Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork

avinationmerge
Melanie 2012-08-29 11:18:32 +02:00
commit f671e446bf
7 changed files with 441 additions and 143 deletions

View File

@ -1855,6 +1855,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (grp.RootPart.PhysActor != null) if (grp.RootPart.PhysActor != null)
grp.RootPart.PhysActor.CrossingFailure(); grp.RootPart.PhysActor.CrossingFailure();
if (grp.RootPart.KeyframeMotion != null)
grp.RootPart.KeyframeMotion.CrossingFailure();
grp.ScheduleGroupForFullUpdate(); grp.ScheduleGroupForFullUpdate();
} }
@ -1910,8 +1913,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
grp, e); grp, e);
} }
} }
/*
* done on caller ( not in attachments crossing for now)
else else
{ {
if (!grp.IsDeleted) if (!grp.IsDeleted)
{ {
PhysicsActor pa = grp.RootPart.PhysActor; PhysicsActor pa = grp.RootPart.PhysActor;
@ -1920,15 +1926,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
pa.CrossingFailure(); pa.CrossingFailure();
if (grp.RootPart.KeyframeMotion != null) if (grp.RootPart.KeyframeMotion != null)
{ {
grp.RootPart.Velocity = Vector3.Zero; // moved to KeyframeMotion.CrossingFailure
// grp.RootPart.Velocity = Vector3.Zero;
grp.RootPart.KeyframeMotion.CrossingFailure(); grp.RootPart.KeyframeMotion.CrossingFailure();
grp.SendGroupRootTerseUpdate(); // grp.SendGroupRootTerseUpdate();
} }
} }
} }
m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp); m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
} }
*/
} }
else else
{ {

