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authorRobert Adams2012-12-18 14:59:41 -0800
committerRobert Adams2012-12-18 19:25:40 -0800
commitd15bfcf61404914c3d64c965db9e66295655bea5 (patch)
treebe0ffafac781c1952cc1bf7cbaf35179ffce988a /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
parentDisable UDPPacketBuffer pooling for now to resolve an issue on Windows of int... (diff)
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Replace axis rotation numeric constants (STATUS_ROTATE_XYZ) with symbols. Also made it so llSetStatus() can individually enable disable rotation axi using the bitmask of flags.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs12
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index af7fae3..7a97e5f 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1918,11 +1918,11 @@ namespace OpenSim.Region.Framework.Scenes
1918 public int GetAxisRotation(int axis) 1918 public int GetAxisRotation(int axis)
1919 { 1919 {
1920 //Cannot use ScriptBaseClass constants as no referance to it currently. 1920 //Cannot use ScriptBaseClass constants as no referance to it currently.
1921 if (axis == 2)//STATUS_ROTATE_X 1921 if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X)
1922 return STATUS_ROTATE_X; 1922 return STATUS_ROTATE_X;
1923 if (axis == 4)//STATUS_ROTATE_Y 1923 if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y)
1924 return STATUS_ROTATE_Y; 1924 return STATUS_ROTATE_Y;
1925 if (axis == 8)//STATUS_ROTATE_Z 1925 if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z)
1926 return STATUS_ROTATE_Z; 1926 return STATUS_ROTATE_Z;
1927 1927
1928 return 0; 1928 return 0;
@@ -2671,13 +2671,13 @@ namespace OpenSim.Region.Framework.Scenes
2671 ParentGroup.SetAxisRotation(axis, rotate); 2671 ParentGroup.SetAxisRotation(axis, rotate);
2672 2672
2673 //Cannot use ScriptBaseClass constants as no referance to it currently. 2673 //Cannot use ScriptBaseClass constants as no referance to it currently.
2674 if (axis == 2)//STATUS_ROTATE_X 2674 if ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) != 0)
2675 STATUS_ROTATE_X = rotate; 2675 STATUS_ROTATE_X = rotate;
2676 2676
2677 if (axis == 4)//STATUS_ROTATE_Y 2677 if ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) != 0)
2678 STATUS_ROTATE_Y = rotate; 2678 STATUS_ROTATE_Y = rotate;
2679 2679
2680 if (axis == 8)//STATUS_ROTATE_Z 2680 if ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) != 0)
2681 STATUS_ROTATE_Z = rotate; 2681 STATUS_ROTATE_Z = rotate;
2682 } 2682 }
2683 2683