opensim – Blame information for rev 1
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Rev | Author | Line No. | Line |
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1 | eva | 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 | |||
71 | m_timer.Start(); |
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72 | } |
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73 | |||
74 | private void OnTimer(object sender, ElapsedEventArgs ea) |
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75 | { |
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76 | if (!Monitor.TryEnter(m_timerLock)) |
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77 | return; |
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78 | |||
79 | try |
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80 | { |
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81 | List<KeyframeMotion> motions; |
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82 | |||
83 | lock (m_lockObject) |
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84 | { |
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85 | motions = new List<KeyframeMotion>(m_motions.Keys); |
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86 | } |
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87 | |||
88 | foreach (KeyframeMotion m in motions) |
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89 | { |
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90 | try |
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91 | { |
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92 | m.OnTimer(TickDuration); |
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93 | } |
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94 | catch (Exception) |
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95 | { |
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96 | // Don't stop processing |
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97 | } |
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98 | } |
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99 | } |
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100 | catch (Exception) |
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101 | { |
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102 | // Keep running no matter what |
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103 | } |
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104 | finally |
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105 | { |
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106 | Monitor.Exit(m_timerLock); |
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107 | } |
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108 | } |
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109 | |||
110 | public static void Add(KeyframeMotion motion) |
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111 | { |
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112 | KeyframeTimer timer; |
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113 | |||
114 | if (motion.Scene == null) |
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115 | return; |
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116 | |||
117 | lock (m_timers) |
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118 | { |
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119 | if (!m_timers.TryGetValue(motion.Scene, out timer)) |
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120 | { |
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121 | timer = new KeyframeTimer(motion.Scene); |
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122 | m_timers[motion.Scene] = timer; |
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123 | } |
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124 | } |
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125 | |||
126 | lock (timer.m_lockObject) |
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127 | { |
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128 | timer.m_motions[motion] = null; |
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129 | } |
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130 | } |
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131 | |||
132 | public static void Remove(KeyframeMotion motion) |
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133 | { |
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134 | KeyframeTimer timer; |
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135 | |||
136 | if (motion.Scene == null) |
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137 | return; |
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138 | |||
139 | lock (m_timers) |
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140 | { |
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141 | if (!m_timers.TryGetValue(motion.Scene, out timer)) |
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142 | { |
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143 | return; |
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144 | } |
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145 | } |
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146 | |||
147 | lock (timer.m_lockObject) |
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148 | { |
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149 | timer.m_motions.Remove(motion); |
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150 | } |
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151 | } |
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152 | } |
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153 | |||
154 | [Serializable] |
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155 | public class KeyframeMotion |
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156 | { |
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157 | // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
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158 | |||
159 | public enum PlayMode : int |
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160 | { |
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161 | Forward = 0, |
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162 | Reverse = 1, |
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163 | Loop = 2, |
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164 | PingPong = 3 |
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165 | }; |
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166 | |||
167 | [Flags] |
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168 | public enum DataFormat : int |
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169 | { |
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170 | Translation = 2, |
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171 | Rotation = 1 |
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172 | } |
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173 | |||
174 | [Serializable] |
