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Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs16
1 files changed, 8 insertions, 8 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index eaabdd5..2b0ad12 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -108,8 +108,6 @@ namespace OpenSim.Region.Environment.Scenes
108 [XmlIgnore] 108 [XmlIgnore]
109 public PhysicsActor PhysActor = null; 109 public PhysicsActor PhysActor = null;
110 110
111
112
113 //Xantor 20080528 Sound stuff: 111 //Xantor 20080528 Sound stuff:
114 // Note: This isn't persisted in the database right now, as the fields for that aren't just there yet. 112 // Note: This isn't persisted in the database right now, as the fields for that aren't just there yet.
115 // Not a big problem as long as the script that sets it remains in the prim on startup. 113 // Not a big problem as long as the script that sets it remains in the prim on startup.
@@ -443,6 +441,9 @@ namespace OpenSim.Region.Environment.Scenes
443 set { m_particleSystem = value; } 441 set { m_particleSystem = value; }
444 } 442 }
445 443
444 /// <summary>
445 /// The position of the entire group that this prim belongs to.
446 /// </summary>
446 public Vector3 GroupPosition 447 public Vector3 GroupPosition
447 { 448 {
448 get 449 get
@@ -475,18 +476,14 @@ namespace OpenSim.Region.Environment.Scenes
475 { 476 {
476 try 477 try
477 { 478 {
478
479 // Root prim actually goes at Position 479 // Root prim actually goes at Position
480 if (_parentID == 0) 480 if (_parentID == 0)
481 { 481 {
482 PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z); 482 PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
483
484 } 483 }
485 else 484 else
486 { 485 {
487
488 // To move the child prim in respect to the group position and rotation we have to calculate 486 // To move the child prim in respect to the group position and rotation we have to calculate
489
490 Vector3 resultingposition = GetWorldPosition(); 487 Vector3 resultingposition = GetWorldPosition();
491 PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z); 488 PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
492 Quaternion resultingrot = GetWorldRotation(); 489 Quaternion resultingrot = GetWorldRotation();
@@ -783,8 +780,6 @@ namespace OpenSim.Region.Environment.Scenes
783 get { return m_parentGroup; } 780 get { return m_parentGroup; }
784 } 781 }
785 782
786
787
788 public scriptEvents ScriptEvents 783 public scriptEvents ScriptEvents
789 { 784 {
790 get { return AggregateScriptEvents; } 785 get { return AggregateScriptEvents; }
@@ -3321,6 +3316,11 @@ namespace OpenSim.Region.Environment.Scenes
3321 public bool GetForceMouselook() { 3316 public bool GetForceMouselook() {
3322 return m_forceMouselook; 3317 return m_forceMouselook;
3323 } 3318 }
3319
3320 public override string ToString()
3321 {
3322 return String.Format("{0} {1} (parent {2}))", Name, UUID, ParentGroup);
3323 }
3324 3324
3325 #endregion Public Methods 3325 #endregion Public Methods
3326 } 3326 }