clockwerk-opensim – Blame information for rev 1
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1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Timers; |
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30 | using System.Collections; |
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31 | using System.Collections.Generic; |
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32 | using System.IO; |
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33 | using System.Diagnostics; |
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34 | using System.Reflection; |
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35 | using System.Threading; |
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36 | using OpenMetaverse; |
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37 | using OpenSim.Framework; |
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38 | using OpenSim.Region.Framework.Interfaces; |
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39 | using OpenSim.Region.Physics.Manager; |
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40 | using OpenSim.Region.Framework.Scenes.Serialization; |
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41 | using System.Runtime.Serialization.Formatters.Binary; |
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42 | using System.Runtime.Serialization; |
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43 | using Timer = System.Timers.Timer; |
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44 | using log4net; |
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45 | |||
46 | namespace OpenSim.Region.Framework.Scenes |
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47 | { |
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48 | public class KeyframeTimer |
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49 | { |
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50 | private static Dictionary<Scene, KeyframeTimer> m_timers = |
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51 | new Dictionary<Scene, KeyframeTimer>(); |
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52 | |||
53 | private Timer m_timer; |
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54 | private Dictionary<KeyframeMotion, object> m_motions = new Dictionary<KeyframeMotion, object>(); |
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55 | private object m_lockObject = new object(); |
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56 | private object m_timerLock = new object(); |
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57 | private const double m_tickDuration = 50.0; |
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58 | |||
59 | public double TickDuration |
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60 | { |
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61 | get { return m_tickDuration; } |
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62 | } |
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63 | |||
64 | public KeyframeTimer(Scene scene) |
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65 | { |
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66 | m_timer = new Timer(); |
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67 | m_timer.Interval = TickDuration; |
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68 | m_timer.AutoReset = true; |
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69 | m_timer.Elapsed += OnTimer; |
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70 | } |
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71 | |||
72 | public void Start() |
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73 | { |
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74 | lock (m_timer) |
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75 | { |
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76 | if (!m_timer.Enabled) |
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77 | m_timer.Start(); |
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78 | } |
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79 | } |
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80 | |||
81 | private void OnTimer(object sender, ElapsedEventArgs ea) |
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82 | { |
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83 | if (!Monitor.TryEnter(m_timerLock)) |
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84 | return; |
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85 | |||
86 | try |
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87 | { |
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88 | List<KeyframeMotion> motions; |
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89 | |||
90 | lock (m_lockObject) |
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91 | { |
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92 | motions = new List<KeyframeMotion>(m_motions.Keys); |
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93 | } |
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94 | |||
95 | foreach (KeyframeMotion m in motions) |
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96 | { |
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97 | try |
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98 | { |
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99 | m.OnTimer(TickDuration); |
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100 | } |
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101 | catch (Exception) |
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102 | { |
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103 | // Don't stop processing |
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104 | } |
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105 | } |
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106 | } |
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107 | catch (Exception) |
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108 | { |
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109 | // Keep running no matter what |
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110 | } |
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111 | finally |
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112 | { |
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113 | Monitor.Exit(m_timerLock); |
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114 | } |
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115 | } |
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116 | |||
117 | public static void Add(KeyframeMotion motion) |
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118 | { |
