From 397aa74777bc0c54ecd9e1b286e59e9de0a4f3c2 Mon Sep 17 00:00:00 2001 From: teravus Date: Tue, 1 Jan 2013 23:07:37 -0500 Subject: * Fixes the attachment scripted rotation bug. The problem is the code was relying on m_host.ParentId = 0 to determine if the attachment should be rotated against root prim offset. To fix it for attachments, we also need to check if the host's localID == RootPart's localID. otherwise we are cumulatively rotating against the host's root part rotation offset (which in this case, is it's own rotation) --- .../ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 13 +++++++++++-- 1 file changed, 11 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/ScriptEngine/Shared/Api/Implementation') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 7ff30ca..a559683 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -2353,8 +2353,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { m_host.AddScriptLPS(1); + + SceneObjectPart rootPart = m_host.ParentGroup.RootPart; + + + // Teravus: if (m_host.ParentID == 0) is bug code because the ParentID for the Avatar will cause this to be nonzero for root prim attachments + // which is then treated like a child prim rotation and it's offset gets cumulatively multiplied against. + // to fix the scripted rotations we also have to check to see if the root part localid is the same as the host's localid. + // RootPart != null should shortcircuit + // try to let this work as in SL... - if (m_host.ParentID == 0) + if (m_host.ParentID == 0 ) //|| (rootPart != null && m_host.LocalId == rootPart.LocalId)) { // special case: If we are root, rotate complete SOG to new rotation SetRot(m_host, rot); @@ -2362,7 +2371,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api else { // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask. - SceneObjectPart rootPart = m_host.ParentGroup.RootPart; + if (rootPart != null) // better safe than sorry { SetRot(m_host, rootPart.RotationOffset * (Quaternion)rot); -- cgit v1.1