Merge branch 'avination' into careminster
commit
cfa8e9cfa7
|
@ -935,36 +935,33 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
||||||
}
|
}
|
||||||
private UUID GetDefaultItem(WearableType wearable)
|
private UUID GetDefaultItem(WearableType wearable)
|
||||||
{
|
{
|
||||||
// These are Urban male.. but it doesn't matter as long as the assets exist.
|
// These are ruth
|
||||||
UUID ret = UUID.Zero;
|
UUID ret = UUID.Zero;
|
||||||
switch (wearable)
|
switch (wearable)
|
||||||
{
|
{
|
||||||
case WearableType.Eyes:
|
case WearableType.Eyes:
|
||||||
ret = new UUID("46d7f979-c060-0ad6-5d3c-8de38c941c8d");
|
ret = new UUID("4bb6fa4d-1cd2-498a-a84c-95c1a0e745a7");
|
||||||
break;
|
break;
|
||||||
case WearableType.Hair:
|
case WearableType.Hair:
|
||||||
ret = new UUID("21ae002d-57af-441a-81ff-86f5f674b9b9");
|
ret = new UUID("d342e6c0-b9d2-11dc-95ff-0800200c9a66");
|
||||||
break;
|
break;
|
||||||
case WearableType.Pants:
|
case WearableType.Pants:
|
||||||
ret = new UUID("e3440698-48fd-41ac-af9b-f680547cbef2");
|
ret = new UUID("00000000-38f9-1111-024e-222222111120");
|
||||||
break;
|
break;
|
||||||
case WearableType.Shape:
|
case WearableType.Shape:
|
||||||
ret = new UUID("7c1f1354-2aba-4e55-8357-1545c2c003ce");
|
ret = new UUID("66c41e39-38f9-f75a-024e-585989bfab73");
|
||||||
break;
|
break;
|
||||||
case WearableType.Shirt:
|
case WearableType.Shirt:
|
||||||
ret = new UUID("f8fefa00-b019-4072-9c04-ff79c65348b9");
|
ret = new UUID("00000000-38f9-1111-024e-222222111110");
|
||||||
break;
|
|
||||||
case WearableType.Shoes:
|
|
||||||
ret = new UUID("6455d2cf-0ee1-4c9a-9812-da03371bf719");
|
|
||||||
break;
|
break;
|
||||||
case WearableType.Skin:
|
case WearableType.Skin:
|
||||||
ret = new UUID("29c99e80-cf59-4fa0-9f8e-e4a1ccaf2fa3");
|
ret = new UUID("77c41e39-38f9-f75a-024e-585989bbabbb");
|
||||||
break;
|
break;
|
||||||
case WearableType.Socks:
|
case WearableType.Undershirt:
|
||||||
ret = new UUID("96472ac3-1e18-49e5-b2e4-17c03791ea96");
|
ret = new UUID("16499ebb-3208-ec27-2def-481881728f47");
|
||||||
break;
|
break;
|
||||||
case WearableType.Underpants:
|
case WearableType.Underpants:
|
||||||
ret = new UUID("d6c7b174-8a2d-473f-a80f-3b7d7b7b3a96");
|
ret = new UUID("4ac2e9c7-3671-d229-316a-67717730841d");
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -22,6 +22,77 @@ using log4net;
|
||||||
|
|
||||||
namespace OpenSim.Region.Framework.Scenes
|
namespace OpenSim.Region.Framework.Scenes
|
||||||
{
|
{
|
||||||
|
public static class KeyframeTimer
|
||||||
|
{
|
||||||
|
private static Timer m_timer;
|
||||||
|
private static Dictionary<KeyframeMotion, object> m_motions = new Dictionary<KeyframeMotion, object>();
|
||||||
|
private static object m_lockObject = new object();
|
||||||
|
private static object m_timerLock = new object();
|
||||||
|
public const double timerInterval = 50.0;
|
||||||
|
|
||||||
|
static KeyframeTimer()
|
||||||
|
{
|
||||||
|
m_timer = new Timer();
|
||||||
|
m_timer.Interval = timerInterval;
|
||||||
|
m_timer.AutoReset = true;
|
||||||
|
m_timer.Elapsed += OnTimer;
|
||||||
|
|
||||||
|
m_timer.Start();
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void OnTimer(object sender, ElapsedEventArgs ea)
|
||||||
|
{
|
||||||
|
if (!Monitor.TryEnter(m_timerLock))
|
||||||
|
return;
|
||||||
|
|
