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author | darok | 2007-11-03 20:50:11 +0000 |
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committer | darok | 2007-11-03 20:50:11 +0000 |
commit | bcc0f3265d69e13118fe209ff1303ba84ef0dfe2 (patch) | |
tree | 524cfb923726347e0cdabff88ddbc8f706ee016d /OpenSim | |
parent | Modifications for prim movement. For now only in Mod. BulletX, but i think it... (diff) | |
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Fixes a bug with a ZERO Quaternion when creating a prim.
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | 12 |
1 files changed, 8 insertions, 4 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs index b558bb2..535e765 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | |||
@@ -199,10 +199,14 @@ namespace OpenSim.Region.Environment.Scenes | |||
199 | { | 199 | { |
200 | if (PhysActor != null) | 200 | if (PhysActor != null) |
201 | { | 201 | { |
202 | m_rotationOffset.X = PhysActor.Orientation.x; | 202 | if(PhysActor.Orientation.x != 0 || PhysActor.Orientation.y != 0 |
203 | m_rotationOffset.Y = PhysActor.Orientation.y; | 203 | || PhysActor.Orientation.z != 0 || PhysActor.Orientation.w != 0) |
204 | m_rotationOffset.Z = PhysActor.Orientation.z; | 204 | { |
205 | m_rotationOffset.W = PhysActor.Orientation.w; | 205 | m_rotationOffset.X = PhysActor.Orientation.x; |
206 | m_rotationOffset.Y = PhysActor.Orientation.y; | ||
207 | m_rotationOffset.Z = PhysActor.Orientation.z; | ||
208 | m_rotationOffset.W = PhysActor.Orientation.w; | ||
209 | } | ||
206 | } | 210 | } |
207 | return m_rotationOffset; | 211 | return m_rotationOffset; |
208 | } | 212 | } |