423 lines
13 KiB
C#
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();
|
|
});
|
|
}
|
|
}
|
|
}
|