Committing Avination's Keyframe module. This is not hooked up yet and will do nothing. More commits to follow.
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// Proprietary code of Avination Virtual Limited
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// (c) 2012 Melanie Thielker
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//
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using System;
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using System.Timers;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Diagnostics;
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using System.Reflection;
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using System.Threading;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Region.Framework.Scenes.Serialization;
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using System.Runtime.Serialization.Formatters.Binary;
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using System.Runtime.Serialization;
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using Timer = System.Timers.Timer;
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using log4net;
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namespace OpenSim.Region.Framework.Scenes
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{
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public class KeyframeTimer
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{
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private static Dictionary<Scene, KeyframeTimer>m_timers =
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new Dictionary<Scene, KeyframeTimer>();
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private Timer m_timer;
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private Dictionary<KeyframeMotion, object> m_motions = new Dictionary<KeyframeMotion, object>();
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private object m_lockObject = new object();
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private object m_timerLock = new object();
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private const double m_tickDuration = 50.0;
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private Scene m_scene;
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public double TickDuration
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{
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get { return m_tickDuration; }
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}
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public KeyframeTimer(Scene scene)
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{
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m_timer = new Timer();
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m_timer.Interval = TickDuration;
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m_timer.AutoReset = true;
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m_timer.Elapsed += OnTimer;
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m_scene = scene;
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m_timer.Start();
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}
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private void OnTimer(object sender, ElapsedEventArgs ea)
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{
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if (!Monitor.TryEnter(m_timerLock))
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return;
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try
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{
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List<KeyframeMotion> motions;
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lock (m_lockObject)
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{
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motions = new List<KeyframeMotion>(m_motions.Keys);
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}
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foreach (KeyframeMotion m in motions)
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{
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try
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{
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m.OnTimer(TickDuration);
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}
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catch (Exception inner)
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{
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// Don't stop processing
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}
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}
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}
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catch (Exception e)
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{
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// Keep running no matter what
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}
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finally
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{
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Monitor.Exit(m_timerLock);
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}
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}
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public static void Add(KeyframeMotion motion)
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{
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KeyframeTimer timer;
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if (motion.Scene == null)
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return;
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lock (m_timers)
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{
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if (!m_timers.TryGetValue(motion.Scene, out timer))
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{
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timer = new KeyframeTimer(motion.Scene);
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m_timers[motion.Scene] = timer;
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}
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}
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lock (timer.m_lockObject)
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{
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timer.m_motions[motion] = null;
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}
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}
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public static void Remove(KeyframeMotion motion)
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{
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KeyframeTimer timer;
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if (motion.Scene == null)
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return;
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lock (m_timers)
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{
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if (!m_timers.TryGetValue(motion.Scene, out timer))
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{
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return;
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}
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}
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lock (timer.m_lockObject)
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{
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timer.m_motions.Remove(motion);
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}
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}
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}
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[Serializable]
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public class KeyframeMotion
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public enum PlayMode : int
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{
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Forward = 0,
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Reverse = 1,
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Loop = 2,
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PingPong = 3
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};
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[Flags]
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public enum DataFormat : int
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{
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Translation = 2,
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Rotation = 1
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}
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[Serializable]
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public struct Keyframe
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{
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public Vector3? Position;
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public Quaternion? Rotation;
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public Quaternion StartRotation;
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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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};
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private Vector3 m_serializedPosition;
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private Vector3 m_basePosition;
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private Quaternion m_baseRotation;
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private Keyframe m_currentFrame;
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private List<Keyframe> m_frames = new List<Keyframe>();
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private Keyframe[] m_keyframes;
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// skip timer events.
