From 212e132e79f868fd3bb9bcf9ef2c13eb12f8c14e Mon Sep 17 00:00:00 2001 From: Melanie Date: Fri, 2 Oct 2009 00:47:01 +0100 Subject: Revert "* Adding Scale to EntityBase * Fixing the incorrect initialization of EntityBase.Rotation * Removed SceneObjectGroup.GroupRotation and added overrides for Scale/Rotation/Velocity" This reverts commit 39842eb4af3b5a8c52d56c0f7f05ad54f0651bb0. --- .../Region/Framework/Scenes/SceneObjectGroup.cs | 30 +++++----------------- 1 file changed, 7 insertions(+), 23 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 6b4cc0d..9f44f92 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -204,22 +204,9 @@ namespace OpenSim.Region.Framework.Scenes get { return m_parts.Count; } } - public override Quaternion Rotation + public Quaternion GroupRotation { get { return m_rootPart.RotationOffset; } - set { m_rootPart.RotationOffset = value; } - } - - public override Vector3 Scale - { - get { return m_rootPart.Scale; } - set { m_rootPart.Scale = value; } - } - - public override Vector3 Velocity - { - get { return m_rootPart.Velocity; } - set { m_rootPart.Velocity = value; } } public UUID GroupID @@ -548,7 +535,7 @@ namespace OpenSim.Region.Framework.Scenes // Temporary commented to stop compiler warning //Vector3 partPosition = // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); - Quaternion parentrotation = Rotation; + Quaternion parentrotation = GroupRotation; // Telling the prim to raytrace. //EntityIntersection inter = part.TestIntersection(hRay, parentrotation); @@ -1891,17 +1878,14 @@ namespace OpenSim.Region.Framework.Scenes checkAtTargets(); - Quaternion rot = Rotation; - - if (UsePhysics && - ((Math.Abs(lastPhysGroupRot.W - rot.W) > 0.1f) - || (Math.Abs(lastPhysGroupRot.X - rot.X) > 0.1f) - || (Math.Abs(lastPhysGroupRot.Y - rot.Y) > 0.1f) - || (Math.Abs(lastPhysGroupRot.Z - rot.Z) > 0.1f))) + if (UsePhysics && ((Math.Abs(lastPhysGroupRot.W - GroupRotation.W) > 0.1) + || (Math.Abs(lastPhysGroupRot.X - GroupRotation.X) > 0.1) + || (Math.Abs(lastPhysGroupRot.Y - GroupRotation.Y) > 0.1) + || (Math.Abs(lastPhysGroupRot.Z - GroupRotation.Z) > 0.1))) { m_rootPart.UpdateFlag = 1; - lastPhysGroupRot = rot; + lastPhysGroupRot = GroupRotation; } foreach (SceneObjectPart part in m_parts.Values) -- cgit v1.1