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* This is the fabled LibOMV update with all of the libOMV types from JHurliman
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
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@@ -27,8 +27,8 @@
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using System;
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using System.Collections.Generic;
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using Axiom.Math;
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using Nini.Config;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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@@ -109,14 +109,13 @@ namespace OpenSim.Region.Physics.POSPlugin
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private bool isColliding(POSCharacter c, POSPrim p)
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{
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Vector3 rotatedPos = p.Orientation.Inverse() *
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new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y,
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c.Position.Z - p.Position.Z);
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Vector3 avatarSize = p.Orientation.Inverse()*new Vector3(c.Size.X, c.Size.Y, c.Size.Z);
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Vector3 rotatedPos = new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y,
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c.Position.Z - p.Position.Z) * Quaternion.Inverse(p.Orientation);
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Vector3 avatarSize = new Vector3(c.Size.X, c.Size.Y, c.Size.Z) * Quaternion.Inverse(p.Orientation);
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if (Math.Abs(rotatedPos.x) >= (p.Size.X*0.5 + Math.Abs(avatarSize.x)) ||
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Math.Abs(rotatedPos.y) >= (p.Size.Y*0.5 + Math.Abs(avatarSize.y)) ||
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Math.Abs(rotatedPos.z) >= (p.Size.Z*0.5 + Math.Abs(avatarSize.z)))
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if (Math.Abs(rotatedPos.X) >= (p.Size.X*0.5 + Math.Abs(avatarSize.X)) ||
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Math.Abs(rotatedPos.Y) >= (p.Size.Y*0.5 + Math.Abs(avatarSize.Y)) ||
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Math.Abs(rotatedPos.Z) >= (p.Size.Z*0.5 + Math.Abs(avatarSize.Z)))
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{
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return false;
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}
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