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authorUbitUmarov2017-06-06 20:38:17 +0100
committerUbitUmarov2017-06-06 20:38:17 +0100
commit9011ca8461894f12effba97047718c0801ee7948 (patch)
tree28fd8b7dbc50b70ebb3fceb26affd3c8af15d7fc /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
parentbug fix: handle current region on GetChildAgentsToClose (diff)
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set optional group position and rotation before attach to scene
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs15
1 files changed, 1 insertions, 14 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index d980fe5..61aa915 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -941,20 +941,7 @@ namespace OpenSim.Region.Framework.Scenes
941 // If this is a root of a linkset, the real rotation is what the physics engine thinks. 941 // If this is a root of a linkset, the real rotation is what the physics engine thinks.
942 // If not a root prim, the offset rotation is computed by SOG and is relative to the root. 942 // If not a root prim, the offset rotation is computed by SOG and is relative to the root.
943 if (ParentID == 0 && (Shape.PCode != 9 || Shape.State == 0) && actor != null) 943 if (ParentID == 0 && (Shape.PCode != 9 || Shape.State == 0) && actor != null)
944 { 944 m_rotationOffset = actor.Orientation;
945 if (actor.Orientation.X != 0f || actor.Orientation.Y != 0f
946 || actor.Orientation.Z != 0f || actor.Orientation.W != 0f)
947 {
948 m_rotationOffset = actor.Orientation;
949 }
950 }
951
952// float roll, pitch, yaw = 0;
953// m_rotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
954//
955// m_log.DebugFormat(
956// "[SCENE OBJECT PART]: Got euler {0} for RotationOffset on {1} {2}",
957// new Vector3(roll, pitch, yaw), Name, LocalId);
958 945
959 return m_rotationOffset; 946 return m_rotationOffset;
960 } 947 }