remove creative hack and try to fix
parent
3f0138c967
commit
483afe6867
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@ -323,22 +323,25 @@ namespace OpenSim.Region.Framework.Scenes
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m_group = grp;
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m_scene = grp.Scene;
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Vector3 grppos = grp.AbsolutePosition;
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Vector3 offset = grppos - m_serializedPosition;
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// avoid doing it more than once
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// current this will happen draging a prim to other region
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m_serializedPosition = grppos;
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m_basePosition += offset;
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m_currentFrame.Position += offset;
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m_nextPosition += offset;
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for (int i = 0; i < m_frames.Count; i++)
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lock (m_frames)
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{
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Keyframe k = m_frames[i];
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k.Position += offset;
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m_frames[i]=k;
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Vector3 grppos = grp.AbsolutePosition;
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Vector3 offset = grppos - m_serializedPosition;
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// avoid doing it more than once
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// current this will happen draging a prim to other region
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m_serializedPosition = grppos;
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m_basePosition += offset;
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m_currentFrame.Position += offset;
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m_nextPosition += offset;
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for (int i = 0; i < m_frames.Count; i++)
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{
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Keyframe k = m_frames[i];
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k.Position += offset;
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m_frames[i] = k;
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}
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}
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if (m_running)
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@ -383,26 +386,29 @@ namespace OpenSim.Region.Framework.Scenes
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m_keyframes.CopyTo(newmotion.m_keyframes, 0);
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}
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newmotion.m_frames = new List<Keyframe>(m_frames);
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newmotion.m_basePosition = m_basePosition;
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newmotion.m_baseRotation = m_baseRotation;
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if (m_selected)
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newmotion.m_serializedPosition = m_serializedPosition;
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else
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lock (m_frames)
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{
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if (m_group != null)
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newmotion.m_serializedPosition = m_group.AbsolutePosition;
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else
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newmotion.m_frames = new List<Keyframe>(m_frames);
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newmotion.m_basePosition = m_basePosition;
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newmotion.m_baseRotation = m_baseRotation;
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if (m_selected)
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newmotion.m_serializedPosition = m_serializedPosition;
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else
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{
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if (m_group != null)
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newmotion.m_serializedPosition = m_group.AbsolutePosition;
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else
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newmotion.m_serializedPosition = m_serializedPosition;
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}
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newmotion.m_currentFrame = m_currentFrame;
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newmotion.m_iterations = m_iterations;
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newmotion.m_running = m_running;
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}
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newmotion.m_currentFrame = m_currentFrame;
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newmotion.m_iterations = m_iterations;
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newmotion.m_running = m_running;
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if (m_running && !m_waitingCrossing)
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StartTimer();
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@ -520,7 +526,6 @@ namespace OpenSim.Region.Framework.Scenes
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k.Position = pos;
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// k.Velocity = Vector3.Zero;
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}
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k.AngularVelocity = (Vector3)k.Position;
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k.StartRotation = rot;
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if (k.Rotation.HasValue)
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@ -654,27 +659,29 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_frames.Count == 0)
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{
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GetNextList();
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if (m_frames.Count == 0)
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lock (m_frames)
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{
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Done();
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Scene scene = m_group.Scene;
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GetNextList();
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IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>();
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foreach (IScriptModule m in scriptModules)
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if (m_frames.Count == 0)
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{
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if (m == null)
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continue;
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m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]);
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Done();
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Scene scene = m_group.Scene;
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IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>();
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foreach (IScriptModule m in scriptModules)
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{
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if (m == null)
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continue;
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m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]);
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}
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return;
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}
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return;
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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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m_currentFrame = m_frames[0];
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m_currentFrame.TimeMS += (int)tickDuration;
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//force a update on a keyframe transition
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update = true;
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}
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@ -683,22 +690,26 @@ namespace OpenSim.Region.Framework.Scenes
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// Do the frame processing
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double steps = (double)m_currentFrame.TimeMS / tickDuration;
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if (steps <= 0.0)
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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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m_nextPosition = NormalizeVector(m_currentFrame.AngularVelocity);
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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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m_frames.RemoveAt(0);
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if (m_frames.Count > 0)
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m_currentFrame = m_frames[0];
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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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m_currentFrame = m_frames[0];
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}
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update = true;
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}
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@ -714,7 +725,6 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// m_group.AbsolutePosition += motionThisFrame;
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m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
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m_group.AbsolutePosition = m_nextPosition;
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//m_group.RootPart.Velocity = v;
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update = true;
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@ -726,43 +736,43 @@ namespace OpenSim.Region.Framework.Scenes
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Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
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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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/* 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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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 (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 (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 (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.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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@ -773,29 +783,11 @@ namespace OpenSim.Region.Framework.Scenes
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if (update)
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{
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m_group.AbsolutePosition = m_nextPosition;
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m_group.SendGroupRootTerseUpdate();
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}
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}
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private Vector3 NormalizeVector(Vector3? pPosition)
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{
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if (pPosition == null)
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return Vector3.Zero;
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Vector3 tmp = (Vector3) pPosition;
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while (tmp.X > Constants.RegionSize)
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tmp.X -= Constants.RegionSize;
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while (tmp.X < 0)
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tmp.X += Constants.RegionSize;
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while (tmp.Y > Constants.RegionSize)
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tmp.Y -= Constants.RegionSize;
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while (tmp.Y < 0)
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tmp.Y += Constants.RegionSize;
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return tmp;
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}
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public Byte[] Serialize()
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{
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StopTimer();
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