View File

@ -53,17 +53,42 @@ namespace OpenSim.Region.Framework.Scenes
public Vector3 AngularVelocity; public Vector3 AngularVelocity;
}; };
private Vector3 m_serializedPosition;
private Vector3 m_basePosition; private Vector3 m_basePosition;
private Quaternion m_baseRotation; private Quaternion m_baseRotation;
private Vector3 m_serializedPosition;
private Keyframe m_currentFrame; private Keyframe m_currentFrame;
private List<Keyframe> m_frames = new List<Keyframe>(); private List<Keyframe> m_frames = new List<Keyframe>();
private Keyframe[] m_keyframes; private Keyframe[] m_keyframes;
[NonSerialized()] [NonSerialized()]
protected Timer m_timer = new Timer(); 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.
//timer.stop doesn't assure there aren't event threads still being fired
[NonSerialized()]
private bool m_timerStopped;
[NonSerialized()]
private bool m_isCrossing;
[NonSerialized()]
private bool m_waitingCrossing;
// retry position for cross fail
[NonSerialized()]
private Vector3 m_nextPosition;
[NonSerialized()] [NonSerialized()]
private SceneObjectGroup m_group; private SceneObjectGroup m_group;
@ -87,8 +112,8 @@ namespace OpenSim.Region.Framework.Scenes
public bool Selected public bool Selected
{ {
set set
{ {
if (value) if (!value)
{ {
// Once we're let go, recompute positions // Once we're let go, recompute positions
if (m_selected) if (m_selected)
@ -98,44 +123,104 @@ namespace OpenSim.Region.Framework.Scenes
{ {
// Save selection position in case we get moved // Save selection position in case we get moved
if (!m_selected) if (!m_selected)
{
StopTimer();
m_serializedPosition = m_group.AbsolutePosition; m_serializedPosition = m_group.AbsolutePosition;
}
} }
m_selected = value; } m_isCrossing = false;
m_waitingCrossing = false;
m_selected = value;
}
} }
private void StartTimer()
{
if (m_timer == null)
return;
m_timerStopped = false;
m_timer.Start();
}
private void StopTimer()
{
if (m_timer == null || m_timerStopped)
return;
m_timerStopped = true;
m_timer.Stop();
}
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)
{ {
MemoryStream ms = new MemoryStream(data); KeyframeMotion newMotion = null;
BinaryFormatter fmt = new BinaryFormatter(); try
{
MemoryStream ms = new MemoryStream(data);
BinaryFormatter fmt = new BinaryFormatter();
KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms); newMotion = (KeyframeMotion)fmt.Deserialize(ms);
// This will be started when position is updated newMotion.m_group = grp;
newMotion.m_timer = new Timer();
newMotion.m_timer.Interval = (int)timerInterval; if (grp != null && grp.IsSelected)
newMotion.m_timer.AutoReset = true; newMotion.m_selected = true;
newMotion.m_timer.Elapsed += newMotion.OnTimer;
newMotion.m_onTimerLock = new object();
newMotion.m_timerStopped = false;
newMotion.m_inOnTimer = false;
newMotion.m_isCrossing = false;
newMotion.m_waitingCrossing = false;
}
catch
{
newMotion = null;
}
return newMotion; return newMotion;
} }
public void UpdateSceneObject(SceneObjectGroup grp) public void UpdateSceneObject(SceneObjectGroup grp)
{ {
m_group = grp; // lock (m_onTimerLock)
Vector3 offset = grp.AbsolutePosition - m_serializedPosition;
m_basePosition += offset;
m_currentFrame.Position += offset;
for (int i = 0 ; i < m_frames.Count ; i++)
{ {
Keyframe k = m_frames[i]; m_isCrossing = false;
k.Position += offset; m_waitingCrossing = false;
m_frames[i] = k; StopTimer();
}
if (m_running) m_group = grp;
Start(); 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();
}
} }
public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data) public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
@ -143,13 +228,16 @@ namespace OpenSim.Region.Framework.Scenes
m_mode = mode; m_mode = mode;
m_data = data; m_data = data;
m_group = grp; m_onTimerLock = new object();
m_basePosition = grp.AbsolutePosition;
m_baseRotation = grp.GroupRotation;
m_timer.Interval = (int)timerInterval; m_group = grp;
m_timer.AutoReset = true; if (grp != null)
m_timer.Elapsed += OnTimer; {
m_basePosition = grp.AbsolutePosition;
m_baseRotation = grp.GroupRotation;
}
m_isCrossing = false;
m_waitingCrossing = false;
} }
public void SetKeyframes(Keyframe[] frames) public void SetKeyframes(Keyframe[] frames)
@ -157,19 +245,93 @@ namespace OpenSim.Region.Framework.Scenes
m_keyframes = frames; m_keyframes = frames;
} }
public KeyframeMotion Copy(SceneObjectGroup newgrp)
{
StopTimer();
KeyframeMotion newmotion = new KeyframeMotion(newgrp, m_mode, m_data);
if (newgrp != null && newgrp.IsSelected)
newmotion.m_selected = true;
if (m_keyframes != null)
m_keyframes.CopyTo(newmotion.m_keyframes, 0);
newmotion.m_frames = new List<Keyframe>(m_frames);
newmotion.m_currentFrame = m_currentFrame;
newmotion.m_nextPosition = m_nextPosition;
if (m_selected)
newmotion.m_serializedPosition = m_serializedPosition;
else
{
if (m_group != null)
newmotion.m_serializedPosition = m_group.AbsolutePosition;
else
newmotion.m_serializedPosition = m_serializedPosition;
}
newmotion.m_iterations = m_iterations;
newmotion.m_onTimerLock = new object();
newmotion.m_timerStopped = false;
newmotion.m_inOnTimer = false;
newmotion.m_isCrossing = false;
newmotion.m_waitingCrossing = false;
