OpenSimMirror/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs

423 lines
13 KiB
C#

// Proprietary code of Avination Virtual Limited
// (c) 2012 Melanie Thielker
//
using System;
using System.Timers;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Diagnostics;
using System.Reflection;
using System.Threading;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Physics.Manager;
using OpenSim.Region.Framework.Scenes.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
using System.Runtime.Serialization;
using Timer = System.Timers.Timer;
using log4net;
namespace OpenSim.Region.Framework.Scenes
{
[Serializable]
public class KeyframeMotion
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public enum PlayMode : int
{
Forward = 0,
Reverse = 1,
Loop = 2,
PingPong = 3
};
[Flags]
public enum DataFormat : int
{
Translation = 1,
Rotation = 2
}
[Serializable]
public struct Keyframe
{
public Vector3? Position;
public Quaternion? Rotation;
public Quaternion StartRotation;
public int TimeMS;
public int TimeTotal;
public Vector3 AngularVelocity;
};
private Vector3 m_basePosition;
private Quaternion m_baseRotation;
private Vector3 m_serializedPosition;
private Keyframe m_currentFrame;
private List<Keyframe> m_frames = new List<Keyframe>();
private Keyframe[] m_keyframes;
[NonSerialized()]
protected Timer m_timer = new Timer();
[NonSerialized()]
private SceneObjectGroup m_group;
private PlayMode m_mode = PlayMode.Forward;
private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
private bool m_running = false;
[NonSerialized()]
private bool m_selected = false;
private int m_iterations = 0;
private const double timerInterval = 50.0;
public DataFormat Data
{
get { return m_data; }
}
public bool Selected
{
set
{
if (value)
{
// Once we're let go, recompute positions
if (m_selected)
UpdateSceneObject(m_group);
}
else
{
// Save selection position in case we get moved
if (!m_selected)
m_serializedPosition = m_group.AbsolutePosition;
}
m_selected = value; }
}
public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
{
MemoryStream ms = new MemoryStream(data);
BinaryFormatter fmt = new BinaryFormatter();
KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
// This will be started when position is updated
newMotion.m_timer = new Timer();
newMotion.m_timer.Interval = (int)timerInterval;
newMotion.m_timer.AutoReset = true;
newMotion.m_timer.Elapsed += newMotion.OnTimer;
return newMotion;
}
public void UpdateSceneObject(SceneObjectGroup grp)
{
m_group = grp;
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];
k.Position += offset;
m_frames[i] = k;
}
if (m_running)
Start();
}
public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
{
m_mode = mode;
m_data = data;
m_group = grp;
m_basePosition = grp.AbsolutePosition;
m_baseRotation = grp.GroupRotation;
m_timer.Interval = (int)timerInterval;
m_timer.AutoReset = true;
m_timer.Elapsed += OnTimer;
}
public void SetKeyframes(Keyframe[] frames)
{
m_keyframes = frames;
}
public void Start()
{
if (m_keyframes.Length > 0)
m_timer.Start();
m_running = true;
}
public void Stop()
{
// Failed object creation
if (m_timer == null)
return;
m_timer.Stop();
m_basePosition = m_group.AbsolutePosition;
m_baseRotation = m_group.GroupRotation;
m_group.RootPart.Velocity = Vector3.Zero;
m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
m_group.SendGroupRootTerseUpdate();
m_frames.Clear();
m_running = false;
}
public void Pause()
{
m_group.RootPart.Velocity = Vector3.Zero;
m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
m_group.SendGroupRootTerseUpdate();
m_timer.Stop();
m_running = false;
}
private void GetNextList()
{
m_frames.Clear();
Vector3 pos = m_basePosition;
Quaternion rot = m_baseRotation;
if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
{
int direction = 1;
if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
direction = -1;
int start = 0;
int end = m_keyframes.Length;
// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
// end = m_keyframes.Length - 1;
if (direction < 0)
{
start = m_keyframes.Length - 1;
end = -1;
// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
// end = 0;
}
for (int i = start; i != end ; i += direction)
{
Keyframe k = m_keyframes[i];
if (k.Position.HasValue)
k.Position = (k.Position * direction) + pos;
else
k.Position = pos;
k.StartRotation = rot;
if (k.Rotation.HasValue)
{
if (direction == -1)
k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
k.Rotation = rot * k.Rotation;
}
else
{
k.Rotation = rot;
}
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 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;
float aa_bb = aa * bb;
if (aa_bb == 0)
{
angle = 0;
}
else
{
float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
k.StartRotation.W * ((Quaternion)k.Rotation).W;
float q = (ab * ab) / aa_bb;
if (q > 1.0f)
{
angle = 0;
}
else
{
angle = (float)Math.Acos(2 * q - 1);
}
}
k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
k.TimeTotal = k.TimeMS;
m_frames.Add(k);
pos = (Vector3)k.Position;
rot = (Quaternion)k.Rotation;
}
m_basePosition = pos;
m_baseRotation = rot;
m_iterations++;
}
}
protected void OnTimer(object sender, ElapsedEventArgs e)
{
if (m_frames.Count == 0)
{
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();
}
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 (steps <= 1.0)
{
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;
bool update = false;
if (Vector3.Mag(motionThisFrame) >= 0.05f)
{
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)
{
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)
{
m_group.UpdateGroupRotationR(step);
//m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
update = true;
}
}
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];
}
}
public Byte[] Serialize()
{
MemoryStream ms = new MemoryStream();
m_timer.Stop();
BinaryFormatter fmt = new BinaryFormatter();
SceneObjectGroup tmp = m_group;
m_group = null;
m_serializedPosition = tmp.AbsolutePosition;
fmt.Serialize(ms, this);
m_group = tmp;
return ms.ToArray();
}
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)
{
Thread.Sleep(60000);
if (m_running)
m_timer.Start();
});
}
}
}