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//timer.stop doesn't assure there aren't event threads still being fired
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[NonSerialized()]
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private bool m_timerStopped;
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[NonSerialized()]
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private bool m_isCrossing;
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[NonSerialized()]
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private bool m_waitingCrossing;
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// retry position for cross fail
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[NonSerialized()]
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private Vector3 m_nextPosition;
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[NonSerialized()]
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private SceneObjectGroup m_group;
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private PlayMode m_mode = PlayMode.Forward;
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private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
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private bool m_running = false;
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[NonSerialized()]
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private bool m_selected = false;
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private int m_iterations = 0;
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private int m_skipLoops = 0;
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[NonSerialized()]
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private Scene m_scene;
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public Scene Scene
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{
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get { return m_scene; }
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}
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public DataFormat Data
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{
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get { return m_data; }
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}
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public bool Selected
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{
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set
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{
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if (m_group != null)
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{
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if (!value)
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{
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// Once we're let go, recompute positions
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if (m_selected)
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UpdateSceneObject(m_group);
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}
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else
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{
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// Save selection position in case we get moved
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if (!m_selected)
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{
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StopTimer();
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m_serializedPosition = m_group.AbsolutePosition;
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}
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}
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}
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m_isCrossing = false;
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m_waitingCrossing = false;
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m_selected = value;
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}
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}
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private void StartTimer()
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{
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KeyframeTimer.Add(this);
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m_timerStopped = false;
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}
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private void StopTimer()
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{
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m_timerStopped = true;
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KeyframeTimer.Remove(this);
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}
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public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
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{
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KeyframeMotion newMotion = null;
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try
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{
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MemoryStream ms = new MemoryStream(data);
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BinaryFormatter fmt = new BinaryFormatter();
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newMotion = (KeyframeMotion)fmt.Deserialize(ms);
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newMotion.m_group = grp;
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if (grp != null)
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{
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newMotion.m_scene = grp.Scene;
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if (grp.IsSelected)
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newMotion.m_selected = true;
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}
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newMotion.m_timerStopped = false;
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newMotion.m_running = true;
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newMotion.m_isCrossing = false;
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newMotion.m_waitingCrossing = false;
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}
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catch
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{
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newMotion = null;
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}
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return newMotion;
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}
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public void UpdateSceneObject(SceneObjectGroup grp)
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{
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m_isCrossing = false;
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m_waitingCrossing = false;
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StopTimer();
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if (grp == null)
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return;
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m_group = grp;
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m_scene = grp.Scene;
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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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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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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.Position += offset;
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m_frames[i]=k;
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}
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if (m_running)
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Start();
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}
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public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
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{
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m_mode = mode;
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m_data = data;
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m_group = grp;
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if (grp != null)
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{
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m_basePosition = grp.AbsolutePosition;
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m_baseRotation = grp.GroupRotation;
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m_scene = grp.Scene;
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}
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m_timerStopped = true;
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m_isCrossing = false;
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m_waitingCrossing = false;
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}
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public void SetKeyframes(Keyframe[] frames)
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{
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m_keyframes = frames;
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}
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public KeyframeMotion Copy(SceneObjectGroup newgrp)
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{
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StopTimer();
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KeyframeMotion newmotion = new KeyframeMotion(null, m_mode, m_data);
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newmotion.m_group = newgrp;
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newmotion.m_scene = newgrp.Scene;
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if (m_keyframes != null)
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{
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newmotion.m_keyframes = new Keyframe[m_keyframes.Length];
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m_keyframes.CopyTo(newmotion.m_keyframes, 0);
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}
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newmotion.m_frames = new List<Keyframe>(m_frames);
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newmotion.m_basePosition = m_basePosition;
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newmotion.m_baseRotation = m_baseRotation;
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if (m_selected)
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newmotion.m_serializedPosition = m_serializedPosition;
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else
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{
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if (m_group != null)
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newmotion.m_serializedPosition = m_group.AbsolutePosition;
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else
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newmotion.m_serializedPosition = m_serializedPosition;
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}
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newmotion.m_currentFrame = m_currentFrame;
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newmotion.m_iterations = m_iterations;
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newmotion.m_running = m_running;
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if (m_running && !m_waitingCrossing)
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StartTimer();
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return newmotion;
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}
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public void Delete()
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{
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m_running = false;
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StopTimer();
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m_isCrossing = false;
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m_waitingCrossing = false;
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m_frames.Clear();
