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authorJustin Clark-Casey (justincc)2011-10-29 00:39:01 +0100
committerJustin Clark-Casey (justincc)2011-10-29 00:39:01 +0100
commit61e97ee4c85d79098731eb7ddc074af388c61380 (patch)
treee6a56e53e5754e9e36e600aebe5e7e8eb09bba3e
parentset grp.RootPart.GroupPosition for code consistency (and readability) rather ... (diff)
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Remove completely unused SOG.Rotation parameter
We always use SOP.Rotation instead
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs18
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs2
3 files changed, 10 insertions, 18 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 64810d2..2ea9854 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -281,14 +281,6 @@ namespace OpenSim.Region.Framework.Scenes
281 get { return m_parts.Count; } 281 get { return m_parts.Count; }
282 } 282 }
283 283
284 protected Quaternion m_rotation = Quaternion.Identity;
285
286 public virtual Quaternion Rotation
287 {
288 get { return m_rotation; }
289 set { m_rotation = value; }
290 }
291
292 public Quaternion GroupRotation 284 public Quaternion GroupRotation
293 { 285 {
294 get { return m_rootPart.RotationOffset; } 286 get { return m_rootPart.RotationOffset; }
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
index 2912a46..90cdd7b 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
@@ -62,9 +62,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
62 62
63 grp1.AbsolutePosition = new Vector3(10, 10, 10); 63 grp1.AbsolutePosition = new Vector3(10, 10, 10);
64 grp2.AbsolutePosition = Vector3.Zero; 64 grp2.AbsolutePosition = Vector3.Zero;
65 65
66 // <90,0,0> 66 // <90,0,0>
67 grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0)); 67// grp1.UpdateGroupRotationR(Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
68 68
69 // <180,0,0> 69 // <180,0,0>
70 grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0)); 70 grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
@@ -85,7 +85,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
85 if (debugtest) 85 if (debugtest)
86 { 86 {
87 m_log.Debug("parts: " + grp1.Parts.Length); 87 m_log.Debug("parts: " + grp1.Parts.Length);
88 m_log.Debug("Group1: Pos:"+grp1.AbsolutePosition+", Rot:"+grp1.Rotation); 88 m_log.Debug("Group1: Pos:"+grp1.AbsolutePosition+", Rot:"+grp1.GroupRotation);
89 m_log.Debug("Group1: Prim1: OffsetPosition:"+ part1.OffsetPosition+", OffsetRotation:"+part1.RotationOffset); 89 m_log.Debug("Group1: Prim1: OffsetPosition:"+ part1.OffsetPosition+", OffsetRotation:"+part1.RotationOffset);
90 m_log.Debug("Group1: Prim2: OffsetPosition:"+part2.OffsetPosition+", OffsetRotation:"+part2.RotationOffset); 90 m_log.Debug("Group1: Prim2: OffsetPosition:"+part2.OffsetPosition+", OffsetRotation:"+part2.RotationOffset);
91 } 91 }
@@ -152,13 +152,13 @@ namespace OpenSim.Region.Framework.Scenes.Tests
152 grp4.AbsolutePosition = new Vector3(40, 40, 40); 152 grp4.AbsolutePosition = new Vector3(40, 40, 40);
153 153
154 // <90,0,0> 154 // <90,0,0>
155 grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0)); 155// grp1.UpdateGroupRotationR(Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
156 156
157 // <180,0,0> 157 // <180,0,0>
158 grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0)); 158 grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
159 159
160 // <270,0,0> 160 // <270,0,0>
161 grp3.Rotation = (Quaternion.CreateFromEulers(270 * Utils.DEG_TO_RAD, 0, 0)); 161// grp3.UpdateGroupRotationR(Quaternion.CreateFromEulers(270 * Utils.DEG_TO_RAD, 0, 0));
162 162
163 // <0,90,0> 163 // <0,90,0>
164 grp4.UpdateGroupRotationR(Quaternion.CreateFromEulers(0, 90 * Utils.DEG_TO_RAD, 0)); 164 grp4.UpdateGroupRotationR(Quaternion.CreateFromEulers(0, 90 * Utils.DEG_TO_RAD, 0));
@@ -187,12 +187,12 @@ namespace OpenSim.Region.Framework.Scenes.Tests
187 { 187 {
