diff options
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 11 |
1 files changed, 10 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 75d0667..4b4e4ba 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -3038,7 +3038,16 @@ 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 oldPos = AbsolutePosition + RootPart.OffsetPosition; | 3041 | Vector3 oldPos; |
3042 | |||
3043 | // FIXME: This improves the situation where editing just the root prim of an attached object would send | ||
3044 | // all the other parts to oblivion after detach/reattach. However, a problem remains since the root prim | ||
3045 | // still ends up in the wrong position on reattach. | ||
3046 | if (IsAttachment) | ||
3047 | oldPos = RootPart.OffsetPosition; | ||
3048 | else | ||
3049 | oldPos = AbsolutePosition + RootPart.OffsetPosition; | ||
3050 | |||
3042 | Vector3 diff = oldPos - newPos; | 3051 | Vector3 diff = oldPos - newPos; |
3043 | Quaternion partRotation = m_rootPart.RotationOffset; | 3052 | Quaternion partRotation = m_rootPart.RotationOffset; |
3044 | diff *= Quaternion.Inverse(partRotation); | 3053 | diff *= Quaternion.Inverse(partRotation); |