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m_keyframes = null;
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}
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public void Start()
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{
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m_isCrossing = false;
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m_waitingCrossing = false;
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if (m_keyframes != null && m_group != null && m_keyframes.Length > 0)
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{
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StartTimer();
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m_running = true;
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}
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else
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{
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m_running = false;
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StopTimer();
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}
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}
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public void Stop()
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{
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m_running = false;
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m_isCrossing = false;
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m_waitingCrossing = false;
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StopTimer();
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m_basePosition = m_group.AbsolutePosition;
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m_baseRotation = m_group.GroupRotation;
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.AngularVelocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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// m_group.RootPart.ScheduleTerseUpdate();
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m_frames.Clear();
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}
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public void Pause()
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{
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m_running = false;
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StopTimer();
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.AngularVelocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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// m_group.RootPart.ScheduleTerseUpdate();
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}
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private void GetNextList()
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{
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m_frames.Clear();
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Vector3 pos = m_basePosition;
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Quaternion rot = m_baseRotation;
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if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
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{
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int direction = 1;
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if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
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direction = -1;
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int start = 0;
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int end = m_keyframes.Length;
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if (direction < 0)
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{
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start = m_keyframes.Length - 1;
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end = -1;
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}
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for (int i = start; i != end ; i += direction)
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{
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Keyframe k = m_keyframes[i];
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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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// k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f);
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k.Position += pos;
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}
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else
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{
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k.Position = pos;
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// k.Velocity = Vector3.Zero;
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}
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k.StartRotation = rot;
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if (k.Rotation.HasValue)
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{
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if (direction == -1)
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k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
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k.Rotation = rot * k.Rotation;
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}
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else
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{
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k.Rotation = rot;
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}
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/* ang vel not in use for now
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float angle = 0;
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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;
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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;
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float aa_bb = aa * bb;
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if (aa_bb == 0)
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{
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angle = 0;
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}
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else
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{
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float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
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k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
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k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
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k.StartRotation.W * ((Quaternion)k.Rotation).W;
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float q = (ab * ab) / aa_bb;
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if (q > 1.0f)
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{
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angle = 0;
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}
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else
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{
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angle = (float)Math.Acos(2 * q - 1);
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}
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}
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k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
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*/
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k.TimeTotal = k.TimeMS;
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m_frames.Add(k);
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pos = (Vector3)k.Position;
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rot = (Quaternion)k.Rotation;
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}
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m_basePosition = pos;
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m_baseRotation = rot;
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m_iterations++;
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}
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}
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public void OnTimer(double tickDuration)
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{
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if (m_skipLoops > 0)
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{
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m_skipLoops--;
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return;
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}
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if (m_timerStopped) // trap events still in air even after a timer.stop
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return;
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if (m_group == null)
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return;
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bool update = false;
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if (m_selected)
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{
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if (m_group.RootPart.Velocity != Vector3.Zero)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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}
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return;
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}
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if (m_isCrossing)
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{
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// if crossing and timer running then cross failed
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// wait some time then
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// retry to set the position that evtually caused the outbound
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// if still outside region this will call startCrossing below
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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]);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
m_currentFrame = m_frames[0];
|
||||
m_currentFrame.TimeMS += (int)tickDuration;
|
||||
|
||||
//force a update on a keyframe transition
|
||||
update = true;
|
||||
}
|
||||
|
||||
m_currentFrame.TimeMS -= (int)tickDuration;
|
||||
|
||||
// Do the frame processing
|
||||
double steps = (double)m_currentFrame.TimeMS / tickDuration;
|
||||
|
||||
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)
|
||||
{
|
||||
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)
|
||||
{
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
public Byte[] Serialize()
|
||||
{
|
||||
StopTimer();
|
||||
MemoryStream ms = new MemoryStream();
|
||||
|
||||
BinaryFormatter fmt = new BinaryFormatter();
|
||||
SceneObjectGroup tmp = m_group;
|
||||
m_group = null;
|
||||
if (!m_selected && tmp != null)
|
||||
m_serializedPosition = tmp.AbsolutePosition;
|
||||
fmt.Serialize(ms, this);
|
||||
m_group = tmp;
|
||||
if (m_running && !m_waitingCrossing)
|
||||
StartTimer();
|
||||
|
||||
return ms.ToArray();
|
||||
}
|
||||
|
||||
public void StartCrossingCheck()
|
||||
{
|
||||
// timer will be restart by crossingFailure
|
||||
// or never since crossing worked and this
|
||||
// should be deleted
|
||||
StopTimer();
|
||||
|
||||
m_isCrossing = true;
|
||||
m_waitingCrossing = true;
|
||||
|
||||
// to remove / retune to smoth crossings
|
||||
if (m_group.RootPart.Velocity != Vector3.Zero)
|
||||
{
|
||||
m_group.RootPart.Velocity = Vector3.Zero;
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
// m_group.RootPart.ScheduleTerseUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
public void CrossingFailure()
|
||||
{
|
||||
m_waitingCrossing = false;
|
||||
|
||||
if (m_group != null)
|
||||
{
|
||||
m_group.RootPart.Velocity = Vector3.Zero;
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
// m_group.RootPart.ScheduleTerseUpdate();
|
||||
|
||||
if (m_running)
|
||||
{
|
||||
StopTimer();
|
||||
m_skipLoops = 1200; // 60 seconds
|
||||
StartTimer();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue