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

825 lines
26 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
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
{
public class KeyframeTimer
{
private static Dictionary<Scene, KeyframeTimer> m_timers =
new Dictionary<Scene, KeyframeTimer>();
private Timer m_timer;
private Dictionary<KeyframeMotion, object> m_motions = new Dictionary<KeyframeMotion, object>();
private object m_lockObject = new object();
private object m_timerLock = new object();
private const double m_tickDuration = 50.0;
public double TickDuration
{
get { return m_tickDuration; }
}
public KeyframeTimer(Scene scene)
{
m_timer = new Timer();
m_timer.Interval = TickDuration;
m_timer.AutoReset = true;
m_timer.Elapsed += OnTimer;
}
public void Start()
{
lock (m_timer)
{
if (!m_timer.Enabled)
m_timer.Start();
}
}
private void OnTimer(object sender, ElapsedEventArgs ea)
{
if (!Monitor.TryEnter(m_timerLock))
return;
try
{
List<KeyframeMotion> motions;
lock (m_lockObject)
{
motions = new List<KeyframeMotion>(m_motions.Keys);
}
foreach (KeyframeMotion m in motions)
{
try
{
m.OnTimer(TickDuration);
}
catch (Exception)
{
// Don't stop processing
}
}
}
catch (Exception)
{
// Keep running no matter what
}
finally
{
Monitor.Exit(m_timerLock);
}
}
public static void Add(KeyframeMotion motion)
{
KeyframeTimer timer;
if (motion.Scene == null)
return;
lock (m_timers)
{
if (!m_timers.TryGetValue(motion.Scene, out timer))
{
timer = new KeyframeTimer(motion.Scene);
m_timers[motion.Scene] = timer;
if (!SceneManager.Instance.AllRegionsReady)
{
// Start the timers only once all the regions are ready. This is required
// when using megaregions, because the megaregion is correctly configured
// only after all the regions have been loaded. (If we don't do this then
// when the prim moves it might think that it crossed into a region.)
SceneManager.Instance.OnRegionsReadyStatusChange += delegate(SceneManager sm)
{
if (sm.AllRegionsReady)
timer.Start();
};
}
// Check again, in case the regions were started while we were adding the event handler
if (SceneManager.Instance.AllRegionsReady)
{
timer.Start();
}
}
}
lock (timer.m_lockObject)
{
timer.m_motions[motion] = null;
}
}
public static void Remove(KeyframeMotion motion)
{
KeyframeTimer timer;
if (motion.Scene == null)
return;
lock (m_timers)
{
if (!m_timers.TryGetValue(motion.Scene, out timer))
{
return;
}
}
lock (timer.m_lockObject)
{
timer.m_motions.Remove(motion);
}
}
}
[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 = 2,
Rotation = 1
}
[Serializable]
public struct Keyframe
{
public Vector3? Position;
public Quaternion? Rotation;
public Quaternion StartRotation;
public int TimeMS;
public int TimeTotal;
public Vector3 AngularVelocity;
public Vector3 StartPosition;
};
private Vector3 m_serializedPosition;
private Vector3 m_basePosition;
private Quaternion m_baseRotation;
private Keyframe m_currentFrame;
private List<Keyframe> m_frames = new List<Keyframe>();
private Keyframe[] m_keyframes;
// 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()]
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 int m_skipLoops = 0;
[NonSerialized()]
private Scene m_scene;
public Scene Scene
{
get { return m_scene; }
}
public DataFormat Data
{
get { return m_data; }
}
public bool Selected
{
set
{
if (m_group != null)
{
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)
{
StopTimer();
m_serializedPosition = m_group.AbsolutePosition;
}
}
}
m_isCrossing = false;
m_waitingCrossing = false;
m_selected = value;
}
}
private void StartTimer()
{
KeyframeTimer.Add(this);
m_timerStopped = false;
}
private void StopTimer()
{
m_timerStopped = true;
KeyframeTimer.Remove(this);
}
public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
{
KeyframeMotion newMotion = null;
try
{
using (MemoryStream ms = new MemoryStream(data))
{
BinaryFormatter fmt = new BinaryFormatter();
newMotion = (KeyframeMotion)fmt.Deserialize(ms);
}
newMotion.m_group = grp;
if (grp != null)
{
newMotion.m_scene = grp.Scene;
if (grp.IsSelected)
newMotion.m_selected = true;
}
newMotion.m_timerStopped = false;
newMotion.m_running = true;
newMotion.m_isCrossing = false;
newMotion.m_waitingCrossing = false;
}
catch
{
newMotion = null;
}
return newMotion;
}
public void UpdateSceneObject(SceneObjectGroup grp)
{
m_isCrossing = false;
m_waitingCrossing = false;
StopTimer();
if (grp == null)
return;
m_group = grp;
m_scene = grp.Scene;
Vector3 grppos = grp.AbsolutePosition;
Vector3 offset = grppos - m_serializedPosition;
// avoid doing it more than once
// current this will happen dragging a prim to other region
m_serializedPosition = grppos;
m_basePosition += offset;
m_nextPosition += offset;
m_currentFrame.StartPosition += offset;
m_currentFrame.Position += offset;
