fetch SOP.RotationOffset once in UpdateRotation() and compare rather than fetch four separate times.

No functional change.
remove-scene-viewer
Justin Clark-Casey (justincc) 2011-10-28 23:15:51 +01:00
parent 40bee97015
commit 7b46506822
2 changed files with 21 additions and 6 deletions

View File

@ -797,7 +797,14 @@ namespace OpenSim.Region.Framework.Scenes
m_rotationOffset = actor.Orientation; m_rotationOffset = actor.Orientation;
} }
} }
// float roll, pitch, yaw = 0;
// m_rotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
//
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Got euler {0} for RotationOffset on {1} {2}",
// new Vector3(roll, pitch, yaw), Name, LocalId);
return m_rotationOffset; return m_rotationOffset;
} }
@ -834,6 +841,13 @@ namespace OpenSim.Region.Framework.Scenes
m_log.Error("[SCENEOBJECTPART]: ROTATIONOFFSET" + ex.Message); m_log.Error("[SCENEOBJECTPART]: ROTATIONOFFSET" + ex.Message);
} }
} }
// float roll, pitch, yaw = 0;
// m_rotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
//
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Set euler {0} for RotationOffset on {1} {2}",
// new Vector3(roll, pitch, yaw), Name, LocalId);
} }
} }
@ -4495,12 +4509,13 @@ namespace OpenSim.Region.Framework.Scenes
PhysActor = null; PhysActor = null;
} }
/// <summary>
/// This updates the part's rotation and sends out an update to clients if necessary.
/// </summary>
/// <param name="rot"></param>
public void UpdateRotation(Quaternion rot) public void UpdateRotation(Quaternion rot)
{ {
if ((rot.X != RotationOffset.X) || if (rot != RotationOffset)
(rot.Y != RotationOffset.Y) ||
(rot.Z != RotationOffset.Z) ||
(rot.W != RotationOffset.W))
{ {
RotationOffset = rot; RotationOffset = rot;

View File

@ -1769,7 +1769,7 @@ namespace OpenSim.Region.Framework.Scenes
Rotation = Quaternion.CreateFromEulers(angle); Rotation = Quaternion.CreateFromEulers(angle);
// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation); // m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation);
Vector3 agent_control_v3 = new Vector3(); Vector3 agent_control_v3 = new Vector3();
HandleMoveToTargetUpdate(ref agent_control_v3); HandleMoveToTargetUpdate(ref agent_control_v3);
AddNewMovement(agent_control_v3); AddNewMovement(agent_control_v3);