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More testing some ideas, to find best method for SceneObject Primitive classes.
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299
OpenSim/Region/Environment/Scenes/AllNewSceneObjectGroup2.cs
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299
OpenSim/Region/Environment/Scenes/AllNewSceneObjectGroup2.cs
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using System.Collections.Generic;
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using System.Text;
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using Axiom.Math;
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using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim.Framework.Interfaces;
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using OpenSim.Framework.Types;
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using OpenSim.Physics.Manager;
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namespace OpenSim.Region.Environment.Scenes
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{
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// public delegate void PrimCountTaintedDelegate();
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public class AllNewSceneObjectGroup2 : EntityBase
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{
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private Encoding enc = Encoding.ASCII;
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protected AllNewSceneObjectPart2 m_rootPart;
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protected Dictionary<LLUUID, AllNewSceneObjectPart2> m_parts = new Dictionary<LLUUID, AllNewSceneObjectPart2>();
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public event PrimCountTaintedDelegate OnPrimCountTainted;
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/// <summary>
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///
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/// </summary>
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public int primCount
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{
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get
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{
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return 1;
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}
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}
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/// <summary>
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///
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/// </summary>
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public LLVector3 GroupCentrePoint
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{
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get
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{
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return new LLVector3(0, 0, 0);
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}
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}
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/// <summary>
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///
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/// </summary>
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public AllNewSceneObjectGroup2()
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{
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}
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/// <summary>
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///
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/// </summary>
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public void FlagGroupForFullUpdate()
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{
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}
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/// <summary>
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///
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/// </summary>
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public void FlagGroupForTerseUpdate()
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{
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="objectGroup"></param>
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public void LinkToGroup(AllNewSceneObjectGroup2 objectGroup)
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{
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="primID"></param>
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/// <returns></returns>
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private AllNewSceneObjectPart2 GetChildPrim(LLUUID primID)
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{
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AllNewSceneObjectPart2 childPart = null;
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if (this.m_parts.ContainsKey(primID))
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{
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childPart = this.m_parts[primID];
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}
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return childPart;
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="localID"></param>
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/// <returns></returns>
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private AllNewSceneObjectPart2 GetChildPrim(uint localID)
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{
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foreach (AllNewSceneObjectPart2 part in this.m_parts.Values)
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{
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if (part.m_localID == localID)
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{
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return part;
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}
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}
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return null;
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}
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public void TriggerTainted()
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{
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if (OnPrimCountTainted != null)
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{
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this.OnPrimCountTainted();
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}
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="offset"></param>
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/// <param name="pos"></param>
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/// <param name="remoteClient"></param>
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public void GrapMovement(LLVector3 offset, LLVector3 pos, IClientAPI remoteClient)
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{
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this.Pos = pos;
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="client"></param>
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public void GetProperites(IClientAPI client)
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{
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ObjectPropertiesPacket proper = new ObjectPropertiesPacket();
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proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[1];
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proper.ObjectData[0] = new ObjectPropertiesPacket.ObjectDataBlock();
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proper.ObjectData[0].ItemID = LLUUID.Zero;
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proper.ObjectData[0].CreationDate = (ulong)this.m_rootPart.CreationDate;
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proper.ObjectData[0].CreatorID = this.m_rootPart.CreatorID;
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proper.ObjectData[0].FolderID = LLUUID.Zero;
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proper.ObjectData[0].FromTaskID = LLUUID.Zero;
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proper.ObjectData[0].GroupID = LLUUID.Zero;
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proper.ObjectData[0].InventorySerial = 0;
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proper.ObjectData[0].LastOwnerID = this.m_rootPart.LastOwnerID;
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proper.ObjectData[0].ObjectID = this.m_uuid;
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proper.ObjectData[0].OwnerID = this.m_rootPart.OwnerID;
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proper.ObjectData[0].TouchName = enc.GetBytes(this.m_rootPart.TouchName + "\0");
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proper.ObjectData[0].TextureID = new byte[0];
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proper.ObjectData[0].SitName = enc.GetBytes(this.m_rootPart.SitName + "\0");
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proper.ObjectData[0].Name = enc.GetBytes(this.m_rootPart.Name + "\0");
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proper.ObjectData[0].Description = enc.GetBytes(this.m_rootPart.Description + "\0");
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proper.ObjectData[0].OwnerMask = this.m_rootPart.OwnerMask;
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proper.ObjectData[0].NextOwnerMask = this.m_rootPart.NextOwnerMask;
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proper.ObjectData[0].GroupMask = this.m_rootPart.GroupMask;
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proper.ObjectData[0].EveryoneMask = this.m_rootPart.EveryoneMask;
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proper.ObjectData[0].BaseMask = this.m_rootPart.BaseMask;
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client.OutPacket(proper);
