Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork
commit
f671e446bf
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@ -1855,6 +1855,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (grp.RootPart.PhysActor != null)
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grp.RootPart.PhysActor.CrossingFailure();
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if (grp.RootPart.KeyframeMotion != null)
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grp.RootPart.KeyframeMotion.CrossingFailure();
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grp.ScheduleGroupForFullUpdate();
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}
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@ -1910,8 +1913,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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grp, e);
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}
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}
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/*
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* done on caller ( not in attachments crossing for now)
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else
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{
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if (!grp.IsDeleted)
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{
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PhysicsActor pa = grp.RootPart.PhysActor;
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@ -1920,15 +1926,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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pa.CrossingFailure();
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if (grp.RootPart.KeyframeMotion != null)
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{
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grp.RootPart.Velocity = Vector3.Zero;
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// moved to KeyframeMotion.CrossingFailure
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// grp.RootPart.Velocity = Vector3.Zero;
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grp.RootPart.KeyframeMotion.CrossingFailure();
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grp.SendGroupRootTerseUpdate();
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// grp.SendGroupRootTerseUpdate();
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}
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}
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}
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m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
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}
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*/
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}
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else
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{
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@ -53,17 +53,42 @@ namespace OpenSim.Region.Framework.Scenes
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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 Vector3 m_serializedPosition;
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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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[NonSerialized()]
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protected Timer m_timer = new Timer();
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protected Timer m_timer = null;
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// timer lock
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[NonSerialized()]
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private object m_onTimerLock;
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// timer overrun detect
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// prevents overlap or timer events threads frozen on the lock
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[NonSerialized()]
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private bool m_inOnTimer;
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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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@ -87,8 +112,8 @@ namespace OpenSim.Region.Framework.Scenes
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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 (value)
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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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@ -98,44 +123,104 @@ namespace OpenSim.Region.Framework.Scenes
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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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m_selected = value; }
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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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if (m_timer == null)
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return;
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m_timerStopped = false;
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m_timer.Start();
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}
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private void StopTimer()
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{
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if (m_timer == null || m_timerStopped)
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return;
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m_timerStopped = true;
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m_timer.Stop();
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}
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private void RemoveTimer()
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{
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if (m_timer == null)
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return;
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m_timerStopped = true;
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m_timer.Stop();
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m_timer.Elapsed -= OnTimer;
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m_timer = null;
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}
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public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
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{
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MemoryStream ms = new MemoryStream(data);
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KeyframeMotion newMotion = null;
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BinaryFormatter fmt = new BinaryFormatter();
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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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KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