||||||
|
try
|
||||||
|
{
|
||||||
|
List<KeyframeMotion> motions;
|
||||||
|
|
||||||
|
lock (m_lockObject)
|
||||||
|
{
|
||||||
|
motions = new List<KeyframeMotion>(m_motions.Keys);
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (KeyframeMotion m in motions)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
m.OnTimer();
|
||||||
|
}
|
||||||
|
catch (Exception inner)
|
||||||
|
{
|
||||||
|
// Don't stop processing
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (Exception e)
|
||||||
|
{
|
||||||
|
// Keep running no matter what
|
||||||
|
}
|
||||||
|
finally
|
||||||
|
{
|
||||||
|
Monitor.Exit(m_timerLock);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void Add(KeyframeMotion motion)
|
||||||
|
{
|
||||||
|
lock (m_lockObject)
|
||||||
|
{
|
||||||
|
m_motions[motion] = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void Remove(KeyframeMotion motion)
|
||||||
|
{
|
||||||
|
lock (m_lockObject)
|
||||||
|
{
|
||||||
|
m_motions.Remove(motion);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
[Serializable]
|
[Serializable]
|
||||||
public class KeyframeMotion
|
public class KeyframeMotion
|
||||||
{
|
{
|
||||||
|
@ -63,18 +134,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
private Keyframe[] m_keyframes;
|
private Keyframe[] m_keyframes;
|
||||||
|
|
||||||
[NonSerialized()]
|
|
||||||
protected Timer m_timer = null;
|
|
||||||
|
|
||||||
// timer lock
|
|
||||||
[NonSerialized()]
|
|
||||||
private object m_onTimerLock;
|
|
||||||
|
|
||||||
// timer overrun detect
|
|
||||||
// prevents overlap or timer events threads frozen on the lock
|
|
||||||
[NonSerialized()]
|
|
||||||
private bool m_inOnTimer;
|
|
||||||
|
|
||||||
// skip timer events.
|
// skip timer events.
|
||||||
//timer.stop doesn't assure there aren't event threads still being fired
|
//timer.stop doesn't assure there aren't event threads still being fired
|
||||||
[NonSerialized()]
|
[NonSerialized()]
|
||||||
|
@ -102,7 +161,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
private int m_iterations = 0;
|
private int m_iterations = 0;
|
||||||
|
|
||||||
private const double timerInterval = 50.0;
|
private int m_skipLoops = 0;
|
||||||
|
|
||||||
public DataFormat Data
|
public DataFormat Data
|
||||||
{
|
{
|
||||||
|
@ -139,31 +198,16 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
private void StartTimer()
|
private void StartTimer()
|
||||||
{
|
{
|
||||||
if (m_timer == null)
|
KeyframeTimer.Add(this);
|
||||||
return;
|
|
||||||
m_timerStopped = false;
|
m_timerStopped = false;
|
||||||
m_timer.Start();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void StopTimer()
|
private void StopTimer()
|
||||||
{
|
{
|
||||||
if (m_timer == null || m_timerStopped)
|
|
||||||
return;
|
|
||||||
m_timerStopped = true;
|
m_timerStopped = true;
|
||||||
m_timer.Stop();
|
KeyframeTimer.Remove(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void RemoveTimer()
|
|
||||||
{
|
|
||||||
if (m_timer == null)
|
|
||||||
return;
|
|
||||||
m_timerStopped = true;
|
|
||||||
m_timer.Stop();
|
|
||||||
m_timer.Elapsed -= OnTimer;
|
|
||||||
m_timer = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
|
public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
|
||||||
{
|
{
|
||||||
KeyframeMotion newMotion = null;
|
KeyframeMotion newMotion = null;
