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authornebadon2011-11-05 02:26:25 -0700
committernebadon2011-11-05 02:26:25 -0700
commite3885625a069e5d6a59ad0300215c13c89ea00f8 (patch)
treea3553ea7a7085820b3d1bbfee1e4d631729ca6d0
parentrefactor: In sit code, compare against Vector3.Zero and Quaternion.Identity i... (diff)
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Don't rotate child prims, if only the root prim is rotated.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 4d6c4cb..3f4e112 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2926,8 +2926,8 @@ namespace OpenSim.Region.Framework.Scenes
2926 axPos *= Quaternion.Inverse(axRot); 2926 axPos *= Quaternion.Inverse(axRot);
2927 prim.OffsetPosition = axPos; 2927 prim.OffsetPosition = axPos;
2928 Quaternion primsRot = prim.RotationOffset; 2928 Quaternion primsRot = prim.RotationOffset;
2929 Quaternion newRot = primsRot * oldParentRot; 2929 Quaternion newRot = oldParentRot * primsRot;
2930 newRot *= Quaternion.Inverse(axRot); 2930 newRot = Quaternion.Inverse(axRot) * newRot;
2931 prim.RotationOffset = newRot; 2931 prim.RotationOffset = newRot;
2932 prim.ScheduleTerseUpdate(); 2932 prim.ScheduleTerseUpdate();
2933 prim.IgnoreUndoUpdate = false; 2933 prim.IgnoreUndoUpdate = false;