if (m_running && !m_waitingCrossing)
StartTimer();
return newmotion;
}
public void Delete()
{
m_running = false;
RemoveTimer();
m_isCrossing = false;
m_waitingCrossing = false;
m_frames.Clear();
m_keyframes = null;
}
public void Start() public void Start()
{ {
m_isCrossing = false;
m_waitingCrossing = false;
if (m_keyframes.Length > 0) if (m_keyframes.Length > 0)
m_timer.Start(); {
m_running = true; 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();
m_running = true;
}
else
{
m_running = false;
RemoveTimer();
}
} }
public void Stop() public void Stop()
{ {
// Failed object creation m_running = false;
if (m_timer == null) m_isCrossing = false;
return; m_waitingCrossing = false;
m_timer.Stop();
RemoveTimer();
m_basePosition = m_group.AbsolutePosition; m_basePosition = m_group.AbsolutePosition;
m_baseRotation = m_group.GroupRotation; m_baseRotation = m_group.GroupRotation;
@ -179,17 +341,16 @@ namespace OpenSim.Region.Framework.Scenes
m_group.SendGroupRootTerseUpdate(); m_group.SendGroupRootTerseUpdate();
m_frames.Clear(); m_frames.Clear();
m_running = false;
} }
public void Pause() public void Pause()
{ {
m_running = false;
RemoveTimer();
m_group.RootPart.Velocity = Vector3.Zero; m_group.RootPart.Velocity = Vector3.Zero;
m_group.RootPart.UpdateAngularVelocity(Vector3.Zero); m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
m_group.SendGroupRootTerseUpdate(); m_group.SendGroupRootTerseUpdate();
m_timer.Stop();
m_running = false;
} }
private void GetNextList() private void GetNextList()
@ -222,9 +383,16 @@ namespace OpenSim.Region.Framework.Scenes
Keyframe k = m_keyframes[i]; Keyframe k = m_keyframes[i];
if (k.Position.HasValue) if (k.Position.HasValue)
k.Position = (k.Position * direction) + pos; {
k.Position = (k.Position * direction);
// k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f);
k.Position += pos;
}
else else
{
k.Position = pos; k.Position = pos;
// k.Velocity = Vector3.Zero;
}
k.StartRotation = rot; k.StartRotation = rot;
if (k.Rotation.HasValue) if (k.Rotation.HasValue)
@ -238,6 +406,8 @@ namespace OpenSim.Region.Framework.Scenes
k.Rotation = rot; k.Rotation = rot;
} }
/* ang vel not in use for now
float angle = 0; 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; 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;
@ -267,6 +437,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000)); k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
*/
k.TimeTotal = k.TimeMS; k.TimeTotal = k.TimeMS;
m_frames.Add(k); m_frames.Add(k);
@ -284,139 +455,232 @@ namespace OpenSim.Region.Framework.Scenes
protected void OnTimer(object sender, ElapsedEventArgs e) 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
{ {
GetNextList(); m_log.Warn("[KeyFrame]: timer overrun");
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();
}
return; return;
} }
// Do the frame processing if (m_group == null)
double steps = (double)m_currentFrame.TimeMS / timerInterval; return;
float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
if (steps <= 1.0) lock (m_onTimerLock)
{ {
m_currentFrame.TimeMS = 0;
m_group.AbsolutePosition = (Vector3)m_currentFrame.Position; m_inOnTimer = true;
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;
bool update = false; bool update = false;
if (Vector3.Mag(motionThisFrame) >= 0.05f) try
{ {
m_group.AbsolutePosition += motionThisFrame; if (m_selected)
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)
{ {
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 else
{ {
float ab = current.X * step.X + float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
current.Y * step.Y +
current.Z * step.Z +
current.W * step.W;
float q = (ab * ab) / aa_bb;
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) if (update)
{ m_group.SendGroupRootTerseUpdate();
m_group.UpdateGroupRotationR(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);
} }
if (update) finally
m_group.SendGroupRootTerseUpdate(); {
} // make sure we do not let this frozen
m_inOnTimer = false;
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];
} }
} }
public Byte[] Serialize() public Byte[] Serialize()
{ {
StopTimer();
MemoryStream ms = new MemoryStream(); MemoryStream ms = new MemoryStream();
m_timer.Stop();
BinaryFormatter fmt = new BinaryFormatter(); BinaryFormatter fmt = new BinaryFormatter();
SceneObjectGroup tmp = m_group; SceneObjectGroup tmp = m_group;
m_group = null; m_group = null;
m_serializedPosition = tmp.AbsolutePosition; if (!m_selected && tmp != null)
m_serializedPosition = tmp.AbsolutePosition;
fmt.Serialize(ms, this); fmt.Serialize(ms, this);
m_group = tmp; m_group = tmp;
if (m_running && !m_waitingCrossing)
StartTimer();
return ms.ToArray(); 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() public void CrossingFailure()
{ {
// The serialization has stopped the timer, so let's wait a moment m_waitingCrossing = false;
// then retry the crossing. We'll get back here if it fails.
Util.FireAndForget(delegate (object x) if (m_group != null)
{ {
Thread.Sleep(60000); m_group.RootPart.Velocity = Vector3.Zero;
if (m_running) m_group.SendGroupRootTerseUpdate();
m_timer.Start();
}); if (m_running && m_timer != null)
{
m_timer.Interval = 60000;
StartTimer();
}
}
} }
} }
} }

