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authorMelanie2013-08-25 06:26:56 +0200
committerMelanie2013-08-25 06:26:56 +0200
commitf7378829c3da999fcd200a5d0e6189a563cbda39 (patch)
treeceb762fd98516750dd5d4e9a00315c04a8de1a3f /OpenSim/Region
parent* This fixes the border crossing offsets by storing the final keyframe locati... (diff)
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Fix the root cause of keyframe motion region crossing offset - UpdateSceneObject
was being called twice on each crossing.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs22
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs6
2 files changed, 5 insertions, 23 deletions
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
index d9df95c..276b61f 100644
--- a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -478,7 +478,6 @@ namespace OpenSim.Region.Framework.Scenes
478 k.Position = pos; 478 k.Position = pos;
479// k.Velocity = Vector3.Zero; 479// k.Velocity = Vector3.Zero;
480 } 480 }
481 k.AngularVelocity = (Vector3)k.Position;
482 481
483 k.StartRotation = rot; 482 k.StartRotation = rot;
484 if (k.Rotation.HasValue) 483 if (k.Rotation.HasValue)
@@ -619,7 +618,7 @@ namespace OpenSim.Region.Framework.Scenes
619 m_group.RootPart.Velocity = Vector3.Zero; 618 m_group.RootPart.Velocity = Vector3.Zero;
620 m_group.RootPart.AngularVelocity = Vector3.Zero; 619 m_group.RootPart.AngularVelocity = Vector3.Zero;
621 620
622 m_nextPosition = NormalizeVector(m_currentFrame.AngularVelocity); 621 m_nextPosition = (Vector3)m_currentFrame.Position;
623 m_group.AbsolutePosition = m_nextPosition; 622 m_group.AbsolutePosition = m_nextPosition;
624 623
625 // we are sending imediate updates, no doing force a extra terseUpdate 624 // we are sending imediate updates, no doing force a extra terseUpdate
@@ -707,26 +706,7 @@ namespace OpenSim.Region.Framework.Scenes
707 m_group.SendGroupRootTerseUpdate(); 706 m_group.SendGroupRootTerseUpdate();
708 } 707 }
709 } 708 }
710 private Vector3 NormalizeVector(Vector3? pPosition)
711 {
712 if (pPosition == null)
713 return Vector3.Zero;
714
715 Vector3 tmp = (Vector3) pPosition;
716
717 while (tmp.X > Constants.RegionSize)
718 tmp.X -= Constants.RegionSize;
719 while (tmp.X < 0)
720 tmp.X += Constants.RegionSize;
721 while (tmp.Y > Constants.RegionSize)
722 tmp.Y -= Constants.RegionSize;
723 while (tmp.Y < 0)
724 tmp.Y += Constants.RegionSize;
725 709
726 return tmp;
727
728
729 }
730 public Byte[] Serialize() 710 public Byte[] Serialize()
731 { 711 {
732 StopTimer(); 712 StopTimer();
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 2b58795..b189599 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -2802,8 +2802,10 @@ namespace OpenSim.Region.Framework.Scenes
2802 newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject)); 2802 newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
2803 newObject.ResumeScripts(); 2803 newObject.ResumeScripts();
2804 2804
2805 if (newObject.RootPart.KeyframeMotion != null) 2805 // AddSceneObject already does this and doing it again messes
2806 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject); 2806 // up region crossings, so don't.
2807 //if (newObject.RootPart.KeyframeMotion != null)
2808 // newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2807 } 2809 }
2808 2810
2809 // Do this as late as possible so that listeners have full access to the incoming object 2811 // Do this as late as possible so that listeners have full access to the incoming object