Melchior: Make the (lack of) axis or center location definitions more consistent.
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@@ -630,14 +630,18 @@ SGRotateAnimation::SGRotateAnimation( SGPropertyNode *prop_root,
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_center[0] = 0;
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_center[1] = 0;
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_center[2] = 0;
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if (props->hasValue("axis/x1-m")) {
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if (props->hasValue("axis/x") || props->hasValue("axis/y") || props->hasValue("axis/z")) {
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_axis[0] = props->getFloatValue("axis/x", 0);
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_axis[1] = props->getFloatValue("axis/y", 0);
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_axis[2] = props->getFloatValue("axis/z", 0);
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} else {
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double x1,y1,z1,x2,y2,z2;
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x1 = props->getFloatValue("axis/x1-m");
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y1 = props->getFloatValue("axis/y1-m");
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z1 = props->getFloatValue("axis/z1-m");
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x2 = props->getFloatValue("axis/x2-m");
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y2 = props->getFloatValue("axis/y2-m");
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z2 = props->getFloatValue("axis/z2-m");
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x1 = props->getFloatValue("axis/x1-m", 0);
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y1 = props->getFloatValue("axis/y1-m", 0);
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z1 = props->getFloatValue("axis/z1-m", 0);
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x2 = props->getFloatValue("axis/x2-m", 0);
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y2 = props->getFloatValue("axis/y2-m", 0);
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z2 = props->getFloatValue("axis/z2-m", 0);
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_center[0] = (x1+x2)/2;
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_center[1]= (y1+y2)/2;
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_center[2] = (z1+z2)/2;
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@@ -645,15 +649,12 @@ SGRotateAnimation::SGRotateAnimation( SGPropertyNode *prop_root,
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_axis[0] = (x2-x1)/vector_length;
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_axis[1] = (y2-y1)/vector_length;
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_axis[2] = (z2-z1)/vector_length;
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} else {
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_axis[0] = props->getFloatValue("axis/x", 0);
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_axis[1] = props->getFloatValue("axis/y", 0);
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_axis[2] = props->getFloatValue("axis/z", 0);
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}
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if (props->hasValue("center/x-m")) {
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_center[0] = props->getFloatValue("center/x-m", 0);
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_center[1] = props->getFloatValue("center/y-m", 0);
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_center[2] = props->getFloatValue("center/z-m", 0);
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if (props->hasValue("center/x-m") || props->hasValue("center/y-m")
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|| props->hasValue("center/z-m")) {
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_center[0] = props->getFloatValue("center/x-m", 0);
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_center[1] = props->getFloatValue("center/y-m", 0);
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_center[2] = props->getFloatValue("center/z-m", 0);
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}
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sgNormalizeVec3(_axis);
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}
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@@ -1152,7 +1153,11 @@ SGMaterialAnimation::SGMaterialAnimation( SGPropertyNode *prop_root,
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_trans.factor = group->getFloatValue("factor", 1.0);
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_trans.offset = group->getFloatValue("offset", 0.0);
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_trans.min = group->getFloatValue("min", 0.0);
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if (_trans.min < 0.0)
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_trans.min = 0.0;
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_trans.max = group->getFloatValue("max", 1.0);
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if (_trans.max > 1.0)
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_trans.max = 1.0;
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if (_trans.dirty())
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_update |= TRANSPARENCY;
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