diff options
Diffstat (limited to 'OpenSim')
-rwxr-xr-x | OpenSim/Region/Framework/Scenes/SceneGraph.cs | 10 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 15 |
2 files changed, 6 insertions, 19 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 117d92d..96b8c8b 100755 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs | |||
@@ -388,19 +388,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
388 | public bool AddNewSceneObject( | 388 | public bool AddNewSceneObject( |
389 | SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel) | 389 | SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel) |
390 | { | 390 | { |
391 | AddNewSceneObject(sceneObject, attachToBackup, false); | ||
392 | |||
393 | if (pos != null) | 391 | if (pos != null) |
394 | sceneObject.AbsolutePosition = (Vector3)pos; | 392 | sceneObject.AbsolutePosition = (Vector3)pos; |
395 | 393 | ||
394 | if (rot != null) | ||
395 | sceneObject.UpdateGroupRotationR((Quaternion)rot); | ||
396 | |||
397 | AddNewSceneObject(sceneObject, attachToBackup, false); | ||
398 | |||
396 | if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) | 399 | if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) |
397 | { | 400 | { |
398 | sceneObject.ClearPartAttachmentData(); | 401 | sceneObject.ClearPartAttachmentData(); |
399 | } | 402 | } |
400 | 403 | ||
401 | if (rot != null) | ||
402 | sceneObject.UpdateGroupRotationR((Quaternion)rot); | ||
403 | |||
404 | PhysicsActor pa = sceneObject.RootPart.PhysActor; | 404 | PhysicsActor pa = sceneObject.RootPart.PhysActor; |
405 | if (pa != null && pa.IsPhysical && vel != Vector3.Zero) | 405 | if (pa != null && pa.IsPhysical && vel != Vector3.Zero) |
406 | { | 406 | { |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index d980fe5..61aa915 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -941,20 +941,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
941 | // If this is a root of a linkset, the real rotation is what the physics engine thinks. | 941 | // If this is a root of a linkset, the real rotation is what the physics engine thinks. |
942 | // If not a root prim, the offset rotation is computed by SOG and is relative to the root. | 942 | // If not a root prim, the offset rotation is computed by SOG and is relative to the root. |
943 | if (ParentID == 0 && (Shape.PCode != 9 || Shape.State == 0) && actor != null) | 943 | if (ParentID == 0 && (Shape.PCode != 9 || Shape.State == 0) && actor != null) |
944 | { | 944 | m_rotationOffset = actor.Orientation; |
945 | if (actor.Orientation.X != 0f || actor.Orientation.Y != 0f | ||
946 | || actor.Orientation.Z != 0f || actor.Orientation.W != 0f) | ||
947 | { | ||
948 | m_rotationOffset = actor.Orientation; | ||
949 | } | ||
950 | } | ||
951 | |||
952 | // float roll, pitch, yaw = 0; | ||
953 | // m_rotationOffset.GetEulerAngles(out roll, out pitch, out yaw); | ||
954 | // | ||
955 | // m_log.DebugFormat( | ||
956 | // "[SCENE OBJECT PART]: Got euler {0} for RotationOffset on {1} {2}", | ||
957 | // new Vector3(roll, pitch, yaw), Name, LocalId); | ||
958 | 945 | ||
959 | return m_rotationOffset; | 946 | return m_rotationOffset; |
960 | } | 947 | } |