|
||||||
|
@ -180,9 +224,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
if (grp != null && grp.IsSelected)
|
if (grp != null && grp.IsSelected)
|
||||||
newMotion.m_selected = true;
|
newMotion.m_selected = true;
|
||||||
|
|
||||||
newMotion.m_onTimerLock = new object();
|
|
||||||
newMotion.m_timerStopped = false;
|
newMotion.m_timerStopped = false;
|
||||||
newMotion.m_inOnTimer = false;
|
|
||||||
newMotion.m_isCrossing = false;
|
newMotion.m_isCrossing = false;
|
||||||
newMotion.m_waitingCrossing = false;
|
newMotion.m_waitingCrossing = false;
|
||||||
}
|
}
|
||||||
|
@ -196,37 +238,34 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
public void UpdateSceneObject(SceneObjectGroup grp)
|
public void UpdateSceneObject(SceneObjectGroup grp)
|
||||||
{
|
{
|
||||||
// lock (m_onTimerLock)
|
m_isCrossing = false;
|
||||||
|
m_waitingCrossing = false;
|
||||||
|
StopTimer();
|
||||||
|
|
||||||
|
if (grp == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
m_group = grp;
|
||||||
|
Vector3 grppos = grp.AbsolutePosition;
|
||||||
|
Vector3 offset = grppos - m_serializedPosition;
|
||||||
|
// avoid doing it more than once
|
||||||
|
// current this will happen draging a prim to other region
|
||||||
|
m_serializedPosition = grppos;
|
||||||
|
|
||||||
|
m_basePosition += offset;
|
||||||
|
m_currentFrame.Position += offset;
|
||||||
|
|
||||||
|
m_nextPosition += offset;
|
||||||
|
|
||||||
|
for (int i = 0; i < m_frames.Count; i++)
|
||||||
{
|
{
|
||||||
m_isCrossing = false;
|
Keyframe k = m_frames[i];
|
||||||
m_waitingCrossing = false;
|
k.Position += offset;
|
||||||
StopTimer();
|
m_frames[i]=k;
|
||||||
|
|
||||||
if (grp == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
m_group = grp;
|
|
||||||
Vector3 grppos = grp.AbsolutePosition;
|
|
||||||
Vector3 offset = grppos - m_serializedPosition;
|
|
||||||
// avoid doing it more than once
|
|
||||||
// current this will happen draging a prim to other region
|
|
||||||
m_serializedPosition = grppos;
|
|
||||||
|
|
||||||
m_basePosition += offset;
|
|
||||||
m_currentFrame.Position += offset;
|
|
||||||
|
|
||||||
m_nextPosition += offset;
|
|
||||||
|
|
||||||
for (int i = 0; i < m_frames.Count; i++)
|
|
||||||
{
|
|
||||||
Keyframe k = m_frames[i];
|
|
||||||
k.Position += offset;
|
|
||||||
m_frames[i]=k;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (m_running)
|
|
||||||
Start();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (m_running)
|
||||||
|
Start();
|
||||||
}
|
}
|
||||||
|
|
||||||
public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
|
public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
|
||||||
|
@ -241,9 +280,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
m_baseRotation = grp.GroupRotation;
|
m_baseRotation = grp.GroupRotation;
|
||||||
}
|
}
|
||||||
|
|
||||||
m_onTimerLock = new object();
|
|
||||||
m_timerStopped = true;
|
m_timerStopped = true;
|
||||||
m_inOnTimer = false;
|
|
||||||
m_isCrossing = false;
|
m_isCrossing = false;
|
||||||
m_waitingCrossing = false;
|
m_waitingCrossing = false;
|
||||||
}
|
}
|
||||||
|
@ -296,7 +333,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
public void Delete()
|
public void Delete()
|
||||||
{
|
{
|
||||||
m_running = false;
|
m_running = false;
|
||||||
RemoveTimer();
|
StopTimer();