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119 | KeyframeTimer timer; |
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120 | |||
121 | if (motion.Scene == null) |
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122 | return; |
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123 | |||
124 | lock (m_timers) |
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125 | { |
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126 | if (!m_timers.TryGetValue(motion.Scene, out timer)) |
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127 | { |
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128 | timer = new KeyframeTimer(motion.Scene); |
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129 | m_timers[motion.Scene] = timer; |
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130 | |||
131 | if (!SceneManager.Instance.AllRegionsReady) |
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132 | { |
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133 | // Start the timers only once all the regions are ready. This is required |
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134 | // when using megaregions, because the megaregion is correctly configured |
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135 | // only after all the regions have been loaded. (If we don't do this then |
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136 | // when the prim moves it might think that it crossed into a region.) |
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137 | SceneManager.Instance.OnRegionsReadyStatusChange += delegate(SceneManager sm) |
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138 | { |
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139 | if (sm.AllRegionsReady) |
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140 | timer.Start(); |
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141 | }; |
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142 | } |
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143 | |||
144 | // Check again, in case the regions were started while we were adding the event handler |
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145 | if (SceneManager.Instance.AllRegionsReady) |
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146 | { |
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147 | timer.Start(); |
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148 | } |
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149 | } |
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150 | } |
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151 | |||
152 | lock (timer.m_lockObject) |
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153 | { |
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154 | timer.m_motions[motion] = null; |
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155 | } |
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156 | } |
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157 | |||
158 | public static void Remove(KeyframeMotion motion) |
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159 | { |
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160 | KeyframeTimer timer; |
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161 | |||
162 | if (motion.Scene == null) |
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163 | return; |
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164 | |||
165 | lock (m_timers) |
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166 | { |
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167 | if (!m_timers.TryGetValue(motion.Scene, out timer)) |
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168 | { |
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169 | return; |
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170 | } |
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171 | } |
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172 | |||
173 | lock (timer.m_lockObject) |
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174 | { |
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175 | timer.m_motions.Remove(motion); |
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176 | } |
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177 | } |
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178 | } |
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179 | |||
180 | [Serializable] |
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181 | public class KeyframeMotion |
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182 | { |
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183 | //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
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184 | |||
185 | public enum PlayMode : int |
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186 | { |
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187 | Forward = 0, |
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188 | Reverse = 1, |
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189 | Loop = 2, |
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190 | PingPong = 3 |
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191 | }; |
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192 | |||
193 | [Flags] |
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194 | public enum DataFormat : int |
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195 | { |
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196 | Translation = 2, |
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197 | Rotation = 1 |
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198 | } |
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199 | |||
200 | [Serializable] |
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201 | public struct Keyframe |
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202 | { |
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203 | public Vector3? Position; |
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204 | public Quaternion? Rotation; |
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205 | public Quaternion StartRotation; |
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206 | public int TimeMS; |
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207 | public int TimeTotal; |
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208 | public Vector3 AngularVelocity; |
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209 | public Vector3 StartPosition; |
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210 | }; |
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211 | |||
212 | private Vector3 m_serializedPosition; |
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213 | private Vector3 m_basePosition; |