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175 | public struct Keyframe |
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176 | { |
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177 | public Vector3? Position; |
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178 | public Quaternion? Rotation; |
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179 | public Quaternion StartRotation; |
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180 | public int TimeMS; |
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181 | public int TimeTotal; |
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182 | public Vector3 AngularVelocity; |
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183 | }; |
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184 | |||
185 | private Vector3 m_serializedPosition; |
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186 | private Vector3 m_basePosition; |
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187 | private Quaternion m_baseRotation; |
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188 | |||
189 | private Keyframe m_currentFrame; |
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190 | |||
191 | private List<Keyframe> m_frames = new List<Keyframe>(); |
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192 | |||
193 | private Keyframe[] m_keyframes; |
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194 | |||
195 | // skip timer events. |
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196 | //timer.stop doesn't assure there aren't event threads still being fired |
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197 | [NonSerialized()] |
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198 | private bool m_timerStopped; |
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199 | |||
200 | [NonSerialized()] |
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201 | private bool m_isCrossing; |
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202 | |||
203 | [NonSerialized()] |
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204 | private bool m_waitingCrossing; |
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205 | |||
206 | // retry position for cross fail |
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207 | [NonSerialized()] |
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208 | private Vector3 m_nextPosition; |
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209 | |||
210 | [NonSerialized()] |
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211 | private SceneObjectGroup m_group; |
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212 | |||
213 | private PlayMode m_mode = PlayMode.Forward; |
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214 | private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation; |
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215 | |||
216 | private bool m_running = false; |
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217 | |||
218 | [NonSerialized()] |
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219 | private bool m_selected = false; |
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220 | |||
221 | private int m_iterations = 0; |
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222 | |||
223 | private int m_skipLoops = 0; |
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224 | |||
225 | [NonSerialized()] |
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226 | private Scene m_scene; |
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227 | |||
228 | public Scene Scene |
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229 | { |
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230 | get { return m_scene; } |
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231 | } |
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232 | |||
233 | public DataFormat Data |
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234 | { |
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235 | get { return m_data; } |
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236 | } |
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237 | |||
238 | public bool Selected |
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239 | { |
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240 | set |
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241 | { |
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242 | if (m_group != null) |
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243 | { |
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244 | if (!value) |
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245 | { |
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246 | // Once we're let go, recompute positions |
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247 | if (m_selected) |
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248 | UpdateSceneObject(m_group); |
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249 | } |
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250 | else |
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251 | { |
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252 | // Save selection position in case we get moved |
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253 | if (!m_selected) |
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254 | { |
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255 | StopTimer(); |
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256 | m_serializedPosition = m_group.AbsolutePosition; |
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257 | } |
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258 | } |
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259 | } |
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260 | m_isCrossing = false; |
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261 | m_waitingCrossing = false; |
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262 | m_selected = value; |
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263 | } |
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264 | } |
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265 | |||
266 | private void StartTimer() |
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267 | { |
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268 | KeyframeTimer.Add(this); |
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269 | m_timerStopped = false; |
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270 | } |
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271 | |||
272 | private void StopTimer() |
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273 | { |
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274 | m_timerStopped = true; |
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275 | KeyframeTimer.Remove(this); |
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276 | } |
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277 | |||
278 | public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data) |
