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authorMelanie2011-10-06 17:55:20 +0200
committerMelanie2011-10-06 17:55:20 +0200
commit300d357573a272ef0042ebbe0912ab88de958f65 (patch)
tree2c65b08074b6e7d84b2b5130fd7f9db04fa3ab3d /OpenSim/Region/Framework/Scenes
parentChange the asset connector to allow connection to different asset servers (diff)
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Fix physics proxy position when linking and rotating the root prim only
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs8
1 files changed, 6 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 6c47645..58f2586 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2397,6 +2397,7 @@ namespace OpenSim.Region.Framework.Scenes
2397 Quaternion oldRootRotation = linkPart.RotationOffset; 2397 Quaternion oldRootRotation = linkPart.RotationOffset;
2398 2398
2399 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition; 2399 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
2400 linkPart.ParentID = m_rootPart.LocalId;
2400 linkPart.GroupPosition = AbsolutePosition; 2401 linkPart.GroupPosition = AbsolutePosition;
2401 Vector3 axPos = linkPart.OffsetPosition; 2402 Vector3 axPos = linkPart.OffsetPosition;
2402 2403
@@ -3431,14 +3432,17 @@ namespace OpenSim.Region.Framework.Scenes
3431 if (prim.UUID != m_rootPart.UUID) 3432 if (prim.UUID != m_rootPart.UUID)
3432 { 3433 {
3433 prim.IgnoreUndoUpdate = true; 3434 prim.IgnoreUndoUpdate = true;
3435
3436 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3437 NewRot = Quaternion.Inverse(axRot) * NewRot;
3438 prim.RotationOffset = NewRot;
3439
3434 Vector3 axPos = prim.OffsetPosition; 3440 Vector3 axPos = prim.OffsetPosition;
3435 3441
3436 axPos *= oldParentRot; 3442 axPos *= oldParentRot;
3437 axPos *= Quaternion.Inverse(axRot); 3443 axPos *= Quaternion.Inverse(axRot);
3438 prim.OffsetPosition = axPos; 3444 prim.OffsetPosition = axPos;
3439 3445
3440 prim.RotationOffset *= Quaternion.Inverse(prim.GetWorldRotation()) * (oldParentRot * prim.RotationOffset);
3441
3442 prim.IgnoreUndoUpdate = false; 3446 prim.IgnoreUndoUpdate = false;
3443 } 3447 }
3444 } 3448 }