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-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs7
1 files changed, 4 insertions, 3 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 1591cb1..8815a28 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -8912,6 +8912,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8912 elemLength = 3; 8912 elemLength = 3;
8913 8913
8914 List<KeyframeMotion.Keyframe> keyframes = new List<KeyframeMotion.Keyframe>(); 8914 List<KeyframeMotion.Keyframe> keyframes = new List<KeyframeMotion.Keyframe>();
8915 bool hasTranslation = (data & KeyframeMotion.DataFormat.Translation) != 0;
8916 bool hasRotation = (data & KeyframeMotion.DataFormat.Rotation) != 0;
8915 while (idx < frames.Data.Length) 8917 while (idx < frames.Data.Length)
8916 { 8918 {
8917 int remain = frames.Data.Length - idx; 8919 int remain = frames.Data.Length - idx;
@@ -8923,16 +8925,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8923 frame.Position = null; 8925 frame.Position = null;
8924 frame.Rotation = null; 8926 frame.Rotation = null;
8925 8927
8926 if ((data & KeyframeMotion.DataFormat.Translation) != 0) 8928 if (hasTranslation)
8927 { 8929 {
8928 LSL_Types.Vector3 tempv = frames.GetVector3Item(idx++); 8930 LSL_Types.Vector3 tempv = frames.GetVector3Item(idx++);
8929 frame.Position = new Vector3((float)tempv.x, (float)tempv.y, (float)tempv.z); 8931 frame.Position = new Vector3((float)tempv.x, (float)tempv.y, (float)tempv.z);
8930 } 8932 }
8931 if ((data & KeyframeMotion.DataFormat.Rotation) != 0) 8933 if (hasRotation)
8932 { 8934 {
8933 LSL_Types.Quaternion tempq = frames.GetQuaternionItem(idx++); 8935 LSL_Types.Quaternion tempq = frames.GetQuaternionItem(idx++);
8934 Quaternion q = new Quaternion((float)tempq.x, (float)tempq.y, (float)tempq.z, (float)tempq.s); 8936 Quaternion q = new Quaternion((float)tempq.x, (float)tempq.y, (float)tempq.z, (float)tempq.s);
8935 q.Normalize();
8936 frame.Rotation = q; 8937 frame.Rotation = q;
8937 } 8938 }
8938 8939