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newMotion = (KeyframeMotion)fmt.Deserialize(ms);
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// This will be started when position is updated
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newMotion.m_timer = new Timer();
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newMotion.m_timer.Interval = (int)timerInterval;
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newMotion.m_timer.AutoReset = true;
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newMotion.m_timer.Elapsed += newMotion.OnTimer;
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newMotion.m_group = grp;
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if (grp != null && grp.IsSelected)
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newMotion.m_selected = true;
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newMotion.m_onTimerLock = new object();
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newMotion.m_timerStopped = false;
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newMotion.m_inOnTimer = false;
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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_group = grp;
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Vector3 offset = grp.AbsolutePosition - m_serializedPosition;
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m_basePosition += 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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// lock (m_onTimerLock)
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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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m_isCrossing = false;
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m_waitingCrossing = false;
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StopTimer();
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if (m_running)
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Start();
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m_group = grp;
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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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}
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public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
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@ -143,13 +228,16 @@ namespace OpenSim.Region.Framework.Scenes
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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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m_basePosition = grp.AbsolutePosition;
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m_baseRotation = grp.GroupRotation;
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m_onTimerLock = new object();
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m_timer.Interval = (int)timerInterval;
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m_timer.AutoReset = true;
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m_timer.Elapsed += OnTimer;
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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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}
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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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@ -157,19 +245,93 @@ namespace OpenSim.Region.Framework.Scenes
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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(newgrp, m_mode, m_data);
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if (newgrp != null && newgrp.IsSelected)
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newmotion.m_selected = true;
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if (m_keyframes != null)
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m_keyframes.CopyTo(newmotion.m_keyframes, 0);
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newmotion.m_frames = new List<Keyframe>(m_frames);
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newmotion.m_currentFrame = m_currentFrame;
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newmotion.m_nextPosition = m_nextPosition;
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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_iterations = m_iterations;
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newmotion.m_onTimerLock = new object();
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newmotion.m_timerStopped = false;
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newmotion.m_inOnTimer = false;
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newmotion.m_isCrossing = false;
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newmotion.m_waitingCrossing = false;
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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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RemoveTimer();
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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.Length > 0)
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m_timer.Start();
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m_running = true;
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{
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if (m_timer == null)
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{
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m_timer = new Timer();
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m_timer.Interval = timerInterval;
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m_timer.AutoReset = true;
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m_timer.Elapsed += OnTimer;
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}
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else
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{
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StopTimer();
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m_timer.Interval = timerInterval;
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}
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m_inOnTimer = false;
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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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RemoveTimer();
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}
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}
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public void Stop()
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{
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// Failed object creation
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if (m_timer == null)
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return;
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m_timer.Stop();
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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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RemoveTimer();
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m_basePosition = m_group.AbsolutePosition;