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214 | private Quaternion m_baseRotation; |
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215 | |||
216 | private Keyframe m_currentFrame; |
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217 | |||
218 | private List<Keyframe> m_frames = new List<Keyframe>(); |
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219 | |||
220 | private Keyframe[] m_keyframes; |
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221 | |||
222 | // skip timer events. |
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223 | //timer.stop doesn't assure there aren't event threads still being fired |
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224 | [NonSerialized()] |
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225 | private bool m_timerStopped; |
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226 | |||
227 | [NonSerialized()] |
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228 | private bool m_isCrossing; |
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229 | |||
230 | [NonSerialized()] |
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231 | private bool m_waitingCrossing; |
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232 | |||
233 | // retry position for cross fail |
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234 | [NonSerialized()] |
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235 | private Vector3 m_nextPosition; |
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236 | |||
237 | [NonSerialized()] |
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238 | private SceneObjectGroup m_group; |
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239 | |||
240 | private PlayMode m_mode = PlayMode.Forward; |
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241 | private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation; |
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242 | |||
243 | private bool m_running = false; |
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244 | |||
245 | [NonSerialized()] |
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246 | private bool m_selected = false; |
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247 | |||
248 | private int m_iterations = 0; |
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249 | |||
250 | private int m_skipLoops = 0; |
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251 | |||
252 | [NonSerialized()] |
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253 | private Scene m_scene; |
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254 | |||
255 | public Scene Scene |
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256 | { |
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257 | get { return m_scene; } |
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258 | } |
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259 | |||
260 | public DataFormat Data |
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261 | { |
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262 | get { return m_data; } |
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263 | } |
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264 | |||
265 | public bool Selected |
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266 | { |
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267 | set |
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268 | { |
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269 | if (m_group != null) |
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270 | { |
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271 | if (!value) |
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272 | { |
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273 | // Once we're let go, recompute positions |
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274 | if (m_selected) |
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275 | UpdateSceneObject(m_group); |
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276 | } |
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277 | else |
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278 | { |
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279 | // Save selection position in case we get moved |
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280 | if (!m_selected) |
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281 | { |
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282 | StopTimer(); |
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283 | m_serializedPosition = m_group.AbsolutePosition; |
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284 | } |
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285 | } |
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286 | } |
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287 | m_isCrossing = false; |
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288 | m_waitingCrossing = false; |
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289 | m_selected = value; |
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290 | } |
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291 | } |
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292 | |||
293 | private void StartTimer() |
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294 | { |
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295 | KeyframeTimer.Add(this); |
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296 | m_timerStopped = false; |
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297 | } |
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298 | |||
299 | private void StopTimer() |
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300 | { |
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301 | m_timerStopped = true; |
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302 | KeyframeTimer.Remove(this); |
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303 | } |
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304 | |||
305 | public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data) |
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306 | { |
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307 | KeyframeMotion newMotion = null; |
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308 | |||
309 | try |
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310 | { |
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311 | using (MemoryStream ms = new MemoryStream(data)) |
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312 | { |
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313 | BinaryFormatter fmt = new BinaryFormatter(); |
