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https://github.com/opensim/opensim.git
synced 2026-08-07 17:55:48 +08:00
seems to compile ( tests comented out)
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@@ -351,26 +351,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_group = grp;
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m_scene = grp.Scene;
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<<<<<<< HEAD
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Vector3 grppos = grp.AbsolutePosition;
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Vector3 offset = grppos - m_serializedPosition;
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// avoid doing it more than once
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// current this will happen dragging a prim to other region
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m_serializedPosition = grppos;
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m_basePosition += offset;
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m_nextPosition += offset;
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m_currentFrame.StartPosition += offset;
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m_currentFrame.Position += offset;
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for (int i = 0; i < m_frames.Count; i++)
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{
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Keyframe k = m_frames[i];
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k.StartPosition += offset;
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k.Position += offset;
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m_frames[i]=k;
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=======
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lock (m_frames)
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{
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Vector3 grppos = grp.AbsolutePosition;
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@@ -390,7 +371,6 @@ namespace OpenSim.Region.Framework.Scenes
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k.Position += offset;
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m_frames[i] = k;
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}
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>>>>>>> avn/ubitvar
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}
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if (m_running)
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@@ -708,29 +688,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_frames.Count == 0)
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{
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<<<<<<< HEAD
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if (!m_running) return;
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GetNextList();
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if (m_frames.Count == 0)
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{
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Stop();
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// Scene scene = m_group.Scene;
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//
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// IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>();
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// foreach (IScriptModule m in scriptModules)
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// {
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// if (m == null)
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// continue;
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// m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]);
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// }
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m_group.Scene.EventManager.TriggerMovingEndEvent(m_group.RootPart.LocalId);
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return;
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}
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=======
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lock (m_frames)
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{
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GetNextList();
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@@ -738,17 +695,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_frames.Count == 0)
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{
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Done();
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Scene scene = m_group.Scene;
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IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>();
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foreach (IScriptModule m in scriptModules)
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{
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if (m == null)
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continue;
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m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]);
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}
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>>>>>>> avn/ubitvar
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m_group.Scene.EventManager.TriggerMovingEndEvent(m_group.RootPart.LocalId);
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return;
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}
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@@ -792,21 +739,13 @@ namespace OpenSim.Region.Framework.Scenes
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float completed = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
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bool lastStep = m_currentFrame.TimeMS <= tickDuration;
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Vector3 positionThisStep = m_currentFrame.StartPosition + (m_currentFrame.Position.Value - m_currentFrame.StartPosition) * completed;
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Vector3 motionThisStep = positionThisStep - m_group.AbsolutePosition;
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Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
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Vector3 motionThisFrame = v / (float)remainingSteps;
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v = v * 1000 / m_currentFrame.TimeMS;
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<<<<<<< HEAD
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float mag = Vector3.Mag(motionThisStep);
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if ((mag >= 0.02f) || lastStep)
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{
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m_nextPosition = m_group.AbsolutePosition + motionThisStep;
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m_group.AbsolutePosition = m_nextPosition;
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=======
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m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
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if (Vector3.Mag(motionThisFrame) >= 0.05f)
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>>>>>>> avn/ubitvar
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update = true;
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//int totalSteps = m_currentFrame.TimeTotal / (int)tickDuration;
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@@ -819,45 +758,6 @@ namespace OpenSim.Region.Framework.Scenes
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Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, completed);
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step.Normalize();
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<<<<<<< HEAD
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/* use simpler change detection
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* float angle = 0;
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float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
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float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
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float aa_bb = aa * bb;
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if (aa_bb == 0)
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{
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angle = 0;
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}
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else
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{
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float ab = current.X * step.X +
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current.Y * step.Y +
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current.Z * step.Z +
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current.W * step.W;
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float q = (ab * ab) / aa_bb;
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if (q > 1.0f)
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{
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angle = 0;
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}
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else
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{
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angle = (float)Math.Acos(2 * q - 1);
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}
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}
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if (angle > 0.01f)
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*/
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if(Math.Abs(step.X - current.X) > 0.001f
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|| Math.Abs(step.Y - current.Y) > 0.001f
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|| Math.Abs(step.Z - current.Z) > 0.001f
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|| lastStep)
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// assuming w is a dependente var
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=======
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/* use simpler change detection
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* float angle = 0;
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@@ -893,9 +793,8 @@ namespace OpenSim.Region.Framework.Scenes
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|| Math.Abs(step.Y - current.Y) > 0.001f
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|| Math.Abs(step.Z - current.Z) > 0.001f)
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// assuming w is a dependente var
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>>>>>>> avn/ubitvar
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{
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// m_group.UpdateGroupRotationR(step);
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// m_group.UpdateGroupRotationR(step);
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m_group.RootPart.RotationOffset = step;
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//m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
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@@ -922,22 +821,15 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectGroup tmp = m_group;
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m_group = null;
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if (!m_selected && tmp != null)
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m_serializedPosition = tmp.AbsolutePosition;
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<<<<<<< HEAD
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=======
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fmt.Serialize(ms, this);
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m_group = tmp;
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if (!timerWasStopped && m_running && !m_waitingCrossing)
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StartTimer();
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>>>>>>> avn/ubitvar
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using (MemoryStream ms = new MemoryStream())
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{
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BinaryFormatter fmt = new BinaryFormatter();
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if (!m_selected && tmp != null)
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m_serializedPosition = tmp.AbsolutePosition;
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fmt.Serialize(ms, this);
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m_group = tmp;
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if (m_running && !m_waitingCrossing)
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if (!timerWasStopped && m_running && !m_waitingCrossing)
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StartTimer();
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return ms.ToArray();
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