|
||||||
m_isCrossing = false;
|
m_isCrossing = false;
|
||||||
m_waitingCrossing = false;
|
m_waitingCrossing = false;
|
||||||
m_frames.Clear();
|
m_frames.Clear();
|
||||||
|
@ -309,27 +346,13 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
m_waitingCrossing = false;
|
m_waitingCrossing = false;
|
||||||
if (m_keyframes != null && m_group != null && m_keyframes.Length > 0)
|
if (m_keyframes != null && m_group != null && m_keyframes.Length > 0)
|
||||||
{
|
{
|
||||||
if (m_timer == null)
|
|
||||||
{
|
|
||||||
m_timer = new Timer();
|
|
||||||
m_timer.Interval = timerInterval;
|
|
||||||
m_timer.AutoReset = true;
|
|
||||||
m_timer.Elapsed += OnTimer;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
StopTimer();
|
|
||||||
m_timer.Interval = timerInterval;
|
|
||||||
}
|
|
||||||
|
|
||||||
m_inOnTimer = false;
|
|
||||||
StartTimer();
|
StartTimer();
|
||||||
m_running = true;
|
m_running = true;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
m_running = false;
|
m_running = false;
|
||||||
RemoveTimer();
|
StopTimer();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -339,7 +362,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
m_isCrossing = false;
|
m_isCrossing = false;
|
||||||
m_waitingCrossing = false;
|
m_waitingCrossing = false;
|
||||||
|
|
||||||
RemoveTimer();
|
StopTimer();
|
||||||
|
|
||||||
m_basePosition = m_group.AbsolutePosition;
|
m_basePosition = m_group.AbsolutePosition;
|
||||||
m_baseRotation = m_group.GroupRotation;
|
m_baseRotation = m_group.GroupRotation;
|
||||||
|
@ -354,7 +377,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
public void Pause()
|
public void Pause()
|
||||||
{
|
{
|
||||||
m_running = false;
|
m_running = false;
|
||||||
RemoveTimer();
|
StopTimer();
|
||||||
|
|
||||||
m_group.RootPart.Velocity = Vector3.Zero;
|
m_group.RootPart.Velocity = Vector3.Zero;
|
||||||
m_group.RootPart.AngularVelocity = Vector3.Zero;
|
m_group.RootPart.AngularVelocity = Vector3.Zero;
|
||||||
|
@ -377,15 +400,11 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
int start = 0;
|
int start = 0;
|
||||||
int end = m_keyframes.Length;
|
int end = m_keyframes.Length;
|
||||||
// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
|
|
||||||
// end = m_keyframes.Length - 1;
|
|
||||||
|
|
||||||
if (direction < 0)
|
if (direction < 0)
|
||||||
{
|
{
|
||||||
start = m_keyframes.Length - 1;
|
start = m_keyframes.Length - 1;
|
||||||
end = -1;
|
end = -1;
|
||||||
// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
|
|
||||||
// end = 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int i = start; i != end ; i += direction)
|
for (int i = start; i != end ; i += direction)
|
||||||
|
@ -463,189 +482,172 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
protected void OnTimer(object sender, ElapsedEventArgs e)
|
public void OnTimer()
|
||||||
{
|
{
|
||||||
if (m_timerStopped) // trap events still in air even after a timer.stop
|
if (m_skipLoops > 0)
|
||||||
return;
|
|
||||||
|
|
||||||
if (m_inOnTimer) // don't let overruns to happen
|
|
||||||
{
|
{
|
||||||
m_log.Warn("[KeyFrame]: timer overrun");
|
m_skipLoops--;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (m_timerStopped) // trap events still in air even after a timer.stop
|
||||||
|
return;
|
||||||
|
|
||||||
if (m_group == null)
