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authorUbitUmarov2014-09-19 01:07:20 +0100
committerUbitUmarov2014-09-19 01:07:20 +0100
commit242bb425f37ebe258d2df46babc4e4553a4ad33e (patch)
treec934ff075ae6a495fc7893c028567ef2d1e6f011 /OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
parent dont give a ring to each asset request, just one to rule them all, i mean (diff)
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fix positions on same frames transitions
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/KeyframeMotion.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs11
1 files changed, 3 insertions, 8 deletions
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
index 902e60b..a3ebe6f 100644
--- a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -624,7 +624,6 @@ namespace OpenSim.Region.Framework.Scenes
624 return; 624 return;
625 } 625 }
626 626
627
628 if (m_group == null) 627 if (m_group == null)
629 return; 628 return;
630 629
@@ -636,7 +635,6 @@ namespace OpenSim.Region.Framework.Scenes
636 { 635 {
637 m_group.RootPart.Velocity = Vector3.Zero; 636 m_group.RootPart.Velocity = Vector3.Zero;
638 m_group.SendGroupRootTerseUpdate(); 637 m_group.SendGroupRootTerseUpdate();
639
640 } 638 }
641 return; 639 return;
642 } 640 }
@@ -683,6 +681,7 @@ namespace OpenSim.Region.Framework.Scenes
683 m_currentFrame.TimeMS += (int)tickDuration; 681 m_currentFrame.TimeMS += (int)tickDuration;
684 } 682 }
685 //force a update on a keyframe transition 683 //force a update on a keyframe transition
684 m_nextPosition = m_group.AbsolutePosition;
686 update = true; 685 update = true;
687 } 686 }
688 687
@@ -721,14 +720,10 @@ namespace OpenSim.Region.Framework.Scenes
721 Vector3 motionThisFrame = v / (float)steps; 720 Vector3 motionThisFrame = v / (float)steps;
722 v = v * 1000 / m_currentFrame.TimeMS; 721 v = v * 1000 / m_currentFrame.TimeMS;
723 722
724 if (Vector3.Mag(motionThisFrame) >= 0.05f) 723 m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
725 {
726 // m_group.AbsolutePosition += motionThisFrame;
727 m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
728 724
729 //m_group.RootPart.Velocity = v; 725 if (Vector3.Mag(motionThisFrame) >= 0.05f)
730 update = true; 726 update = true;
731 }
732 727
733 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation) 728 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
734 { 729 {