get rid of intermediate local store of body rotation in ScenePresence, this is not used.
parent
ee22569c92
commit
29093df1a7
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@ -173,7 +173,7 @@ namespace OpenSim.Region.Framework.Scenes
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private float m_speedModifier = 1.0f;
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private float m_speedModifier = 1.0f;
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private Quaternion m_bodyRot= Quaternion.Identity;
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private Quaternion m_bodyRot = Quaternion.Identity;
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private Quaternion m_bodyRotPrevious = Quaternion.Identity;
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private Quaternion m_bodyRotPrevious = Quaternion.Identity;
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@ -1397,7 +1397,6 @@ namespace OpenSim.Region.Framework.Scenes
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bool update_rotation = false;
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bool update_rotation = false;
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bool DCFlagKeyPressed = false;
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bool DCFlagKeyPressed = false;
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Vector3 agent_control_v3 = Vector3.Zero;
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Vector3 agent_control_v3 = Vector3.Zero;
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Quaternion q = bodyRotation;
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bool oldflying = PhysicsActor.Flying;
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bool oldflying = PhysicsActor.Flying;
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@ -1411,9 +1410,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (actor.Flying != oldflying)
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if (actor.Flying != oldflying)
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update_movementflag = true;
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update_movementflag = true;
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if (q != m_bodyRot)
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if (bodyRotation != m_bodyRot)
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{
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{
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m_bodyRot = q;
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m_bodyRot = bodyRotation;
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update_rotation = true;
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update_rotation = true;
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}
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}
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@ -1535,7 +1534,7 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
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// "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
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AddNewMovement(agent_control_v3, q);
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AddNewMovement(agent_control_v3, bodyRotation);
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}
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}
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if (update_movementflag
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if (update_movementflag
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