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m_baseRotation = m_group.GroupRotation;
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@ -179,17 +341,16 @@ namespace OpenSim.Region.Framework.Scenes
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m_group.SendGroupRootTerseUpdate();
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m_frames.Clear();
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m_running = false;
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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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RemoveTimer();
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
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m_group.SendGroupRootTerseUpdate();
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m_timer.Stop();
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m_running = false;
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}
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private void GetNextList()
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|
@ -222,9 +383,16 @@ namespace OpenSim.Region.Framework.Scenes
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Keyframe k = m_keyframes[i];
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if (k.Position.HasValue)
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k.Position = (k.Position * direction) + pos;
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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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||||
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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|
@ -238,6 +406,8 @@ namespace OpenSim.Region.Framework.Scenes
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k.Rotation = rot;
|
||||
}
|
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|
||||
/* ang vel not in use for now
|
||||
|
||||
float angle = 0;
|
||||
|
||||
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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|
@ -267,6 +437,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
|
||||
*/
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||||
k.TimeTotal = k.TimeMS;
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||||
|
||||
m_frames.Add(k);
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|
@ -284,139 +455,232 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
protected void OnTimer(object sender, ElapsedEventArgs e)
|
||||
{
|
||||
if (m_frames.Count == 0)
|
||||
if (m_timerStopped) // trap events still in air even after a timer.stop
|
||||
return;
|
||||
|
||||
if (m_inOnTimer) // don't let overruns to happen
|
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{
|
||||
GetNextList();
|
||||
|
||||
if (m_frames.Count == 0)
|
||||
{
|
||||
Stop();
|
||||
return;
|
||||
}
|
||||
|
||||
m_currentFrame = m_frames[0];
|
||||
}
|
||||
|
||||
if (m_selected)
|
||||
{
|
||||
if (m_group.RootPart.Velocity != Vector3.Zero)
|
||||
{
|
||||
m_group.RootPart.Velocity = Vector3.Zero;
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
}
|
||||
m_log.Warn("[KeyFrame]: timer overrun");
|
||||
return;
|
||||
}
|
||||
|
||||
// Do the frame processing
|
||||
double steps = (double)m_currentFrame.TimeMS / timerInterval;
|
||||
float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
|
||||
if (m_group == null)
|
||||
return;
|
||||
|
||||
if (steps <= 1.0)
|
||||
lock (m_onTimerLock)
|
||||
{
|
||||
m_currentFrame.TimeMS = 0;
|
||||
|
||||
m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
|
||||
m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
|
||||
Vector3 motionThisFrame = v / (float)steps;
|
||||
v = v * 1000 / m_currentFrame.TimeMS;
|
||||
m_inOnTimer = true;
|
||||
|
||||
bool update = false;
|
||||
|
||||
if (Vector3.Mag(motionThisFrame) >= 0.05f)
|
||||
try
|
||||
{
|
||||
m_group.AbsolutePosition += motionThisFrame;
|
||||
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);
|
||||
|
||||
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 (m_selected)
|
||||
{
|
||||
angle = 0;
|
||||
if (m_group.RootPart.Velocity != Vector3.Zero)
|
||||
{
|
||||
m_group.RootPart.Velocity = Vector3.Zero;
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
}
|
||||
m_inOnTimer = false;
|
||||
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();
|
||||
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.UpdateAngularVelocity(Vector3.Zero);
|
||||
|
||||
m_nextPosition = (Vector3)m_currentFrame.Position;
|
||||
m_group.AbsolutePosition = m_nextPosition;
|
||||
|
||||
m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
|
||||
|
||||
m_frames.RemoveAt(0);
|
||||
if (m_frames.Count > 0)
|
||||
m_currentFrame = m_frames[0];
|
||||
|
||||
update = true;
|
||||
}
|
||||
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;
|
||||
float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
|
||||
|
||||
if (q > 1.0f)
|
||||
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)
|
||||
{
|
||||
angle = 0;
|
||||
// m_group.AbsolutePosition += motionThisFrame;
|
||||
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)
|
||||
{
|
||||
angle = (float)Math.Acos(2 * q - 1);
|
||||
Quaternion current = m_group.GroupRotation;
|
||||
|
||||
Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
|
||||
/* 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.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
|
||||
update = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (angle > 0.01f)
|
||||
{
|
||||
m_group.UpdateGroupRotationR(step);
|
||||
//m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
|
||||
update = true;
|
||||
}
|
||||
if (update)
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
|
||||
}
|
||||
catch ( Exception ex)
|
||||
{
|
||||
// still happening sometimes
|
||||
// lets try to see where
|
||||
m_log.Warn("[KeyFrame]: timer overrun" + ex.Message);
|
||||
}
|
||||
|
||||
if (update)
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
}
|
||||
|
||||
m_currentFrame.TimeMS -= (int)timerInterval;
|
||||
|
||||
if (m_currentFrame.TimeMS <= 0)
|
||||
{
|
||||
m_group.RootPart.Velocity = Vector3.Zero;
|
||||
m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
|
||||
m_frames.RemoveAt(0);
|
||||
if (m_frames.Count > 0)
|
||||
m_currentFrame = m_frames[0];
|
||||
finally
|
||||
{
|
||||
// make sure we do not let this frozen
|
||||
m_inOnTimer = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Byte[] Serialize()
|
||||
{
|
||||
StopTimer();
|
||||
MemoryStream ms = new MemoryStream();
|
||||
m_timer.Stop();
|
||||
|
||||
BinaryFormatter fmt = new BinaryFormatter();
|
||||
SceneObjectGroup tmp = m_group;
|
||||
m_group = null;
|
||||
m_serializedPosition = tmp.AbsolutePosition;
|
||||
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();
|
||||
}
|
||||
}
|
||||
|
||||
public void CrossingFailure()
|
||||
{
|
||||
// The serialization has stopped the timer, so let's wait a moment
|
||||
// then retry the crossing. We'll get back here if it fails.
