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authorUbitUmarov2014-11-27 23:32:24 +0000
committerUbitUmarov2014-11-27 23:32:24 +0000
commite8d67af3e17a0e2f7b87bcc4e22fd519c549dca9 (patch)
tree4e1cb3cb0eefe5bb1c4076b9a6b3cd84c3995c9f
parent fix stopMoveToTarget in attachments case ( similar to core fix) (diff)
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change/fix rez position and rotation on llRezObject and llRezAtRoot
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs51
1 files changed, 49 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 1dd3d2f..b45cc4d 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -2492,6 +2492,10 @@ namespace OpenSim.Region.Framework.Scenes
2492 } 2492 }
2493 2493
2494 SceneObjectGroup sog; 2494 SceneObjectGroup sog;
2495
2496 bool fixrot = false;
2497 Quaternion netRot = Quaternion.Identity;
2498
2495 // position adjust 2499 // position adjust
2496 if (totalPrims > 1) // nothing to do on a single prim 2500 if (totalPrims > 1) // nothing to do on a single prim
2497 { 2501 {
@@ -2506,17 +2510,50 @@ namespace OpenSim.Region.Framework.Scenes
2506 orot = sog.RootPart.GetWorldRotation(); 2510 orot = sog.RootPart.GetWorldRotation();
2507 else 2511 else
2508 orot = rot.Value; 2512 orot = rot.Value;
2513 // possible should be bbox, but geometric center looks better
2509 Vector3 off = sog.GetGeometricCenter(); 2514 Vector3 off = sog.GetGeometricCenter();
2515// Vector3 off = bbox * 0.5f;
2510 off *= orot; 2516 off *= orot;
2511 pos -= off; 2517 pos -= off;
2512 } 2518 }
2513 } 2519 }
2520 else
2521 {
2522 //veclist[] are relative to bbox corner with min X,Y and Z
2523 // rez at root, and rot will be referenced to first object in list
2524 if (rot == null)
2525 {
2526 // use original rotations
2527 if (atRoot)
2528 pos -= veclist[0];
2529 else
2530 pos -= bbox / 2;
2531 }
2532 else
2533 {
2534 fixrot = true;
2535 sog = objlist[0];
2536 netRot = Quaternion.Conjugate(sog.RootPart.GetWorldRotation());
2537 netRot = netRot * rot.Value;
2538 Vector3 off;
2539 if (atRoot)
2540 off = veclist[0];
2541 else
2542 off = bbox / 2;
2543 off *= netRot;
2544 pos -= off;
2545 }
2546 }
2514 } 2547 }
2515 2548
2516 for (int i = 0; i < objlist.Count; i++) 2549 for (int i = 0; i < objlist.Count; i++)
2517 { 2550 {
2518 SceneObjectGroup group = objlist[i]; 2551 SceneObjectGroup group = objlist[i];
2519 Vector3 curpos = pos + veclist[i]; 2552 Vector3 curpos;
2553 if(fixrot)
2554 curpos = pos + veclist[i] * netRot;
2555 else
2556 curpos = pos + veclist[i];
2520 2557
2521 if (group.IsAttachment == false && group.RootPart.Shape.State != 0) 2558 if (group.IsAttachment == false && group.RootPart.Shape.State != 0)
2522 { 2559 {
@@ -2525,7 +2562,17 @@ namespace OpenSim.Region.Framework.Scenes
2525 } 2562 }
2526 2563
2527 group.FromPartID = sourcePart.UUID; 2564 group.FromPartID = sourcePart.UUID;
2528 AddNewSceneObject(group, true, curpos, rot, vel); 2565 if( i == 0)
2566 AddNewSceneObject(group, true, curpos, rot, vel);
2567 else
2568 {
2569 Quaternion crot = objlist[i].RootPart.GetWorldRotation();
2570 if (fixrot)
2571 {
2572 crot *= netRot;
2573 }
2574 AddNewSceneObject(group, true, curpos, crot, vel);
2575 }
2529 2576
2530 // We can only call this after adding the scene object, since the scene object references the scene 2577 // We can only call this after adding the scene object, since the scene object references the scene
2531 // to find out if scripts should be activated at all. 2578 // to find out if scripts should be activated at all.