for (int i = 0; i < m_frames.Count; i++)
{
Keyframe k = m_frames[i];
k.StartPosition += offset;
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;
if (grp != null)
{
m_basePosition = grp.AbsolutePosition;
m_baseRotation = grp.GroupRotation;
m_scene = grp.Scene;
}
m_timerStopped = true;
m_isCrossing = false;
m_waitingCrossing = false;
}
public void SetKeyframes(Keyframe[] frames)
{
m_keyframes = frames;
}
public KeyframeMotion Copy(SceneObjectGroup newgrp)
{
StopTimer();
KeyframeMotion newmotion = new KeyframeMotion(null, m_mode, m_data);
newmotion.m_group = newgrp;
newmotion.m_scene = newgrp.Scene;
if (m_keyframes != null)
{
newmotion.m_keyframes = new Keyframe[m_keyframes.Length];
m_keyframes.CopyTo(newmotion.m_keyframes, 0);
}
newmotion.m_frames = new List<Keyframe>(m_frames);
newmotion.m_basePosition = m_basePosition;
newmotion.m_baseRotation = m_baseRotation;
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_currentFrame = m_currentFrame;
newmotion.m_iterations = m_iterations;
newmotion.m_running = m_running;
if (m_running && !m_waitingCrossing)
StartTimer();
return newmotion;
}
public void Delete()
{
m_running = false;
StopTimer();
m_isCrossing = false;
m_waitingCrossing = false;
m_frames.Clear();
m_keyframes = null;
}
public void Start()
{
m_isCrossing = false;
m_waitingCrossing = false;
if (m_keyframes != null && m_group != null && m_keyframes.Length > 0)
{
StartTimer();
m_running = true;
}
else
{
m_running = false;
StopTimer();
}
}
public void Stop()
{
m_running = false;
m_isCrossing = false;
m_waitingCrossing = false;
StopTimer();
m_basePosition = m_group.AbsolutePosition;
m_baseRotation = m_group.GroupRotation;
m_group.RootPart.Velocity = Vector3.Zero;
m_group.RootPart.AngularVelocity = Vector3.Zero;
m_group.SendGroupRootTerseUpdate();
// m_group.RootPart.ScheduleTerseUpdate();
m_frames.Clear();
}
public void Pause()
{
m_running = false;
StopTimer();
m_group.RootPart.Velocity = Vector3.Zero;
m_group.RootPart.AngularVelocity = Vector3.Zero;
m_group.SendGroupRootTerseUpdate();
// m_group.RootPart.ScheduleTerseUpdate();
}
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 (direction < 0)
{
start = m_keyframes.Length - 1;
end = -1;
}
for (int i = start; i != end ; i += direction)
{
Keyframe k = m_keyframes[i];
k.StartPosition = pos;
if (k.Position.HasValue)
{
k.Position = (k.Position * direction);
// k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f);
k.Position += pos;
}
else
{
k.Position = pos;
// k.Velocity = Vector3.Zero;
}
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;
}
/* 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;
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++;
}
}
public void OnTimer(double tickDuration)
{
if (m_skipLoops > 0)
{
m_skipLoops--;
return;
}
if (m_timerStopped) // trap events still in air even after a timer.stop
return;
if (m_group == null)
return;
bool update = false;
if (m_selected)
{
if (m_group.RootPart.Velocity != Vector3.Zero)
{
m_group.RootPart.Velocity = Vector3.Zero;
m_group.SendGroupRootTerseUpdate();
}
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();
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 remainingSteps = (double)m_currentFrame.TimeMS / tickDuration;
if (remainingSteps <= 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 completed = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
bool lastStep = m_currentFrame.TimeMS <= tickDuration;
Vector3 positionThisStep = m_currentFrame.StartPosition + (m_currentFrame.Position.Value - m_currentFrame.StartPosition) * completed;
Vector3 motionThisStep = positionThisStep - m_group.AbsolutePosition;
float mag = Vector3.Mag(motionThisStep);
if ((mag >= 0.02f) || lastStep)
{
m_nextPosition = m_group.AbsolutePosition + motionThisStep;
m_group.AbsolutePosition = m_nextPosition;
update = true;
}
//int totalSteps = m_currentFrame.TimeTotal / (int)tickDuration;
//m_log.DebugFormat("KeyframeMotion.OnTimer: step {0}/{1}, curPosition={2}, finalPosition={3}, motionThisStep={4} (scene {5})",
// totalSteps - remainingSteps + 1, totalSteps, m_group.AbsolutePosition, m_currentFrame.Position, motionThisStep, m_scene.RegionInfo.RegionName);
if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
{
Quaternion current = m_group.GroupRotation;
Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, completed);
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
|| lastStep)
// 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();
SceneObjectGroup tmp = m_group;
m_group = null;
if (!m_selected && tmp != null)
m_serializedPosition = tmp.AbsolutePosition;
using (MemoryStream ms = new MemoryStream())
{
BinaryFormatter fmt = new BinaryFormatter();
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();
}
}
}
}
}