fetch SOP.RotationOffset once in UpdateRotation() and compare rather than fetch four separate times.
No functional change.remove-scene-viewer
parent
40bee97015
commit
7b46506822
|
@ -798,6 +798,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
|
@ -834,6 +841,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
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;
|
||||
}
|
||||
|
||||
/// <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)
|
||||
{
|
||||
if ((rot.X != RotationOffset.X) ||
|
||||
(rot.Y != RotationOffset.Y) ||
|
||||
(rot.Z != RotationOffset.Z) ||
|
||||
(rot.W != RotationOffset.W))
|
||||
if (rot != RotationOffset)
|
||||
{
|
||||
RotationOffset = rot;
|
||||
|
||||
|
|
Loading…
Reference in New Issue