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279 | { |
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280 | KeyframeMotion newMotion = null; |
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281 | |||
282 | try |
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283 | { |
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284 | MemoryStream ms = new MemoryStream(data); |
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285 | BinaryFormatter fmt = new BinaryFormatter(); |
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286 | |||
287 | newMotion = (KeyframeMotion)fmt.Deserialize(ms); |
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288 | |||
289 | newMotion.m_group = grp; |
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290 | |||
291 | if (grp != null) |
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292 | { |
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293 | newMotion.m_scene = grp.Scene; |
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294 | if (grp.IsSelected) |
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295 | newMotion.m_selected = true; |
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296 | } |
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297 | |||
298 | newMotion.m_timerStopped = false; |
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299 | newMotion.m_running = true; |
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300 | newMotion.m_isCrossing = false; |
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301 | newMotion.m_waitingCrossing = false; |
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302 | } |
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303 | catch |
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304 | { |
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305 | newMotion = null; |
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306 | } |
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307 | |||
308 | return newMotion; |
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309 | } |
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310 | |||
311 | public void UpdateSceneObject(SceneObjectGroup grp) |
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312 | { |
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313 | m_isCrossing = false; |
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314 | m_waitingCrossing = false; |
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315 | StopTimer(); |
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316 | |||
317 | if (grp == null) |
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318 | return; |
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319 | |||
320 | m_group = grp; |
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321 | m_scene = grp.Scene; |
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322 | |||
323 | Vector3 grppos = grp.AbsolutePosition; |
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324 | Vector3 offset = grppos - m_serializedPosition; |
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325 | // avoid doing it more than once |
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326 | // current this will happen draging a prim to other region |
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327 | m_serializedPosition = grppos; |
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328 | |||
329 | m_basePosition += offset; |
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330 | m_currentFrame.Position += offset; |
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331 | |||
332 | m_nextPosition += offset; |
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333 | |||
334 | for (int i = 0; i < m_frames.Count; i++) |
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335 | { |
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336 | Keyframe k = m_frames[i]; |
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337 | k.Position += offset; |
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338 | m_frames[i]=k; |
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339 | } |
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340 | |||
341 | if (m_running) |
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342 | Start(); |
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343 | } |
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344 | |||
345 | public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data) |
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346 | { |
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347 | m_mode = mode; |
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348 | m_data = data; |
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349 | |||
350 | m_group = grp; |
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351 | if (grp != null) |
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352 | { |
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353 | m_basePosition = grp.AbsolutePosition; |
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354 | m_baseRotation = grp.GroupRotation; |
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355 | m_scene = grp.Scene; |
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356 | } |
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357 | |||
358 | m_timerStopped = true; |
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359 | m_isCrossing = false; |
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360 | m_waitingCrossing = false; |
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361 | } |
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362 | |||
363 | public void SetKeyframes(Keyframe[] frames) |
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364 | { |
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365 | m_keyframes = frames; |
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366 | } |
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367 | |||
368 | public KeyframeMotion Copy(SceneObjectGroup newgrp) |
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369 | { |
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370 | StopTimer(); |
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371 | |||
372 | KeyframeMotion newmotion = new KeyframeMotion(null, m_mode, m_data); |
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373 | |||
374 | newmotion.m_group = newgrp; |
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375 | newmotion.m_scene = newgrp.Scene; |
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376 | |||
377 | if (m_keyframes != null) |
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378 | { |
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379 | newmotion.m_keyframes = new Keyframe[m_keyframes.Length]; |
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380 | m_keyframes.CopyTo(newmotion.m_keyframes, 0); |
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381 | } |
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382 | |||