View File

@ -2346,6 +2346,12 @@ namespace OpenSim.Region.Framework.Scenes
foreach (SceneObjectPart part in partList) foreach (SceneObjectPart part in partList)
{ {
if (part.KeyframeMotion != null)
{
part.KeyframeMotion.Delete();
part.KeyframeMotion = null;
}
if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0)) if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
{ {
PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?

View File

@ -509,6 +509,9 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 newpos = Vector3.Zero; Vector3 newpos = Vector3.Zero;
OpenSim.Services.Interfaces.GridRegion destination = null; OpenSim.Services.Interfaces.GridRegion destination = null;
if (m_rootPart.KeyframeMotion != null)
m_rootPart.KeyframeMotion.StartCrossingCheck();
bool canCross = true; bool canCross = true;
foreach (ScenePresence av in m_linkedAvatars) foreach (ScenePresence av in m_linkedAvatars)
{ {
@ -551,7 +554,7 @@ namespace OpenSim.Region.Framework.Scenes
av.ParentID = 0; av.ParentID = 0;
} }
// m_linkedAvatars.Clear(); // m_linkedAvatars.Clear();
m_scene.CrossPrimGroupIntoNewRegion(val, this, true); m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
// Normalize // Normalize
@ -599,11 +602,16 @@ namespace OpenSim.Region.Framework.Scenes
avsToCross.Clear(); 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; Vector3 oldp = AbsolutePosition;
val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f); 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); 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) if (part.KeyframeMotion != null)
{ {
part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize()); 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() public virtual ISceneObject CloneForNewScene()
{ {
SceneObjectGroup sog = Copy(false); 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; sog.IsDeleted = false;
return sog; return sog;
} }

View File

@ -769,7 +769,7 @@ namespace OpenSim.Region.Framework.Scenes
{ {
m_groupPosition = value; m_groupPosition = value;
PhysicsActor actor = PhysActor; PhysicsActor actor = PhysActor;
if (actor != null) if (actor != null && ParentGroup.Scene.PhysicsScene != null)
{ {
try try
{ {
@ -3408,6 +3408,9 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary> /// </summary>
public void SendTerseUpdateToAllClients() public void SendTerseUpdateToAllClients()
{ {
if (ParentGroup == null || ParentGroup.Scene == null)
return;
ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
{ {
SendTerseUpdateToClient(client); SendTerseUpdateToClient(client);

View File

@ -1241,7 +1241,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
if (sog.RootPart.KeyframeMotion != null) 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.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
writer.WriteBase64(data, 0, data.Length); writer.WriteBase64(data, 0, data.Length);

View File

@ -12963,7 +12963,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (frames.Data.Length > 0) // We are getting a new motion if (frames.Data.Length > 0) // We are getting a new motion
{ {
if (group.RootPart.KeyframeMotion != null) if (group.RootPart.KeyframeMotion != null)
group.RootPart.KeyframeMotion.Stop(); group.RootPart.KeyframeMotion.Delete();
group.RootPart.KeyframeMotion = null; group.RootPart.KeyframeMotion = null;
int idx = 0; int idx = 0;