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314 | newMotion = (KeyframeMotion)fmt.Deserialize(ms); |
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315 | } |
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316 | |||
317 | newMotion.m_group = grp; |
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318 | |||
319 | if (grp != null) |
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320 | { |
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321 | newMotion.m_scene = grp.Scene; |
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322 | if (grp.IsSelected) |
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323 | newMotion.m_selected = true; |
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324 | } |
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325 | |||
326 | newMotion.m_timerStopped = false; |
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327 | newMotion.m_running = true; |
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328 | newMotion.m_isCrossing = false; |
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329 | newMotion.m_waitingCrossing = false; |
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330 | } |
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331 | catch |
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332 | { |
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333 | newMotion = null; |
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334 | } |
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335 | |||
336 | return newMotion; |
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337 | } |
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338 | |||
339 | public void UpdateSceneObject(SceneObjectGroup grp) |
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340 | { |
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341 | m_isCrossing = false; |
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342 | m_waitingCrossing = false; |
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343 | StopTimer(); |
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344 | |||
345 | if (grp == null) |
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346 | return; |
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347 | |||
348 | m_group = grp; |
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349 | m_scene = grp.Scene; |
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350 | |||
351 | Vector3 grppos = grp.AbsolutePosition; |
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352 | Vector3 offset = grppos - m_serializedPosition; |
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353 | // avoid doing it more than once |
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354 | // current this will happen dragging a prim to other region |
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355 | m_serializedPosition = grppos; |
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356 | |||
357 | m_basePosition += offset; |
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358 | m_nextPosition += offset; |
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359 | |||
360 | m_currentFrame.StartPosition += offset; |
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361 | m_currentFrame.Position += offset; |
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362 | |||
363 | for (int i = 0; i < m_frames.Count; i++) |
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364 | { |
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365 | Keyframe k = m_frames[i]; |
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366 | k.StartPosition += offset; |
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367 | k.Position += offset; |
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368 | m_frames[i]=k; |
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369 | } |
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370 | |||
371 | if (m_running) |
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372 | Start(); |
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373 | } |
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374 | |||
375 | public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data) |
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376 | { |
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377 | m_mode = mode; |
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378 | m_data = data; |
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379 | |||
380 | m_group = grp; |
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381 | if (grp != null) |
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382 | { |
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383 | m_basePosition = grp.AbsolutePosition; |
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384 | m_baseRotation = grp.GroupRotation; |
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385 | m_scene = grp.Scene; |
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386 | } |
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387 | |||
388 | m_timerStopped = true; |
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389 | m_isCrossing = false; |
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390 | m_waitingCrossing = false; |
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391 | } |
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392 | |||
393 | public void SetKeyframes(Keyframe[] frames) |
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394 | { |
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395 | m_keyframes = frames; |
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396 | } |
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397 | |||
398 | public KeyframeMotion Copy(SceneObjectGroup newgrp) |
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399 | { |
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400 | StopTimer(); |
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401 | |||
402 | KeyframeMotion newmotion = new KeyframeMotion(null, m_mode, m_data); |
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403 | |||
404 | newmotion.m_group = newgrp; |
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405 | newmotion.m_scene = newgrp.Scene; |
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406 | |||
407 | if (m_keyframes != null) |
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408 | { |
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409 | newmotion.m_keyframes = new Keyframe[m_keyframes.Length]; |
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410 | m_keyframes.CopyTo(newmotion.m_keyframes, 0); |
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411 | } |
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412 | |||