383 | newmotion.m_frames = new List<Keyframe>(m_frames); |
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384 | |||
385 | newmotion.m_basePosition = m_basePosition; |
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386 | newmotion.m_baseRotation = m_baseRotation; |
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387 | |||
388 | if (m_selected) |
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389 | newmotion.m_serializedPosition = m_serializedPosition; |
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390 | else |
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391 | { |
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392 | if (m_group != null) |
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393 | newmotion.m_serializedPosition = m_group.AbsolutePosition; |
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394 | else |
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395 | newmotion.m_serializedPosition = m_serializedPosition; |
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396 | } |
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397 | |||
398 | newmotion.m_currentFrame = m_currentFrame; |
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399 | |||
400 | newmotion.m_iterations = m_iterations; |
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401 | newmotion.m_running = m_running; |
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402 | |||
403 | if (m_running && !m_waitingCrossing) |
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404 | StartTimer(); |
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405 | |||
406 | return newmotion; |
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407 | } |
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408 | |||
409 | public void Delete() |
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410 | { |
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411 | m_running = false; |
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412 | StopTimer(); |
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413 | m_isCrossing = false; |
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414 | m_waitingCrossing = false; |
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415 | m_frames.Clear(); |
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416 | m_keyframes = null; |
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417 | } |
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418 | |||
419 | public void Start() |
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420 | { |
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421 | m_isCrossing = false; |
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422 | m_waitingCrossing = false; |
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423 | if (m_keyframes != null && m_group != null && m_keyframes.Length > 0) |
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424 | { |
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425 | StartTimer(); |
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426 | m_running = true; |
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427 | } |
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428 | else |
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429 | { |
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430 | m_running = false; |
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431 | StopTimer(); |
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432 | } |
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433 | } |
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434 | |||
435 | public void Stop() |
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436 | { |
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437 | m_running = false; |
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438 | m_isCrossing = false; |
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439 | m_waitingCrossing = false; |
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440 | |||
441 | StopTimer(); |
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442 | |||
443 | m_basePosition = m_group.AbsolutePosition; |
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444 | m_baseRotation = m_group.GroupRotation; |
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445 | |||
446 | m_group.RootPart.Velocity = Vector3.Zero; |
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447 | m_group.RootPart.AngularVelocity = Vector3.Zero; |
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448 | m_group.SendGroupRootTerseUpdate(); |
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449 | // m_group.RootPart.ScheduleTerseUpdate(); |
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450 | m_frames.Clear(); |
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451 | } |
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452 | |||
453 | public void Pause() |
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454 | { |
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455 | m_running = false; |
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456 | StopTimer(); |
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457 | |||
458 | m_group.RootPart.Velocity = Vector3.Zero; |
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459 | m_group.RootPart.AngularVelocity = Vector3.Zero; |
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460 | m_group.SendGroupRootTerseUpdate(); |
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461 | // m_group.RootPart.ScheduleTerseUpdate(); |
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462 | |||
463 | } |
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464 | |||
465 | private void GetNextList() |
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466 | { |
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467 | m_frames.Clear(); |
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468 | Vector3 pos = m_basePosition; |
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469 | Quaternion rot = m_baseRotation; |
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470 | |||
471 | if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0) |
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472 | { |
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473 | int direction = 1; |
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474 | if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0))) |
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475 | direction = -1; |
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476 | |||
477 | int start = 0; |
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478 | int end = m_keyframes.Length; |
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479 | |||
480 | if (direction < 0) |
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481 | { |
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482 | start = m_keyframes.Length - 1; |
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483 | end = -1; |
