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authorUbitUmarov2012-06-17 11:38:40 +0100
committerUbitUmarov2012-06-17 11:38:40 +0100
commit8cf414ba32ba995562e574cd2a58ce7ee204a562 (patch)
tree63c66c8dc249bc91b38f0066829c908dd7088240 /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parent split ugly expression in a if making it simpler to read (diff)
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*CHECK/REVIEW* comented out not used sp.ParentPosition. Comented out SOG.AbsolutePosition changing 'linked' avatars positions ( reason in code coment )
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs18
1 files changed, 13 insertions, 5 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index aab6a49..96eeec4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -631,6 +631,14 @@ namespace OpenSim.Region.Framework.Scenes
631 if (triggerScriptEvent) 631 if (triggerScriptEvent)
632 part.TriggerScriptChangedEvent(Changed.POSITION); 632 part.TriggerScriptChangedEvent(Changed.POSITION);
633 } 633 }
634
635/*
636 This seems not needed and should not be needed:
637 sp absolute position depends on sit part absolute position fixed above.
638 sp ParentPosition is not used anywhere.
639 Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
640 Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
641
634 if (!m_dupeInProgress) 642 if (!m_dupeInProgress)
635 { 643 {
636 foreach (ScenePresence av in m_linkedAvatars) 644 foreach (ScenePresence av in m_linkedAvatars)
@@ -640,12 +648,12 @@ namespace OpenSim.Region.Framework.Scenes
640 { 648 {
641 Vector3 offset = p.GetWorldPosition() - av.ParentPosition; 649 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
642 av.AbsolutePosition += offset; 650 av.AbsolutePosition += offset;
643 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition 651// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
644 av.SendAvatarDataToAllAgents(); 652 av.SendAvatarDataToAllAgents();
645 } 653 }
646 } 654 }
647 } 655 }
648 656*/
649 //if (m_rootPart.PhysActor != null) 657 //if (m_rootPart.PhysActor != null)
650 //{ 658 //{
651 //m_rootPart.PhysActor.Position = 659 //m_rootPart.PhysActor.Position =
@@ -676,8 +684,8 @@ namespace OpenSim.Region.Framework.Scenes
676 if (agent.ParentUUID != UUID.Zero) 684 if (agent.ParentUUID != UUID.Zero)
677 { 685 {
678 agent.ParentPart = null; 686 agent.ParentPart = null;
679 agent.ParentPosition = Vector3.Zero; 687// agent.ParentPosition = Vector3.Zero;
680 // agent.ParentUUID = UUID.Zero; 688// agent.ParentUUID = UUID.Zero;
681 } 689 }
682 } 690 }
683 691
@@ -3752,7 +3760,7 @@ namespace OpenSim.Region.Framework.Scenes
3752 else 3760 else
3753 // ugly rotation update of all parts 3761 // ugly rotation update of all parts
3754 { 3762 {
3755 group.AbsolutePosition = AbsolutePosition; 3763 group.ResetChildPrimPhysicsPositions();
3756 } 3764 }
3757 3765
3758 } 3766 }