* Make code fix to address prim rotation unlink issues (mantis 383, 454. 369)
* Many thanks to alex_carnell for the necessary information for thisThreadPoolClientBranch
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49a5a00b80
commit
3624efde85
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@ -868,12 +868,13 @@ namespace OpenSim.Region.Environment.Scenes
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#region Packet Handlers
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#region Packet Handlers
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/// <summary>
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/// <summary>
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///
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/// Link the prims in a given group to this group
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/// </summary>
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/// </summary>
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/// <param name="objectGroup"></param>
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/// <param name="objectGroup">The group of prims which should be linked to this group</param>
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public void LinkToGroup(SceneObjectGroup objectGroup)
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public void LinkToGroup(SceneObjectGroup objectGroup)
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{
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{
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SceneObjectPart linkPart = objectGroup.m_rootPart;
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SceneObjectPart linkPart = objectGroup.m_rootPart;
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Vector3 oldGroupPosition =
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Vector3 oldGroupPosition =
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new Vector3(linkPart.GroupPosition.X, linkPart.GroupPosition.Y, linkPart.GroupPosition.Z);
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new Vector3(linkPart.GroupPosition.X, linkPart.GroupPosition.Y, linkPart.GroupPosition.Z);
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Quaternion oldRootRotation =
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Quaternion oldRootRotation =
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@ -882,20 +883,23 @@ namespace OpenSim.Region.Environment.Scenes
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linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
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linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
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linkPart.GroupPosition = AbsolutePosition;
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linkPart.GroupPosition = AbsolutePosition;
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Vector3 axPos = new Vector3(linkPart.OffsetPosition.X, linkPart.OffsetPosition.Y, linkPart.OffsetPosition.Z);
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Vector3 axPos = new Vector3(linkPart.OffsetPosition.X, linkPart.OffsetPosition.Y, linkPart.OffsetPosition.Z);
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Quaternion parentRot =
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Quaternion parentRot =
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new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
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new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
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m_rootPart.RotationOffset.Z);
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m_rootPart.RotationOffset.Z);
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axPos = parentRot.Inverse()*axPos;
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axPos = parentRot.Inverse()*axPos;
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linkPart.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
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linkPart.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
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Quaternion oldRot =
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Quaternion oldRot =
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new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X, linkPart.RotationOffset.Y,
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new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X, linkPart.RotationOffset.Y,
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linkPart.RotationOffset.Z);
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linkPart.RotationOffset.Z);
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Quaternion newRot = parentRot.Inverse()*oldRot;
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Quaternion newRot = parentRot.Inverse()*oldRot;
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linkPart.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
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linkPart.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
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linkPart.ParentID = m_rootPart.LocalID;
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linkPart.ParentID = m_rootPart.LocalID;
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linkPart.LinkNum = m_parts.Count;
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linkPart.LinkNum = m_parts.Count;
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m_parts.Add(linkPart.UUID, linkPart);
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m_parts.Add(linkPart.UUID, linkPart);
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linkPart.SetParent(this);
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linkPart.SetParent(this);
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@ -935,6 +939,7 @@ namespace OpenSim.Region.Environment.Scenes
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if (null != linkPart)
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if (null != linkPart)
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{
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{
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LLQuaternion worldRot = linkPart.GetWorldRotation();
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// Remove the part from this object
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// Remove the part from this object
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m_parts.Remove(linkPart.UUID);
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m_parts.Remove(linkPart.UUID);
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@ -944,6 +949,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
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m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
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}
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}
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// We need to reset the child part's position
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// We need to reset the child part's position
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// ready for life as a separate object after being a part of another object
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// ready for life as a separate object after being a part of another object
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Quaternion parentRot
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Quaternion parentRot
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@ -964,6 +970,10 @@ namespace OpenSim.Region.Environment.Scenes
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linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
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linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
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linkPart.OffsetPosition = new LLVector3(0, 0, 0);
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linkPart.OffsetPosition = new LLVector3(0, 0, 0);
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linkPart.RotationOffset = worldRot;
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// This chunk is probably unnecesary now - delete later on
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/*
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Quaternion oldRot
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Quaternion oldRot
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= new Quaternion(
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= new Quaternion(
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linkPart.RotationOffset.W,
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linkPart.RotationOffset.W,
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@ -972,6 +982,7 @@ namespace OpenSim.Region.Environment.Scenes
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linkPart.RotationOffset.Z);
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linkPart.RotationOffset.Z);
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Quaternion newRot = parentRot*oldRot;
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Quaternion newRot = parentRot*oldRot;
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linkPart.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
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linkPart.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
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*/
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// Add physics information back to delinked part if appropriate
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// Add physics information back to delinked part if appropriate
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// XXX This is messy and should be refactorable with the similar section in
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// XXX This is messy and should be refactorable with the similar section in
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