keyframe. Don't use group UpdateRotation since this enqueues a terse

update and we are sending them imediatly
avinationmerge
UbitUmarov 2013-01-11 13:39:14 +00:00
parent b70d50edf2
commit 756d53db5e
1 changed files with 6 additions and 2 deletions

View File

@ -544,8 +544,10 @@ namespace OpenSim.Region.Framework.Scenes
m_nextPosition = (Vector3)m_currentFrame.Position; m_nextPosition = (Vector3)m_currentFrame.Position;
m_group.AbsolutePosition = m_nextPosition; m_group.AbsolutePosition = m_nextPosition;
m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation); // we are sending imediate updates, no doing force a extra terseUpdate
// m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation;
m_frames.RemoveAt(0); m_frames.RemoveAt(0);
if (m_frames.Count > 0) if (m_frames.Count > 0)
m_currentFrame = m_frames[0]; m_currentFrame = m_frames[0];
@ -613,7 +615,9 @@ namespace OpenSim.Region.Framework.Scenes
// assuming w is a dependente var // assuming w is a dependente var
{ {
m_group.UpdateGroupRotationR(step); // m_group.UpdateGroupRotationR(step);
m_group.RootPart.RotationOffset = step;
//m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2); //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
update = true; update = true;
} }