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484 | } |
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485 | |||
486 | for (int i = start; i != end ; i += direction) |
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487 | { |
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488 | Keyframe k = m_keyframes[i]; |
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489 | |||
490 | if (k.Position.HasValue) |
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491 | { |
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492 | k.Position = (k.Position * direction); |
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493 | // k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f); |
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494 | k.Position += pos; |
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495 | } |
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496 | else |
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497 | { |
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498 | k.Position = pos; |
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499 | // k.Velocity = Vector3.Zero; |
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500 | } |
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501 | |||
502 | k.StartRotation = rot; |
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503 | if (k.Rotation.HasValue) |
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504 | { |
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505 | if (direction == -1) |
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506 | k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation); |
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507 | k.Rotation = rot * k.Rotation; |
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508 | } |
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509 | else |
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510 | { |
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511 | k.Rotation = rot; |
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512 | } |
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513 | |||
514 | /* ang vel not in use for now |
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515 | |||
516 | float angle = 0; |
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517 | |||
518 | 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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519 | 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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520 | float aa_bb = aa * bb; |
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521 | |||
522 | if (aa_bb == 0) |
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523 | { |
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524 | angle = 0; |
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525 | } |
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526 | else |
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527 | { |
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528 | float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X + |
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529 | k.StartRotation.Y * ((Quaternion)k.Rotation).Y + |
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530 | k.StartRotation.Z * ((Quaternion)k.Rotation).Z + |
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531 | k.StartRotation.W * ((Quaternion)k.Rotation).W; |
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532 | float q = (ab * ab) / aa_bb; |
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533 | |||
534 | if (q > 1.0f) |
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535 | { |
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536 | angle = 0; |
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537 | } |
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538 | else |
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539 | { |
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540 | angle = (float)Math.Acos(2 * q - 1); |
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541 | } |
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542 | } |
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543 | |||
544 | k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000)); |
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545 | */ |
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546 | k.TimeTotal = k.TimeMS; |
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547 | |||
548 | m_frames.Add(k); |
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549 | |||
550 | pos = (Vector3)k.Position; |
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551 | rot = (Quaternion)k.Rotation; |
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552 | } |
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553 | |||
554 | m_basePosition = pos; |
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555 | m_baseRotation = rot; |
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556 | |||
557 | m_iterations++; |
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558 | } |
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559 | } |
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560 | |||
561 | public void OnTimer(double tickDuration) |
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562 | { |
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563 | if (m_skipLoops > 0) |
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564 | { |
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565 | m_skipLoops--; |
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566 | return; |
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567 | } |
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568 | |||
569 | if (m_timerStopped) // trap events still in air even after a timer.stop |
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570 | return; |
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571 | |||
572 | if (m_group == null) |
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573 | return; |
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574 | |||
575 | bool update = false; |
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576 | |||
577 | if (m_selected) |
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578 | { |
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579 | if (m_group.RootPart.Velocity != Vector3.Zero) |
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580 | { |
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581 | m_group.RootPart.Velocity = Vector3.Zero; |
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582 | m_group.SendGroupRootTerseUpdate(); |
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583 | |||
584 | } |
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585 | return; |
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586 | } |
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587 | |||