|
||||
Util.FireAndForget(delegate (object x)
|
||||
m_waitingCrossing = false;
|
||||
|
||||
if (m_group != null)
|
||||
{
|
||||
Thread.Sleep(60000);
|
||||
if (m_running)
|
||||
m_timer.Start();
|
||||
});
|
||||
m_group.RootPart.Velocity = Vector3.Zero;
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
|
||||
if (m_running && m_timer != null)
|
||||
{
|
||||
m_timer.Interval = 60000;
|
||||
StartTimer();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2346,6 +2346,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
foreach (SceneObjectPart part in partList)
|
||||
{
|
||||
if (part.KeyframeMotion != null)
|
||||
{
|
||||
part.KeyframeMotion.Delete();
|
||||
part.KeyframeMotion = null;
|
||||
}
|
||||
|
||||
if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
|
||||
{
|
||||
PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
|
||||
|
|
|
@ -509,6 +509,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Vector3 newpos = Vector3.Zero;
|
||||
OpenSim.Services.Interfaces.GridRegion destination = null;
|
||||
|
||||
if (m_rootPart.KeyframeMotion != null)
|
||||
m_rootPart.KeyframeMotion.StartCrossingCheck();
|
||||
|
||||
bool canCross = true;
|
||||
foreach (ScenePresence av in m_linkedAvatars)
|
||||
{
|
||||
|
@ -551,7 +554,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
av.ParentID = 0;
|
||||
}
|
||||
|
||||
// m_linkedAvatars.Clear();
|
||||
// m_linkedAvatars.Clear();
|
||||
m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
|
||||
|
||||
// Normalize
|
||||
|
@ -599,11 +602,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
avsToCross.Clear();
|
||||
|
||||
}
|
||||
else if (RootPart.PhysActor != null)
|
||||
else
|
||||
{
|
||||
RootPart.PhysActor.CrossingFailure();
|
||||
}
|
||||
if (m_rootPart.KeyframeMotion != null)
|
||||
m_rootPart.KeyframeMotion.CrossingFailure();
|
||||
|
||||
if (RootPart.PhysActor != null)
|
||||
{
|
||||
RootPart.PhysActor.CrossingFailure();
|
||||
}
|
||||
}
|
||||
Vector3 oldp = AbsolutePosition;
|
||||
val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
|
||||
val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
|
||||
|
@ -2059,7 +2067,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (part.KeyframeMotion != null)
|
||||
{
|
||||
part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
|
||||
part.KeyframeMotion.UpdateSceneObject(this);
|
||||
// part.KeyframeMotion.UpdateSceneObject(this);
|
||||
}
|
||||
});
|
||||
|
||||
|
@ -4408,6 +4416,15 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public virtual ISceneObject CloneForNewScene()
|
||||
{
|
||||
SceneObjectGroup sog = Copy(false);
|
||||
sog.ForEachPart(delegate(SceneObjectPart part)
|
||||
{
|
||||
if (part.KeyframeMotion != null)
|
||||
{
|
||||
part.KeyframeMotion = KeyframeMotion.FromData(sog, part.KeyframeMotion.Serialize());
|
||||
// this is called later
|
||||
// part.KeyframeMotion.UpdateSceneObject(this);
|
||||
}
|
||||
});
|
||||
sog.IsDeleted = false;
|
||||
return sog;
|
||||
}
|
||||
|
|
|
@ -769,7 +769,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
m_groupPosition = value;
|
||||
PhysicsActor actor = PhysActor;
|
||||
if (actor != null)
|
||||
if (actor != null && ParentGroup.Scene.PhysicsScene != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
|
@ -3408,6 +3408,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
public void SendTerseUpdateToAllClients()
|
||||
{
|
||||
if (ParentGroup == null || ParentGroup.Scene == null)
|
||||
return;
|
||||
|
||||
ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
|
||||
{
|
||||
SendTerseUpdateToClient(client);
|
||||
|
|
|
@ -1241,7 +1241,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
|
||||
if (sog.RootPart.KeyframeMotion != null)
|
||||
{
|
||||
Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
|
||||
Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
|
||||
|
||||
writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
|
||||
writer.WriteBase64(data, 0, data.Length);
|
||||
|
|
|
@ -12963,7 +12963,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
if (frames.Data.Length > 0) // We are getting a new motion
|
||||
{
|
||||
if (group.RootPart.KeyframeMotion != null)
|
||||
group.RootPart.KeyframeMotion.Stop();
|
||||
group.RootPart.KeyframeMotion.Delete();
|
||||
group.RootPart.KeyframeMotion = null;
|
||||
|
||||
int idx = 0;
|
||||
|
|
Loading…
Reference in New Issue