diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index 117bcbc3e4..aa2f2d02ff 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -868,12 +868,13 @@ namespace OpenSim.Region.Environment.Scenes
#region Packet Handlers
///
- ///
+ /// Link the prims in a given group to this group
///
- ///
+ /// The group of prims which should be linked to this group
public void LinkToGroup(SceneObjectGroup objectGroup)
{
SceneObjectPart linkPart = objectGroup.m_rootPart;
+
Vector3 oldGroupPosition =
new Vector3(linkPart.GroupPosition.X, linkPart.GroupPosition.Y, linkPart.GroupPosition.Z);
Quaternion oldRootRotation =
@@ -882,20 +883,23 @@ namespace OpenSim.Region.Environment.Scenes
linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
linkPart.GroupPosition = AbsolutePosition;
-
Vector3 axPos = new Vector3(linkPart.OffsetPosition.X, linkPart.OffsetPosition.Y, linkPart.OffsetPosition.Z);
+
Quaternion parentRot =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
axPos = parentRot.Inverse()*axPos;
+
linkPart.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
Quaternion oldRot =
new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X, linkPart.RotationOffset.Y,
linkPart.RotationOffset.Z);
Quaternion newRot = parentRot.Inverse()*oldRot;
linkPart.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
+
linkPart.ParentID = m_rootPart.LocalID;
linkPart.LinkNum = m_parts.Count;
+
m_parts.Add(linkPart.UUID, linkPart);
linkPart.SetParent(this);
@@ -935,7 +939,8 @@ namespace OpenSim.Region.Environment.Scenes
if (null != linkPart)
{
-
+ LLQuaternion worldRot = linkPart.GetWorldRotation();
+
// Remove the part from this object
m_parts.Remove(linkPart.UUID);
linkPart.ParentID = 0;
@@ -944,8 +949,9 @@ namespace OpenSim.Region.Environment.Scenes
{
m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
}
+
// We need to reset the child part's position
- // ready for life as a separate object after being a part of another object
+ // ready for life as a separate object after being a part of another object
Quaternion parentRot
= new Quaternion(
m_rootPart.RotationOffset.W,
@@ -964,6 +970,10 @@ namespace OpenSim.Region.Environment.Scenes
linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
linkPart.OffsetPosition = new LLVector3(0, 0, 0);
+ linkPart.RotationOffset = worldRot;
+
+ // This chunk is probably unnecesary now - delete later on
+ /*
Quaternion oldRot
= new Quaternion(
linkPart.RotationOffset.W,
@@ -972,6 +982,7 @@ namespace OpenSim.Region.Environment.Scenes
linkPart.RotationOffset.Z);
Quaternion newRot = parentRot*oldRot;
linkPart.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
+ */
// Add physics information back to delinked part if appropriate
// XXX This is messy and should be refactorable with the similar section in