframes[i];
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k.StartPosition = pos;
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if (k.Position.HasValue)
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{
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k.Position = (k.Position * direction);
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@ -657,9 +661,9 @@ namespace OpenSim.Region.Framework.Scenes
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m_currentFrame.TimeMS -= (int)tickDuration;
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// Do the frame processing
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double steps = (double)m_currentFrame.TimeMS / tickDuration;
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double remainingSteps = (double)m_currentFrame.TimeMS / tickDuration;
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if (steps <= 0.0)
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if (remainingSteps <= 0.0)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.AngularVelocity = Vector3.Zero;
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@ -679,27 +683,30 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
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float completed = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
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bool lastStep = m_currentFrame.TimeMS <= tickDuration;
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Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
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Vector3 motionThisFrame = v / (float)steps;
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v = v * 1000 / m_currentFrame.TimeMS;
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Vector3 positionThisStep = m_currentFrame.StartPosition + (m_currentFrame.Position.Value - m_currentFrame.StartPosition) * completed;
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Vector3 motionThisStep = positionThisStep - m_group.AbsolutePosition;
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if (Vector3.Mag(motionThisFrame) >= 0.05f)
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float mag = Vector3.Mag(motionThisStep);
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if ((mag >= 0.02f) || lastStep)
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{
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// m_group.AbsolutePosition += motionThisFrame;
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m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
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m_nextPosition = m_group.AbsolutePosition + motionThisStep;
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m_group.AbsolutePosition = m_nextPosition;
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//m_group.RootPart.Velocity = v;
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update = true;
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}
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//int totalSteps = m_currentFrame.TimeTotal / (int)tickDuration;
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//m_log.DebugFormat("KeyframeMotion.OnTimer: step {0}/{1}, curPosition={2}, finalPosition={3}, motionThisStep={4} (scene {5})",
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// totalSteps - remainingSteps + 1, totalSteps, m_group.AbsolutePosition, m_currentFrame.Position, motionThisStep, m_scene.RegionInfo.RegionName);
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if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
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{
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Quaternion current = m_group.GroupRotation;
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Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
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Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, completed);
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step.Normalize();
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/* use simpler change detection
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* float angle = 0;
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@ -734,7 +741,8 @@ namespace OpenSim.Region.Framework.Scenes
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*/
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if(Math.Abs(step.X - current.X) > 0.001f
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|| Math.Abs(step.Y - current.Y) > 0.001f
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|| Math.Abs(step.Z - current.Z) > 0.001f)
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|| Math.Abs(step.Z - current.Z) > 0.001f
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|| lastStep)
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// assuming w is a dependente var
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{
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