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authordarok2007-11-03 20:50:11 +0000
committerdarok2007-11-03 20:50:11 +0000
commitbcc0f3265d69e13118fe209ff1303ba84ef0dfe2 (patch)
tree524cfb923726347e0cdabff88ddbc8f706ee016d
parentModifications for prim movement. For now only in Mod. BulletX, but i think it... (diff)
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Fixes a bug with a ZERO Quaternion when creating a prim.
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs12
1 files changed, 8 insertions, 4 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index b558bb2..535e765 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -199,10 +199,14 @@ namespace OpenSim.Region.Environment.Scenes
199 { 199 {
200 if (PhysActor != null) 200 if (PhysActor != null)
201 { 201 {
202 m_rotationOffset.X = PhysActor.Orientation.x; 202 if(PhysActor.Orientation.x != 0 || PhysActor.Orientation.y != 0
203 m_rotationOffset.Y = PhysActor.Orientation.y; 203 || PhysActor.Orientation.z != 0 || PhysActor.Orientation.w != 0)
204 m_rotationOffset.Z = PhysActor.Orientation.z; 204 {
205 m_rotationOffset.W = PhysActor.Orientation.w; 205 m_rotationOffset.X = PhysActor.Orientation.x;
206 m_rotationOffset.Y = PhysActor.Orientation.y;
207 m_rotationOffset.Z = PhysActor.Orientation.z;
208 m_rotationOffset.W = PhysActor.Orientation.w;
209 }
206 } 210 }
207 return m_rotationOffset; 211 return m_rotationOffset;
208 } 212 }