588 | if (m_isCrossing) |
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589 | { |
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590 | // if crossing and timer running then cross failed |
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591 | // wait some time then |
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592 | // retry to set the position that evtually caused the outbound |
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593 | // if still outside region this will call startCrossing below |
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594 | m_isCrossing = false; |
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595 | m_group.AbsolutePosition = m_nextPosition; |
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596 | if (!m_isCrossing) |
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597 | { |
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598 | StopTimer(); |
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599 | StartTimer(); |
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600 | } |
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601 | return; |
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602 | } |
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603 | |||
604 | if (m_frames.Count == 0) |
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605 | { |
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606 | GetNextList(); |
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607 | |||
608 | if (m_frames.Count == 0) |
||
609 | { |
||
610 | Stop(); |
||
611 | Scene scene = m_group.Scene; |
||
612 | |||
613 | IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>(); |
||
614 | foreach (IScriptModule m in scriptModules) |
||
615 | { |
||
616 | if (m == null) |
||
617 | continue; |
||
618 | m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]); |
||
619 | } |
||
620 | |||
621 | return; |
||
622 | } |
||
623 | |||
624 | m_currentFrame = m_frames[0]; |
||
625 | m_currentFrame.TimeMS += (int)tickDuration; |
||
626 | |||
627 | //force a update on a keyframe transition |
||
628 | update = true; |
||
629 | } |
||
630 | |||
631 | m_currentFrame.TimeMS -= (int)tickDuration; |
||
632 | |||
633 | // Do the frame processing |
||
634 | double steps = (double)m_currentFrame.TimeMS / tickDuration; |
||
635 | |||
636 | if (steps <= 0.0) |
||
637 | { |
||
638 | m_group.RootPart.Velocity = Vector3.Zero; |
||
639 | m_group.RootPart.AngularVelocity = Vector3.Zero; |
||
640 | |||
641 | m_nextPosition = (Vector3)m_currentFrame.Position; |
||
642 | m_group.AbsolutePosition = m_nextPosition; |
||
643 | |||
644 | // we are sending imediate updates, no doing force a extra terseUpdate |
||
645 | // m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation); |
||
646 | |||
647 | m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation; |
||
648 | m_frames.RemoveAt(0); |
||
649 | if (m_frames.Count > 0) |
||
650 | m_currentFrame = m_frames[0]; |
||
651 | |||
652 | update = true; |
||
653 | } |
||
654 | else |
||
655 | { |
||
656 | float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal; |
||
657 | |||
658 | Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition; |
||
659 | Vector3 motionThisFrame = v / (float)steps; |
||
660 | v = v * 1000 / m_currentFrame.TimeMS; |
||
661 | |||
662 | if (Vector3.Mag(motionThisFrame) >= 0.05f) |
||
663 | { |
||
664 | // m_group.AbsolutePosition += motionThisFrame; |
||
665 | m_nextPosition = m_group.AbsolutePosition + motionThisFrame; |
||
666 | m_group.AbsolutePosition = m_nextPosition; |
||
667 | |||
668 | //m_group.RootPart.Velocity = v; |
||
669 | update = true; |
||
670 | } |
||
671 | |||
672 | if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation) |
||
673 | { |
||
674 | Quaternion current = m_group.GroupRotation; |
||
675 | |||
676 | Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete); |
||
677 | step.Normalize(); |
||
678 | /* use simpler change detection |
||
679 | * float angle = 0; |
||
680 | |||
681 | float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W; |
||
682 | float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W; |
||
683 | float aa_bb = aa * bb; |
||
684 | |||
685 | if (aa_bb == 0) |
||
686 | { |
||
687 | angle = 0; |
||
688 | } |
||
689 | else |
||
690 | { |
||
691 | float ab = current.X * step.X + |
||
692 | current.Y * step.Y + |
||
693 | current.Z * step.Z + |
||
694 | current.W * step.W; |
||
695 | float q = (ab * ab) / aa_bb; |
||
696 | |||
697 | if (q > 1.0f) |
||
698 | { |
||
699 | angle = 0; |
||
700 | } |
||
701 | else |
||
702 | { |
||
703 | angle = (float)Math.Acos(2 * q - 1); |
||
704 | } |
||
705 | } |
||
706 | |||
707 | if (angle > 0.01f) |
||
708 | */ |
||
709 | if(Math.Abs(step.X - current.X) > 0.001f |
||
710 | || Math.Abs(step.Y - current.Y) > 0.001f |
||
711 | || Math.Abs(step.Z - current.Z) > 0.001f) |
||
712 | // assuming w is a dependente var |
||
713 | |||
714 | { |
||
715 | // m_group.UpdateGroupRotationR(step); |
||
716 | m_group.RootPart.RotationOffset = step; |
||
717 | |||
718 | //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2); |
||
719 | update = true; |
||
720 | } |
||
721 | } |
||
722 | } |
||
723 | |||
724 | if (update) |
||
725 | { |
||
726 | m_group.SendGroupRootTerseUpdate(); |
||
727 | } |
||
728 | } |
||
729 | |||
730 | public Byte[] Serialize() |
||
731 | { |
||
732 | StopTimer(); |
||
733 | MemoryStream ms = new MemoryStream(); |
||
734 | |||
735 | BinaryFormatter fmt = new BinaryFormatter(); |
||
736 | SceneObjectGroup tmp = m_group; |
||
737 | m_group = null; |
||
738 | if (!m_selected && tmp != null) |
||
739 | m_serializedPosition = tmp.AbsolutePosition; |
||
740 | fmt.Serialize(ms, this); |
||
741 | m_group = tmp; |
||
742 | if (m_running && !m_waitingCrossing) |
||
743 | StartTimer(); |
||
744 | |||
745 | return ms.ToArray(); |
||
746 | } |
||
747 | |||
748 | public void StartCrossingCheck() |
||
749 | { |
||
750 | // timer will be restart by crossingFailure |
||
751 | // or never since crossing worked and this |
||
752 | // should be deleted |
||
753 | StopTimer(); |
||
754 | |||
755 | m_isCrossing = true; |
||
756 | m_waitingCrossing = true; |
||
757 | |||
758 | // to remove / retune to smoth crossings |
||
759 | if (m_group.RootPart.Velocity != Vector3.Zero) |
||
760 | { |
||
761 | m_group.RootPart.Velocity = Vector3.Zero; |
||
762 | m_group.SendGroupRootTerseUpdate(); |
||
763 | // m_group.RootPart.ScheduleTerseUpdate(); |
||
764 | } |
||
765 | } |
||
766 | |||
767 | public void CrossingFailure() |
||
768 | { |
||
769 | m_waitingCrossing = false; |
||
770 | |||
771 | if (m_group != null) |
||
772 | { |
||
773 | m_group.RootPart.Velocity = Vector3.Zero; |
||
774 | m_group.SendGroupRootTerseUpdate(); |
||
775 | // m_group.RootPart.ScheduleTerseUpdate(); |
||
776 | |||
777 | if (m_running) |
||
778 | { |
||
779 | StopTimer(); |
||
780 | m_skipLoops = 1200; // 60 seconds |
||
781 | StartTimer(); |
||
782 | } |
||
783 | } |
||
784 | } |
||
785 | } |
||
786 | } |