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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs30
1 files changed, 7 insertions, 23 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 6807e1b..25489d8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -204,22 +204,9 @@ namespace OpenSim.Region.Framework.Scenes
204 get { return m_parts.Count; } 204 get { return m_parts.Count; }
205 } 205 }
206 206
207 public override Quaternion Rotation 207 public Quaternion GroupRotation
208 { 208 {
209 get { return m_rootPart.RotationOffset; } 209 get { return m_rootPart.RotationOffset; }
210 set { m_rootPart.RotationOffset = value; }
211 }
212
213 public override Vector3 Scale
214 {
215 get { return m_rootPart.Scale; }
216 set { m_rootPart.Scale = value; }
217 }
218
219 public override Vector3 Velocity
220 {
221 get { return m_rootPart.Velocity; }
222 set { m_rootPart.Velocity = value; }
223 } 210 }
224 211
225 public UUID GroupID 212 public UUID GroupID
@@ -541,7 +528,7 @@ namespace OpenSim.Region.Framework.Scenes
541 // Temporary commented to stop compiler warning 528 // Temporary commented to stop compiler warning
542 //Vector3 partPosition = 529 //Vector3 partPosition =
543 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 530 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
544 Quaternion parentrotation = Rotation; 531 Quaternion parentrotation = GroupRotation;
545 532
546 // Telling the prim to raytrace. 533 // Telling the prim to raytrace.
547 //EntityIntersection inter = part.TestIntersection(hRay, parentrotation); 534 //EntityIntersection inter = part.TestIntersection(hRay, parentrotation);
@@ -1884,17 +1871,14 @@ namespace OpenSim.Region.Framework.Scenes
1884 1871
1885 checkAtTargets(); 1872 checkAtTargets();
1886 1873
1887 Quaternion rot = Rotation; 1874 if (UsePhysics && ((Math.Abs(lastPhysGroupRot.W - GroupRotation.W) > 0.1)
1888 1875 || (Math.Abs(lastPhysGroupRot.X - GroupRotation.X) > 0.1)
1889 if (UsePhysics && 1876 || (Math.Abs(lastPhysGroupRot.Y - GroupRotation.Y) > 0.1)
1890 ((Math.Abs(lastPhysGroupRot.W - rot.W) > 0.1f) 1877 || (Math.Abs(lastPhysGroupRot.Z - GroupRotation.Z) > 0.1)))
1891 || (Math.Abs(lastPhysGroupRot.X - rot.X) > 0.1f)
1892 || (Math.Abs(lastPhysGroupRot.Y - rot.Y) > 0.1f)
1893 || (Math.Abs(lastPhysGroupRot.Z - rot.Z) > 0.1f)))
1894 { 1878 {
1895 m_rootPart.UpdateFlag = 1; 1879 m_rootPart.UpdateFlag = 1;
1896 1880
1897 lastPhysGroupRot = rot; 1881 lastPhysGroupRot = GroupRotation;
1898 } 1882 }
1899 1883
1900 foreach (SceneObjectPart part in m_parts.Values) 1884 foreach (SceneObjectPart part in m_parts.Values)