188 m_log.Debug("--------After Link-------"); 188 m_log.Debug("--------After Link-------");
189 m_log.Debug("Group1: parts:" + grp1.Parts.Length); 189 m_log.Debug("Group1: parts:" + grp1.Parts.Length);
190 m_log.Debug("Group1: Pos:"+grp1.AbsolutePosition+", Rot:"+grp1.Rotation); 190 m_log.Debug("Group1: Pos:"+grp1.AbsolutePosition+", Rot:"+grp1.GroupRotation);
191 m_log.Debug("Group1: Prim1: OffsetPosition:" + part1.OffsetPosition + ", OffsetRotation:" + part1.RotationOffset); 191 m_log.Debug("Group1: Prim1: OffsetPosition:" + part1.OffsetPosition + ", OffsetRotation:" + part1.RotationOffset);
192 m_log.Debug("Group1: Prim2: OffsetPosition:"+part2.OffsetPosition+", OffsetRotation:"+ part2.RotationOffset); 192 m_log.Debug("Group1: Prim2: OffsetPosition:"+part2.OffsetPosition+", OffsetRotation:"+ part2.RotationOffset);
193 193
194 m_log.Debug("Group3: parts:" + grp3.Parts.Length); 194 m_log.Debug("Group3: parts:" + grp3.Parts.Length);
195 m_log.Debug("Group3: Pos:"+grp3.AbsolutePosition+", Rot:"+grp3.Rotation); 195 m_log.Debug("Group3: Pos:"+grp3.AbsolutePosition+", Rot:"+grp3.GroupRotation);
196 m_log.Debug("Group3: Prim1: OffsetPosition:"+part3.OffsetPosition+", OffsetRotation:"+part3.RotationOffset); 196 m_log.Debug("Group3: Prim1: OffsetPosition:"+part3.OffsetPosition+", OffsetRotation:"+part3.RotationOffset);
197 m_log.Debug("Group3: Prim2: OffsetPosition:"+part4.OffsetPosition+", OffsetRotation:"+part4.RotationOffset); 197 m_log.Debug("Group3: Prim2: OffsetPosition:"+part4.OffsetPosition+", OffsetRotation:"+part4.RotationOffset);
198 } 198 }
@@ -240,12 +240,12 @@ namespace OpenSim.Region.Framework.Scenes.Tests
240 { 240 {
241 m_log.Debug("--------After De-Link-------"); 241 m_log.Debug("--------After De-Link-------");
242 m_log.Debug("Group1: parts:" + grp1.Parts.Length); 242 m_log.Debug("Group1: parts:" + grp1.Parts.Length);
243 m_log.Debug("Group1: Pos:" + grp1.AbsolutePosition + ", Rot:" + grp1.Rotation); 243 m_log.Debug("Group1: Pos:" + grp1.AbsolutePosition + ", Rot:" + grp1.GroupRotation);
244 m_log.Debug("Group1: Prim1: OffsetPosition:" + part1.OffsetPosition + ", OffsetRotation:" + part1.RotationOffset); 244 m_log.Debug("Group1: Prim1: OffsetPosition:" + part1.OffsetPosition + ", OffsetRotation:" + part1.RotationOffset);
245 m_log.Debug("Group1: Prim2: OffsetPosition:" + part2.OffsetPosition + ", OffsetRotation:" + part2.RotationOffset); 245 m_log.Debug("Group1: Prim2: OffsetPosition:" + part2.OffsetPosition + ", OffsetRotation:" + part2.RotationOffset);
246 246
247 m_log.Debug("Group3: parts:" + grp3.Parts.Length); 247 m_log.Debug("Group3: parts:" + grp3.Parts.Length);
248 m_log.Debug("Group3: Pos:" + grp3.AbsolutePosition + ", Rot:" + grp3.Rotation); 248 m_log.Debug("Group3: Pos:" + grp3.AbsolutePosition + ", Rot:" + grp3.GroupRotation);
249 m_log.Debug("Group3: Prim1: OffsetPosition:" + part3.OffsetPosition + ", OffsetRotation:" + part3.RotationOffset); 249 m_log.Debug("Group3: Prim1: OffsetPosition:" + part3.OffsetPosition + ", OffsetRotation:" + part3.RotationOffset);
250 m_log.Debug("Group3: Prim2: OffsetPosition:" + part4.OffsetPosition + ", OffsetRotation:" + part4.RotationOffset); 250 m_log.Debug("Group3: Prim2: OffsetPosition:" + part4.OffsetPosition + ", OffsetRotation:" + part4.RotationOffset);
251 } 251 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 654f168..f3206ac 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -541,7 +541,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
541 if (World.Entities.TryGetValue(target, out entity)) 541 if (World.Entities.TryGetValue(target, out entity))
542 { 542 {
543 if (entity is SceneObjectGroup) 543 if (entity is SceneObjectGroup)
544 ((SceneObjectGroup)entity).Rotation = rotation; 544 ((SceneObjectGroup)entity).UpdateGroupRotationR(rotation);
545 else if (entity is ScenePresence) 545 else if (entity is ScenePresence)
546 ((ScenePresence)entity).Rotation = rotation; 546 ((ScenePresence)entity).Rotation = rotation;
547 } 547 }