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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs31
1 files changed, 9 insertions, 22 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 4495eda..0eddbfd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -513,24 +513,11 @@ namespace OpenSim.Region.Framework.Scenes
513 { 513 {
514 // If this is a linkset, we don't want the physics engine mucking up our group position here. 514 // If this is a linkset, we don't want the physics engine mucking up our group position here.
515 PhysicsActor actor = PhysActor; 515 PhysicsActor actor = PhysActor;
516
517 if (actor != null && _parentID == 0) 516 if (actor != null && _parentID == 0)
518 { 517 {
519 m_groupPosition = actor.Position; 518 m_groupPosition = actor.Position;
520 }
521/*
522 if (actor != null)
523 {
524 if (_parentID == 0)
525 {
526 m_groupPosition = actor.Position;
527 }
528 else
529 {
530 m_groupPosition = ParentGroup.AbsolutePosition; // KF+Casper Update Child prims too!
531 }
532 } 519 }
533*/ 520
534 if (IsAttachment) 521 if (IsAttachment)
535 { 522 {
536 ScenePresence sp = m_parentGroup.Scene.GetScenePresence(AttachedAvatar); 523 ScenePresence sp = m_parentGroup.Scene.GetScenePresence(AttachedAvatar);
@@ -545,7 +532,6 @@ namespace OpenSim.Region.Framework.Scenes
545 StoreUndoState(); 532 StoreUndoState();
546 533
547 m_groupPosition = value; 534 m_groupPosition = value;
548
549 PhysicsActor actor = PhysActor; 535 PhysicsActor actor = PhysActor;
550 if (actor != null) 536 if (actor != null)
551 { 537 {
@@ -1755,16 +1741,17 @@ namespace OpenSim.Region.Framework.Scenes
1755 public Vector3 GetWorldPosition() 1741 public Vector3 GetWorldPosition()
1756 { 1742 {
1757 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 1743 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
1758
1759 Vector3 axPos = OffsetPosition; 1744 Vector3 axPos = OffsetPosition;
1760 axPos *= parentRot; 1745 axPos *= parentRot;
1761 Vector3 translationOffsetPosition = axPos; 1746 Vector3 translationOffsetPosition = axPos;
1762 1747 if(_parentID == 0)
1763 int tx = (int)GroupPosition.X; 1748 {
1764 int ty = (int)GroupPosition.Y; 1749 return GroupPosition;
1765 int tz = (int)GroupPosition.Z; 1750 }
1766 1751 else
1767 return GroupPosition + translationOffsetPosition; 1752 {
1753 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
1754 }
1768 } 1755 }
1769 1756
1770 /// <summary> 1757 /// <summary>