fetch SOP.RotationOffset once in UpdateRotation() and compare rather than fetch four separate times.
No functional change.remove-scene-viewer
parent
40bee97015
commit
7b46506822
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@ -797,7 +797,14 @@ namespace OpenSim.Region.Framework.Scenes
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m_rotationOffset = actor.Orientation;
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m_rotationOffset = actor.Orientation;
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}
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}
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}
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}
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// float roll, pitch, yaw = 0;
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// m_rotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
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//
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Got euler {0} for RotationOffset on {1} {2}",
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// new Vector3(roll, pitch, yaw), Name, LocalId);
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return m_rotationOffset;
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return m_rotationOffset;
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}
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}
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@ -834,6 +841,13 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.Error("[SCENEOBJECTPART]: ROTATIONOFFSET" + ex.Message);
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m_log.Error("[SCENEOBJECTPART]: ROTATIONOFFSET" + ex.Message);
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}
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}
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}
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}
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// float roll, pitch, yaw = 0;
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// m_rotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
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//
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Set euler {0} for RotationOffset on {1} {2}",
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// new Vector3(roll, pitch, yaw), Name, LocalId);
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}
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}
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}
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}
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@ -4495,12 +4509,13 @@ namespace OpenSim.Region.Framework.Scenes
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PhysActor = null;
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PhysActor = null;
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}
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}
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/// <summary>
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/// This updates the part's rotation and sends out an update to clients if necessary.
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/// </summary>
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/// <param name="rot"></param>
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public void UpdateRotation(Quaternion rot)
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public void UpdateRotation(Quaternion rot)
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{
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{
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if ((rot.X != RotationOffset.X) ||
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if (rot != RotationOffset)
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(rot.Y != RotationOffset.Y) ||
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(rot.Z != RotationOffset.Z) ||
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(rot.W != RotationOffset.W))
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{
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{
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RotationOffset = rot;
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RotationOffset = rot;
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@ -1769,7 +1769,7 @@ namespace OpenSim.Region.Framework.Scenes
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Rotation = Quaternion.CreateFromEulers(angle);
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Rotation = Quaternion.CreateFromEulers(angle);
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// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation);
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// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation);
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Vector3 agent_control_v3 = new Vector3();
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Vector3 agent_control_v3 = new Vector3();
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HandleMoveToTargetUpdate(ref agent_control_v3);
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HandleMoveToTargetUpdate(ref agent_control_v3);
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AddNewMovement(agent_control_v3);
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AddNewMovement(agent_control_v3);
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