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Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs25
1 files changed, 24 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index 4f98199..2f4d707 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -35,6 +35,12 @@ namespace OpenSim.Region.Environment.Scenes
35 get { return 1; } 35 get { return 1; }
36 } 36 }
37 37
38 public LLQuaternion Rotation
39 {
40 get { return m_rootPart.RotationOffset; }
41 }
42
43
38 /// <summary> 44 /// <summary>
39 /// 45 ///
40 /// </summary> 46 /// </summary>
@@ -471,6 +477,13 @@ namespace OpenSim.Region.Environment.Scenes
471 } 477 }
472 } 478 }
473 479
480 public string Text
481 {
482 get { return m_rootPart.Text; }
483 set { m_rootPart.Text = value; }
484 }
485
486
474 public void SetPartText(string text, uint localID) 487 public void SetPartText(string text, uint localID)
475 { 488 {
476 SceneObjectPart part = this.GetChildPrim(localID); 489 SceneObjectPart part = this.GetChildPrim(localID);
@@ -626,7 +639,7 @@ namespace OpenSim.Region.Environment.Scenes
626 } 639 }
627 #endregion 640 #endregion
628 641
629 #region Roation 642 #region Rotation
630 /// <summary> 643 /// <summary>
631 /// 644 ///
632 /// </summary> 645 /// </summary>
@@ -791,6 +804,16 @@ namespace OpenSim.Region.Environment.Scenes
791 } 804 }
792 #endregion 805 #endregion
793 806
807 public override void UpdateMovement()
808 {
809 foreach( SceneObjectPart part in m_parts.Values )
810 {
811 part.UpdateMovement();
812 }
813
814 base.UpdateMovement();
815 }
816
794 /// <summary> 817 /// <summary>
795 /// Added as a way for the storage provider to reset the scene, 818 /// Added as a way for the storage provider to reset the scene,
796 /// most likely a better way to do this sort of thing but for now... 819 /// most likely a better way to do this sort of thing but for now...