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author | UbitUmarov | 2012-06-13 02:50:39 +0100 |
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committer | UbitUmarov | 2012-06-13 02:50:39 +0100 |
commit | b30c23eba42f3df4e82a509de78876b679aad3e6 (patch) | |
tree | 463af2c70d52521288099352d6184e5ab4946807 /OpenSim/Region/ScriptEngine | |
parent | Fixed llGetObjectDetails(), OBJECT_ROT for sitting avatars case, plus 'cosmet... (diff) | |
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convert a LSL rotation of <0,0,0,0> to <0,0,0,1> and not <0,0,1,0> in SitTarget. Something seems to be doing that before this gets called, but just in case...
Diffstat (limited to 'OpenSim/Region/ScriptEngine')
-rw-r--r-- | OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 9772c5a..089b401 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -7099,7 +7099,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
7099 | { | 7099 | { |
7100 | // LSL quaternions can normalize to 0, normal Quaternions can't. | 7100 | // LSL quaternions can normalize to 0, normal Quaternions can't. |
7101 | if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0) | 7101 | if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0) |
7102 | rot.z = 1; // ZERO_ROTATION = 0,0,0,1 | 7102 | rot.s = 1; // ZERO_ROTATION = 0,0,0,1 |
7103 | 7103 | ||
7104 | part.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z); | 7104 | part.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z); |
7105 | part.SitTargetOrientation = Rot2Quaternion(rot); | 7105 | part.SitTargetOrientation = Rot2Quaternion(rot); |