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refactor: make SceneObjectGroup.GroupScale() a property rather than a mehod
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@@ -236,6 +236,38 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_rootPart.RotationOffset; }
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}
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public Vector3 GroupScale
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{
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get
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{
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Vector3 minScale = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionSize);
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Vector3 maxScale = Vector3.Zero;
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Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart part = parts[i];
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Vector3 partscale = part.Scale;
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Vector3 partoffset = part.OffsetPosition;
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minScale.X = (partscale.X + partoffset.X < minScale.X) ? partscale.X + partoffset.X : minScale.X;
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minScale.Y = (partscale.Y + partoffset.Y < minScale.Y) ? partscale.Y + partoffset.Y : minScale.Y;
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minScale.Z = (partscale.Z + partoffset.Z < minScale.Z) ? partscale.Z + partoffset.Z : minScale.Z;
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maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
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maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
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maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
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}
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finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
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finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
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finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
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return finalScale;
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}
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}
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public UUID GroupID
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{
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get { return m_rootPart.GroupID; }
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@@ -592,35 +624,6 @@ namespace OpenSim.Region.Framework.Scenes
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//ScheduleGroupForFullUpdate();
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}
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public Vector3 GroupScale()
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{
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Vector3 minScale = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionSize);
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Vector3 maxScale = Vector3.Zero;
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Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart part = parts[i];
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Vector3 partscale = part.Scale;
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Vector3 partoffset = part.OffsetPosition;
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minScale.X = (partscale.X + partoffset.X < minScale.X) ? partscale.X + partoffset.X : minScale.X;
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minScale.Y = (partscale.Y + partoffset.Y < minScale.Y) ? partscale.Y + partoffset.Y : minScale.Y;
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minScale.Z = (partscale.Z + partoffset.Z < minScale.Z) ? partscale.Z + partoffset.Z : minScale.Z;
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maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
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maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
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maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
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}
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finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
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finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
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finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
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return finalScale;
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}
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public EntityIntersection TestIntersection(Ray hRay, bool frontFacesOnly, bool faceCenters)
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{
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// We got a request from the inner_scene to raytrace along the Ray hRay
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