413 | newmotion.m_frames = new List<Keyframe>(m_frames); |
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414 | |||
415 | newmotion.m_basePosition = m_basePosition; |
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416 | newmotion.m_baseRotation = m_baseRotation; |
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417 | |||
418 | if (m_selected) |
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419 | newmotion.m_serializedPosition = m_serializedPosition; |
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420 | else |
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421 | { |
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422 | if (m_group != null) |
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423 | newmotion.m_serializedPosition = m_group.AbsolutePosition; |
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424 | else |
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425 | newmotion.m_serializedPosition = m_serializedPosition; |
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426 | } |
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427 | |||
428 | newmotion.m_currentFrame = m_currentFrame; |
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429 | |||
430 | newmotion.m_iterations = m_iterations; |
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431 | newmotion.m_running = m_running; |
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432 | |||
433 | if (m_running && !m_waitingCrossing) |
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434 | StartTimer(); |
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435 | |||
436 | return newmotion; |
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437 | } |
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438 | |||
439 | public void Delete() |
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440 | { |
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441 | m_running = false; |
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442 | StopTimer(); |
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443 | m_isCrossing = false; |
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444 | m_waitingCrossing = false; |
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445 | m_frames.Clear(); |
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446 | m_keyframes = null; |
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447 | } |
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448 | |||
449 | public void Start() |
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450 | { |
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451 | m_isCrossing = false; |
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452 | m_waitingCrossing = false; |
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453 | if (m_keyframes != null && m_group != null && m_keyframes.Length > 0) |
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454 | { |
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455 | StartTimer(); |
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456 | m_running = true; |
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457 | } |
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458 | else |
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459 | { |
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460 | m_running = false; |
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461 | StopTimer(); |
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462 | } |
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463 | } |
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464 | |||
465 | public void Stop() |
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466 | { |
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467 | m_running = false; |
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468 | m_isCrossing = false; |
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469 | m_waitingCrossing = false; |
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470 | |||
471 | StopTimer(); |
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472 | |||
473 | m_basePosition = m_group.AbsolutePosition; |
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474 | m_baseRotation = m_group.GroupRotation; |
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475 | |||
476 | m_group.RootPart.Velocity = Vector3.Zero; |
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477 | m_group.RootPart.AngularVelocity = Vector3.Zero; |
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478 | m_group.SendGroupRootTerseUpdate(); |
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479 | // m_group.RootPart.ScheduleTerseUpdate(); |
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480 | m_frames.Clear(); |
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481 | } |
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482 | |||
483 | public void Pause() |
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484 | { |
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485 | m_running = false; |
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486 | StopTimer(); |
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487 | |||
488 | m_group.RootPart.Velocity = Vector3.Zero; |
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489 | m_group.RootPart.AngularVelocity = Vector3.Zero; |
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490 | m_group.SendGroupRootTerseUpdate(); |
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491 | // m_group.RootPart.ScheduleTerseUpdate(); |
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492 | |||
493 | } |
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494 | |||
495 | private void GetNextList() |
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496 | { |
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497 | m_frames.Clear(); |
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498 | Vector3 pos = m_basePosition; |
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499 | Quaternion rot = m_baseRotation; |
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500 | |||
501 | if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0) |
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502 | { |
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503 | int direction = 1; |
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504 | if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0))) |
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505 | direction = -1; |
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506 | |||
507 | int start = 0; |
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508 | int end = m_keyframes.Length; |
