mantis 8130: improve keyframes motion
parent
c6150c2066
commit
056b765fbc
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@ -495,6 +495,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.AngularVelocity = Vector3.Zero;
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m_skippedUpdates = 1000;
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m_group.SendGroupRootTerseUpdate();
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// m_group.RootPart.ScheduleTerseUpdate();
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}
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@ -517,6 +518,7 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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if (m_running && !m_waitingCrossing)
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StartTimer();
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m_skippedUpdates = 1000;
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}
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}
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@ -643,10 +645,15 @@ namespace OpenSim.Region.Framework.Scenes
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.AngularVelocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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// m_group.RootPart.ScheduleTerseUpdate();
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m_frames.Clear();
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}
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Vector3 m_lastPosUpdate;
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Quaternion m_lastRotationUpdate;
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Vector3 m_currentVel;
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int m_skippedUpdates;
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private void DoOnTimer(double tickDuration)
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{
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if (m_skipLoops > 0)
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@ -665,6 +672,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_group.RootPart.Velocity != Vector3.Zero)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_skippedUpdates = 1000;
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m_group.SendGroupRootTerseUpdate();
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}
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return;
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@ -677,7 +685,9 @@ namespace OpenSim.Region.Framework.Scenes
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// retry to set the position that evtually caused the outbound
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// if still outside region this will call startCrossing below
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m_isCrossing = false;
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m_skippedUpdates = 1000;
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m_group.AbsolutePosition = m_nextPosition;
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if (!m_isCrossing)
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{
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StopTimer();
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@ -700,10 +710,12 @@ namespace OpenSim.Region.Framework.Scenes
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}
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m_currentFrame = m_frames[0];
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m_currentFrame.TimeMS += (int)tickDuration;
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}
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//force a update on a keyframe transition
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m_nextPosition = m_group.AbsolutePosition;
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m_currentVel = (Vector3)m_currentFrame.Position - m_nextPosition;
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m_currentVel /= (m_currentFrame.TimeMS * 0.001f);
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m_currentFrame.TimeMS += (int)tickDuration;
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update = true;
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}
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@ -712,7 +724,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Do the frame processing
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double remainingSteps = (double)m_currentFrame.TimeMS / tickDuration;
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if (remainingSteps <= 0.0)
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if (remainingSteps <= 1.0)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.AngularVelocity = Vector3.Zero;
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@ -720,92 +732,71 @@ namespace OpenSim.Region.Framework.Scenes
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m_nextPosition = (Vector3)m_currentFrame.Position;
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m_group.AbsolutePosition = m_nextPosition;
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// we are sending imediate updates, no doing force a extra terseUpdate
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// m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
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m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation;
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lock (m_frames)
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{
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m_frames.RemoveAt(0);
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if (m_frames.Count > 0)
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{
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m_currentFrame = m_frames[0];
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m_currentVel = (Vector3)m_currentFrame.Position - m_nextPosition;
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m_currentVel /= (m_currentFrame.TimeMS * 0.001f);
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m_group.RootPart.Velocity = m_currentVel;
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m_currentFrame.TimeMS += (int)tickDuration;
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}
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else
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m_group.RootPart.Velocity = Vector3.Zero;
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}
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update = true;
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}
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else
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{
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bool lastSteps = remainingSteps < 4;
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Vector3 currentPosition = m_group.AbsolutePosition;
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Vector3 motionThisFrame = (Vector3)m_currentFrame.Position - currentPosition;
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motionThisFrame /= (float)remainingSteps;
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m_nextPosition = currentPosition + motionThisFrame;
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Quaternion currentRotation = m_group.GroupRotation;
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if ((Quaternion)m_currentFrame.Rotation != currentRotation)
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{
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float completed = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
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bool lastStep = m_currentFrame.TimeMS <= tickDuration;
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Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
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Vector3 motionThisFrame = v / (float)remainingSteps;
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v = v * 1000 / m_currentFrame.TimeMS;
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m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
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if (Vector3.Mag(motionThisFrame) >= 0.05f)
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update = true;
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//int totalSteps = m_currentFrame.TimeTotal / (int)tickDuration;
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//m_log.DebugFormat("KeyframeMotion.OnTimer: step {0}/{1}, curPosition={2}, finalPosition={3}, motionThisStep={4} (scene {5})",
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// totalSteps - remainingSteps + 1, totalSteps, m_group.AbsolutePosition, m_currentFrame.Position, motionThisStep, m_scene.RegionInfo.RegionName);
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if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
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{
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Quaternion current = m_group.GroupRotation;
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Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, completed);
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step.Normalize();
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/* use simpler change detection
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* float angle = 0;
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float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
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float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
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float aa_bb = aa * bb;
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if (aa_bb == 0)
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{
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angle = 0;
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}
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else
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{
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float ab = current.X * step.X +
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current.Y * step.Y +
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current.Z * step.Z +
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current.W * step.W;
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float q = (ab * ab) / aa_bb;
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if (q > 1.0f)
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{
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angle = 0;
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}
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else
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{
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angle = (float)Math.Acos(2 * q - 1);
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}
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}
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if (angle > 0.01f)
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*/
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if (Math.Abs(step.X - current.X) > 0.001f
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|| Math.Abs(step.Y - current.Y) > 0.001f
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|| Math.Abs(step.Z - current.Z) > 0.001f)
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// assuming w is a dependente var
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{
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// m_group.UpdateGroupRotationR(step);
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m_group.RootPart.RotationOffset = step;
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//m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
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if (Math.Abs(step.X - m_lastRotationUpdate.X) > 0.001f
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|| Math.Abs(step.Y - m_lastRotationUpdate.Y) > 0.001f
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|| Math.Abs(step.Z - m_lastRotationUpdate.Z) > 0.001f)
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update = true;
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}
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}
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}
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if (update)
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{
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m_group.AbsolutePosition = m_nextPosition;
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if(lastSteps)
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m_group.RootPart.Velocity = Vector3.Zero;
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else
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m_group.RootPart.Velocity = m_currentVel;
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if(!update && (
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lastSteps ||
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m_skippedUpdates * tickDuration > 0.5 ||
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Math.Abs(m_nextPosition.X - currentPosition.X) > 5f ||
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Math.Abs(m_nextPosition.Y - currentPosition.Y) > 5f ||
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Math.Abs(m_nextPosition.Z - currentPosition.Z) > 5f
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))
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{
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update = true;
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}
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else
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m_skippedUpdates++;
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}
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if(update)
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{
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m_lastPosUpdate = m_nextPosition;
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m_lastRotationUpdate = m_group.GroupRotation;
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m_skippedUpdates = 0;
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m_group.SendGroupRootTerseUpdate();
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}
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}
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@ -850,6 +841,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_group.RootPart.Velocity != Vector3.Zero)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_skippedUpdates = 1000;
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m_group.SendGroupRootTerseUpdate();
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// m_group.RootPart.ScheduleTerseUpdate();
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}
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@ -862,6 +854,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_group != null)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_skippedUpdates = 1000;
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m_group.SendGroupRootTerseUpdate();
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// m_group.RootPart.ScheduleTerseUpdate();
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