|
if (m_group == null)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
lock (m_onTimerLock)
|
bool update = false;
|
||||||
|
|
||||||
|
if (m_selected)
|
||||||
{
|
{
|
||||||
|
if (m_group.RootPart.Velocity != Vector3.Zero)
|
||||||
m_inOnTimer = true;
|
|
||||||
|
|
||||||
bool update = false;
|
|
||||||
|
|
||||||
try
|
|
||||||
{
|
{
|
||||||
if (m_selected)
|
m_group.RootPart.Velocity = Vector3.Zero;
|
||||||
{
|
m_group.SendGroupRootTerseUpdate();
|
||||||
if (m_group.RootPart.Velocity != Vector3.Zero)
|
|
||||||
{
|
|
||||||
m_group.RootPart.Velocity = Vector3.Zero;
|
|
||||||
m_group.SendGroupRootTerseUpdate();
|
|
||||||
// m_group.RootPart.ScheduleTerseUpdate();
|
|
||||||
|
|
||||||
}
|
}
|
||||||
m_inOnTimer = false;
|
return;
|
||||||
return;
|
}
|
||||||
|
|
||||||
|
if (m_isCrossing)
|
||||||
|
{
|
||||||
|
// if crossing and timer running then cross failed
|
||||||
|
// wait some time then
|
||||||
|
// retry to set the position that evtually caused the outbound
|
||||||
|
// if still outside region this will call startCrossing below
|
||||||
|
m_isCrossing = false;
|
||||||
|
m_group.AbsolutePosition = m_nextPosition;
|
||||||
|
if (!m_isCrossing)
|
||||||
|
{
|
||||||
|
StopTimer();
|
||||||
|
StartTimer();
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (m_frames.Count == 0)
|
||||||
|
{
|
||||||
|
GetNextList();
|
||||||
|
|
||||||
|
if (m_frames.Count == 0)
|
||||||
|
{
|
||||||
|
Stop();
|
||||||
|
Scene scene = m_group.Scene;
|
||||||
|
|
||||||
|
IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>();
|
||||||
|
foreach (IScriptModule m in scriptModules)
|
||||||
|
{
|
||||||
|
if (m == null)
|
||||||
|
continue;
|
||||||
|
m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (m_isCrossing)
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_currentFrame = m_frames[0];
|
||||||
|
m_currentFrame.TimeMS += (int)KeyframeTimer.timerInterval;
|
||||||
|
|
||||||
|
//force a update on a keyframe transition
|
||||||
|
update = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_currentFrame.TimeMS -= (int)KeyframeTimer.timerInterval;
|
||||||
|
|
||||||
|
// Do the frame processing
|
||||||
|
double steps = (double)m_currentFrame.TimeMS / KeyframeTimer.timerInterval;
|
||||||
|
|
||||||
|
if (steps <= 0.0)
|
||||||
|
{
|
||||||
|
m_group.RootPart.Velocity = Vector3.Zero;
|
||||||
|
m_group.RootPart.AngularVelocity = Vector3.Zero;
|
||||||
|
|
||||||
|
m_nextPosition = (Vector3)m_currentFrame.Position;
|
||||||
|
m_group.AbsolutePosition = m_nextPosition;
|
||||||
|
|
||||||
|
// we are sending imediate updates, no doing force a extra terseUpdate
|
||||||
|
// m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
|
||||||
|
|
||||||
|
m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation;
|
||||||
|
m_frames.RemoveAt(0);
|
||||||
|
if (m_frames.Count > 0)
|
||||||
|
m_currentFrame = m_frames[0];
|
||||||
|
|
||||||
|
update = true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
|
||||||
|
|
||||||
|
Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
|
||||||
|
Vector3 motionThisFrame = v / (float)steps;
|
||||||
|
v = v * 1000 / m_currentFrame.TimeMS;
|
||||||
|
|
||||||
|
if (Vector3.Mag(motionThisFrame) >= 0.05f)
|
||||||
|
{
|
||||||
|
// m_group.AbsolutePosition += motionThisFrame;
|
||||||
|
