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authornlin2009-04-10 06:39:52 +0000
committernlin2009-04-10 06:39:52 +0000
commit8e6c20b27fdb95b9008614eb36678508407a4d19 (patch)
tree562e0363e5e551c8d3fee03736d319f9e8963c64 /OpenSim/Region/Framework/Scenes/Scene.cs
parent* Updated BulletDotNET dll with the ContactFlags definition. (diff)
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Handle ObjectSpin* packets to spin physical prims on Ctrl+Shift+Drag
Addresses Mantis #3381 The current implementation works as expected if the object has no rotation or only rotation around the Z axis; you can spin the object left or right (around the world Z axis). It works a little unexpectedly if the object has a non-Z-axis rotation; in this case the body is spun about its local Z axis, not the world Z-axis. (But SL also behaves oddly with a spin on an arbitrarily rotated object.)
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs2
1 files changed, 2 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 0fe27a5..54c420d 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1933,6 +1933,8 @@ namespace OpenSim.Region.Framework.Scenes
1933 client.OnObjectSelect += SelectPrim; 1933 client.OnObjectSelect += SelectPrim;
1934 client.OnObjectDeselect += DeselectPrim; 1934 client.OnObjectDeselect += DeselectPrim;
1935 client.OnGrabUpdate += m_sceneGraph.MoveObject; 1935 client.OnGrabUpdate += m_sceneGraph.MoveObject;
1936 client.OnSpinStart += m_sceneGraph.SpinStart;
1937 client.OnSpinUpdate += m_sceneGraph.SpinObject;
1936 client.OnDeRezObject += DeRezObject; 1938 client.OnDeRezObject += DeRezObject;
1937 client.OnRezObject += RezObject; 1939 client.OnRezObject += RezObject;
1938 client.OnRezSingleAttachmentFromInv += RezSingleAttachment; 1940 client.OnRezSingleAttachmentFromInv += RezSingleAttachment;