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author | Robert Adams | 2012-07-11 16:07:14 -0700 |
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committer | Robert Adams | 2012-07-11 16:12:38 -0700 |
commit | 743437262ed645204d9040e1705a41902860a648 (patch) | |
tree | 9e7f572b4460242963a4e313d82ba122ad1d1ae7 /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |
parent | Where possible, use the system Encoding.ASCII and Encoding.UTF8 rather than c... (diff) | |
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Many explanitory comments added to the link and delink code in
SOG and SOP. Should have no functionality changes.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 28 |
1 files changed, 20 insertions, 8 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index b3f11a7..4b2fede 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -693,9 +693,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
693 | { | 693 | { |
694 | // If this is a linkset, we don't want the physics engine mucking up our group position here. | 694 | // If this is a linkset, we don't want the physics engine mucking up our group position here. |
695 | PhysicsActor actor = PhysActor; | 695 | PhysicsActor actor = PhysActor; |
696 | // If physical and the root prim of a linkset, the position of the group is what physics thinks. | ||
696 | if (actor != null && ParentID == 0) | 697 | if (actor != null && ParentID == 0) |
697 | m_groupPosition = actor.Position; | 698 | m_groupPosition = actor.Position; |
698 | 699 | ||
700 | // If I'm an attachment, my position is reported as the position of who I'm attached to | ||
699 | if (ParentGroup.IsAttachment) | 701 | if (ParentGroup.IsAttachment) |
700 | { | 702 | { |
701 | ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar); | 703 | ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar); |
@@ -721,7 +723,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
721 | } | 723 | } |
722 | else | 724 | else |
723 | { | 725 | { |
724 | // To move the child prim in respect to the group position and rotation we have to calculate | 726 | // The physics engine always sees all objects (root or linked) in world coordinates. |
725 | actor.Position = GetWorldPosition(); | 727 | actor.Position = GetWorldPosition(); |
726 | actor.Orientation = GetWorldRotation(); | 728 | actor.Orientation = GetWorldRotation(); |
727 | } | 729 | } |
@@ -795,6 +797,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
795 | { | 797 | { |
796 | // We don't want the physics engine mucking up the rotations in a linkset | 798 | // We don't want the physics engine mucking up the rotations in a linkset |
797 | PhysicsActor actor = PhysActor; | 799 | PhysicsActor actor = PhysActor; |
800 | // If this is a root of a linkset, the real rotation is what the physics engine thinks. | ||
801 | // If not a root prim, the offset rotation is computed by SOG and is relative to the root. | ||
798 | if (ParentID == 0 && (Shape.PCode != 9 || Shape.State == 0) && actor != null) | 802 | if (ParentID == 0 && (Shape.PCode != 9 || Shape.State == 0) && actor != null) |
799 | { | 803 | { |
800 | if (actor.Orientation.X != 0f || actor.Orientation.Y != 0f | 804 | if (actor.Orientation.X != 0f || actor.Orientation.Y != 0f |
@@ -1980,14 +1984,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1980 | /// <returns>A Linked Child Prim objects position in world</returns> | 1984 | /// <returns>A Linked Child Prim objects position in world</returns> |
1981 | public Vector3 GetWorldPosition() | 1985 | public Vector3 GetWorldPosition() |
1982 | { | 1986 | { |
1983 | Quaternion parentRot = ParentGroup.RootPart.RotationOffset; | 1987 | Vector3 ret; |
1984 | Vector3 axPos = OffsetPosition; | 1988 | if (_parentID == 0) |
1985 | axPos *= parentRot; | 1989 | // if a root SOP, my position is what it is |
1986 | Vector3 translationOffsetPosition = axPos; | 1990 | ret = GroupPosition; |
1987 | if(_parentID == 0) | ||
1988 | return GroupPosition; | ||
1989 | else | 1991 | else |
1990 | return ParentGroup.AbsolutePosition + translationOffsetPosition; | 1992 | { |
1993 | // If a child SOP, my position is relative to the root SOP so take | ||
1994 | // my info and add the root's position and rotation to | ||
1995 | // get my world position. | ||
1996 | Quaternion parentRot = ParentGroup.RootPart.RotationOffset; | ||
1997 | Vector3 translationOffsetPosition = OffsetPosition * parentRot; | ||
1998 | ret = ParentGroup.AbsolutePosition + translationOffsetPosition; | ||
1999 | } | ||
2000 | return ret; | ||
1991 | } | 2001 | } |
1992 | 2002 | ||
1993 | /// <summary> | 2003 | /// <summary> |
@@ -2004,6 +2014,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2004 | } | 2014 | } |
2005 | else | 2015 | else |
2006 | { | 2016 | { |
2017 | // A child SOP's rotation is relative to the root SOP's rotation. | ||
2018 | // Combine them to get my absolute rotation. | ||
2007 | Quaternion parentRot = ParentGroup.RootPart.RotationOffset; | 2019 | Quaternion parentRot = ParentGroup.RootPart.RotationOffset; |
2008 | Quaternion oldRot = RotationOffset; | 2020 | Quaternion oldRot = RotationOffset; |
2009 | newRot = parentRot * oldRot; | 2021 | newRot = parentRot * oldRot; |