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509 | |||
510 | if (direction < 0) |
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511 | { |
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512 | start = m_keyframes.Length - 1; |
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513 | end = -1; |
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514 | } |
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515 | |||
516 | for (int i = start; i != end ; i += direction) |
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517 | { |
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518 | Keyframe k = m_keyframes[i]; |
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519 | |||
520 | k.StartPosition = pos; |
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521 | if (k.Position.HasValue) |
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522 | { |
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523 | k.Position = (k.Position * direction); |
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524 | // k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f); |
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525 | k.Position += pos; |
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526 | } |
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527 | else |
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528 | { |
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529 | k.Position = pos; |
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530 | // k.Velocity = Vector3.Zero; |
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531 | } |
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532 | |||
533 | k.StartRotation = rot; |
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534 | if (k.Rotation.HasValue) |
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535 | { |
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536 | if (direction == -1) |
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537 | k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation); |
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538 | k.Rotation = rot * k.Rotation; |
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539 | } |
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540 | else |
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541 | { |
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542 | k.Rotation = rot; |
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543 | } |
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544 | |||
545 | /* ang vel not in use for now |
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546 | |||
547 | float angle = 0; |
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548 | |||
549 | 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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550 | 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; |
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551 | float aa_bb = aa * bb; |
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552 | |||
553 | if (aa_bb == 0) |
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554 | { |
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555 | angle = 0; |
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556 | } |
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557 | else |
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558 | { |
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559 | float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X + |
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560 | k.StartRotation.Y * ((Quaternion)k.Rotation).Y + |
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561 | k.StartRotation.Z * ((Quaternion)k.Rotation).Z + |
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562 | k.StartRotation.W * ((Quaternion)k.Rotation).W; |
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563 | float q = (ab * ab) / aa_bb; |
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564 | |||
565 | if (q > 1.0f) |
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566 | { |
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567 | angle = 0; |
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568 | } |
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569 | else |
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570 | { |
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571 | angle = (float)Math.Acos(2 * q - 1); |
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572 | } |
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573 | } |
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574 | |||
575 | k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000)); |
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576 | */ |
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577 | k.TimeTotal = k.TimeMS; |
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578 | |||
579 | m_frames.Add(k); |
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580 | |||
581 | pos = (Vector3)k.Position; |
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582 | rot = (Quaternion)k.Rotation; |
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583 | } |
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584 | |||
585 | m_basePosition = pos; |
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586 | m_baseRotation = rot; |
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587 | |||
588 | m_iterations++; |
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589 | } |
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590 | } |
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591 | |||
592 | public void OnTimer(double tickDuration) |
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593 | { |
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594 | if (m_skipLoops > 0) |
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595 | { |
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596 | m_skipLoops--; |
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597 | return; |
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598 | } |
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599 | |||
600 | if (m_timerStopped) // trap events still in air even after a timer.stop |
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601 | return; |
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602 | |||
603 | if (m_group == null) |
||
604 | return; |
||
605 | |||
606 | bool update = false; |
||
607 | |||
608 | if (m_selected) |
||
609 | { |
||
610 | if (m_group.RootPart.Velocity != Vector3.Zero) |
||
611 | { |
||
612 | m_group.RootPart.Velocity = Vector3.Zero; |
||
613 | m_group.SendGroupRootTerseUpdate(); |