m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
|
||||||
|
m_group.AbsolutePosition = m_nextPosition;
|
||||||
|
|
||||||
|
m_group.RootPart.Velocity = v;
|
||||||
|
update = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
step.Normalize();
|
||||||
|
/* use simpler change detection
|
||||||
|
* float angle = 0;
|
||||||
|
|
||||||
|
float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
|
||||||
|
float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
|
||||||
|
float aa_bb = aa * bb;
|
||||||
|
|
||||||
|
if (aa_bb == 0)
|
||||||
{
|
{
|
||||||
// if crossing and timer running then cross failed
|
angle = 0;
|
||||||
// wait some time then
|
|
||||||
// retry to set the position that evtually caused the outbound
|
|
||||||
// if still outside region this will call startCrossing below
|
|
||||||
m_isCrossing = false;
|
|
||||||
m_group.AbsolutePosition = m_nextPosition;
|
|
||||||
if (!m_isCrossing)
|
|
||||||
{
|
|
||||||
StopTimer();
|
|
||||||
m_timer.Interval = timerInterval;
|
|
||||||
StartTimer();
|
|
||||||
}
|
|
||||||
m_inOnTimer = false;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (m_frames.Count == 0)
|
|
||||||
{
|
|
||||||
GetNextList();
|
|
||||||
|
|
||||||
if (m_frames.Count == 0)
|
|
||||||
{
|
|
||||||
Stop();
|
|
||||||
m_inOnTimer = false;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
m_currentFrame = m_frames[0];
|
|
||||||
m_currentFrame.TimeMS += (int)timerInterval;
|
|
||||||
|
|
||||||
//force a update on a keyframe transition
|
|
||||||
update = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
m_currentFrame.TimeMS -= (int)timerInterval;
|
|
||||||
|
|
||||||
// Do the frame processing
|
|
||||||
double steps = (double)m_currentFrame.TimeMS / timerInterval;
|
|
||||||
|
|
||||||
if (steps <= 0.0)
|
|
||||||
{
|
|
||||||
m_group.RootPart.Velocity = Vector3.Zero;
|
|
||||||
m_group.RootPart.AngularVelocity = Vector3.Zero;
|
|
||||||
|
|
||||||
m_nextPosition = (Vector3)m_currentFrame.Position;
|
|
||||||
m_group.AbsolutePosition = m_nextPosition;
|
|
||||||
|
|
||||||
// we are sending imediate updates, no doing force a extra terseUpdate
|
|
||||||
// m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
|
|
||||||
|
|
||||||
m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation;
|
|
||||||
m_frames.RemoveAt(0);
|
|
||||||
if (m_frames.Count > 0)
|
|
||||||
m_currentFrame = m_frames[0];
|
|
||||||
|
|
||||||
update = true;
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
|
float ab = current.X * step.X +
|
||||||
|
current.Y * step.Y +
|
||||||
|
current.Z * step.Z +
|
||||||
|
current.W * step.W;
|
||||||
|
float q = (ab * ab) / aa_bb;
|
||||||
|
|
||||||
Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
|
if (q > 1.0f)
|
||||||
Vector3 motionThisFrame = v / (float)steps;
|
|
||||||
v = v * 1000 / m_currentFrame.TimeMS;
|
|
||||||
|
|
||||||
if (Vector3.Mag(motionThisFrame) >= 0.05f)
|
|
||||||
{
|
{
|
||||||
// m_group.AbsolutePosition += motionThisFrame;
|
angle = 0;
|
||||||
m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
|
|
||||||
m_group.AbsolutePosition = m_nextPosition;
|
|
||||||
|
|
||||||
m_group.RootPart.Velocity = v;
|
|
||||||
update = true;
|
|
||||||
}
|
}
|
||||||
|
else
|
||||||
if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
|
|
||||||
{
|
{
|
||||||
