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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs18
1 files changed, 11 insertions, 7 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 0b752c9..c65a665 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2946,12 +2946,13 @@ namespace OpenSim.Region.Framework.Scenes
2946 /// <param name="rot"></param> 2946 /// <param name="rot"></param>
2947 public void UpdateGroupRotationR(Quaternion rot) 2947 public void UpdateGroupRotationR(Quaternion rot)
2948 { 2948 {
2949
2950 m_rootPart.UpdateRotation(rot); 2949 m_rootPart.UpdateRotation(rot);
2951 if (m_rootPart.PhysActor != null) 2950
2951 PhysicsActor actor = m_rootPart.PhysActor;
2952 if (actor != null)
2952 { 2953 {
2953 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 2954 actor.Orientation = m_rootPart.RotationOffset;
2954 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 2955 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
2955 } 2956 }
2956 2957
2957 HasGroupChanged = true; 2958 HasGroupChanged = true;
@@ -2966,11 +2967,14 @@ namespace OpenSim.Region.Framework.Scenes
2966 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 2967 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
2967 { 2968 {
2968 m_rootPart.UpdateRotation(rot); 2969 m_rootPart.UpdateRotation(rot);
2969 if (m_rootPart.PhysActor != null) 2970
2971 PhysicsActor actor = m_rootPart.PhysActor;
2972 if (actor != null)
2970 { 2973 {
2971 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 2974 actor.Orientation = m_rootPart.RotationOffset;
2972 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 2975 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
2973 } 2976 }
2977
2974 AbsolutePosition = pos; 2978 AbsolutePosition = pos;
2975 2979
2976 HasGroupChanged = true; 2980 HasGroupChanged = true;