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}
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#region Shape
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/// <summary>
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///
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/// </summary>
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/// <param name="shapeBlock"></param>
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public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock, uint localID)
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{
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AllNewSceneObjectPart2 part = this.GetChildPrim(localID);
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if (part != null)
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{
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part.UpdateShape(shapeBlock);
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}
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}
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#endregion
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#region Position
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public void UpdateGroupPosition(LLVector3 pos)
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{
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this.m_pos = pos;
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}
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public void UpdateSinglePosition(LLVector3 pos, uint localID)
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{
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AllNewSceneObjectPart2 part = this.GetChildPrim(localID);
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if (part != null)
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{
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if (part.uuid == this.m_rootPart.uuid)
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{
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this.UpdateRootPosition(pos);
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}
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else
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{
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part.UpdateOffSet(pos);
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}
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}
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}
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private void UpdateRootPosition(LLVector3 pos)
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{
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LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z);
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LLVector3 oldPos = new LLVector3(this.Pos.X + this.m_rootPart.OffsetPosition.X, this.Pos.Y + this.m_rootPart.OffsetPosition.Y, this.Pos.Z + this.m_rootPart.OffsetPosition.Z);
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LLVector3 diff = oldPos - newPos;
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Axiom.Math.Vector3 axDiff = new Vector3(diff.X, diff.Y, diff.Z);
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Axiom.Math.Quaternion partRotation = new Quaternion(this.m_rootPart.RotationOffset.W, this.m_rootPart.RotationOffset.X, this.m_rootPart.RotationOffset.Y, this.m_rootPart.RotationOffset.Z);
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axDiff = partRotation.Inverse() * axDiff;
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diff.X = axDiff.x;
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diff.Y = axDiff.y;
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diff.Z = axDiff.z;
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foreach (AllNewSceneObjectPart2 obPart in this.m_parts.Values)
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{
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if (obPart.uuid != this.m_rootPart.uuid)
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{
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obPart.OffsetPosition = obPart.OffsetPosition + diff;
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}
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}
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this.Pos = newPos;
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pos.X = newPos.X;
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pos.Y = newPos.Y;
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pos.Z = newPos.Z;
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}
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#endregion
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#region Roation
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public void UpdateGroupRotation(LLQuaternion rot)
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{
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this.m_rootPart.RotationOffset = new LLQuaternion(rot.X, rot.Y, rot.Z, rot.W);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="pos"></param>
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/// <param name="rot"></param>
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public void UpdateGroupMouseRotation(LLVector3 pos, LLQuaternion rot)
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{
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this.m_rootPart.RotationOffset = new LLQuaternion(rot.X, rot.Y, rot.Z, rot.W);
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this.m_pos = pos;
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}
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public void UpdateSingleRotation(LLQuaternion rot, uint localID)
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{
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AllNewSceneObjectPart2 part = this.GetChildPrim(localID);
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if (part != null)
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{
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if (part.uuid == this.m_rootPart.uuid)
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{
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this.UpdateRootRotation(rot);
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}
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else
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{
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part.UpdateRotation(rot);
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}
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}
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}
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private void UpdateRootRotation(LLQuaternion rot)
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{
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this.m_rootPart.UpdateRotation(rot);
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Axiom.Math.Quaternion axRot = new Quaternion(rot.W, rot.X, rot.Y, rot.Z);
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Axiom.Math.Quaternion oldParentRot = new Quaternion(this.m_rootPart.RotationOffset.W, this.m_rootPart.RotationOffset.X, this.m_rootPart.RotationOffset.Y, this.m_rootPart.RotationOffset.Z);
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foreach (AllNewSceneObjectPart2 prim in this.m_parts.Values)
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{
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if (prim.uuid != this.m_rootPart.uuid)
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{
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Vector3 axPos = new Vector3(prim.OffsetPosition.X, prim.OffsetPosition.Y, prim.OffsetPosition.Z);
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axPos = oldParentRot * axPos;
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axPos = axRot.Inverse() * axPos;
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prim.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
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Axiom.Math.Quaternion primsRot = new Quaternion(prim.RotationOffset.W, prim.RotationOffset.X, prim.RotationOffset.Y, prim.RotationOffset.Z);
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Axiom.Math.Quaternion newRot = oldParentRot * primsRot;
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newRot = axRot.Inverse() * newRot;
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prim.RotationOffset = new LLQuaternion(newRot.w, newRot.x, newRot.y, newRot.z);
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}
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}
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}
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#endregion
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/// <summary>
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///
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/// </summary>
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/// <param name="part"></param>
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private void SetPartAsRoot(AllNewSceneObjectPart2 part)
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{
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this.m_rootPart = part;
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this.m_uuid = part.uuid;
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this.m_localId = part.m_localID;
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="part"></param>
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private void SetPartAsNonRoot(AllNewSceneObjectPart2 part)
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{
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}
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}
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}
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