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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs14
1 files changed, 4 insertions, 10 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index f1036ae..75d0667 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -3028,8 +3028,8 @@ namespace OpenSim.Region.Framework.Scenes
3028 /// <summary> 3028 /// <summary>
3029 /// Update just the root prim position in a linkset 3029 /// Update just the root prim position in a linkset
3030 /// </summary> 3030 /// </summary>
3031 /// <param name="pos"></param> 3031 /// <param name="newPos"></param>
3032 public void UpdateRootPosition(Vector3 pos) 3032 public void UpdateRootPosition(Vector3 newPos)
3033 { 3033 {
3034// m_log.DebugFormat( 3034// m_log.DebugFormat(
3035// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos); 3035// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
@@ -3038,16 +3038,10 @@ namespace OpenSim.Region.Framework.Scenes
3038// for (int i = 0; i < parts.Length; i++) 3038// for (int i = 0; i < parts.Length; i++)
3039// parts[i].StoreUndoState(); 3039// parts[i].StoreUndoState();
3040 3040
3041 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3041 Vector3 oldPos = AbsolutePosition + RootPart.OffsetPosition;
3042 Vector3 oldPos =
3043 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
3044 AbsolutePosition.Y + m_rootPart.OffsetPosition.Y,
3045 AbsolutePosition.Z + m_rootPart.OffsetPosition.Z);
3046 Vector3 diff = oldPos - newPos; 3042 Vector3 diff = oldPos - newPos;
3047 Vector3 axDiff = new Vector3(diff.X, diff.Y, diff.Z);
3048 Quaternion partRotation = m_rootPart.RotationOffset; 3043 Quaternion partRotation = m_rootPart.RotationOffset;
3049 axDiff *= Quaternion.Inverse(partRotation); 3044 diff *= Quaternion.Inverse(partRotation);
3050 diff = axDiff;
3051 3045
3052 SceneObjectPart[] parts = m_parts.GetArray(); 3046 SceneObjectPart[] parts = m_parts.GetArray();
3053 for (int i = 0; i < parts.Length; i++) 3047 for (int i = 0; i < parts.Length; i++)