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Massive tab and trailing space cleanup
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@@ -33,8 +33,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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{
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/// <summary>
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/// Written to decode and encode a binary animation asset.
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/// The SecondLife Client reads in a BVH file and converts
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/// it to the format described here. This isn't
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/// The SecondLife Client reads in a BVH file and converts
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/// it to the format described here. This isn't
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/// </summary>
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public class BinBVHAnimation
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{
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@@ -109,7 +109,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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/// Contains an array of joints
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/// </summary>
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public binBVHJoint[] Joints;
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public byte[] ToBytes()
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{
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@@ -136,14 +136,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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Joints[i].WriteBytesToStream(iostream, InPoint, OutPoint);
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}
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iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(0)));
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using (MemoryStream ms2 = (MemoryStream)iostream.BaseStream)
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outputbytes = ms2.ToArray();
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}
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return outputbytes;
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}
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public BinBVHAnimation()
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{
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rotationkeys = 0;
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@@ -160,7 +160,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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EaseOutTime = 0;
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HandPose = 1;
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m_jointCount = 0;
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Joints = new binBVHJoint[1];
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Joints[0] = new binBVHJoint();
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Joints[0].Name = "mPelvis";
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@@ -180,7 +180,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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Joints[0].positionkeys[0].key_element.X = ((float)rnd.NextDouble() * 2 - 1);
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Joints[0].positionkeys[0].key_element.Y = ((float)rnd.NextDouble() * 2 - 1);
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Joints[0].positionkeys[0].key_element.Z = ((float)rnd.NextDouble() * 2 - 1);
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}
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@@ -235,7 +235,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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}
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}
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/// <summary>
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/// Variable length strings seem to be null terminated in the animation asset.. but..
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/// use with caution, home grown.
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@@ -294,7 +294,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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/// <returns>The Joint data serialized into the binBVHJoint structure</returns>
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private binBVHJoint readJoint(byte[] data, ref int i)
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{
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binBVHJointKey[] positions;
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binBVHJointKey[] rotations;
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@@ -312,14 +312,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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pJoint.Name = ReadBytesUntilNull(data, ref i); // Joint name
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/*
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/*
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2 <- Priority Revisited
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0
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0
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0
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*/
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/*
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/*
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5 <-- 5 keyframes
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0
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0
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@@ -327,7 +327,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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... 5 Keyframe data blocks
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*/
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/*
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/*
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2 <-- 2 keyframes
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0
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0
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@@ -428,8 +428,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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}
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return m_keys;
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}
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}
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/// <summary>
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@@ -443,7 +443,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public string Name;
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/// <summary>
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/// Joint Animation Override? Was the same as the Priority in testing..
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/// Joint Animation Override? Was the same as the Priority in testing..
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/// </summary>
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public int Priority;
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@@ -523,7 +523,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public static class BinBVHUtil
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{
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public const float ONE_OVER_U16_MAX = 1.0f / UInt16.MaxValue;
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public static UInt16 FloatToUInt16(float val, float lower, float upper)
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{
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UInt16 uival = 0;
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@@ -536,7 +536,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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{
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upper -= lower;
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val = val - lower;
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// start with 500 upper and 200 lower.. subtract 200 from the upper and the value
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}
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else //if (lower < 0 && upper > 0)
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@@ -558,8 +558,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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return uival;
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}
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/// <summary>
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/// Endian Swap
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/// Swaps endianness if necessary
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@@ -590,7 +590,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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output[i] = Convert.ToByte(chr[i]);
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}
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output[i] = Convert.ToByte('\0');
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return output;
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}
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