keyframe. Don't use group UpdateRotation since this enqueues a terse
update and we are sending them imediatlyavinationmerge
parent
b70d50edf2
commit
756d53db5e
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@ -544,8 +544,10 @@ namespace OpenSim.Region.Framework.Scenes
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m_nextPosition = (Vector3)m_currentFrame.Position;
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m_nextPosition = (Vector3)m_currentFrame.Position;
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m_group.AbsolutePosition = m_nextPosition;
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m_group.AbsolutePosition = m_nextPosition;
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m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
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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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m_frames.RemoveAt(0);
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if (m_frames.Count > 0)
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if (m_frames.Count > 0)
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m_currentFrame = m_frames[0];
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m_currentFrame = m_frames[0];
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@ -613,7 +615,9 @@ namespace OpenSim.Region.Framework.Scenes
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// assuming w is a dependente var
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// assuming w is a dependente var
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{
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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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//m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
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update = true;
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update = true;
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}
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}
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