||
614 | |||
615 | } |
||
616 | return; |
||
617 | } |
||
618 | |||
619 | if (m_isCrossing) |
||
620 | { |
||
621 | // if crossing and timer running then cross failed |
||
622 | // wait some time then |
||
623 | // retry to set the position that evtually caused the outbound |
||
624 | // if still outside region this will call startCrossing below |
||
625 | m_isCrossing = false; |
||
626 | m_group.AbsolutePosition = m_nextPosition; |
||
627 | if (!m_isCrossing) |
||
628 | { |
||
629 | StopTimer(); |
||
630 | StartTimer(); |
||
631 | } |
||
632 | return; |
||
633 | } |
||
634 | |||
635 | if (m_frames.Count == 0) |
||
636 | { |
||
637 | GetNextList(); |
||
638 | |||
639 | if (m_frames.Count == 0) |
||
640 | { |
||
641 | Stop(); |
||
642 | Scene scene = m_group.Scene; |
||
643 | |||
644 | IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>(); |
||
645 | foreach (IScriptModule m in scriptModules) |
||
646 | { |
||
647 | if (m == null) |
||
648 | continue; |
||
649 | m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]); |
||
650 | } |
||
651 | |||
652 | return; |
||
653 | } |
||
654 | |||
655 | m_currentFrame = m_frames[0]; |
||
656 | m_currentFrame.TimeMS += (int)tickDuration; |
||
657 | |||
658 | //force a update on a keyframe transition |
||
659 | update = true; |
||
660 | } |
||
661 | |||
662 | m_currentFrame.TimeMS -= (int)tickDuration; |
||
663 | |||
664 | // Do the frame processing |
||
665 | double remainingSteps = (double)m_currentFrame.TimeMS / tickDuration; |
||
666 | |||
667 | if (remainingSteps <= 0.0) |
||
668 | { |
||
669 | m_group.RootPart.Velocity = Vector3.Zero; |
||
670 | m_group.RootPart.AngularVelocity = Vector3.Zero; |
||
671 | |||
672 | m_nextPosition = (Vector3)m_currentFrame.Position; |
||
673 | m_group.AbsolutePosition = m_nextPosition; |
||
674 | |||
675 | // we are sending imediate updates, no doing force a extra terseUpdate |
||
676 | // m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation); |
||
677 | |||
678 | m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation; |
||
679 | m_frames.RemoveAt(0); |
||
680 | if (m_frames.Count > 0) |
||
681 | m_currentFrame = m_frames[0]; |
||
682 | |||
683 | update = true; |
||
684 | } |
||
685 | else |
||
686 | { |
||
687 | float completed = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal; |
||
688 | bool lastStep = m_currentFrame.TimeMS <= tickDuration; |
||
689 | |||
690 | Vector3 positionThisStep = m_currentFrame.StartPosition + (m_currentFrame.Position.Value - m_currentFrame.StartPosition) * completed; |
||
691 | Vector3 motionThisStep = positionThisStep - m_group.AbsolutePosition; |
||
692 | |||
693 | float mag = Vector3.Mag(motionThisStep); |
||
694 | |||
695 | if ((mag >= 0.02f) || lastStep) |
||
696 | { |
||
697 | m_nextPosition = m_group.AbsolutePosition + motionThisStep; |
||
698 | m_group.AbsolutePosition = m_nextPosition; |
||
699 | update = true; |
||
700 | } |
||
701 | |||
702 | //int totalSteps = m_currentFrame.TimeTotal / (int)tickDuration; |
||
703 | //m_log.DebugFormat("KeyframeMotion.OnTimer: step {0}/{1}, curPosition={2}, finalPosition={3}, motionThisStep={4} (scene {5})", |
||
704 | // totalSteps - remainingSteps + 1, totalSteps, m_group.AbsolutePosition, m_currentFrame.Position, motionThisStep, m_scene.RegionInfo.RegionName); |
||
705 | |||
706 | if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation) |
||
707 | { |
||
708 | Quaternion current = m_group.GroupRotation; |
||
709 | |||
710 | Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, completed); |
||
711 | step.Normalize(); |
||
712 | /* use simpler change detection |
||
713 | * float angle = 0; |
||
714 | |||
715 | float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W; |
||
716 | float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W; |
||
717 | float aa_bb = aa * bb; |
||
718 | |||
719 | if (aa_bb == 0) |
||
720 | { |
||
721 | angle = 0; |
||
722 | } |
||
723 | else |
||
724 | { |
||
725 | float ab = current.X * step.X + |
||
726 | current.Y * step.Y + |
||
727 | current.Z * step.Z + |
||
728 | current.W * step.W; |
||
729 | float q = (ab * ab) / aa_bb; |
||
730 | |||
731 | if (q > 1.0f) |
||
732 | { |
||
733 | angle = 0; |
||
734 | } |
||
735 | else |
||
736 | { |
||
737 | angle = (float)Math.Acos(2 * q - 1); |
||
738 | } |
||
739 | } |
||
740 | |||
741 | if (angle > 0.01f) |
||
742 | */ |
||
743 | if(Math.Abs(step.X - current.X) > 0.001f |
||
744 | || Math.Abs(step.Y - current.Y) > 0.001f |
||
745 | || Math.Abs(step.Z - current.Z) > 0.001f |
||
746 | || lastStep) |
||
747 | // assuming w is a dependente var |
||
748 | |||
749 | { |
||
750 | // m_group.UpdateGroupRotationR(step); |
||
751 | m_group.RootPart.RotationOffset = step; |
||
752 | |||
753 | //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2); |
||
754 | update = true; |
||
755 | } |
||
756 | } |
||
757 | } |
||
758 | |||
759 | if (update) |
||
760 | { |
||
761 | m_group.SendGroupRootTerseUpdate(); |
||
762 | } |
||
763 | } |
||
764 | |||
765 | public Byte[] Serialize() |
||
766 | { |
||
767 | StopTimer(); |
||
768 | |||
769 | SceneObjectGroup tmp = m_group; |
||
770 | m_group = null; |
||
771 | if (!m_selected && tmp != null) |
||
772 | m_serializedPosition = tmp.AbsolutePosition; |
||
773 | |||
774 | using (MemoryStream ms = new MemoryStream()) |
||
775 | { |
||
776 | BinaryFormatter fmt = new BinaryFormatter(); |
||
777 | fmt.Serialize(ms, this); |
||
778 | m_group = tmp; |
||
779 | if (m_running && !m_waitingCrossing) |
||
780 | StartTimer(); |
||
781 | |||
782 | return ms.ToArray(); |
||
783 | } |
||
784 | } |
||
785 | |||
786 | public void StartCrossingCheck() |
||
787 | { |
||
788 | // timer will be restart by crossingFailure |
||
789 | // or never since crossing worked and this |
||
790 | // should be deleted |
||
791 | StopTimer(); |
||
792 | |||
793 | m_isCrossing = true; |
||
794 | m_waitingCrossing = true; |
||
795 | |||
796 | // to remove / retune to smoth crossings |
||
797 | if (m_group.RootPart.Velocity != Vector3.Zero) |
||
798 | { |
||
799 | m_group.RootPart.Velocity = Vector3.Zero; |
||
800 | m_group.SendGroupRootTerseUpdate(); |
||
801 | // m_group.RootPart.ScheduleTerseUpdate(); |
||
802 | } |
||
803 | } |
||
804 | |||
805 | public void CrossingFailure() |
||
806 | { |
||
807 | m_waitingCrossing = false; |
||
808 | |||
809 | if (m_group != null) |
||
810 | { |
||
811 | m_group.RootPart.Velocity = Vector3.Zero; |
||
812 | m_group.SendGroupRootTerseUpdate(); |
||
813 | // m_group.RootPart.ScheduleTerseUpdate(); |
||
814 | |||
815 | if (m_running) |
||
816 | { |
||
817 | StopTimer(); |
||
818 | m_skipLoops = 1200; // 60 seconds |
||
819 | StartTimer(); |
||
820 | } |
||
821 | } |
||
822 | } |
||
823 | } |
||
824 | } |