From d72d59905668d881c98f35c7f0c9783d6744084d Mon Sep 17 00:00:00 2001 From: SignpostMarv Date: Sat, 18 Aug 2012 15:19:15 +0100 Subject: integrating redundant code into operator --- .../ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 14 +------------- 1 file changed, 1 insertion(+), 13 deletions(-) (limited to 'OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 7009548..4645e7a 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -330,14 +330,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return key; } - // convert a LSL_Rotation to a Quaternion - public static Quaternion Rot2Quaternion(LSL_Rotation r) - { - Quaternion q = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); - q.Normalize(); - return q; - } - //These are the implementations of the various ll-functions used by the LSL scripts. public LSL_Float llSin(double f) { @@ -6532,12 +6524,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api protected void SitTarget(SceneObjectPart part, LSL_Vector offset, LSL_Rotation rot) { - // LSL quaternions can normalize to 0, normal Quaternions can't. - if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0) - rot.z = 1; // ZERO_ROTATION = 0,0,0,1 - part.SitTargetPosition = offset; - part.SitTargetOrientation = Rot2Quaternion(rot); + part.SitTargetOrientation = rot; part.ParentGroup.HasGroupChanged = true; } -- cgit v1.1