Quaternion current = m_group.GroupRotation;
|
angle = (float)Math.Acos(2 * q - 1);
|
||||||
|
|
||||||
Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
|
|
||||||
step.Normalize();
|
|
||||||
/* use simpler change detection
|
|
||||||
* float angle = 0;
|
|
||||||
|
|
||||||
float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
|
|
||||||
float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
|
|
||||||
float aa_bb = aa * bb;
|
|
||||||
|
|
||||||
if (aa_bb == 0)
|
|
||||||
{
|
|
||||||
angle = 0;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
float ab = current.X * step.X +
|
|
||||||
current.Y * step.Y +
|
|
||||||
current.Z * step.Z +
|
|
||||||
current.W * step.W;
|
|
||||||
float q = (ab * ab) / aa_bb;
|
|
||||||
|
|
||||||
if (q > 1.0f)
|
|
||||||
{
|
|
||||||
angle = 0;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
angle = (float)Math.Acos(2 * q - 1);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (angle > 0.01f)
|
|
||||||
*/
|
|
||||||
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)
|
|
||||||
// assuming w is a dependente var
|
|
||||||
|
|
||||||
{
|
|
||||||
// m_group.UpdateGroupRotationR(step);
|
|
||||||
m_group.RootPart.RotationOffset = step;
|
|
||||||
|
|
||||||
//m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
|
|
||||||
update = true;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (update)
|
if (angle > 0.01f)
|
||||||
m_group.SendGroupRootTerseUpdate();
|
*/
|
||||||
// m_group.RootPart.ScheduleTerseUpdate();
|
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)
|
||||||
|
// assuming w is a dependente var
|
||||||
|
|
||||||
|
{
|
||||||
|
// m_group.UpdateGroupRotationR(step);
|
||||||
|
m_group.RootPart.RotationOffset = step;
|
||||||
|
|
||||||
|
//m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
|
||||||
|
update = true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
catch ( Exception ex)
|
}
|
||||||
{
|
|
||||||
// still happening sometimes
|
|
||||||
// lets try to see where
|
|
||||||
m_log.Warn("[KeyFrame]: timer overrun" + ex.Message);
|
|
||||||
}
|
|
||||||
|
|
||||||
finally
|
if (update)
|
||||||
{
|
{
|
||||||
// make sure we do not let this frozen
|
m_group.SendGroupRootTerseUpdate();
|
||||||
m_inOnTimer = false;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -677,7 +679,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
m_isCrossing = true;
|
m_isCrossing = true;
|
||||||
m_waitingCrossing = true;
|
m_waitingCrossing = true;
|
||||||
|
|
||||||
// to remove / retune to smoth crossings
|
// to remove / retune to smoth crossings
|
||||||
if (m_group.RootPart.Velocity != Vector3.Zero)
|
if (m_group.RootPart.Velocity != Vector3.Zero)
|
||||||
{
|
{
|
||||||
m_group.RootPart.Velocity = Vector3.Zero;
|
m_group.RootPart.Velocity = Vector3.Zero;
|
||||||
|
@ -696,9 +698,10 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
m_group.SendGroupRootTerseUpdate();
|
m_group.SendGroupRootTerseUpdate();
|
||||||
// m_group.RootPart.ScheduleTerseUpdate();
|
// m_group.RootPart.ScheduleTerseUpdate();
|
||||||
|
|
||||||
if (m_running && m_timer != null)
|
if (m_running)
|
||||||
{
|
{
|
||||||
m_timer.Interval = 60000;
|
StopTimer();
|
||||||
|
m_skipLoops = 1200; // 60 seconds
|
||||||
StartTimer();
|
StartTimer();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue